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Shaman Spells & Hexes
0-Level Spells
Arcane Mark – T – Standard – Inscribe living or inanimate thing with rune/mark
Bleed – 25 + 5/2 lv – Standard – Will – Cause stable to resume dying
Create Water – 25 + 5/2 lv – Standard – 2gal/lv
Dancing Lights – 100 + 10/lv – Standard – Create light/torch
Daze – 25 + 5/2 lv – Standard – Will – 4HD or lower loses next action
Detect Magic – 60 – 1 min/lv – Standard
Detect Poison – 25 + 5/2 lv - Standard
Guidance – T – Standard - +1 on a roll – 1 min or use
Know Direction – Standard – Know north
Mending – 10 – 10 min – 1lb/lv minor repairs on object
Purify Food & Drink – 10 – Standard – 1 cu. ft/lv
Read Magic – 10 min/lv – Standard – read scrolls/spellbooks
Resistance – T – Standard - +1 on saves – 1 min
Stabilize – 25 + 5/2 lv – Standard – cause dying to stabilize
Touch of Fatigue – T – Standard – Fort – fatigue target
Virtue – T – 1 min - +1 temp HP

1st Level Spells
Aspect of the Nightingale – 1 min/lv – Standard - +2 sing/diplomacy, reroll charm save
Bane – 50 – 1 min/lv – Standard – Will - -1 atk rolls, -1 against fear saves
Bless – 50 – 1 min/lv – Standard - +1 atk rolls, +1 against fear saves
Burning Hands – 15 cone – Standard – Reflex ½ - 1d4/lv (max 5d4)
Calm Animals – 25 + 5/2 lv – Standard – Will – calm ordinary animals (2d4+lv)
Cause Fear – 25 + 5/2 lv – Standard – Will partial – frighten, save causes shaken for 1 rd
Charm Animal – 25 + 5/2 lv – Standard – Will – make animal buddy
Charm Person – 25 + 5/2 lv – Standard – Will – make humanoid buddy
Cheetah’s Sprint – Swift – 1 rd – charge/run 10x base speed
Chill Touch – T – Standard - Fort/Will undead – 1d6 1 STR if fail, undead panic 1d4+lv rds
Comprehend Languages – Standard – 10 min/lv – understand all languages
Cure Light Wounds – T – Standard – heal 1d8 + 1/lv
Dancing Lantern – T – 1 h/rlv – animates lantern to follow
Darting Duplicate - 5 – Swift – Will – illusion steps into atk of opportunity square, must atk
Detect Animals/Plants – 400 – 10 min/lv – detect particular animal or plant
Detect Chaos/Evil/Good/Law – 60 – 10 min/lv detect chosen alignment
Detect Undead – 60 – 1 min/lv – detect undead
Discern Next of Kin – 60 – 1 min/lv – Will – learn family of target, only what they know
Doom – 100 + 10/lv – Standard – 1 min/lv – Will – target shaken
Dream Feast – T – Standard – sleep for 1 hour, awake sated from delicious dream food
Endothermic Touch – T – Standard – Fort – 1rd/lv – reptile/dragon half speed
Endure Elements – T – 24 hours – no harm from hot/cold environment temp
Entangle – 400 + 40/lv – 40 radius – Standard –Ref –difficult terrain/entangled
Frostbite – T – Standard – 1d6 nonlethal cold + 1/lv, fatigue
Gentle Breeze – 25 + 5/2 lv – Standard – +2 from heat, clouds, gases, etc.
Goodberry – Standard – 2d4 berries – each berry full meal, heal 1 hp
1st Level Spells continued
Hairline Fractures – 5 stone/earth – Standard – 1 rd/lv – Fort – reduce hardness/-2 ac creatures
Haze of Dreams – 25 + 5/2 lv – Standard – 1 rd/lv – Will – half speed
Heightened Awareness – Standard – 10 min/lv - +2 perception/knowledge or +4 initiative
Hex Vulnerability – 25 + 5/2 lv - Standard – 1rd/lv – Will – allows repeat hex
Hex Ward – T – Standard – 1 hr/lv - +4 against witch hexes
Hide From Animals – T – 1 target/lv – 10 min/lv – animals cannot sense
Hydraulic Push – 25 + 5/2 lv – Standard – bull rush CMB lv + highest modifier, soaks fire
Inflict Light Wounds – T – Standard – Will half – 1d8 + 1/lv
Magic Stone – T – Standard – 3 pebbles – 30 min - +1 atk if thrown/slung 1d6+1/2d6+1 undead
Magic Weapon – T – Standard – 1 min/lv - +1 atk/dmg rolls, does not stack with masterwork
Monkey Fish – Standard – 1 min/lv – 10 climb/swm speed
Nature’s Paths – T – Standard – 8 hr – learn shortest/easiest path through wilderness
Obscuring Mist – 20 – Standard – 20 radius - 1 min/lv – obscures sight beyond 5
Pass Without Trace – T – Standard – 1 hr/lv – no footprints/scent
Produce Flame – Standard – 1 min/lv – touch attack 1d6 +1/lv (max+5) can throw 120
Protection Chaos/Evil/Good/Law – Std – 1 min/lv - +2 ac/saves @ alignment, reroll, no touch
Read Weather – Standard – forecast for 48 hours at current location
Remove Fear – 25 + 5/2 lv – Std – 1 target +1/4 lv - +4 against fear effects for 10 min too
Sense Spirit Magic – Standard – 24 hr - +10 spellcraft to discern spirit magic, +2 against
Sleep – 100 + 10/lv – Standard – 10 radius – 1 min/lv – Will – 4HD of creatures fall asleep
Spirit Call – 1 rd – 100 – 1 min/lv – lv of spells of spirit +1, +4 concentration to cast
Stone Shield – Immediate – 1 rd - +4 AC, +2 reflex – hardness 8, 15HP
Summon Nature’s Ally – 25 + 5/2 lv - 1rd – summon poison frog
Twisted Futures – 25 + 5/2 lv – Standard – Will – negate reroll for better
Wave Shield – Immediate – 1 rd – phys/fire DR ½ of lv (min 1), then discharged
Shadow Stream – 30 – Standard – Ref ½ - 1d4 cold/lv (max 5d4)

2nd Level Spells
Aid - T - Standard - 1 min/lv - +1 atk rolls, fear saves, 1d8 temp hp +1/level (max +10).
Animate Dead, Lesser - T - Standard - Create one skeleton or zombie from corpse.
Augury - 1 min - Learn whether an action will be good or bad.
Barkskin - T - Standard - 10 min/lv - +2 (+1/3 lv max +5) enhancement to natural armor.
Bear's Endurance - T - Standard - +4 to Con for 1 min./level.
Bull's Strength - T - Standard - +4 to Str for 1 min./level.
Buoyancy - 25 + 5/2 lv - Immediate - 1 rd/lv - Targets easily float on water.
Burning Gaze - Standard - 1 rd/lv - Fort - 1d6 fire damage 30'. Ref or catch fire
Cure Moderate Wounds - T - Standard - Cures 2d8 damage + 1/level (max +10).
Darkness - T - Standard - 1 min/lv - 20-ft. radius of supernatural shadow.
Delay Poison - T - Standard - Stops poison from harming target for 1 hour/level.
Eagle's Splendor - T - Standard - +4 to Cha for 1 min./level.
Enthrall - 1 rd - 1 hr - Captivates all within 100 ft. + 10 ft./level.
False Life - Standard - 1 hr/lv - Gain 1d10 temporary hp + 1/level (max +10).
Flame Blade - Standard - 1 min/lv - Touch attack deals 1d8 + 1/two levels damage.
Fog Cloud - 100 + 10/lv - Standard - 10 min/lv - Fog obscures vision 20 radius
Glide - Standard - 1 min/lv - You take no falling damage, move 60 ft./round while falling.
Guiding Star - 1 min - 1 day/lv - Know approximate distance from where you cast this spell.
Hold Person - 100 + 10/lv - Standard - Paralyzes 1 humanoid for 1 rd/level.
Inflict Moderate Wounds - T - Standard - Will half - 2d8 damage + 1/level (max +10).
Levitate - 25 + 5/2 lv - 1 min/lv - Subject moves up and down at your direction.
Owl's Wisdom - T - Standard - +4 to Wis for 1 min./level
Raven's Flight - Swift - 1 rd - 1st action - burst of tiny shadowy feathers - 50 fly
Remove Paralysis - 25 + 5/2 lv - Standard - remove paralysis or slow effect
Resist Energy - T - Standard - 10 min/lv - ignore 10 (20/7, 30/11) points from type
Scale Spikes - Standard - 1 min/lv - grown spikes act like +1 armor spikes
Scare - 100 + 10/lv - Standard - 1 rd/lv - 1/3 lvs - Will - scare creatures 6 HD or less
Shared Sacrifice - 25 + 5/2 lv - 1 rd - Will - 1 rd/lv - 1/2 dmg split between
Shield Companion - Standard - 1 hr/lv - +1 AC/saves, 1/2 dmg taken by me
Sickening Entanglement - entanglement - fort neg - sicken
Spiritual Weapon - 100 + 10/lv - Standard - 1 rd/lv - wpn 1d8 +1/3 lv (max +5) wis+BAB
Spore Burst - T - Standard - cause small shrooms on plant - std burst - 1d6 20' sicken
Summon Nature's Ally II - 25 + 5/2 - 1 rd - 1rd/lv - Dire Badger
Tree Shape - Standard - You look exactly like a tree for 1 hour/level
Warp Wood - Standard - Bends wood.
Wild Instinct - Standard - 8 hr - +5 perception surprise rd,
Wood Shape - T - Standard - 10 cu./lv - Reshapes wooden objects to suit you.
Dust of Twilight - 100 + 10/lv - Std - Fort - extinguish lights, save against fatigue

3rd Level Spells:
Animate Dead - T - Standard - HD= 2x/lv
Bestow Curse - T - Standard - Will - choose -6 abi/-4 rolls/50% no action
Blindness/Deafness - 100+10/lv- Std - Fort - Makes subject blinded or deafened.
Call Lightning - 100+ - 1 rd - 1 min/lv - Ref half - lightning bolts (3d6 per b)
Create Food/Water - 10 min - food to sustain 3 humans or 1 horse
Cure Serious Wounds - 3d8 + 1 lv (max +15)
Deep Slumber - 25 + 5/2 lv - Sleep, but 10 HD targets
Deeper Darkness - Darkness, but 60 radius, light lowered 2 steps
Dispel Magic - 100+ - Std - Cancels one magical spell or effect.
Harrowing - T - 10 min - 1 day/lv - use deck to tell fortune
Hex Glyph - Inscription casts your hex on those who pass it.
Hollow Blades - 100+ - 1 rd - 1 rd/lv - Fort - melee/natural dmg as if 1 size smaller
Inflict Serious Wounds - 3d8+1/lv (max +15)
Magic Circle Against Chaos/Evil/Good/Law - As prot but 10 min/lv and 10 radius
Magic Vestment - T - Std - 1 hr/lv - Armor or shield gains +1/4 lv.
Protection from Energy - T - Std - immune to type, lost after 12dmg/lv
Remove Blindness/Deafness - T - Std - Cures normal or magical blindness or deafness
Remove Curse - T - Std - Frees object or person from curse.
Scale Spikes, Greater - +1 atk and damage/4 levels (max +5)
Sleet Storm - 40 radius - Std - 1 rd/lv - no sight, Acrobat 10 half speed, fail fall
Stone Shape - as wood shape, but stone
Stricken Heart - T - Std - 2d6 damage and staggers target.
Thorny Entanglement - entangle, but 2d6 piercing, atks within 15
Trial of Fire and Acid - T - Std - 1 rd/lv - Fort half - 1d6 acid/1d6 fire/rd
Ward of the Season - T - Std - 1 hr/lv -
Water Breathing - T - Standard 2 h/rlv
Waters of Maddening - 25+ - standard - fort part - suc-1d4 rds sick/fail-1d6 INT/DEX
Water Walk - T - Std - 10 min/lv - become jesus
Wind Wall - 100+ - Std - 1 rd/lv - Deflects arrows, smaller creatures, and gases

4th Level Spells:
Ball Lightning - 100 - Std - 1 rd/lv - Ref - 2 5' spheres (3/11,4/15,5/19) 20'/rd 3d6 dmg
Cure Critical Wounds - 4d8+1/lv (max +20)
Curse of Burning Sleep - 25+ - Std - Will - sleep/catch fire 1d6/2 lv
Earth Glide - T - Std - 1 rd/lv - pass through earth/stone
False Life, Greater - false life, but 1d10+1 (max+10)
Fear - 30 cone - Std - 1 rd/lv - Will part - Panic, shaken if save
Globe of Tranquil Water - 20 radius - Std - 1 min/lv - bubble of water on self
Ice Storm - 400 - Std - 20 radius - 1 rd/lv - 3d6 bludgeoning, 2d6 cold when cast, terrain
Inflict Critical Wounds - 4d8+1 (max +20)
Magic Weapon, Greater - +1 bonus/4 lv (max +5)
Neutralize Poison - T - Std - Immune poison, detoxifies venom in or on subject.
Persistent Vigor - Std - 1 rd/lv - Fast healing 2, immune sick/bleed/save ends poison
Poison - T - Std - Fort - 1d3 CON dmg 6 rds unless/until fort save is made
Rain of Frogs - 25+ - 1 rd - concentration + 2 rds - lotsa frogs
Restoration - T - 3 rds - Restores level and ability score drains
Scrying - 1 hr - 1 min/lv - Will - Spies on subjec
Sending - 10 min - 1 rd - short message anywhere, instantly
Slowing Mud - 25 - 1 rd/lv - Fort - covered in mud that blinds them and acts like slow.
Solid Fog - 10 min/lv - fog cloud, but movement half, -2 atk/dmg, no ranged, no 5 step
Spit Venom - 25 - Std - Fort part - ranged touch - blind 1 rd, black adder venom if fail
Fireball - 400 - Std - 20 radius - Ref half - 1d6/lv
Wall of Fire - 100 - Std - 20 long or 5/2 lv ring - 2d4/10, 1d4/20, 2d6+1/lv pass through

5th Level Spells:
Animal Growth - 100+ - Std - 1 min/lv - Fort - animal 2x size +8STR/+4CON/-2DEX
Baleful Polymorph - 25+ - Std - Fort/Will - turn to animal/will fail means loses abilities
Blight - T - Std - Fort 1/2 - 1d6/lv to plant
Break Enchantment - 25+ - 1 min - roll to break DC + lv
Call Lightning Storm - 400 - call lightning - 15 bolts - 5d6 per bolt
Cure Light Wounds, Mass - Cure light wounds, but 1 target/lv - 25+ range
Curse, Major - 25+ - Std - makes DC +5 on curse (Bestow Curse)
Dispel Chaos/Evil/Good/Law - T - Std - +4 AC @ alignment/break enchant of alignment
Dominate Person - 25+ - 1 rd - Will - control mind of humanoid
Feast on Fear - 25+ - Std - Fort - up to 9HD panic 1d4 rds, get +5 HP, shaken 10 min/lv
Flame Strike - 100 - Std - 10 radius - Ref 1/2 - 1d6/lv (max 15d6) half is divine dmg
Hex Glyph, Greater - hex glyph, but major glyph allowed
Imbue Hex - T - 10 min - give ability to use 1 regular hex
Inflict Light Wounds, Mass - inflict light wounds but 1 tar/lv - 25+ range
Stoneskin - T - Std - 10 min/lv - DR10/adamantine, blocks 10 dmg/lv max of 150
True Seeing - T - Std - 1 min/lv - see all the things
Vampiric Shadow Shield - Std - 1 rd/lv - atkers take 1d6+1/lv (+15) heal 25%

6th level Spells:
Awaken
Bear's Endurance, Mass
Bull's Strength, Mass
Cone of Cold
Create Undead
Cure Moderate Wounds, Mass
Dispel Magic, Greater
Eagle's Splendor, Mass
Find the Path
Fire Seeds
Flesh to Stone
Inflict Moderate Wounds, Mass
Owl's Wisdom, Mass
Raise Dead
Slay Living
Stone to Flesh
Wall of Stone
Shadow Walk

7th Level Spells:
Cloak of Dreams
Cure Serious Wounds, Mass
Fairy Ring Retreat
Harm
Heal
Inflict Serious Wounds, Mass
Regenerate
Scrying, Greater
Summon Nature's Ally VII - Giant Flytrap
Vision
Vision of Doom
Vortex
Greater Shadow Conjuration
Fire Storm

8th Level Spells:
Blood Mist
Circle of Clarity
Create Greater Undead
Cure Critical Wounds, Mass
Destruction
Discern Location
Earthquake
Horrid Wilting
Inflict Critical Wounds, Mass
Irresistible Dance
Resurrection
Stormbolts
Greater Shadow Invocation
Incendiary Cloud

9th Level Spells:
Energy Drain
Foresight
Heal, Mass
Polar Midnight
Shambler
Storm of Vengeance
Tsunami
Wail of the Banshee
Fiery Body

Hexes:
Chant
Charm
Evil Eye
Fetish
Fortune
Fury
Healing
Misfortune
Secret
Shapeshift
Tongues
Ward
Witch Hex
Cloak of Darkness
Enveloping Void
Fading Memory
Shade Sight
Sigh Unseen
Cinder Dance
Fire Nimbus
Flame Curse
Gaze of Flames
Ward of Flames

Spirit Abilities:
Umbral Touch
Dark Presence
Eternal Darkness
Shadow Manifestation
Touch of Flames
Fiery Soul

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thecaffeinator: (Default)
The Caffeinator, AKA Levi

December 2023

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