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Tales of EvenFall

Introduction 

Welcome Page
Home Page

Game Rules

Persona Sheet
Race
Archetypes
Persona Stats
Level Resistance Bonus
Archetype Level Advancement
Moral Reference
Equipment
Starting Equipment Packages
Select Spells
Combat
Magic
Magic Items
Bestiary
Bard Spells
Priest Spells
Ranger Spells
Wizard Spells
Master Spell List

Evenfall Campaign 

Campaign Setting
Players
Personas
Adventure Journal

Forgotten Realms 3E Campaign

Introduction
 

 

Master Spell List:

·Acid: create a cloud of acid

·Aerate: add constant fresh air to an area

·Amplify: add a +1 bonus to magic attacks

·Awaken: awaken a creature when danger is present

·Backfire: cause a harmful spell to backfire on the attacker

·Bash: add a +1 bonus to bludgeon items

·Befriend Animal: cause an animal to feel friendship toward the caster

·Befriend Person: cause a person to feel friendship toward the caster

·Breeze: create a rush of air

·Brew Potion: create a magical potion

·Cage: create a cage of energy

·Calm: decrease anger or fear

·Cast: hurl a lightweight item

·Chill: make an area cool

·Climb: scale any surface, cling to a ceiling

·Clone: create a viable copy of an animal or plant

·Comprehend: understand a foreign language

·Confess: cause to tell the truth

·Confuse: cause a creature to be puzzled over something it normally

understands, and be unable to decide what action to take next

·Converse: speak a foreign language

·Crystallize: form a thin crystal coating over the skin of the caster that provides 2 points of damage reduction

·Cure: remove a disease

·Darkness: make an area dark

·Darkness Vision: permits vision in total darkness up to 100’

·Daze: cause someone to stand by idle and daydream

·Dead Eye: add a +1 bonus to ranged weapons

·Deflect: cause a projectile to bounce away harmlessly

·Detect Magic: cause imbued items or areas to faintly glow

·Downpour: create a drenching rainfall

·Detonate: cause an existing flame to explode

·Disarm: cause an armed combatant to drop his weapon

·Domesticate: tame a creature

·Eavesdrop: magically enhance hearing, hear noise through barriers

·Electric Weapon: creates a magical weapon of casters choice that acts like a ranged weapon with electric energy.  Arrow, Axe, Dagger, Spear.

·Electrify: add electricity affect to an item or area

·Electrocute: harm a creature with a strong electric current

·Encumber: cause a creature slow its movement

·Enervate: cause a creature to become immobile and paralyzed

·Entangle: cause plants to entrap a creature or object

·Enamor: cause target to feel romantic attraction

·Espy: magically enhance eye acuity, see invisible items or creatures, identify illusions  ·Evanesce: disappear; make an item, area or creature invisible

·Evaporate: cause liquid to vaporize

·Extinguish: put a fire out

·Exterminate: kill a swarm

·Fatigue: add a penalty to attack and defense

·Fetch: bring an item within line of sight through the air

·Fetter: bind, entwine, shackle, manacle, and restrain a creature with magical chains, rope or cord

·Fiery Weapon: creates a magical weapon of casters choice that acts like a ranged weapon with fire energy. Arrow, Axe, Dagger, Spear.

·Find: locate a creature or item

·Fireproof: make a creature or item resistant to fire

·Fizzle: cause a spell to fail or end a spell that is already in effect

·Flame: add a fire effect to an item or area

·Float: cause a creature or item to float on liquid

·Fog: create a cloud of mist

·Fortify Health: the target creature gains 1d6 points of temporary health

·Flog: cause laceration damage to a creature

·Flood: flood an area with water

·Freeze: add an ice effect to an item or area

·Gag: cause a creature to be unable to speak or make sound

·Gas: create a cloud of poisonous gas

·Gills: create gills and breath water like a fish

·Glide: fly 100’ in one direction

·Glitter: cause an item or creature to sparkle with magical energy

·Glow: cause an item or creature to glow

·Grow: cause a creature or item to increase size

·Guard: command a creature to protect a creature or object

·Hallow: make a place holy; make a place harmful to demons and evil spirits

·Harm Undead: +1 to attacks versus undead monsters

·Hasten: increase speed

·Heal: restore health points, repair damaged tissue

·Hover: cause a creature or item to float in the air

·Identify Magic: determine one magic power an item has each casting

·Icy Weapon: creates a magical weapon of casters choice that acts like a ranged weapon with Ice energy: Arrow, Axe, Dagger, Spear.

·Ignite: start a fire

·Illusion: create an illusion of something known to the caster

·Illuminate: add light to an area

·Immunize: make a creature immune to a poison or disease

·Imbue: add a physical or magic attribute to an item or creature

·Influence: impel a creature to an action

·Intoxicate: cause a creature to become drunk

·Invigorate: remove encumber and fatigue effects

·Insulate: protection from electric, fire or ice damage

·Jump: jump in any direction 30’

·Liberate: undo restraints, loosen bonds, and escape entanglements

·Mask: change facial features

·Mesmerize: hypnotize an animal

·Mire: cause an area to become gummy, muddy or slimy

·Misty Aura: target receives a +1 bonus to magic resistance

·Navigate: find a lost path

·Nourish: sustain a creature without food or water

·Net: create a magic net that can entangle

·Neutralize: neutralize poison

·Play: play a musical instrument as though you are trained; cause a musical instrument to play on its own a song that you know

·Pit: create a pit trap

·Purify: remove a curse from an item or creature; expel a demon from a person or creature

·Petrify: cause an item or creature to turn to stone

·Poison: add poison to an item or substance or impregnate with poison

·Pounce: gain a bonus to initiative and +1 in Hand-to-Hand Attacks

·Protect: add +1 to defense

·Pummel: magic ranged bludgeon attack that does non-lethal damage

·Quickfreeze: cause an item or creature to become encased in ice

·Repel Ghost: ghosts will flee from the priest

·Repel Ghoul: ghouls will flee from the priest

·Repel Skeleton: skeletons will flee from the priest

·Repel Wraith: wraiths will flee from the priest

·Repel Zombie: zombies will flee from the priest

·Regenerate: restore lost limbs and appendages; repair major organ damage

·Reins: control a creature’s movement

·Return to Life: raise a creature from the dead; 1-3 on 1d6; 1 attempt only

·Scribe Scroll: the caster can create magic scrolls that contain spells he already knows

·Shapechange: a creature can change into the form of an animal of medium size or smaller

·Shapeshift: take the form of another person

·Sharpen: add +1 damage to items with points or edges

·Shelter: creates a magic tent that protects from the elements

·Shield: create a transparent wall of magical force that acts as a barrier preventing physical objects, magical and non-magical attacks from passing through

·Shrink: cause a creature or item to reduce its size

·Sicken: cause a creature to become sick

·Silence: create a silence effect in an area

·Simulacrum: create a slight, unreal, or superficial likeness or semblance of self or other person

·Slash: cause magic slashing harm to a creature or cut material

·Sleep: cause a creature to fall asleep

·Smoke: create a cloud of smoke

·Smuggle: magically conceal an item until it is used

·Snare: lay a magical trap that restrains a creature

·Sound: create a noise of any kind desired

·Speak with Animal: communicate with an animal

·Speak with Creature: communicate with a creature

·Spook: cause a creature to run in fear

·Sprout: cause plants to spring up from any surface

·Stalk: cause a creature to move impossibly silent

·Steed: summon a magic horse

·Summon Animal: summon a medium sized creature or smaller

·Summon Monster: summon a medium sized monster that has been encountered

·Summon Swarm: summon a school of fish, flock of birds, or swarm of rodents or insects

·Thread: animate a rope, weave and knot it, secure the end of a rope to an object

·Thaw: unfreeze an area

·Unlock: open a lock

·Wave: cause water to swell and rise in a wave

·Whirlwind: create a powerful wind effect

·Whisper: communicate with target across any distance

·Wings: create magical wings of energy that permit flight

 

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