Tales
of EvenFall |
Introduction
Game RulesEvenfall Campaign
Forgotten Realms 3E Campaign
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Master Spell List:·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 ·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 ·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 ·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 ·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. ·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 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 (142) |