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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
 

Priest Spells

Aerate: add constant fresh air to an area
Amplify: add a +1 bonus to magic attacks
Awaken: awaken a creature when danger is present
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
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
Detonate: cause an existing flame to explode
Darkness: make an area dark
Darkness Vision: permits night vision to 100’
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
Electrify: add an electric effect 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
Espy: magically enhance eye acuity, see invisible items or creatures, identify illusions
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
Find: locate a creature or item
Fiery Weapon: creates a magical weapon of casters choice that acts like a ranged weapon with fire energy. Arrow, Axe, Dagger, Spear.
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
Flog: cause laceration damage to a creature
Flood: flood an area with water
Fortify Health: the target creature gains 1d6 points of temporary health
Freeze: add an ice effect to an item or area
Gag: cause a creature to be unable to speak or make sound
Glide: fly 100’ in one direction
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
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
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
Misty Aura: target receives a +1 bonus to magic resistance
Nourish: sustain a creature without food or water
Fortify Health: the target creature gains 1d6 points of temporary health
Purify: neutralize poison
Pounce: gain a bonus to initiative and +1 in Hand-to-Hand Attacks
Protect: raise the armors and shield bonus to a maximum of +5
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
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
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
Slash: cause magic slashing harm to a creature or cut material
Sleep: cause a creature to fall asleep
Snare: lay a magical trap that restrains a creature
Spook: cause a creature to run in fear
Stalk: cause a creature to move impossibly silent
Thaw: unfreeze an area
Wave: cause water to swell and rise in a wave
Whirlwind: create a powerful wind effect
Whisper: communicate with target across any distance

Total  (95)