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发表于 2009-11-15 21:01:12
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楼主……法师当然有……首字母问题
Harper Scout Spells
1ST-LEVEL HARPER SCOUT SPELLS
Camouflage*. +10 bonus on Hide checks.
Change Self. Changes your appearance.
Charm Person. Makes one person your friend.
Comprehend Languages. Understand all spoken and written
languages.
Erase. Mundane or magical writing vanishes.
Feather Fall. Objects or creatures fall slowly.
Handfire*. Your hand glows and can make a touch attack
dealing 1d4 +1/level, more against undead.
Herald’s Call*. Shout dazes those within 30 ft.
Jump. Subject gets +30 on Jump checks.
Light. Object shines like a torch.
Low-Light Vision*. See twice as far under current light.
Message. Whispered conversation at distance.
Mount. Summons riding horse for 2 hours/level.
Read Magic. Read scrolls and spellbooks.
Scatterspray**. Targeted items scatter in a burst dealing
1d8 normal or subdual damage.
Sleep. Put 2d4 HD of creatures into comatose slumber.
Spider Climb. Grants ability to walk on walls and ceilings.
2ND-LEVEL HARPER SCOUT SPELLS
Cat’s Grace. Subject gains 1d4+1 Dex for 1 hour/level.
Darkvision. See 60 ft. in total darkness.
Detect Thoughts. Allows listening to surface thoughts.
Eagle’s Splendor**. Subject gains 1d4+1 Cha for 1 hour/
level.
Easy Trail*. Makes a trail easier to track.
Invisibility. Subject is invisible for 10 minutes/level or
until it attacks.
Knock. Opens locked or magically sealed door.
Locate Object. Senses direction toward object (specific or
type).
Magic Mouth. Speaks once when triggered.
Misdirection. Misleads divinations for one creature or
object.
See Invisibility. Reveals invisible creatures or objects.
Shadow Mask**. Shadows hide your face and protect
against darkness, light, and gazes.
3RD-LEVEL HARPER SCOUT SPELLS
Clairaudience/Clairvoyance. Hear or see at a distance for
1 minutes/level.
Living Prints*. You perceive tracks as if they had just been
made.
Nondetection. Hides subject from divination, scrying.
Suggestion. Compels subject to follow stated course of
action.
Tongues. Speak any language.
Undetectable Alignment. Conceals alignment for 24
hours.
4TH-LEVEL HARPER SCOUT SPELLS
Mass Camouflage*. As camouflage, but affects all in
range.
Hathran Spells
0-LEVEL HATHRAN SPELLS
Naturewatch*. As deathwatch, but only for animals and
plants.
1ST-LEVEL HATHRAN SPELLS
Handfire*. Your hand glows and can make a touch attack
dealing 1d4 +1/level, more against undead.
Low-Light Vision*. See twice as far under current light.
Scatterspray**. Targeted items scatter in a burst dealing
1d8 normal or subdual damage.
2ND-LEVEL HATHRAN SPELLS
Flame Dagger*. As flame blade, but 1d4 +1/level.
Moonbeam**. Moveable beam of light that penetrates
darkness and forces lycanthropes to change shape.
One with the Land*. Link with nature gives a +2 bonus on
nature-related skill checks.
3RD-LEVEL HATHRAN SPELLS
Flashburst**. Flash of light dazzles and blinds in a 20-ft.
burst.
Moon Blade**. Touch attack deals 1d8 +1/2 levels, more to
undead, plus scrambles spellcasting.
4TH-LEVEL HATHRAN SPELLS
Land Womb*. You and one creature/level hide within the
earth.
5TH-LEVEL HATHRAN SPELLS
Moon Path**. Creates a nearly indestructible bridge that
protects those on it.
圣武士Paladin Spells
1ST-LEVEL PALADIN SPELLS
Deafening Clang*. Weapon deafens with a successful
touch attack.
Faith Healing*. Cures 8 +1/level damage (max +5) to worshiper
of your patron.
Silverbeard*. You grow a hard silver beard that gives +2
bonus to armor.
Strategic Charge*. You gain the benefits of the Mobility
feat.
Vision of Glory*. Target gains +1 morale bonus on next
saving throw.
Warning Shout*. All living creatures within half a mile
hear your shout.
2ND-LEVEL PALADIN SPELLS
Aura of Glory*. Bonus on Cha-based skill checks, cure
allies, and bolster them against fear.
Hand of Divinity*. Gives +2 sacred or profane bonus to
worshiper of your patron.
Strength of Stone*. Bull’s strength that ends if you lose
contact with the ground.
3RD-LEVEL PALADIN SPELLS
Forceward*. Creates sphere that prevents intrusion.
Know Greatest Enemy*. Determines relative power level
of creatures within the area.
Loyal Vassal*. Ally gains +3 against mind-affecting
effects and cannot be compelled to harm you.
Righteous Fury*. Gain temporary hp, +2 natural armor,
+2 to Str and Dex. Undead that strike you take 1 point.
Undead Bane Weapon*. Weapon gains the bane property
and is considered blessed.
4TH-LEVEL PALADIN SPELLS
Favor of Ilmater*. Target becomes immune to subdual
damage and pain, or you switch hp totals with target.
Glory of the Martyr*. As shield other, but affecting multiple
creatures, and healing them if you die.
Hand of Torm*. Immoble zone of warding stuns those of
different patrons.
Revenance*. Slain ally is restored to life for 1 minute/
level.
Seek Eternal Rest*. Turn undead as a paladin two levels
higher.
Weapon of the Deity*. Gives your weapon magical powers
appropriate to your patron.
巡林客Ranger Spells
1ST-LEVEL RANGER SPELLS
Camouflage*. +10 bonus on Hide checks.
Handfire*. Your hand glows and can make a touch attack
dealing 1d4 +1/level, more against undead.
Hunter’s Mercy*. Your next hit with a bow automatically
threatens a critical hit.
Low-Light Vision*. See twice as far under current light.
Naturewatch*. As deathwatch, but only for animals and
plants.
Ram’s Might*. Your hands become harder and your
unarmed attacks inflict normal damage.
Smell of Fear*. Target’s aroma triples the chance of wandering
encounters.
Speed Swim*. Target gains swim speed 30.
Stalking Brand*. Target marked with symbol you can see
despite disguises.
Surefoot*. +10 bonus on Balance checks.
Towering Oak*. +10 bonus on Intimidate checks.
2ND-LEVEL RANGER SPELLS
Branch to Branch*. +10 to Climb checks and normal
movement in trees.
Claws of the Beast*. Your hands become 1d6 weapons.
Easy Trail*. Makes a trail easier to track.
One With The Land*. Link with nature gives a +2 bonus
on nature-related skill checks.
Scent*. Grants the scent ability for 1 hour/level.
3RD-LEVEL RANGER SPELLS
Blade Thirst*. Slashing weapon glows and gains +3 bonus.
Decoy Image*. Figment mimics you and allies.
Easy Climb*. Changes vertical surface Climb DC to 10.
Living Prints*. You perceive tracks as if they had just been
made.
Safe Clearing*. As sanctuary, but protects an area and lasts
1 hour/level.
4TH-LEVEL RANGER SPELLS
Land Womb*. You and one creature/level hide within the
earth.
Mass Camouflage*. As camouflage, but affects all in
range.
Snakebite*. Your arm turns into poisonous snake you can
use to attack.
术士与法师Sorcerer and
Wizard Spells
0-LEVEL SORCERER AND WIZARD SPELLS
(CANTRIPS)
Conj Acid Splash*. Missile deals 1d3 acid damage.
Evoc Electric Jolt*. Ranged touch attack deals 1d3 electricity
damage.
Horizikaul’s Cough*. Target takes 1 point of sonic
damage and is deafened 1 round.
Illus Silent Portal*. Negates sound from door or
window.
Trans Launch Bolt*. Launches a crossbow bolt up to
medium range.
1ST-LEVEL SORCERER AND WIZARD SPELLS
Abjur Ironguts*. Target gains +4 bonus on saving throws
against poison.
Conj Corrosive Grasp*. 1 touch/level deals 1d6+1 acid
damage.
Summon Undead I*. Summons undead to fight for you.
Div Know Protections*. Determine target’s defenses.
Ench Nybor’s Gentle Reminder*. Target is dazed 1
round, –1 on attacks, saves, and checks the
next, and +2 to Str.
Evoc Forcewave*. Deals 1d4+1 damage plus bull rush.
Horizikaul’s Boom*. Target takes 1d4/2 levels
sonic damage plus deafness.
Ice Dagger*. Grenadelike weapon deals target 1d4
cold damage per caster level, plus area damage.
Shelgarn’s Persistent Blade*. Blade of force attacks
target, automatically flanks.
Illus Net of Shadows*. Ordinary shadows that provide
concealment to all in the area.
Necro Spirit Worm*. Target takes 1 point Con damage
every round for 1 round/level.
Trans Kaupaer’s Skittish Nerves*. Target gains +5 bonus
on initiative checks.
Laeral’s Cutting Hand*. Your hand gains a +2
enhancement bonus and is considered armed.
Launch Item*. Hurls Fine item up to long range.
Low-Light Vision*. See twice as far under current
light.
Scatterspray**. Targeted items scatter in a burst
dealing 1d8 normal or subdual damage.
Speed Swim*. Target gains swim speed 30.
2ND-LEVEL SORCERER AND WIZARD SPELLS
Conj Create Magic Tattoo**. Subject receives a magic
tattoo with various effects.
Igedrazaar’s Miasma*. Cloud of fog deals 1d4 subdual
damage/level.
Summon Undead II*. Summons undead to fight
for you.
Evoc Aganazzar’s Scorcher**. Path of fire deals 1d8/2
levels.
Battering Ram*. Deals 1d6 damage plus bull rush.
Cloud of Bewilderment*. Stun and blind targets.
Combust*. Target takes 2d6 +1/level fire damage.
Flame Dagger*. As flame blade, but 1d4 +1/level.
Force Ladder*. Creates a movable ladder of force.
Gedlee’s Electric Loop*. 5-ft.-radius burst deals
1d6 electricity/2 levels plus stunning.
Snilloc’s Snowball Swarm**. Deals 1d6 cold/2
levels to a 10-ft. radius.
Illus Claws of Darkness**. Your hands become reach
melee touch attacks that deal 1d4 cold plus
slow.
Disguise Undead*. Change appearance of one corporeal
undead.
Shadow Mask**. Shadows hide your face and protect
against darkness, light, and gazes.
Shadow Spray**. Shadows daze targets and deal 2
points of Str damage.
Necro Death Armor*. Black aura damages creatures
attacking you.
Life Bolt*. 1 ray/2 levels draws 1 hp from you to
deal 2d4 damage to undead.
Shroud of Undeath*. Negative energy shroud
makes undead perceive you as undead.
Trans Balagarn’s Iron Horn*. Intense vibrations trip
those in area.
Eagle’s Splendor**. Subject gains 1d4+1 Cha for 1
hour/level.
Scent*. Grants the scent ability for 1 hour/level.
Stone Bones*. Corporeal undead gains +3 natural
armor bonus.
3RD-LEVEL SORCERER AND WIZARD SPELLS
Abjur Reverse Arrows*. As protection from arrows, but
negated arrows turn back upon their source.
Conj Mestil’s Acid Breath*. Cone of acid deals 1d6
damage/level.
Summon Undead III*. Summons undead to fight
for you.
Div Analyze Portal**. Detects and analyzes portals
within 60 ft.
Ench Nybor’s Mild Admonishment*. Target is dazed
1d4 rounds, then –1 on attacks, saves, and
checks and +2 to Str.
Evoc Blacklight**. 20-ft. radius of supernatural darkness
you can see through.
Flashburst**. Flash of light dazzles and blinds in a
20-ft. burst.
Scintillating Sphere*. 20-ft.-radius spread deals
1d6 electricity/level.
Shatterfloor*. Deals 1d4 sonic/level plus damages
floor surface 6 inches deep.
Steeldance*. Daggers become Medium flying animated
objects that attack foes.
Illus Khelben’s Suspended Silence*. Object becomes programmed
to create an area of silence at your
command.
Necro Healing Touch*. You take up to 1d6/2 levels and
heal target that amount.
Spider Poison*. Touch deals 1d6 Str damage,
repeats in 1 minute.
Undead Lieutenant*. Targeted undead can give
orders to undead in your control.
Undead Torch*. Undead creature gains blue aura
that gives +2d4 against living creatures.
Trans Amanuensis*. Copy nonmagical text.
Blindsight*. Grants the blindsight ability for 1
hour/level.
Greater Mage Hand*. As mage hand, but medium
range and 10 lb./caster level.
Weapon of Impact*. As keen edge, but aids blunt
weapons.
4TH-LEVEL SORCERER AND WIZARD SPELLS
Abjur Wall of Chaos*. As magic circle against law,
except as a one-sided wall.
Wall of Evil*. As magic circle against good, except
as a one-sided wall.
Wall of Good*. As magic circle against evil, except
as a one-sided wall.
Wall of Law*. As magic circle against chaos,
except as a one-sided wall.
Conj Summon Undead IV*. Summons undead to fight
for you.
Evoc Explosive Cascade*. Bouncing flame ball deals
1d6/level fire damage.
Thunderlance**. Lance of force deals 2d6 damage,
plus can dispel force effects.
Tirumael’s Energy Spheres*. Five colored spheres
attack with or negate acid, cold, electricity,
fire, and sonic energy.
Illus Shadow Well*. Target enters gloomy pocket plane
and emerges frightened.
Trans Backlash*. Target cursed if it uses spells against
another creature.
Darsson’s Potion*. Creates a potion that must be
used within 1 hour/level.
Fire Stride**. Multiple-use dimension door that
works only through large fires.
Ghorus Toth’s Metal Melt*. Melts metal object
without heat.
Gutsnake*. 15-ft. tentacle grows from your stomach
and attacks your enemies.
Iron Bones*. Corporeal undead gains +5 natural
armor bonus.
Spell Enhancer*. Cast as a free action and gives +2
to the DC of the next spell you cast.
5TH-LEVEL SORCERER AND WIZARD SPELLS
Abjur Dimensional Lock*. Protects area from interdimensional
travel.
Lesser Ironguard**. Subject becomes immune to
nonmagical metal.
Conj Mestil’s Acid Sheath*. Sheath of acid damages
those who attack you, lets you make touch
attacks.
Summon Undead V*. Summons undead to fight
for you.
Evoc Ball Lightning*. Changeable number of energy
balls dealing 1d6 electrical damage/level.
Firebrand*. One 5-ft. burst/level deals 1d6 fire/
level.
Horizikaul’s Versatile Vibration*. Cone of sound
deals damage or moves objects.
Illus Shadow Hand*. Medium-size hand attacks, blocks
opponents, or carries items.
Necro Grimwald’s Graymantle**. Target is prevented
from regaining hit points by any means.
Kiss of the Vampire*. You gain vampirelike supernatural
abilities, but are vulnerable to attacks
that harm undead.
Trans Lutzaen’s Frequent Jaunt*. Short-range, multipleuse
dimension door.
Simbul’s Spell Matrix*. Magical matrix stores
spells to be cast later as quickened spells.
6TH-LEVEL SORCERER AND WIZARD SPELLS
Abjur Gate Seal**. Permanently seals a gate or portal.
Conj Fire Spiders*. Swarm of Fine fire elementals
attacks targets.
Evoc Acid Storm*. 1d6 acid damage/level, 20-ft. radius
Cacophonic Shield*. Immobile shield blocks sound,
deflects missiles, deals 1d6 +1/level and deafens
intruders.
Prismatic Eye*. Orb produces individual prismatic
rays as touch attacks.
Necro Undeath to Death*. As circle of death, but only
affecting undead.
Trans Dhulark’s Glasstrike*. Turns subject into glass.
Energy Transformation Field*. Area absorbs
magic energy to power a predetermined spell.
Fiendform*. As polymorph self, except you can
gain the form and powers of an evil outsider.
Hardening*. Increases target object’s hardness by
1/2 caster levels.
Translocation Trick*. You and target switch places
and appear as each other.
7TH-LEVEL SORCERER AND WIZARD SPELLS
Abjur Antimagic Aura*. Antimagic field that affects
one creature.
Greater Ironguard*. Subject becomes immune to
metal with less than a +3 enhancement bonus.
Conj Vipergout*. Spit forth celestial or fiendish vipers
that attack your foes.
Ench Nybor’s Stern Reproof*. As Nybor’s mild admonishment,
but target must save or die.
Evoc Great Thunderclap*. Loud noise causes stunning,
deafness, and knocks prone in a large area.
Zajimarn’s Ice Claw Prison*. Ice claw grapples and
deals normal and cold damage.
Trans Gemjump*. Teleport to the location of a specially
prepared gem.
Mass Teleport*. As teleport, but more weight and
you don’t have to go.
Simbul’s Spell Sequencer*. Store up to four spells
of 4th level or lower to be released later.
Simbul’s Synostodweomer*. Channel a spell into
positive energy to cure 1d6/spell level.
8TH-LEVEL SORCERER AND WIZARD SPELLS
Abjur Spell Engine*. Magical energy disk absorbs incoming
spells.
Transcribe Symbol*. Safely move an untriggered
magical symbol to another location.
Ench Nybor’s Wrathful Castigation*. Target dies or may
be dazed and –4 on all saves for 1 round/level.
Evoc Flensing**. Trauma deals 2d6 hp damage and 1d6
Cha and Con damage.
Great Shout**. Deafens and stuns all within cone
and deals 2d6 damage.
Zajimarn’s Field of Icy Razors*. Creatures in area
take normal and cold damage, may be slowed.
Necro Skeletal Guard*. Creates one skeleton/level that is
resistant to turning.
Trans Blackstaff*. Greatly enhances staff or quarterstaff.
Simbul’s Skeletal Deliquescence*. Target becomes
a soft-bodied oozelike creature.
9TH-LEVEL SORCERER AND WIZARD SPELLS
Abjur Elminster’s Effulgent Epuration*. Creates one
sphere/level that negate hostile magic.
Maw of Chaos*. Area of energy damages creatures
and disrupts concentration.
Conj Black Blade of Disaster*. Floating magic weapon
deals damage and may disintegrate targets.
Zajimarn’s Avalanche*. Wave of slush deals 1d4
cold/level and moves targets.
Evoc Elminster’s Evasion**. Enhanced contingency spell
that teleports you under six possible conditions.
Trans Alamanther’s Return*. Duplicate observed spell or
spell-like ability.
Simbul’s Spell Trigger*. Store up to four spells of
7th level or lower to be released later. |
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