Druid
Spell | Level |
Slot |
Description |
burning hands | 1 |
1 |
Sphere : Alteration Usage : cast 'burning hands' [opponent] Duration : Instantaneous Damage : Nominal to critical The caster causes bursts of flame to shoot from his/her fingertips,directed at the intended victim and causing fire damage. |
create food | 1 |
1 |
|
create water | 1 |
1 |
|
faerie fire | 1 |
1 |
|
faerie fog | 1 |
1 |
|
sense life | 1 |
1 |
|
barkskin | 4 |
2 |
|
clear skies | 4 |
2 |
|
detect poison | 4 |
2 |
|
infravision | 4 |
2 |
|
refresh | 4 |
2 |
|
silence | 4 |
2 |
Sphere : Enchantment/Charm Usage : cast 'silence' [opponent] Duration : 3 hours or 9 combat rounds Effects : Prevents victim from communicating Should the victim fail a saving throw, communication becomes impossible. Since spell casting requires the chanting of arcane languages, the ability to cast spells is lost while the enchantment is in effect (since spell casting requires both manipulation of hands and correct inflexing of words). The effect duration is 3 hours, help spell Sleep unless the victim is in combat, in which case the duration is three times as long in combat rounds. |
sustenance | 4 |
2 |
|
water breath | 4 |
2 |
Spell : Water breath Sphere : Alteration Usage : cast 'water breath' [char in room] Duration : 1 day Effects : Victim can breathe underwater This spell enables the victim to breathe under water for long periods of time. This is not accumulative - the spell will last 1 day only, after which it must be recast. Those who are not affected by this spell will not be able to travel underwater at all. |
acid blast | 8 |
3 |
Sphere : Invocation/Evocation Usage : cast 'acid blast' [opponent] Damage : Nominal to massive The caster attempts to spray the victim with magical corrosive acid. The spray can occasionally cover a wide area and hit bystanders. The corrosive liquid causes acid damage and tries to dissolve things in its path. The amount of damage caused increases with caster level. |
blur | 8 |
3 |
Sphere : Illusion/Phantasm Usage : cast 'blur' [char in room] Duration : 3 hours Effects : Victim's image loses clarity The victim's body loses all definition and clarity - the resulting blur is more difficult to hit, decreasing the victim's armor class. |
cure light | 8 |
3 |
|
entangle | 8 |
3 |
|
fly | 8 |
3 |
Sphere : Alteration Usage : cast 'fly' [char in room] Duration : 10+(level/2) hours Effects : Victim becomes airborne This spell will make you fly like a bird! It could save your life in some circumstances where falling would lead to your inevitable doom. However, it is probably not wise to test this spell out by jumping over cliffs with it. Some sections of areas can only be reached when flying. You will not have the ability to stop flying at will and losing consciousness (other than sleep) will break the spell. |
gust of wind | 8 |
3 |
Sphere : Invocation/Evocation Usage : cast 'guUsage : cast 'gust of wind' Duration : variable This spell creates a gust of wind that travels in straight lines from the caster's location. This gust is strong enough to clear away clouds. |
remove poison | 8 |
3 |
|
storm call | 8 |
3 |
|
cone of cold | 12 |
4 |
Type: Invocation/Evocation Usage: cast 'cone of cold' [opponent] Duration: Instantaneous Damage: Moderate to Massive Upon completion of this spell, a blue cone of intense cold shoots out of the caster's hand causing severe damage to the victim. |
earthquake | 12 |
4 |
|
enlarge | 12 |
4 |
|
paralysis | 12 |
4 |
|
remove paralysis | 12 |
4 |
|
rot | 12 |
4 |
Sphere : Alteration Usage : cast 'rot' [object in room or inventory] Duration : Several hours Effects : Object will rot When cast upon an object in either room or inventory, it will begin to rot, usually decaying within several hours. Magical and blessed items are immune to rotting spells. |
sleep | 12 |
4 |
|
call lightning | 17 |
5 |
|
calm | 17 |
5 |
Sphere : Enchantment/Charm Usage : cast 'calm' Duration : level/3 hours/combat rounds Effects : Calms aggressive monsters, and stops fighting Calm will stop all fighting in the room it is cast in. If there are aggressive monsters in the rooms, and they fail a save versus magic, then they will not be aggressive for level/3 hours. However if you engage them in combat, the effect will wear off faster. Be warned that if a monster makes its save and you fail a save versus spells, then the monster will try to fight you! |
conjure elemental | 17 |
5 |
Sphere : Summoning Usage : cast 'conjure elemental' [object in inventory] Duration : 2 days Effects : Conjures an elemental By finding arcane objects, endowed with magical properties, the caster can summon one of the four elementals to do his bidding. The spell is cast on the object thought to possess these mystical powers (the object must be in the caster's inventory). The object will disintegrate if successful. Four stones are known to possess these powers: fire : red stone water : pale blue stone earth : grey stone air : clear stone However, renegade wizards may well have applied mystic powers in the creation of other artifacts. Wizards are advised to scrutinise their objects wisely, although what elementals these other artifacts will summon are unknown. |
cure serious | 17 |
5 |
|
hold monster | 17 |
5 |
Sphere : Enchantment/Charm Usage : cast 'hold monster' [opponent] Duration : (level/6) hours/combat rounds Effects : Temporarily 'holds' a monster This spell is similar to 'hold person', but also affects non-humanoids. The victim will be incapable of any physical movement until freed magically, or until the enchantor until the enchantment wears off. The duration is in hours, unless the victim is in combat, in which case the spell lasts that many combat rounds. |
mass refresh | 17 |
5 |
|
stinking cloud | 17 |
5 |
|
charm monster | 22 |
6 |
Sphere : Enchantment/Charm Usage : cast 'charm monster' [opponent/char in room] Duration : Variable Effects : Make a monster your servant This spell will make the victim much more attentive to your needs! The victim will instantly consider you their best friend and will do almost anything to help. Consequently, the caster can order the victim to do any task (except kill themselves; even charmed victims have self-preservation instincts). You may order a particular servant, or all of your followers. You will only be able to charm victims that are of lower level than you; and the victim's level is further restricted to be lower than a number between 11 and 16 depending on your own level. order <victim> <action> order all <action> Example: >Order orc say My master is the best! >Order all slap watchman This spell will only be successful on non-humanoid creatures. The higher the intelligence of the victim, the shorter the duration of enchantment. |
fire storm | 22 |
6 |
|
ice storm | 22 |
6 |
|
summon | 22 |
6 |
|
temporal path | 22 |
6 |
|
word of recall | 22 |
6 |
|
cloud kill | 27 |
7 |
|
cure critical | 27 |
7 |
|
iceshield | 27 |
7 |
|
lightning storm | 27 |
7 |
|
stone skin | 27 |
7 |
|