GNURF - del 1

Skickad

GNURF – del 1

Magic, spell lists, spells

A thick wall: 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Charm Person OBA W 1
Comprehend Languages OBA W 1
Detect Magic OBA WC 1
Hold Portal OBA W 1
Light OBA WC 1
Protection from Evil OBA WC 1
Read Magic OBA W 1
Sleep OBA W 1

Continual Light OBA WC 2/3
Detect Evil OBA W 2
Detect Invisible OBA W 2
ESP OBA W 2
Invisibility OBA W 2
Knock OBA W 2
Levitate OBA W 2
Locate Object OBA W 2
Wizard Lock OBA W 2

Clairaudience OA W 3
Clairvoyance OBA W 3
Dispel Magic OBA WC 3/4
Fire Ball OBA W 3
Fly OBA W3
Haste OBA W 3
Hold Person OA WC 2/3
Infravision OBA W 3
Invisibility 10’ r OB W 3
Lightning Bolt OBA W 3
Phantasmal Force OBA W 3
Protection from Evil 10’ r OBA WC 3/4
Protection from normal Missiles OBA W 3
Slow OA W 3
Wather Breathing OBA W 3

Charm Monster OBA W 4
Confusion OBA W 4
Dimension Door OBA W 4
Hallucionary Terrain OBA W 4
Ice Storm BA W 4
Massmorph OBA W 4
Plant Growth OBA W 4
Polymorph Others OBA W 4
Polymorph Self OBA W 4
Remove Curse OBA WC 3/4
Wall of Fire OBA W 4
Wall of Ice OBA W 4
Wizard Eye OBA W 4

Animal Growth OA W 5
Animate Dead OBA WC 4/5
Cloudkill OBA W 5
Conjure Elemental OBA W 5
Contact Other Plane OBA W 5
Feeblemind OBA W 5
Hold Monster OBA W 5
Magic Jar OBA W 5
Passwall OBA W 5
Telekinesis OBA W 5
Teleport OBA W 5
Transmute Rock to Mud OA W 5
Wall of Iron OA W 5
Wall of Stone OBA W 5

Anti-Magic Shell OBA W 6
Control Weather OA W 6
Death Spell OBA W 6
Disintegrate OBA W 6
Geas OBA W 6
Invisible Stalker OBA W 6
Lower Water OBA W 6
Move Earth OBA W 6
Part Water OA W 6
Projected Image OBA W 6
Reincarnation OBA W 6
Stone to Flesh OBA W 6

Bless OBA C 1
Cure Light Wounds OBA C 1
Detect Evil OBA C 1
Purify Food and Drink OBA C 1

Find Traps OBA C 2
Speak with Animals OBA C 2

Create Food and Water OBA C 3
Cure Disease OBA C 3
Locate Object OBA C 3

Cure Serious Wounds OBA C 4
Neutralize Poison OBA C 4
Speak with Plants OBA C 4
Sticks to Snakes OBA C 4

Commune OBA C 5
Displel Evil OBA C 5
Insect Plague OBA C 5
Quest OBA C 5
Raise Dead OBA C 5

Charm Person, BDSW1, Ench, 1 action, 30’, 1 h + special, Save: neg
A humanoid (type) see you as a friend until you do something harmful to it. Save every hour to see if spell negates.
1 more humanoid/ spell level, all within 30’ of you.

Comprehend Languages, BSW1, Div, 1 action, Self, 1 hour
You understand all languages you hear/read. You must touch the speaker/text. You don’t solve riddles or chiffers.

Detect Magic, BCDSW1, Div, 1 action, Self, 10 minutes
You sense magic within 30’. If you sense magic, spend an action to see the aura (school) if object is visible. A thick wall block the detection.

Hold Portal, WS1, Abj, 1 action, 10’, 1 hour
A door, gate, portal is magically shut hold. A knock, dispel magic or STR-check with +5 on DC needed to open.

Light, BCSW1, Evo, 1 action, touch, 1 hour
Touch object no larger than 10’, creature save to negate, shed light as torch (20’ r.).

Protection from Evil and Good, CDPW1, Abj, 1 action, touch, 10 minutes
Target gain +2 on AC and saves vs aberrations, celestials, elementals, fey, fiends, undeads, summoned or conjured creatures. They can’t come within 1 inch or touch target. Also target can’t be charmed, frightened, possessed. Already affected are still immune to mental commands.

Read Magic, BCDPRSW1, Div, 1 action, self, 10 minutes
You can read magical texts, which normally are unintelligible.

Sleep, WS1, Ench, 1 action, 20’ burst within 90’ range, 10 minutes, Save: neg
2d4 levels/HD affected, smallest HD first, won’t wake up by sound, but by slapping or damage. Creatures with HD of spell level +4 or higher are immune.
1d more HD / spell level

Continual Flame, CDW2, Evo, 1 action, Touch, Until dispelled
A flame of the same size as a torch, but no heat, no oxygen consumption, and can’t be quenched.

Continual Flame

Source: Player’s Handbook

2nd-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Spell Lists. Artificer, Cleric, Druid (Optional), Wizard

Skribent