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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
 

Ranger Spells

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
Breeze: create a rush of air
Brew Potion: create a magical potion
Calm: decrease anger or fear
Climb: scale any surface, cling to a ceiling
Clone: create a viable copy of an animal or plant
Confuse: cause a creature to be puzzled over something it normally understands, and be unable to decide what action to take next
Darkness Vision: permits night vision to 100’
Dead Eye: add a +1 bonus to ranged weapons
Detect Magic: cause imbued items or areas to faintly glow
Disarm: cause an armed combatant to drop his weapon
Domesticate: tame a creature
Downpour: create a drenching rainfall
Entangle: cause plants to entrap a creature or object
Espy: magically enhance eye acuity, see invisible items or creatures, identify illusions
Evaporate: cause liquid to vaporize
Exterminate: kill a swarm
Extinguish: put a fire out
Find: locate a creature or item
Fireproof: make a creature or item resistant to fire
Float: cause a creature or item to float on liquid
Flood: flood an area with water
Fog: create a cloud of mist
Gills: create gills and breathe water like a fishlide: 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
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
Ignite: start a fire
Illuminate: add light to an area
Imbue: add a physical or magic attribute to an item or creature
Immunize: make a creature immune to a poison or disease
Insulate: protection from electric, fire or ice damage
Jump: jump in any direction 30’
Liberate: undo restraints, loosen bonds, and escape entanglements
Mesmerize: hypnotize an animal
Mire: cause an area to become gummy, muddy or slimy
Misty Aura: target receives a +1 bonus to magic resistance
Nourish: sustain a creature without food or water
Navigate: find a lost path
Net: create a magic net that can entangle
Pit: create a pit trap
Purify: neutralize poison
Pounce: gain a bonus to initiative and +1 in Hand-to-Hand Attacks
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
Sharpen: add +1 damage to items with points or edges
Shelter: creates a magic tent that protects from the elements
Shrink: cause a creature or item to reduce its size
Silence: create a silence effect in an area
Sleep: cause a creature to fall asleep
Smoke: create a cloud of smoke
Snare: lay a magical trap that restrains a creature
Sound: create a noise of any kind desired
Speak with Creature: communicate with a creature
Spook: cause a creature to run in fear
Sprout: cause plants to spring up from any surface
Talk: cause a creature to move impossibly silent
Summon Animal: summon a medium sized creature or smaller
Summon Swarm: summon a school of fish, flock of birds, or swarm of rodents or insects
Thaw: unfreeze an area

 

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