CURE LIGHT WOUNDS
CLERIC
HEAL
LIFE
1d6
*P casts a bright blue light across *N healing *D damage.
Cures light wounds up to 1d6 per level of the caster.
Cure light wounds
SPELL
LIGHT
1d4
*P summons a glowing sphere of light for *D rounds.
Produces a glowing sphere that follows the caster for 1d4 rounds per level.
Light
BARKSKIN
BLESS
AC
10d1
Swinging *G hands *P causes *N's skin to harden for *D rounds.
Causes skin to be like tree bark lowering AC by 10 for 1d4 rounds per level.
Barkskin
ENTANGLE
0
*P conjures up the plantlife, *N is then entangled by its roots.
This hits the target with a 1 round duration, 1d6 Life, per level entangle.
1d1
Entangle
AID
MH
3d1
*P prays and uses *G holy symbol to bless *N with *D more Life.
This spell will raise the targets Maximum Life by 3, for 1 round, per level.
Aid
FLAME BLADE
2
DAMAGE
20d10
With summoned Fire Plane energy *P swings a fire blade at *N for *D damage.
This causes 20-200 fire damage to all chosen targets in the area.
Flame Blade
SILENCE
A
1d2
Whispering softly *P casts a spell upon *N, silencing for *D rounds.
This causes the chosen targets to be silenced for 1d2 rounds per level.
Silence
CALL LIGHTNING
1
Raising *G hands, *P calls lightning bolts to strike *N for *D damage.
This causes 1d6 lightning damage per level to the target.
Call Lightning
CONTINUAL LIGHT
2d4
*P calls forth a bright glowing orb to give light for *D rounds.
This will call forth a glowing orb that will last 2d4 per level, giving light.
Continual Light
CURE BLINDNESS
DISPEL
BLIND
In a burst of light *P attempts to cure *N's blindness.
This can dispel 1d6 rounds of blindness per level.
Cure Blindness
DISPEL SILENCE
*P whispers a few words and attemps to dispel *N's curse of silence.
This will dispel 1d6 rounds of silence per level of the caster.
Dispel Silence
GLYPH OF WARDING
WALL
3d5
Waving *G hands *P summons a magical barrier over *N, blocking it.
This will put a magical barrier on the target exit with 3d5 Life per level.
Glyph of Warding
PROTECTION FROM FIRE
IT
*P points and with a burst of fire *N is engulfed, blessed with fire immunity.
This blesses the target with the immunity to fire for 1 round per level.
Protection from Fire
REMOVE CURSE
CURSE
With a spritz of holy water *P attempts to dispel *N's curse.
This will remove 2d4 curse rounds from the target, per level of the caster.
Remove Curse
REMOVE PARALYSIS
STONE
*P touches *N with *G holy finger attempting to dispel the paralysis.
This will remove 2d4 rounds from a paralysis(stone) effect, per level.
Remove Paralysis
WATER BREATHING
WATER
Breathing in deeply *P empowers *N with the ability to breath without air.
Blesses targets with the ability to breath w/o air for 1d6 rounds per level.
Water Breathing
CURE SERIOUS WOUNDS
2d5
Using holy symbols and prayer *P heals *N of *D damage.
This spell will cure 2d5 points of damage per level of the caster.
Cure serious wounds
NEUTRALIZE POISON
POISON
*P has *N drink a small vile of bless water, attempting to dispel the poison.
This removes 2d5 rounds of poisoning per level of the caster.
Neutralize Poison
AIR WALK
FLYING
*P blesses *N with the power of flight for *D rounds.
This will give the target the power of flight for 1d6 rounds per level.
Air Walk
CONJURE FIRE ELEMENTAL
SUMMON
Fire Elemental
*P throws a small burst of fire at the ground and a Fire Elemental appears.
Summons a Fire Elemental of equal or lesser level for 1 round per level.
Conjure Fire Elemental
WORD OF MEMORY
THIRDEYE
This allows the caster to memorize his/her location for later teleportation.
Word of Memory
WORD OF RECALL
TELEPORT
This allows the caster to teleport back to a memorized location.
Word of Recall
CURE CRITICAL WOUNDS
4d4
Calling on greater powers, *P heals *N of *D damage.
This will cure the target of 4d4 life points per level of the caster.
Cure critical wounds
CONJURE EARTH ELEMENTAL
Earth Elemental
*P blesses a rock and throws it to the ground and an Earth Elemental forms.
Summons an Earth Elemental of equal or lesser level for 1 round per level.
Conjure Earth Elemental
GREAT HEAL
999d1
999999
Calling upon the power of *G God, *P completely and totally heals *N.
This spell will completely and totally heal the target of ALL damage.
Great Heal
DIVINE HEAL
*P calls upon all *G energy and faith and completely heals *N of all damage.
This will totally and completely heal ALL TARGETS of ALL damage.
Divine Heal
CREEPING DOOM
D
In a cloud of deathly smoke *P calls upon a deadly insect swarm to kill *N.
This will either kill the target or mortally wound it.
Creeping Doom
RESSURECTION
Through *P, directing the power of *G God itself, *N is ressurected.
This will ressurect a fallen target back to life.
Ressurection
ARMOR
WIZARD
Speaking the incantation, *P blesses *N with a *D bonus to AC.
This will bless the target with a bonus of 10 AC for 1 round per level.
Armor
BURNING HANDS
Raising *G hands, *P touches *N causing burns of *D damage.
This spell causes 1d6 fire damage per level of the caster.
Burning Hands
FLAME SURGE
FIRE ELEMENTAL
The *P surges its flames up higher, healing itself of *D damage.
Healing spell for Fire Elementals. Heals 1d4 per level of Elemental.
Flame Surge
CHILL TOUCH
4
*P reaches out with *G glowing blue hand, touching *N for *D damage.
This will cause 1d6 cold damage per level of the caster.
Chill Touch
HOLD PORTAL
*P points at *N speaking an incantation, creating a barrier of *D life.
Create a barrier over target passage with 2d4 life per level of caster.
Hold Portal
*P raises a hand and a bright light of *D rounds appears.
This will create a light of 1d2 rounds per level of the caster.
MAGIC MISSILE
5
*P launches several small missiles at *N exploding for *D damage.
Causes 2d4 physical damage per level of the caster.
Magic Missile
SHIELD
*P showers *N with magic dust creating a shield of 10 AC for *D rounds.
Blesses targets with a bonus 10 AC for 1 round per level.
Shield
SHOCKING GRASP
*P grasps *N with *G electrically charged hands for *D damage.
Causes 2d4 electrical damage per level of caster.
Shocking Grasp
SLEEP
8
*P waves *G hands back and forth causing *N to fall asleep for *D rounds.
Causes target to fall asleep for 1 round per level of the caster.
Sleep
ALTER SELF
MORPH
*P, in a swirling mass, transforms into a large Sabertooth Tiger.
Allows caster to change form into a Sabertooth Tiger for 1d4 rounds per level.
Alter Self
BLINDNESS
6
*P produces a bright burst of light causing *N to be blinded for *D rounds.
Causes the target to be blinded for 1d6 rounds per level of the caster.
Blindness
2d2
In a burst of light, *P creates a strong torchlike light for *D rounds.
Creates 2d2 + 1 rounds of light per level of the caster.
INVISIBILITY
INVISIBLE
With a simple incantation, *P fades away, and is seen no more for *D rounds.
Makes the target invisible for 1d6 rounds per level of the caster.
Invisibility
KNOCK
UNLOCK
Waving *G hands near the lock, *P attempts to unlock *N.
Attempts to unlock a locked door with a 1 percent chance per level of caster.
Knock
STRENGTH
STR
39
Holding *G hands high, *P speaks an incantation, *N's strength increases.
Increases the targets strength by 40 points.
Strength
FLAME ARC
ROGUE MAGE
*P engulfs *N in flames for *D damage with the wave of a hand!
spell for rogue mage
flame arc
SUMMON SWARM
Swarm
Chanting an incantation, *P summons a swarm of insects for *D rounds.
Summons a swarm of insects of equal or lesser level for 1 round per level.
Summon Swarm
WEB
A web springs from *P's fingertips, entangling *N with a *D life webbing.
Causes a web to entangle the target with 1d6+1 life and 1 rounds, per level.
Web
WIZARD'S LOCK
4d5
*P throws a magical key at *N creating a *D life barrier over it.
The most powerful wall spell, blocks a passage with 4d5 life per level.
Wizard's Lock
FIREBALL
2d6
Fireballs appear in *P's hands, throwing them, *N is burned for *D damage.
Multiple fireballs are thrown from hand for 2d6 damage per level. Ranged also.
Fireball
FLY
*P casts a spell and *N begins to hover above the ground for *D rounds.
Allows targets to fly unnaturally for 2d4 rounds per level of caster.
Fly
HOLD
*P encompasses *N with a Hold spell for *D rounds.
Encompasses the target, holding them for 1d2 rounds per level of caster.
Hold
VAMPIRIC TOUCH
T
*P touches *N draining *D life into *G own body.
Drains 1d6+2 life per level from the target giving them to the caster.
Vampiric Touch
*P blows on *N giving the ability of Water breathing for *D rounds.
Gives the target water breathing ability for 1d2 rounds per level of caster.
MEMORIZE DIMENSION
MEMORIZE
Memorizes the current location to allow teleporting back at later time.
Memorize Dimension
DIMENSION DOOR
Allows target to be teleported to a specified caster's memorized location.
Dimension Door
ICE STORM
With a wave of *G hands, *P calls an ice storm, striking *N for *D damage.
Causes 2d4+2 ice damage to all targets chosen upon casting.
Ice Storm
CHAIN LIGHTNING
2d20
Calling upon lightning, *P forms a lightning cone hitting *N for *D damage.
Causes 2d4+2 electrical damage per level formed into a cone when cast.
Chain Lightning
REINCARNATION
*P, calling on *G inner energy, causes *N to be ressurected from the dead.
Can bring a fallen target back to life.
Reincarnation
PARRY STANCE
FIGHTER
*P goes into a parry stance lowering *G AC by *D for a period of time.
Allows the fighter to lower his/her AC by 5 for 1d2 rounds per level.
Parry Stance
SKILL
MASS MELEE
MULTIPLE
.07
Allows fighter to attack extra times in melee. 1 extra attack every 15 levels.
Mass melee
MASS RANGED
.05
Allows fighter to attack extra times ranged. 1 extra attack every 20 levels.
Mass Ranged
PICKPOCKET
THIEF
STEAL
3d10
10
*P has grazed and pickpocketed *N for *D coins.
Allows the thief to attempt to steal money from the target.
Pickpocket
STEAL ITEM
Allows the thief a chance to steal random items from the target.
Steal Item
PICK LOCK
1.10
*P attempts to pick *N's lock and succeeds!
Allows a Thief the chance to pick a lock on a locked passage.
Pick Lock
HIDE IN SHADOWS
HIDE
.6
You sneak among the shadows here and become invisible to those around you.
Allows the thief the chance ability to hide beyond sight as if invisible.
Hide in Shadows
BACKSTAB
SNEAKATTACK
*P instantly kills *N with a sneaky backstab from behind.
Backstab a target. .5 chance of instant kill per level. x3 damage otherwise.
.5
Backstab
FIND TRAPS
DETECT
TRAP1
.7
*P attempts to find any traps within the room and is successful!
Attempts to detect any traps within a room that could be possibly disarmed.
Find Traps
DISARM TRAPS
DISARM
*P attempts to disarm a known trap in the room and succeeds!
Allows the ability to possibly disarm a trap that has been detected.
Disarm Traps
MERCENARY
*P goes into a parry stance lowering *G AC by *D.
Allows mercenary to go into a stance lowering AC by 5 for 1 round per level.
Allows the mercenary a chance to pick the target lock.
*P attempts to find any traps within the area, and succeeds!
Attempts to find any possible traps within the room and reveals its number.
*P attempts to disarm a trap within the room and succeeds!
Allows the chance to disarm a known trap thats discovered with FIND TRAPS.
DRUID
In a small burst of magic, *P creates a light for *D rounds.
Produces a temporary light that lasts 1d6 rounds per level of the caster.
AFFECT NORMAL FIRES
RECHARGE
ROUNDS
*P chants an incantation and the *N is recharged for *D rounds.
Recharges light rounds on items, recharges for 1d2+1 per level of caster.
Affect Normal Fires
HOLY WORD
Glowing brightly, *P heals *N of *D damage.
Heals the target for 1d4+6 life points per level of the caster.
Holy Word
FLAMING SPHERE
Conjuring a flaming sphere, *P fries *N for *D damage.
Conjures a flaming sphere to burn all targets chosen for 1d6 per level.
Flaming Sphere
RESIST FIRE
*P throws a fiery orange fireball at *N, giving fire immunity for *D rounds.
Makes immune to fire\heat based attacks for 1 round per level of the caster.
Resist Fire
*P chants an incantation and *N fades away, no longer seen by normal sight.
Makes target invisible for 1 round per level of the caster.
RESIST COLD
*P calls on a cold breeze striking *N, causing immunity to cold for *D rounds.
Makes immune to cold/ice based attacks for 1 round per level of the caster.
Resist Cold
POISON ARROW
9
1d10
*P fires a magical poison arrrow at *N causing *D poison damage.
Target is poisoned for 1d10 lasting 1 round, per level of caster. Ranged.
Poison Arrow
SLOW POISON
*P touches *N slowing the poison for *D rounds.
Dispels 1 round of poisoning from target per level of the caster.
Slow Poison
FLAME ARROW
*P fires a magical flaming arrow at *N causing *D fire damage.
Fires a magical flaming arrow, damaging for 2d4 per level of caster. Ranged.
Flame Arrow
SILENCE 15'
S
Putting a finger to *G lips, *P silences *N for *D rounds.
Silences all chosen targets for 1d2 rounds per level of the caster.
Silence 15'
STONESKIN
7
*P, smashing a rock in *G hands, makes *N immune to weapons for *D rounds.
Target's skin becomes like stone,thus immune to weapons. 1 round per level.
StoneSkin
MAGICAL VESTMENT
Waving *G hands, *P lowers *N's AC by *D with a blessing.
Target is blessed, lowering its AC by 10 for 1d2 rounds per level of caster.
Magical Vestment
CLOUDKILL
2d10
*P exhales and a large cloud of poisonious gas hits *N for *D damage.
Causes all targets to be poisoned by 2d20 damage for 1d2 rounds per level.
CloudKill
1d3
*P chants and prays for *N lessening the curse rounds by *D.
Targets is dispeled of 1d3 rounds of curseing per level of the caster.
CONE OF COLD
*P claps *G hands together hitting *N with a cone of cold for *D damage.
Causes a cone of 2d5 cold damage per level to come forth from the caster.
Cone of Cold
Allows the caster to memorize a location for later teleportation to.
Memorize
Allows caster to teleport self or another target to a memorized location.
Teleport
FIRESTORM
Holding *G hands up, *P calls a mighty firestorm, singeing *N for *D damage.
Causes all chosen targets 2d10 fire damage per level of the caster.
Firestorm
FLAMING SHURIKEN
NINJA
*P throws several magical fire shuriken, striking *N for *D damage.
Creates a fire shuriken causing 1d6+1 damage per level of caster. Ranged.
Flaming Shuriken
*P attemps to pick *N, and succeeds!!
Attempts to unlock a locked passage with an increased chance per level.
POISONCLOUD
1d5
*P throws a small smoke bomb, poisoning *N and causing *D damage.
Causes a poisonious cloud to effect all chosen targets for 1 round per level.
PoisonCloud
*P leaps into the shadows, disappearing from all normal sight.
Allows ninja to hide in shadows as long as he doesnt attack or speak.
FLASHBOMB
*P throws a small flashbomb to the ground, blinding *N for *D rounds.
Causes all targets to be blinded for 1d2 rounds per level of the caster.
Flashbomb
CHARGED CALTRIPS
*P tosses charged caltrips under *N's feet, causing *D electrical damage.
With electrically charged caltrips, all chosen targets take 1d6+2 per level.
Charged Caltrips
*P attempts to finds any traps within this area..and is successful.
Gives the ninja the ability to find traps that could possibly be disarmed.
MEDITATION
*P meditates deeply, healing *N of *D damage.
Allows the ninja to meditate and heal for 4d4 per level of the ninja.
Meditation
*P attempts to disarm a known trap in the area..and succeeds!
Allows the ninja the chance to disarm a known trap in the area.
ICE WEB
*P throws *G hands out, striking *N with a blue dust, forming an Ice Web.
Entangles chosen targets in an Ice entangle of 4d4 life and 1 round per level.
Ice Web
EAGLE CLAW
*P springs from the shadows, striking and killing *N instantly.
Allows the ninja to get a sneak eagle claw attack on a target after hiding.
Eagle Claw
DRAGONSTRIKE
*P calls upon the dragon god, striking *N with *D fire damage.
Causes a dragon fire breath to hit all chosen targets for 4d4 per level.
DragonStrike
HOLY BEACON
PALADIN
*P holds out *G hand, conjuring a holy light for *D rounds.
Conjures a light of 1d4 rounds per level of the caster.
Holy Beacon
HOLY PRAYER
With a prayer, *P heals *N of *D damage.
Heals target for 1d5+2 life per level of the caster.
Holy Prayer
HOLY ARMOR
Using *G holy symbol, *P creates a magical armor on *N adding *D to AC.
Conjures up a divine magical armor of 10 AC for 1d2 rounds per level.
Holy Armor
HOLY STORM
With a mighty prayer and holy symbol, *P calls a storm, *N takes *D damage.
Calls upon a storm from the gods, does 2d4+1 per level to all chosen targets.
Holy Storm
GREATER HOLY PRAYER
In deep prayer *P begins healing *N, healing *D damage.
Calls a more powerful prayer healing for 2d6+2 per level of the caster.
Greater Holy Prayer
ACIDIC FORCE
WARLOCK
3
*P conjures a acidic wall to come crashing down on *N, causing *D damage.
Causes target to take 1d5+3 Acid damage per level of the caster. Ranged.
Acidic Force
TORCHFIRE
*P conjures up a torch's flame to guide *G way for *D rounds.
Create a light for 1d4+2 rounds per level of the caster.
Torchfire
FREEZING RAIN
Raising *G hands, *P calls a freezing rain storm, freezing *N for *D rounds.
Conjures freezing rain which freezes chosen targets for 1d2 rounds per level.
Freezing Rain
FIREFLIES
*P whispers a word and fireflies appear swarming *N, poisoning for *D damage.
Conjures fireflies that poison 2d6 to chosen targets for 1d3 rounds per level.
Fireflies
FORTIFICATION
6d1
With a snap of *G finger, *P creates a barrier around *N giving a *D AC bonus.
Creates barriers around targets giving 6 AC bonus for 2d2 rounds per level.
Fortification
FLOWER HEAL
PURPLE FLOWER
life
*P inhales the flowers fragrance and is healed of *D damage.
This spell is only for the purple flower found in the mages area..
flower heal
POWER
VAMPIRIC GRASP
3d2
*P reaches out and grasps *N damaging and transfering *D life.
Damages the target for 3d2 damage per level, which transfers to the caster.
Vampiric Grasp
MASS MELEE ATTACK
.17
Gives the Warlock a multiple attack, one extra attack every 60 levels.
Mass Melee Attack
LESSER HEAL
MONK
*P's hands glow of a light blue, then touching *N, heals for *D damage.
Heals the target for 2d2 damage per level of the caster.
Lesser Heal
SILENT MOVEMENT
*P silently backs into the shadows and disappears...
Allows unseen movement by the monk when cast or ability to hide in the room.
Silent Movement
DISPEL MAGIC
ALL
With a powerful incantation, *P points at *N and dispels *D rounds of effects.
Dispels 1 round a level of stone, entangle, blind, silence, or curse effects.
Dispel Magic
DISPEL WALL
6d2
With a powerful incantation, *P points to *N and dispels *D of the magic wall.
Dispels 6d2 of a magic wall life per level of caster.
Dispel Wall
LEVITATE
*P casts a spell and *N begins to levitate for *D rounds.
Allows the target the ability to levitate for 1d2 rounds per level of caster.
Levitate
SPHERE OF BLINDING
*P throws a sphere of blinding at *N causing blindness for *D rounds.
Conjures a sphere of blinding which blinds targets for 2d2 rounds per level.
Sphere of Blinding
MARTIAL BLOW
*P leaps from a silent hiding and hits *N with a lethal blow.
Ability to give a lethal or triple damage blow from a hiding position.
Martial Blow
FLESH TO STONE
In a flash of light, *P turns *N to stone for *D rounds.
Turns targets to stone for 1d3 rounds per level of the caster.
Flesh to Stone
IMMUNITY TO POISON
*P casts a spell and *N becomes immune to poisons for *D rounds...
Gives the monk the ability to resist poisons for 1d2 rounds per level.
Immunity to Poison
SLEEPING POWDER
The mutated plant blows sweet smelling pollen at *N putting them to sleep.
for mutated plant on main street
sleeping powder
MINOR HEALING
POTION OF HEALING
3d6
*N takes a drink from the potion gaining *D life points.
this spell is for all potions of healing
minor healing
MAJOR HEAL
ELIXIR OF LIFE
8d10
*N takes a swig from the decanter and gains *D life points.
for elixiers of health
major heal
MINOR RESTORE
LAVENDER POTION
power
*N is restored *D power points after taking a dose of the potion.
for all power restoring potions
minor restore
MAJOR RESTORE
GREEN CRYSTAL
8d6
*N drinks of the magical liquid and it restores *D power points.
This is for all power healing potions of the powerful type..
major restore
CURE POISON MINOR
GREEN POTION
poison
*N takes a drink from a small green vial and feels a little better.
for small potions that relive character of poison
cure poison minor
CURE POISON MAJOR
DARK GREEN POTION
*N looks a bit healthier after taking a drink of the dark green potion.
spell used for large potions of cure poison
cure poison major
VANISH
VANISHING CREAM
20d3
*N vanishes as he rubs a small portion of the cream on his person..
for vanishing cream or similar
vanish
ITEMS
%P heals %N for %D damage.