Wizard Spells
Level 1 Spells-
- Heal- Heals one subject 1d8 per caster level. (10 magic points per caster level)
- Ray of Frost- A beam of freezing air and ice projects from casters finger dealing 1d3+level cold damage. Evadable (5 magic points per caster level)
Level 2 Spells-
- Magic Missle- Projecile causes 1d4+ caster level. Evadable. (2 magic points per caster level)
- Hold Portal- This spell will hold any door, window, gate, or magical portal open or closed for 1d4 rounds. (5 magic points)
Level 3 Spells-
- Image- Creates an exact mirror image of caster usually used as a decoy. If attacking a caster who has used this spell you must roll a d2 to determine which one you attack. 1 being the caster, 2 being the fake. Once hit the image vanishes. (8 magic points)
- Halt Undead- This spell renders up to 3 undead creatures immobile for 1d6 rounds. (10 magic points)
Level 4 Spells-
- Implosion- Can only be used if subject has 10 hit points or less. Spell causes subjects body to fold in on itself causing brutal 5d8 dmg and destroying the subjects body without a trace. Subect must succeed a Constitution save to avoid spell. (20 magic points)
- Bestow Curse- Using this spell on a single person places them at -5% hit an evade permanantly. Unless the spell is removed by only the person who cast it. Subject must succeed a Wisdom save to avoid spell. (15 magic points)
Level 5 Spells-
- Ice Storm- Creates a cone of wind with sharp shards of ice that deal 2d6 dmg. Evadable. (12 magic points)
- Change Self- Used like a magical disguise kit, this spell makes the caster, their clothes, weapons, and items all different to look like someone else. The form being assumed may not be of anyone currently alive however, and the spell lasts 1d10 rounds. (15 magic points)
Level 6 Spells-
- Mass Heal- Heals everyone in casters questing party 1d8. (2 magic points per person healed)
- Prying Eyes- Caster can create up to 10 small apple sized orbs that can be used as scouts. The caster sees all that the orbs see. The orbs can see 120 feet in any direction and can travel up to 1 mile away from the caster. (30 magic points)
Level 7 Spells-
- Acid Arrow- If hit with this magic weapon, the subject suffers 2d4 dmg for 3 rounds. Evadable. (10 magic points)
- Spell Turning- Used in place of a defense roll, this spell turns a previously used spell back at its caster. (25 magic points)
Level 8 Spells-
- Protection from Spells- Cancels out any and all magic for 1d12 rounds. (12 magic points)
- Sunburst- Creates a flash of blinding light that only one subject can see blinding them and making them unable to attack or defend for 1d6 rounds. Subject must succeed a Charisma save toavoid spell. (35 magic points)
Level 9 Spells-
- Fire Storm- Creates a large cloud of flame that deals 1d6 dmg per caster level if it engulfs the subject. Evadable. (18 magic points)
- Meteor Swarm- Causes 24d6 impact and fire damage to anything within a 500 foot radius of the caster. Evadable (55 magic points)
Level 10 Spells-
- Reincarnate- Places the soul of a person who has been deceased for no more than a week inside an unborn body, or a magically cloned body. (25 magic points)
- Banish- Transfers a single character from one level of existance to another. Must succeed a Strength save to avoid pull of spell. (50 magic points and 2000 xp)