1 | Adhere | [dice] objects is covered in extremely sticky slime. |
2 | Anchor | A strong wire sprouts from your arms, affixing itself to [dice] points within 50ft on each side. |
3 | Animate Object | [dice] objects obeys your commands as best it can. It can walk 15ft per round. |
4 | Anthropomorphize | A touched animal either gains human intelligence or human appearance for [sum] days. |
5 | Arcane Eye | You can see through a magical floating eyeball that flies around at your command. |
6 | Astral Prison | [dice] objects are frozen in time and space within an invulnerable crystal shell. |
7 | Attract | [sum]+1 objects are strongly magnetically attracted to each other if they come within 10 feet. |
8 | Auditory Illusion | You create illusory sounds that seem to come from a direction of your choice. |
9 | Babble | [dice] creatures must loudly and clearly repeat everything you think. It is otherwise mute. |
10 | Bait Flower | A plant sprouts from the ground that emanates the smell of decaying flesh. |
11 | Beast Form | You and your possessions transform into a mundane animal. |
12 | Befuddle | [sum] creatures of your choice are unable to form new short-term memories for the duration of the spell. |
13 | Body Swap | You switch bodies with a creature you touch. If one body dies, the other dies as well. |
14 | Charm | [sum] creatures treat you like a friend. |
15 | Command | A creature obeys a single, [sum] word command that does not harm it |
16 | Comprehend | You become fluent in all languages |
17 | Cone of Foam | Dense foam sprays from your hand, coating [dice] targets. |
18 | Control Plants | [sum] nearby plants and trees obey you and gain the ability to move at a slow pace. |
19 | Control Weather | You may alter the type of weather for [sum] minutes, but you do not otherwise control it. |
20 | Cure Wounds | Restore [dice] STR to a creature you can touch. |
21 | Deafen | [sum] nearby creatures are deafened at random. |
22 | Detect Magic | You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement. |
23 | Disassemble | Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. |
24 | Disguise | You may alter the appearance of [sum] characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny |
25 | Displace | An object appears to be up to [sum]×10ft from its actual position. |
26 | Earthquake | The ground begins shaking violently. Structures may be damaged or collapse. |
27 | Elasticity | Your body can stretch up to [dice]×10ft. |
28 | Elemental Wall | A straight wall of ice or fire [dice]×40ft long and 10ft high rises from the ground. |
29 | Flare | A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe for [dice] minutes. |
30 | Filch | [dice] visible items teleport to your hands. |
31 | Fog Cloud | Dense fog spreads out from you |
32 | Frenzy | [sum] creatures erupt in a frenzy of violence |
33 | Gate | A portal to a random plane opens. |
34 | Gravity Shift | You can change the direction of gravity (for yourself only) up to [dice] per round. |
35 | Greed | [sum] creatures develop an overwhelming urge to possess a visible item of your choice. |
36 | Haste | Your movement speed is multiplied [dice] times. |
37 | Hatred | [dice] creatures develop a deep hatred of another creature or group of creatures and wish to destroy it. |
38 | Hear Whispers | You can hear faint sounds clearly |
39 | Hover | An object hovers, frictionless, [sum] ft above the ground. |
40 | Hypnotize | A creature enters a trance and will truthfully answer [dice] yes or no questions you ask it. |
41 | Icy Touch | A thick ice layer spreads across a touched surface, up to [dice]×10ft in radius. |
42 | Identify Owner | [dice] letters appear over the object you touch, spelling out the name of the object’s owners, if there are any. |
43 | Illuminate | A floating light moves as you command. |
44 | Invisible Tether | Two objects within [dice]x10ft of each other cannot be moved more than [dice]x10ft apart. |
45 | Knock | [dice] nearby mundane or magical locks unlock. |
46 | Leap | You can jump up to [dice]×10ft in the air. |
47 | Liquid Air | The air around you becomes swimmable. |
48 | Magic Dampener | [dice] nearby magical effects have their effectiveness halved. |
49 | Manse | A sturdy, furnished cottage appears for [dice]×12 hours. You can permit and forbid entry to it at will. |
50 | Marble Madness | Your pockets are full of marbles, and will refill for [sum] rounds. |
51 | Masquerade | [dice] characters’ appearances and voices become identical to a touched character. |
52 | Miniaturize | You and [dice] other touched creatures are reduced to the size of a mouse. |
53 | Mirror Image | [dice] illusory duplicates of yourself appear under your control. |
54 | Mirrorwalk | A mirror becomes a gateway to another mirror that you looked into today. |
55 | Multiarm | You gain [dice] extra arms |
56 | Night Sphere | An [sum]×40ft wide sphere of darkness displaying the night sky appears. |
57 | Objectify | You become any inanimate object between the size of a grand piano and an apple. |
58 | Ooze Form | You become a living jelly. |
59 | Pacify | [dice] creatures have an aversion to violence. |
60 | Phobia | [dice] creatures become terrified of an object of your choice. |
61 | Pit | A pit 10ft wide and [sum]x5ft deep opens in the ground |
62 | Primeval Surge | An object grows to the size of an elephant. If it is an animal, it is enraged. |
63 | Push/Pull | [dice] objects of any size are pulled directly towards you or pushed directly away from you with the strength of [sum] men. |
64 | Raise Dead | [sum] skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders. |
65 | Raise Spirit | The spirit of a dead body manifests and will answer [dice] questions. |
66 | Read Mind | You can hear the surface thoughts of [dice] nearby creatures. |
67 | Repel | [sum]+1 objects are strongly magnetically repelled from each other if they come within 10 feet. |
68 | Scry | You can see through the eyes of a creature you touched earlier today. |
69 | Sculpt Elements | All inanimate material behaves like clay in your hands. |
70 | Sense | Choose one kind of object (key, gold, arrow, jug, etc). You can sense the nearest [dice] examples. |
71 | Shield | A creature you touch is protected from mundane attacks for [dice] minutes. |
72 | Shroud | [sum] creatures are invisible until they move |
73 | Shuffle | [sum] creatures instantly switch places. Determine where they end up randomly. |
74 | Sleep | [dice] creatures fall into a light sleep. |
75 | Slick | Every surface in a [dice]x10ft radius becomes extremely slippery. |
76 | Smoke Form | Your body becomes living smoke for [dice] minutes. |
77 | Sniff | You can smell even the faintest traces of scents. |
78 | Snuff | The source of [sum] mundane lights you can see are instantly snuffed out. |
79 | Sort | Inanimate items sort themselves according to categories you set. |
80 | Spectacle | A clearly unreal but impressive illusion of your choice appears for [dice] minutes, under your control. It may be up to the size of a palace and has full motion and sound |
81 | Spellsaw | A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless. |
82 | Spider Climb | You can climb surfaces like a spider for [dice] minutes. |
83 | Summon Cube | [sum] times per round] you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes. |
84 | Swarm | You become a swarm of crows, rats, or piranhas. You only take damage from area effects |
85 | Telekinesis | You may mentally move [sum] items. |
86 | Telepathy | [sum]+1 creatures can hear each other’s thoughts, no matter how far apart they move |
87 | Teleport | An object disappears and reappears on the ground in a visible, clear area up to [sum]×40ft away. |
88 | Target Lure | An object you touch becomes the target of any nearby spell. |
89 | Thicket | A thicket of trees and dense brush up to [sum]×40ft wide suddenly sprouts up. |
90 | Summon Idol | A carved stone statue the size of a mule rises from the ground. |
91 | Time Control | Time in a 50ft bubble slows down or increases by 10% for 30 seconds. |
92 | True Sight | You see through all nearby illusions. |
93 | Upwell | A spring of seawater appears. |
94 | Vision | You completely control what a creature sees. |
95 | Visual Illusion | A silent, immobile, illusion of your choice appears, up to the size of a bedroom. |
96 | Ward | A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it |
97 | Web | Your wrists can shoot thick webbing that covers [sum]x10ft. |
98 | Widget | A primitive version of a drawn tool or item appears before you and disappears after a [dice] minutes. |
99 | Wizard Mark | Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects. |
100 | X-Ray Vision | You gain X-Ray vision. |
111 | Adaptive Skin | Target can exist comfortably in hot or cold environments. |
112 | Addle Brain | Target must pass WIL save or drop to 0 WIL for 1 hour. |
113 | Animal Call | Summons a mundane beast. It holds no loyalty towards you or your allies. |
114 | Anti-Magic Globe | A thin shell of magical protection surrounds a small area around the caster. For every additional minute the globe is active they take one additional Fatigue. |
115 | Arachnid’s Finesse | Target can walk on walls and ceilings. |
116 | Arcane Arrow | Green energy bursts from your fingers, dealing 1d6 damage and ignoring mundane armor. |
121 | Arcane Confinement | Target is bound by magical rope, able only to speak but nothing more. |
122 | Arcane Epistle | You write a letter that only its intended reader can understand. |
123 | Arcane Fireworks | Target flame becomes a great conflagration of heat, light and sound. |
124 | Arcane Stain | Inscribes an invisible rune you can feel. Suffer 1d4 WIL loss if removed. |
125 | Architect’s Eye | Any hidden doors within 60ft light up as if on fire. |
126 | Architect’s Perfection | Create a holographic wall, floor, or ceiling that looks absolutely real. |
131 | Astral Step | You and anyone touching you instantly transport to a known location you have been to before. |
132 | Banishment | WIL save or creature to returns to native plane. |
133 | Become Unseen | Target becomes invisible for 1 hour, and are still able use abilities and attack without detection. Afterwards they become incapacitated (deprived) |
134 | Beguilement | Target humanoid must make a WIL save or is controlled telepathically. |
135 | Bewildering Fog | A hazy fog surrounds you in a radius of 20ft. Attacks within the mist are impaired. |
136 | Blazing Defense | You manifest a shield of flame (+1 Armor, 1d6 damage). Fire cannot hurt you. |
141 | Blessing | Target’s attacks are enhanced and non-Blast attacks are impaired against them until they next take damage. |
142 | Bolster | A person you can see is emboldened by your words for a few minutes: their attacks are enhanced and they cannot become deprived. |
143 | Bound | Target can make a single jump to any place they can see. |
144 | Boundless Message | Delivers a single sentence to any one creature instantaneously, no matter the distance. |
145 | Breath Soup | Blocks vision and slows movement. |
146 | Burning Missile | You fire an acid missile that does 1d6 damage to a target for every round it is not washed off. |
151 | Burnishing Bubble | Target is enclosed by an impenetrable sphere that rolls along the ground, unless they pass a DEX save. |
152 | Calcify | Target object turns to stone at the caster’s touch. Living targets save vs STR. |
153 | Catsense | Target has heightened senses for the next hour, especially at night. |
154 | Chilling Graze | Target loses 1d4+1 STR and is deprived. |
155 | Cinder Flesh | Energy beams burn enemies (1d10 blast damage) in a straight line. |
156 | Circle of Arcane Protection | Magical or godly beings cannot enter a 10ft circle. |
161 | Cleanse | Rotten or poisoned food becomes edible. |
162 | Cold Spray | A spray of cold air does d6 damage 20ft in one direction. |
163 | Conceal Object | Masks an object against divination or scrying. |
164 | Conquer Gravity | Target moves up or down according to your whims. |
165 | Cosmic Fingertips | Your hands sculpt stone, rock or minerals into any form you please. |
166 | Coup de Grâce | An ally’s next attack ignores armor and takes damage directly from their target’s STR. |
211 | Craft from Clay | Any natural, earthen target is transformed (rock to mud, lava to rock, etc). |
212 | Create Unlife | Creates 1d4 undead skeletons and zombies from corpses. WIL save every hour to control them. |
213 | Curse of the Sightless | Anyone within eyesight must make a WIL save or be blinded. |
214 | Curse Unlife | Deals 1d4+2 STR loss to one undead, ignoring armor and resistances. |
215 | Cure-All | A single illness or disease dissipates at your touch. |
216 | Cute Ink | A single page in a book can be altered to hide its true content. |
221 | Darksight | Target can see 60 ft. in total darkness. |
222 | Death’s Breath | You summon a poisonous cloud (d6 STR loss) you can control. |
223 | Devil’s Comedian | WIL save or target laughs uncontrollably, unable to take any action. |
224 | Disaster Fluid | Anything in a 10ft square becomes slippery; DEX save to avoid slipping. |
225 | Disrupt Scry | Future divinations of one creature or object are misled according to your will. |
226 | Doppleganger | You spawn 1d6 decoy duplicates of someone you touch. Decoys are dispelled with a touch. |
231 | Doubleskin | Target humanoid doubles in size. |
232 | Dreampoison | Target is deprived after suffering a night of bad dreams. |
233 | Dreamtalker | Sends a message to anyone currently asleep. |
234 | Earsplit | Anyone within earshot is deafened. |
235 | Easy Descent | Objects or creatures nearby fall very slowly. |
236 | Edifice | You summon a stone wall up to 20ft wide that you can control. |
241 | Energize Rope | A rope-like objects moves at your command. |
242 | Ensorcelled | Creatures are enraptured for a few minutes unless they pass a WIL save. |
243 | Envision | Spies on a target you have met, even across vast distances. On a WIL save, they can feel your presence. |
244 | Ephemeral Audio | Point to a spot. Anyone nearby hears a sound you choose at any volume. |
245 | Epidemic | Infects target with disease, which spreads until the source of magic is destroyed. |
246 | Extraplanar Convocation | Summons any extraplanar being onto your plane. It holds no loyalty towards you or your allies. |
251 | Extraplanar Request | Ask a single question of a random extraplanar entity. |
252 | Feline Dexterity | Target becomes limber, lithe and as fast as quicksilver. |
253 | Find Virulence | Detects poison in any creature or object within 30ft. |
254 | Fire Curse | An object you touch is imbued with a hidden flame-trap dealing 1d4+2 STR loss. |
255 | Firey Missile | A bow you touch can fire flaming arrows (1d10 damage) for one minute. |
256 | Fish Lung | A target can breathe underwater until they surface again. |
261 | Fleetfooted | One creature moves at double speed. |
262 | Flicker | Target randomly vanishes and reappears once at will. |
263 | Fog of Nausea | A cloud of nauseating vapors pours out from the Spellbook’s pages. Anyone nearby makes a STR save or vomit uncontrollably. |
264 | Fold Portal | A door you touch opens into another door you’ve stepped through before until it is shut again. |
265 | Foolishness | A target you touch becomes vulnerable to wild mood swings, sweeping conclusions and silly behavior. They also lose 1d6 WIL for 24 hours (down to a minimum of 1). |
266 | Fortify | Damage from heat, ice, acid or electricity are impaired against a target for the next hour. |
311 | Frozen Corpse | A corpse you touch is preserved. |
312 | Gale | You summon an impenetrable wall of energy up to 15ft wide. |
313 | Ghost Whisper | You and a sympathetic ally are linked, able to converse in short sentences for an hour. |
314 | Gift of Flight | Target can fly for a short while. |
315 | Glacier | You create a wall of ice (15 HP, 3 Armor) around a creature you choose. |
316 | Gorgon’s Gaze | Target is transformed into a statue on a failed WIL save. A success reverses the spell; holder must pass a WIL save or the book is destroyed. |
321 | Great Ball of Fire | You fire a ball of flame (1d10 damage) up to 20 feet away. |
322 | Hand of the Protector | A giant, floating hand blocks all damage from a single opponent until you are safe from danger. |
323 | Healing Grace | A target heals 1d6 STR, and you become deprived until you take the time to mediate, pray or sleep. |
324 | Heatless Torch | Turns any object into a permanent, heatless torch. |
325 | Hedgemagick | You perform a minor magical trick (create flame, wind, light or sound). |
326 | Hempen Hoop | A rope moves at your command. |
331 | Hide Mind | The next person to scry your mind or your whereabouts is fooled. |
332 | Hoodwink Monster | Target monster makes a WIL save or treats you as an ally. |
333 | Hoodwink Person | Target becomes a friend until out of sight. |
334 | Hovering Protection | A hovering, transparent disk materializes around an ally granting 1 Armor. |
335 | Ice Ray | Ice and snow flow from your fingerprints, dealing 1d8 damage (blast) in a straight line. |
336 | Icy Tempest | Hail deals 1d12 damage in a 20ft radius. |
341 | Ill Fate | Target automatically fails next their next save. |
342 | Illusory Landscape | You can make one type of terrain appear like another. |
343 | Incorporeal Shrug | Ignore any one attack. |
344 | Induce Despair | Target must pass a WIL save or its attacks are impaired. |
345 | Induce Horror | Target makes a WIL save or flees. |
346 | Inferno | You summon a flaming wall up to 15ft wide. Anyone passing through suffers 1d6 STR loss. |
351 | Influence | Target gains armor 3 but running and swimming are impossible. |
352 | Insubstantiate | Target becomes insubstantial and can float. |
353 | Kraken’s Curse | Tentacles grapple all within 20 ft, STR save to break free. |
354 | Lamp’s Hue | Target object shines like a torch for one hour. |
355 | Latch | An unlocked box, cabinet or door opens or closes at your command. |
356 | Librarian’s Trap | Deals 1d4+2 STR loss when read. |
361 | Lichsense | You feel any undead within 60ft. WIL save to avoid detection by intelligent undead. |
362 | Light Show | You control a dazzling display of light and color. |
363 | Lightning Strike | Electricity flings from your fingertips doing 1d12 damage (blast) in a line. |
364 | Linguist | For the next hour you can speak and understand any mundane language. |
365 | Magic Seal | Magically locks a door, portal or chest. |
366 | Major Genesis | Creates an object of nonliving stone or metal no greater than 5 cubic foot in size. |
411 | Maker | Transforms raw materials into finished items. |
412 | Manic Fury | A target’s attacks are enhanced. They must make a WIL save after a successful killing or lose control, attacking anyone in sight. |
413 | Masquerade | You assume the likeness of a similar creature you have seen. |
414 | Master Undead | Undead creatures obey your command. Intelligent undead make a WIL save. |
415 | Mental Tripwire | Intruders set off an alarm audible only to you. |
416 | Mind Bond | Two allies can communicate via a mental link for the rest of the day. |
421 | Mind Reader | You can see or hear any person you have met before. |
422 | Miniaturize | An object shrinks to one tenth its size. |
423 | Minor Aegis | A target you touch ignores the next instance of harm from a specific source. |
424 | Minor Genesis | Creates an object of nonliving matter no greater than one cubic foot in size. |
425 | Mirage | You summon a noiseless & simple illusion of your choice. |
426 | Molasses Veins | A single target moves at half speed. |
431 | Murky Bubble | You create a bubble supernatural shadow within a 20ft radius. |
432 | Necrotic Touch | Target must DEX save or is paralyzed. |
433 | Obfuscate | Target cannot be observed either through divination or scrying. |
434 | Obfuscation | Changes your appearance. |
435 | Obscuring Mist | A rolling fog obscures vision in a 300ft radius. |
436 | Opaque Cover | Details about your person become obscured and unmemorable. |
441 | Orb of Ignus | You control a floating ball of fire (1d8 damage) for a short while. |
442 | Orb of Immortality | Mundane attacks cannot harm anyone within a 10ft radius, or vice-versa. |
443 | Otherwordly Pet | Summons an unintelligent extraplanar creature up to the size of a small dog. It holds no loyalty towards you or your allies. |
444 | Otherworldly Gate | Opens a portal to another reality. It works in both directions. |
445 | Paincurrent | An arc of electricity passes from your fingertips to a target you touch. They take 1d8 damage (1d12 if wearing metal armor). |
446 | Passage | Creates a temporary path through wood, stone or brick. |
451 | Passive Invisibility | Target is invisible until they attempt harm. |
452 | Peeping Warlock | You control a pair of floating eyes so long as yours remain closed. |
453 | Perfect Illusion | Creates an image with sound, smell and thermal effects, activated according to a trigger you choose. Touching the image or making a successful WIL save will reveal the illusion. |
454 | Perfect Preservation | A weapon you touch becomes immune to wear, mundane damage or elemental effects. The spell wears off after a day. |
455 | Phantom Hound | A ghostly canine (4 HP, bite (1d4)) obeys your commands for up to one hour. |
456 | Phase Anchor | Binds an extraplanar creature to your will until it performs a task specific task, after which they must pass a WIL save to escape (good luck). |
461 | Phase Sneak | Anyone within a 10ft radius is rendered invisible. |
462 | Phase Touch | A disembodied, floating hand obeys your whims but is immaterial. The next Spellbook, ability or item that relies on touch now works from a distance. |
463 | Philolomancy | You understand all spoken and written languages. |
464 | Philosopher’s Mind | Target is immune to spiritual or psychic attacks, as well as any attempts at mental or spiritual manipulation or persuasion. |
465 | Planar Anchor | Bars extradimensional movement. |
466 | Plant Scourge | Plants within eyesight wither and die. |
511 | Pocket Container | Summons a chest from an immaterial plane. It holds up to 6 items. The chest is dismissed at will. |
512 | Pocket Sun | You create a halo of bright light in a 60ft radius. |
513 | Prisma Shard | An array of hypnotic lights fascinate nearby creatures, unless they pass a WIL save. |
514 | Profane Reveal | Target an empty space to reveal invisible objects or creatures. |
515 | Psychic Eye | Invisible floating eye allowing you to observe a single location as present. |
516 | Psychokinesis | Magically moves an object up to half your weight. |
521 | Puppeteer | You can throw your voice a great distance away |
522 | Purge Text | Mundane or magical writing vanishes at your touch. |
523 | Pyramid of Passivity | Target creatures must make a DEX save or their attacks are impaired. |
524 | Pyschic Touch | You can hear target’s surface thoughts, so long as you touch them. |
525 | Rat-Tat-Tat | Loudly opens a locked or magically sealed door or chest. |
526 | Ravenless Message | You send a short message 1 mile that anyone along its path can hear. |
531 | Reject Unlife | Nearby undead are immobilized for 30 seconds or until you take another action. |
532 | Remembered Voice | A spot you mark becomes the trigger for a supernatural recording of your voice, delivering a short message of your choice. |
533 | Reverie | Targets become dazed for a moment, as if lost in daydream. |
534 | Runic Harm | A rune you draw causes great pain to the reader, who must WIL save or scream until they pass out (1d4 WIL loss). A successful save destroys the rune. |
535 | Runic Slumber | A rune you draw puts the reader into a magical sleep that lasts 1d6 hours. |
536 | Safe Haven | You summon a floating, invisible refuge for 8 hours. It fits up to 8 people comfortably. |
541 | Scintillate | Target must WIL save or their attacks become impaired. |
542 | Scry Creature | Indicates the precise location of a familiar creature. |
543 | Scry Object | Indicates the precise location of an object, known or otherwise. |
544 | Scrying Ward | For 24 hours you become aware of any magical eavesdropping. |
545 | Sculpt Water | Raise, lower or part nearby water. |
546 | Secret Attaché | You summon an invisible creature of great power that obeys your every command. Reading from other Spellbooks dispels the creature. |
551 | Shelter | Creates a standing edifice that can shelter up to 10 creatures, disappearing after 24 hours. |
552 | Shrinking Cant | A humanoid creature you touch halves in size. |
553 | Signal | Sends up a flare that can be seen for some distance. |
554 | Simple Illusion | Creates a simple image with sound. A cursory investigation will reveal the illusory image. |
555 | Sinister Flame | Target’s palms are lined with flames (1d4+1 STR loss) for one minute. |
556 | Sinister Polymorph | WIL save or target is transformed into a harmless animal. |
561 | Skillfull Repair | You make minor repairs to a nonliving object. |
562 | Sky Raft | You summon a 3ft wide floating disk that holds up to 100lbs. |
563 | Solar Portal | Sends an extraplanar message to all beings that wish to enter your plane. You have no choice which being answers and it holds no loyalty to you or your allies. |
564 | Song of Repose | Target falls into a deep slumber. |
565 | Sonic Shattering | A sonic wave causes 1d6 STR loss to susceptible objects or crystalline creatures, ignoring armor. |
566 | Sorcerer’s Lock | Any door (magical or otherwise) is held shut until you leave its vicinity. |
611 | Soul Annex | Target’s spirit is caged within their body and replaced with the caster’s. If the body is slain the original soul departs, but the caster must pass a WIL save to return to their body. |
612 | Steer’s Strength | Target’s strength triples; unarmed attacks are enhanced. |
613 | Strength Tap | A target you touch loses 1d6 STR, which is transferred to you (up to your max STR). |
614 | Stumbling Steps | A target you touch becomes deprived and loses 1 STR. |
615 | Stupefaction | Target temporarily loses sense of place and time. WIL save to overcome. |
616 | Sudden Slumber | Target falls asleep for 1d4 hours. |
621 | Summon Elemental | A being of fire, wire, earth, or wind manifests from available matter to perform a single task for the caster. It follows this command against its will. |
622 | Sway Will | A target is compelled to follow a stated course of action, without understanding why. |
623 | Temporary Reprieve | Target regains any lost STR, but loses it again after a few minutes. |
624 | Terrify | Targets within eyesight must pass a WIL save or flee. |
625 | Terrifying Illusion | A target is hunted by a terrible creature only they can see. Its attacks do 1d12 damage; on Critical Damage they must pass a WIL save or become catatonic. |
626 | Thief’s Bane | An object appears trapped, even to an experienced thief. |
631 | Thwart the Elements | Damage from energy blasts are impaired against a target for the next hour. |
632 | Tongue of the Blue Serpent | Rust-colored, serpentine letters materialize on a surface you choose. Anyone reading these words becomes immobilized unless they succeed a WIL save. |
633 | Torrential Moat | You summon a powerful wind that deflects arrows, smaller creatures, and noxious gases. |
634 | Toxic Blast | A small orb of acid deals 1d6 blast damage to a target. |
635 | Transform Aura | Target’s aura is made non-magical or vice-versa. |
636 | True Name | Determines the properties of a magical item you touch. |
641 | Trueshift | A willing target takes on a new form (keeping only their WIL), but must pass a WIL save to shift out. |
642 | Twilight Steed | Summons an arcane steed that never tires, but dissipates within daylight. |
643 | Ultimate Sacrifice | The book’s holder transfer’s their life force into a corpse, reviving both body and soul. |
644 | Uncurse | A person or object you touch is freed from a curse or nefarious spell. |
645 | Undefinable Target | An ally becomes immune to mundane ranged attacks for one round. |
646 | Undeniable Courage | Target passes next WIL save and their attacks are enhanced. |
651 | Unflappable Endurance | Target does not take Fatigue from non-magical activities or become deprived until their next rest. |
652 | Vermin Plague | Summons a swarm of bats, rats, spiders or similar creatures of your choice. They are harmless but distracting and hold no loyalty towards you or your allies. |
653 | Vines of Ichor | You spread sticky spiderwebs on the walls, floor and ceilings within a 20ft radius. |
654 | Warrior’s Edge | Target weapon is enhanced, and victim automatically fails a critical damage save. |
655 | Windborn | You direct a powerful wind in a straight line, strong enough to blow over small boulders. |
656 | Winter’s Woe | An icy storm assails multiple targets, obscuring visibility and making the ground icy and treacherous. |
661 | Witch Sight | Magical auras become visible to you for one hour. |
662 | Wizard’s Exit | You and and anyone you touch can flee to safety at double speed. |
663 | Wizard’s Grasp | You control a phantasmal hand that can lift up to 5 pounds. |
664 | Wizard’s Haven | A small, walled-in area cannot be scryed. |
665 | Wizardsniff | You can feel any magic within a 60ft radius. |
666 | Word of Pain | A single phrase from your lips does 1d12 blast damage. Affected targets are also deafened. |