If you're looking for a nice, simple Spell List for your D&D game of choice I might just be able to help you. I wanted simple descriptions that assume a degree of common sense and discussion between the Referee and players, rather than something resembling a legal document.
The following are written with Into the Odd in mind, but work for any D&D game with some tweaking.
The following are written with Into the Odd in mind, but work for any D&D game with some tweaking.
Enjoy!
Cantrips
Resistance:
Subject ignores normally annoying affects such as sweltering heat, itchy skin diseases, or a sandstorm.
Acid
Splash: Orb deals d6 acid damage.
Detect
Poison: Detects poison in one creature or small object.
Detect
Magic: Detects spells and magic items within 60 ft.
Daze: A non-hostile humanoid is dazed for a short moment, lost in a daydream.
Dancing
Lights: Creates torches or other lights.
Flare:
Sends up a flare that can be seen for some distance.
Light:
Object shines like a torch.
Ray
of Frost: Ray deals d6 cold damage.
Ghost
Sound: Figment sounds.
Disrupt
Undead: Deals d6 damage to one undead, ignoring armour and resistances.
Touch
of Fatigue: Target loses 1 STR.
Mage
Hand: 5-pound telekinesis.
Mending:
Makes minor repairs on an object.
Message:
Whispered conversation at distance.
Open/Close:
Opens or closes small or light things.
Arcane
Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation:
Performs minor tricks.
1st
Circle
Alarm:
Intruders set of an alarm audible only to you.
Endure
Elements: Exist comfortably in hot or cold environments.
Hold
Portal: Holds door shut.
Protection:
Ignore the next instance of harm from a specific source.
Shield:
Invisible disc grants Armour 1.
Grease:
Makes 10-ft. square or one object slippery. DEX Save to avoid
slipping.
Mount:
Summons riding horse.
Obscuring
Mist: Fog surrounds you. Ranged attacks are Impaired.
Summon
Creature: Calls an unintelligent extraplanar creature up to the
size of a small dog. It holds no loyalty to you.
Unseen
Servant: Invisible force obeys your commands.
Comprehend
Languages: You understand all spoken and written languages.
Detect
Secret Doors: Reveals hidden doors within 60 ft.
Detect
Undead: Reveals undead within 60 ft.
Identify:
Determines properties of magic item.
True
Strike: Your next attack automatically provokes a Save to avoid
Critical Damage.
Charm
Person: Makes one person your friend until they next rest.
Hypnotism:
Fascinate 1d6 creatures.
Sleep:
Puts relaxed targets into a slumber and others feel lethargic,
causing -1 to damage.
Burning
Hands: d8 fire damage.
Floating
Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb.
Magic
Missile: d6 damage, goes around corners, ignores Armour.
Shocking
Grasp: d8 electricity damage.
Color
Spray: WIL Save or all actions are Impaired until Short Rest.
Disguise
Self: Changes your appearance.
Magic
Aura: Alters object’s magic aura.
Silent
Image: Creates minor illusion of your design.
Ventriloquism:
Throws voice.
Cause
Fear: WIL Save or target flees.
Chill
Touch: Lose d4 STR.
Ray
of Enfeeblement: DEX Save or all attacks Impaired until Long Rest.
Animate
Rope: Makes a rope move at your command.
Enlarge
Person: Humanoid creature doubles in size.
Erase:
Mundane or magical writing vanishes.
Expeditious
Retreat: Run twice as fast.
Feather
Fall: Objects or creatures fall slowly.
Jump:
Subject can jump twice as far and high.
Magic
Weapon: Make a weapon that ignores all supernatural resistances.
Reduce
Person: Humanoid creature halves in size.
2nd
Circle
Arcane
Lock: Magically locks a portal or chest.
Obscure
Object: Masks object against scrying.
Protection
from Arrows: Subject immune to mundane ranged attacks.
Resist
Energy: Immunity to a specific type of energy attack until your next Short Rest.
Acid
Arrow: 1d6 damage now and d6 STR loss next round unless washed.
Fog
Cloud: Fog obscures vision over a large area.
Glitterdust:
WIL Save or Impair all attacks. Reveals
invisible things.
Swarm:
Summons swarm of bats, rats, or spiders. Harmless but distracting.
Summon
Beast: Calls an intelligent extraplanar beast. It holds no
loyalty to you.
Web:
Fills 20-ft.-radius spread with sticky spiderwebs.
Detect
Thoughts: WIL Save or else allows “listening” to
surface thoughts.
Locate
Object: Senses direction toward object.
See
Invisibility: Reveals invisible creatures or objects.
Hideous
Laughter: WIL Save or target laughs and Impairs actions
until passing the Save.
Touch
of Idiocy: Lose d4 WIL.
Continual
Flame: Makes a permanent, heatless torch.
Darkness:
20-ft. radius of supernatural shadow.
Deafness:
All in the blast are deafened.
Flaming
Sphere: Creates rolling ball of fire, d10 damage.
Gust
of Wind: Blows away or knocks down objects. Opponents get STR
Save.
Scorching
Ray: Deals d10 fire damage.
Shatter:
Sonic vibration causes 1d6 STR loss to objects or crystalline
creatures, ignoring armour.
Blur:
Your details cannot be seen.
Invisibility:
Subject is invisible until it attacks.
Magic
Mouth: Speaks once when triggered.
Minor
Illusion: Conjure an image with sound.
Mirror
Image: Creates 1d6 decoy duplicates of you.
Misdirection:
Misleads divinations on one creature or object.
Phantom
Trap: Makes item seem trapped.
Blindness:
WIL Save or blinded.
Command
Undead: Undead creature must pass WIL Save or obeys your
command.
False
Life: Regain any lost HP, but they vanish again after a minute.
Ghoul
Touch: DEX Save or Paralyzed, exuding stench that makes
those nearby sickened.
Spectral
Hand: Creates disembodied glowing hand to deliver your next touch
spell.
Alter
Self: Assume form of a similar creature.
Bear’s
Endurance: Subject has Armour 2.
Bull’s
Strength: Unarmed melee attacks cause d10 damage.
Cat’s
Grace: Automatically pass the next DEX Save.
Darkvision:
See 60 ft. in total darkness.
Knock:
Opens locked or magically sealed door.
Levitate:
Subject moves up and down at your direction.
Owl’s
Wisdom: Perceive the world with heightened senses for the next hour.
Pyrotechnics:
Turns fire into blinding light or choking smoke.
Rope
Trick: As many as eight creatures hide in extradimensional space.
Spider
Climb: Walk on walls and ceilings.
Whispering
Wind: Sends a short message 1 mile.
3rd Circle
Explosive
Runes: Deals d12 damage when read.
Magic
Circle: Prevents an extraplanar being from entering or leaving
unless they pass a WIL Save.
Summon
Gate: Calls out to any extraplanar being that wishes to enter our
plane. You have no choice which being answers and it holds no loyalty
to you.
Nondetection:
Hides subject from divination, scrying.
Sepia
Snake Sigil: Creates text symbol that immobilizes reader until
WIL Save.
Sleet
Storm: Hampers vision and movement.
Stinking
Cloud: Nauseating vapors, WIL Save or vomit.
Arcane
Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance:
Hear or see at a distance.
Tongues:
Speak any language.
Deep
Slumber: WIL Save or sleep until the spell is broken.
Heroism:
Gives Reroll any one die.
Hold
Person: Paralyzes one humanoid until WIL Save.
Rage:
Subject's attacks are Enhanced, but so are attacks against them.
Suggestion:
Compels subject to follow stated course of action.
Daylight:
60-ft. radius of bright light.
Fireball:
d10 damage, 20-ft. radius.
Lightning
Bolt: d12 Damage to all in a line.
Tiny
Hut: Creates shelter for ten creatures.
Wind
Wall: Deflects arrows, smaller creatures, and gases.
Displacement:
Ignore any one attack.
Illusory
Script: Only intended reader can decipher.
Invisibility
Sphere: Makes everyone within 10 ft. invisible.
Major
Illusion: Conjure an image with sound, smell and thermal effects.
Gentle
Repose: Preserves one corpse.
Halt
Undead: Immobilizes all nearby undead until WIL Sav.
Vampiric
Touch: Target loses d6 STR, you restore all lost hp.
Blink:
You randomly vanish and reappear, avoiding the next attack against
you.
Flame
Arrows: Ally's missiles deal d6 extra fire damage.
Fly:
Subject flies.
Gaseous
Form: Subject becomes insubstantial and can fly slowly.
Haste:
One creature moves at double speed.
Keen
Edge: Next attack with this weapon causes direct STR loss instead of damage.
Secret
Page: Changes one page to hide its real content.
Shrink
Item: Object shrinks to one-sixteenth size.
Slow:
One target moves at half speed.
Water
Breathing: Subjects can breathe underwater.
4th
Circle
Dimensional
Anchor: Bars extradimensional
movement.
Fire
Trap: Opened object deals d12 damage.
Globe
of Invulnerability: Stops Spells up 3rd Circle.
Remove
Curse: Frees object or person from curse.
Stoneskin:
Subject gains Armour 3 but running and swimming are impossible.
Black
Tentacles: Tentacles grapple all within 20 ft.
Summon
Being: Calls any extraplanar being to our plane. It holds no
loyalty to you.
Dimension
Door: Teleports you short distance.
Minor
Creation: Creates one cloth or wood object.
Secure
Shelter: Creates sturdy cottage.
Solid
Fog: Blocks vision and slows movement.
Arcane
Eye: Invisible floating eye you can see through and control.
Detect
Scrying: Alerts you of magical eavesdropping.
Locate
Creature: Indicates direction to familiar creature.
Scrying:
Spies on subject from a distance.
Charm
Monster: WIL Save or monster treats you as an ally.
Confusion:
WIL Save or subjects behave oddly.
Crushing
Despair: 20ft Area. WIL Save or attacks are Impaired.
Fire
Shield: Creatures attacking you take d6 fire damage; you’re
protected from heat and cold.
Ice
Storm: Hail deals d12 damage in cylinder 40 ft. across.
Resilient
Sphere: Force globe protects but traps one subject. DEX Save to avoid.
Shout:
All within cone deafened for one round and take d12 sonic damage.
Wall
of Fire: Passing through wall causes d12 damage.
Wall
of Ice: Creates ice wall 15hp, Armour 3, or hemisphere can trap
creatures inside unless they pass DEX Save.
Hallucinatory
Terrain: Makes one type of terrain appear like another.
Illusory
Wall: Wall, floor, or ceiling looks real, but anything can pass
through.
True
Invisibility: Subject can attack and stay invisible.
Phantasmal
Killer: Fearsome, invincible illusion only the target can see. Attacks for d12 damage, on Critical Damage pass a WIL Save or Die from terror.
Rainbow
Pattern: Lights fascinate creatures that fail WIL Save.
Animate
Dead: Creates undead skeletons and zombies from corpses.
Bestow
Curse: Target automatically fails next Save.
Contagion:
Infects subject with horrible disease.
Fear:
Subjects within cone must pass a WIL Save or flee.
Polymorph:
Gives one willing subject a new form.
Stone
Shape: Sculpts stone into any shape.
5th
Circle
Break
Enchantment: Frees subjects
from enchantments, alterations, curses, and petrification.
Dismissal:
WIL Save or creature to returns to native plane.
Mage’s
Private Sanctum: Prevents anyone from viewing or scrying an area.
Cloudkill:
You can move the cloud, causing d6 STR loss to any within.
Mage’s
Faithful Hound: Phantom dog can guard, attack.
Major
Creation: Create an item of stone and metal.
Planar
Binding: Traps extraplanar creatures that fail a WIL Save until they perform a task.
Secret
Chest: Hides expensive chest on Ethereal Plane; you retrieve it
at will.
Teleport:
Instantly transports you to a known location up to 100 miles away.
Wall
of Stone: Creates a stone wall that can be shaped.
Contact
Other Plane: Lets you ask question of extraplanar entity.
Prying
Eyes: 1d6 floating eyes scout for you.
Telepathic
Bond: Link lets allies communicate.
Dominate
Person: WIL Save or humanoid is controlled telepathically.
Feeblemind:
WIL Save or drop to WIL 0.
Symbol
of Sleep: Reading the rune puts reader into magical sleep that
lasts as long as the spell.
Cone
of Cold: d12 cold damage.
Interposing
Hand: Hand blocks 30hp of damage from one opponent.
Sending:
Delivers short message anywhere, instantly.
Wall
of Force: Wall is immune to damage.
Dream:
Sends message to anyone sleeping.
False
Vision: Fools scrying with an illusion.
Nightmare:
WIL Save or Target wakes with no HP and will not recover
them until they have a full rest without Nightmares.
Blight:
Withers plants.
Possession:
WIL Save or target has soul pushed out and caster possesses their body. Their soul returns when the caster leaves the body, but
if the body is slain the soul departs and the caster's soul returns
to their body.
Symbol
of Pain: Reading the rune causes pain. WIL Save or be
unable to do anything but scream until Save is passed.
Baleful
Polymorph: WIL Save or Transforms subject into harmless
animal.
Fabricate:
Transforms raw materials into finished items.
Passwall:
Creates passage through wood or stone wall.
Telekinesis:
Moves object, attacks creature, or hurls object or creature.
Transmute
Earth: Transforms mud to rock or rock to mud.
Petrify:
WIL Save or target is transformed into a statue. This effect
lasts as long as the Caster wishes.
Control
Water: Raise, lower or part water.
Planar
Gate: Open a gate to another reality that works in both directions.
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