Gaming
 

Spell list

From Legends of Chance 2 Wiki

[edit] Spell List:

Contents



This Page will Hopefully Cover all Spell changes in LoC


Notice: Things are constantly changing on LoC and even DM's struggle to keep up with changes.


  • Currently two ways of finding your spell change:
    • Class and Spell level
    • Alphabetical


[edit] Class and Spell level

Arcane spells:


Divine spells:

Ixian spells:


[edit] Alphabet Order

[edit] A


Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Acid fog
    • 1d6 * (level / 2) of acid damage + Slow effect
    • 1d6 per level (max 60) of acid damage
  • Acid splash
  • Aid
    • + 1 per 3 levels Max is 8
    • adds temporary hitpoints
  • Amplify
  • Animate dead (spell)
  • Aura of glory
  • Aura of vitality
  • Aura versus alignment
    • 1 per 5 Levels
    • gives deflection AC
    • cannot have 2 Auras on of opposite alignment (unholy,holy)
    • gives added Divine damage
  • Awaken
    • 1 power level increase per 5 Levels
    • Buffs your animal companion effects include
      • AC increase
      • concealment
      • damage resistance
      • regenerate
      • haste


[edit] B


Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Balagarn's iron horn
    • +1d6 to level 20 then +1 per 2 of Sonic damage
    • Has chance to Knockdown
  • Ball lightning
    • 1d6 per level up to level 40. Then it adds +1 per 2 levels
    • Reflex ½
  • Bane
    • +1 per 5 Levels max is 8
    • saves for fear affected
  • Banishment
  • Barkskin
    • Effects: all
    • Base absorb: 10
    • Absorb Incline: +1 per level after 30
    • Max Absorb: 10 Per Level to 100 then +3 per level
    • Other Comments: Gives 50% Fire Vulnerability, 30% magic immunity
  • Battletide
    • 2 + 1 per 3 Levels
    • This spell does damage when people gets near you and heals you same amount on top of debuffs
  • Bestow curse
    • +1 per 10 Levels
  • Bigby's clenched fist
  • Bigby's crushing hand
    • The grapple check works the same as in normal NWN. Damage only is modified. If your Caster level + Ability modifier is 44 or below, the damage is 1d6 per level of bludgeoning damage. If you Caster level + Ability modifier is 45-50 it’s 1d8 per level. If it’s 51+, it’s 1d10 per level
  • Bigby's forceful hand
  • Bigby's grasping hand
  • Bigby's interposing hand
  • Black blade of disaster
  • Blackstaff
  • Blade barrier
    • 1d6 per level of physical (slashing) damage
    • Reflex ½
    • Only 5 barriers can be cast per rest
  • Blade thirst
    • Adds +1 AB and +1 magical damage to a slashing weapon every 5th ranger level (capped at +5)
  • Bless
    • + 1 per 4 levels max is 8
    • extra saves vs fear
  • Bless weapon
    • +1 per 5 levels (max 7) extra damage Vs Undead 2d12 Max
  • Blindness/deafness
  • Blood frenzy
    • This spell should now act exactly like barbarian rage
  • Bombardment
    • 1d8 per level of bludgeoning damage
    • Reflex ½
  • Bull's strength
  • Burning hands
    • 1d4 per 2 levels of Fire Damage
    • For first 5 levels +1d4 then 1/2


[edit] C


Spells
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  • Call lightning
    • 1d6 per level
    • In rainy weather the damage is 1d6 * (level * 1.5)
    • Reflex ½
  • Camouflage
  • Cat's grace (spell)
  • Chain lightning
    • 1d6 per level of lightning damage
    • Reflex ½
  • Charm monster
  • Charm person
  • Charm person or animal
  • Circle of death
    • Affects 1d10 per level number of creatures. Those with lowest Hit die dies first
    • Does damage to people who do not save 1d6 per level. This is Negative Damage
  • Circle of doom
    • 1d8 per level of negative damage
  • Clairaudience/clairvoyance
    • +1 per 5 Levels
  • Clarity
  • Cloud of bewilderment
  • Cloudkill
    • 1d6 per level (max 50) acid damage
  • Color spray
    • HD effected goes up every 5 level, DC now includes LoC level as does the HD Effected
  • Combust
    • 1d6 + 1 per level of fire damage until they pass save
  • Cone of cold
    • 1d6 per level of cold damage.
    • Reflex ½.
  • Confusion
  • Contagion
    • For a long time I have meant to LoC deseases and poisons this will take time as there are a number of them... The saves etc.. Are hard coded at moment ill have to redo them
  • Continual flame
  • Control undead
  • Create greater undead
  • Create undead (spell)
  • Creeping doom
  • Crumble
    • 1d12 * Caster level of magical damage against Constructs. Other creatures are not affected
  • Cure critical wounds
    • At level 30 Cleric these become mass Cures
  • Cure light wounds
    • At level 30 Cleric these become mass Cures
  • Cure minor wounds
    • At level 30 Cleric these become mass Cures
  • Cure moderate wounds
    • At level 30 Cleric these become mass Cures
  • Cure serious wounds
    • At level 30 Cleric these become mass Cures


[edit] D


Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Darkfire
    • Adds 1d6 of fire damage to weapon at level 1-19
    • Adds 2d6 at 20-29
    • Adds 2d8 at 30-39
    • Adds 2d10 at 40-49
    • Adds 2d12 at level 50+.
    • +1 per 10 Levels (max 7) 2d12 of Fire & Negative damage
  • Darkness
    • Effects larger area if cast as spell compared to off a wand or sequencer.
  • Daze
  • Deafening clang
  • Death armor
  • Death ward
  • Delayed blast fireball
    • 1d6 per level of fire damage
    • Reflex ½
  • Destruction
    • 1d8 per level (capped at 30) of divine damage. If the target creature fails the fortitude save, the target dies
  • Dirge
    • Take Gods/Chapter levels into account
  • Dismissal
  • Dispel magic
  • Displacement
  • Divine favor
    • +1 per 3 levels of positive damage (max 5)
    • adds to attack bonus also
  • Divine power
    • AB bonus = level * level / 10.
    • HP bonus = level – ((level / 4) * 3).
    • 1d6per 4 Levels
  • Dominate animal
  • Dominate monster
  • Dominate person
  • Doom
    • +1 per 5 Levels
  • Drown
    • If the target fails the fortitude save, it will lose 90% of its current hp. If it succeed, it’ll take damage equal to 1d10 * caster level. Constructs, undead and elementals are unaffected by this spell


[edit] E


Spells
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  • Eagle's splendor
  • Earthquake
    • 1d6 – 1d12 per level of bludgeoning damage
    • Reflex ½.
    • d8 +Dice per level, Druids >34 use d10
    • Can Knockdown enemy's
  • Electric jolt
  • Elemental shield
  • Elemental swarm
  • Endurance
  • Endure elements
    • Effects: elemental damage
    • Base absorb: 10
    • Absorb Incline: +1 per 5 Levels
    • Max Absorb: 20*Level
  • Energy buffer
    • Effects: elemental damage
    • Base absorb: 40
    • Absorb Incline: None
    • Max Absorb: 60+10 per level
    • Other Comments: Elements so fire sonic electric etc
  • Energy drain
  • Enervation
    • 1d4 +1 per 20 Levels
  • Entangle (spell)
  • Entropic shield
    • 1 per level after 15
  • Epic spell: dragon knight
  • Epic spell: epic mage armor
    • +1 per 2 Diety/Chapter Levels
    • Max 12 but...
      • This increases by 1 per level past 35 (ONLY WIZ/SORC LVLS COUNT) if are total caster level 40 then increases to 20
  • Epic spell: epic warding
  • Epic spell: greater ruin
  • Epic spell: hellball
  • Epic spell: mummy dust
  • Ethereal visage
    • + 1 per 5 Levels
  • Evard's black tentacles
    • 4d6 per tentacle of bludgeoning
    • Max attacks per target is 2+1/10 Levels & Paralysis
  • Evil blight
    • +1 per 10 Levels max 12
  • Expeditious retreat


[edit] F


Spells
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  • Fear (spell)
  • Feeblemind
    • +1d4 per Level
    • lowers intelligence
  • Find traps
    • DC check added for detection but NOT disarming. The check is d20 + skill vs. Detect DC.
    • 10 base +1 per level
  • Finger of death
    • 1d6 * (3 + level) of negative damage. Failed fortitude save causes instant death
    • 1d10 per level or 1d6 if pass save
      • Kills instantly if fail save but death immune cretures take d10 damage per level. Save DC is at +6.
  • Fire storm
    • 1d6 per level of fire and 1d6 per level of divine damage.
    • Fire = Reflex ½
    • Also target can catch fire for 5 rounds. It then does Fire and Magical damage.
  • Fireball
    • 1d6 per level of fire damage (level capped at 30)
    • Reflex ½
  • Firebrand
    • 1d6 per level of fire damage(level capped at 30)
    • Reflex ½
  • Flame arrow
    • 4d6 +1d6 per 5 levels of fire damage per arrow, one arrow each 4 caster levels (1 at level4, 2 at level8, etc)
  • Flame lash
    • 4d6 + 1d6 per level. Level is calculated a bit differently for this spell. It’s calculated like this if your level is above 3: (Caster level – 3) / 2. So if your total caster level is 39, it’s calculated like this for this spell: 1d6 * (4 + ((39 – 3) / 2)). The damage would be 22d6 at caster level 39
    • Reflex ½
    • 1d6 per 2 levels+4d6
    • This spell does 4d6 +1 per 2 caster levels
  • Flame strike
    • 1d6 + 1 per level (capped at 40) of fire and divine damage
    • Fire = Reflex ½
  • Flame weapon
    • Adds 1d6 of fire damage to weapon at level 1-19
    • Adds 2d6 at 20-29
    • Adds 2d8 at 30-39
    • Adds 2d10 at 40-49
    • Adds 2d12 at level 50+.
    • +1 per 5 levels (Max 7)
  • Flare
  • Flesh to stone
  • Fox's cunning
  • Freedom of movement

[edit] G


Spells
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  • Gate
  • Gedlee's electric loop
    • 1d6 +1d6 per 2 levels of electric damage
  • Ghostly visage (spell)
  • Ghoul touch
    •  % chance Level/10 + 1 to paralyze even if immune!
  • Globe of invulnerability
  • Glyph of warding
  • Grease
    • Is always DC 20 but ignores Knock down immune
  • Great thunderclap
    • 1d6 * (level / 2) of sonic damage
    • 1d6 per level of sonic damage
      • Can cause stun or Knockdown DC is +6 for this
  • Greater dispelling
  • Greater magic fang
    • 1 power level increase per 5 Levels
    • Inceases Animal companions damage and damage effects
  • Greater magic weapon
    • +1 per 3 Levels (Max 12) enchant bonus added to equipped weapon
  • Greater planar binding
  • Greater restoration
  • Greater sanctuary
    • Has a 120 second timer before the spell can be cast again
  • Greater shadow conjuration
  • Greater spell breach
  • Greater spell mantle
  • Greater stoneskin
    • Effects: all
    • Base absorb: 10
    • Absorb Incline: +2 per Level after 30
    • Max Absorb: 10 Per Level to 200 then +5 per level
  • Gust of wind
    • Take Gods/Chapter levels into account


[edit] H


Spells
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  • Hammer of the gods
    • 1d8 per level of divine damage + Daze effect. Successful will save halves the damage done and negates the Daze effect
  • Harm
    • Damage done is: Target’s hitpoints / 100 * (level / 2 + 30)
    • If the target is undead, the spell heals it (useful for greater undead + epic spell: mummy lord)
  • Haste
  • Heal (spell)
    • Heals the target. If the target is undead then damage done is: Target’s hitpoints / 100 * (level / 2 + 30)
  • Healing circle
    • +1d8 per level, +Level
  • Healing sting
    • 1d6 per 2 levels +1d6 of negative damage
    • Heals same amount of damage as done
  • Hold animal
  • Hold monster
    • I have adjusted this spell somwhat so that it can effect even if have immunite to it. For this reason the DC has been lowered to a max of 50. Note they are HELD not paralysed
  • Hold person
    • I have adjusted this spell somwhat so that it can effect even if have immunite to it. For this reason the DC has been lowered to a max of 40. Note they are HELD not paralysed
  • Holy sword
    • +1 per 5 levels (max 7)
    • Adds holy avenger and Zealous smite (see extra feats on loc homepage)
  • Horizikaul's boom
    • 1d4 per 2 levels of sonic damage
  • Horrid wilting
    • 1d12 per level of magical damage
    • Fort ½
    • Does mainly Magical and then Negative (50%) damage bonus.

[edit] I


Spells
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  • Ice dagger
    • 1d4 per level of cold damage
    • Reflex ½
  • Ice storm
    • 1d6 per level of cold damage and 1d6 * (level / 5 + 3) of bludgeoning damage
    • does bludge aswell which has been boosted as the max has been lowered so evens out
  • Identify
  • Implosion
    • 1d8 per level of divine damage.
    • If the target fails the fortitude save, the target dies
  • Improved invisibility (spell)
  • Incendiary cloud
    • 1d6 per level. The caster level for this spell is calculated differently. It’s Caster level / 5 + Caster level / 10. If your normal caster level is 40, it’s 40 / 5 + 40 / 10 = 12 for this spell. So you’d be doing 12d6 amount of fire damage. If the “new” caster level is below 7 it’s set to be 6
    • Reflex ½
    • 4+1d6 per level of fire ( max 80)
  • Inferno
    • 1d6 per 2 levels of fire and divine
    • This is round on round damage for the duration of the spell
  • Infestation of maggots
    • 1d4 constitution damage per 10 levels +1d4 per round you fail save. When get below 3 CON lots of damage. Negative damage
  • Inflict critical wounds (spell)
    • 5d8
  • Inflict light wounds
    • d8
  • Inflict minor wounds
    • d8
  • Inflict moderate wounds
    • 2d8
  • Inflict serious wounds (spell)
    • 3d8
  • Invisibility (spell)
  • Invisibility purge
  • Invisibility sphere
  • Ironguts
    • +1 per 5 Levels
  • Isaac's greater missile storm
    • 1d6 * (2 + God/chapter level / 5) of magic damage per missile. Maximum amount of missiles is 20
  • Isaac's lesser missile storm
    • Isaac’s greater missile storm

1d6 * (2 + God/chapter level / 5) of magic damage per missile. Maximum amount of missiles is 10


[edit] K


Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Keen edge
    • No Change
  • Knock


[edit] L


Spells
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  • Legend lore
  • Lesser dispel
  • Lesser mind blank
  • Lesser planar binding
  • Lesser restoration
  • Lesser spell breach
  • Lesser spell mantle
  • Light
    • No Change
  • Lightning bolt
    • 1d6 per level (level capped at 40) of lightning damage
    • Reflex ½


[edit] M


Spells
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  • Mage armor
    • 1 per 3/4/5/6 levels to AC bonus added to Arm/Def/Dodge/Nat AC areas equally
  • Magic circle against alignment
  • Magic fang
  • Magic missile
    • Missiles: (level + 1) / 2, capped at 10 missiles
    • Damage: 1d4 * 2 + 1 of magic damage
  • Magic vestment
    • +1 per 3 Levels (Max 12) Armour AC
  • Magic weapon
    • +1 per 3 levels (max 6)
    • adds to attack bonus
  • Mass blindness/deafness
  • Mass camouflage
  • Mass charm
  • Mass haste
  • Mass heal
    • AoE Heal. If there’s an enemy undead, the damage dealt is target’s hitpoints / 100 * (Caster level / 4 + 20)
  • Melf's acid arrow
    • 1d6 per 2 levels of acid damage
    • deals acid damage till save made
  • Mestil's acid breath
    • 1d8 * (level /2) of acid damage
    • Reflex ½.
  • Mestil's acid sheath
  • Meteor swarm
    • 1d6 * (20 + level) of fire damage and 1d6 per level of bludgeoning damage
    • Fire damage = Reflex ½
    • 20d6 +1d6/1d6 per level of Fire/Bludge
  • Mind blank
  • Mind fog
  • Minor globe of invulnerability
  • Monstrous regeneration
    • +1 per level till max 20
  • Mordenkainen's disjunction
  • Mordenkainen's sword


[edit] N


Spells
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  • Nature's balance
    • 1d6 per level of Positive
    • Lowers enemy Spell resistance
    • Heals allies
  • Negative energy burst
    • 1d8 + level of negative damage.
    • If target fails the fortitude save, it will lose 1 point of strength every 4th level.
    • 1d4 per Level
    • Successful fortitude save halves the damage done and no strength loss will occur.
  • Negative energy protection
  • Negative energy ray
    • 1d6 per level of negative damage. save DC is at +6
  • Neutralize poison

[edit] O


Spells
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  • One with the land
  • Owl's insight
  • Owl's wisdom


[edit] P


Spells
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  • Phantasmal killer
    • Deals 1d6 per level of sonic damage if the target succeeds either the fortitude or will save. If the target fails both, it causes instant death.
    • 1d6 per level of negative damage
    • Targets killed if fail both saves, this bypasses death immune if fail int check vs Level of caster/2 (undead,constucts etc.. Not counted AND int <5)
  • Planar ally
  • Planar binding
  • Poison (spell)
  • Polymorph self
  • Power word, kill
    • Target creatures dies instantly, without a save, if it has less hitpoints than 200 + 50 * level + 100 * God/Chapter level
    • Doesn’t work as an AoE spell
  • Power word, stun
    • Made the post 40 levels count in steps of 100, if the creature has very few HP left it will stun no matter what (200+(level-8)*50)
    • done a few tests and god lvl 20 + pure wiz can stun something with 3500 HP
  • Prayer
    • + 1 per 4 Levels
    • 70hp Per Level
    • gives 20%+5% per level hp boost
  • Premonition
    • Effects: all
    • Base absorb: 30
    • Absorb Incline: +1 Per 5 Levels After 30
    • Max Absorb: 15*Level to 300 then +5 per Level
  • Prismatic spray
    • Deals 1 or 2 of these effects:
      • 1d6 per level of fire damage
      • 1d6 per level of electrical damage
      • 1d6 per level of acid damage
      • Poison
      • Paralyze
      • Confusion
      • Death
        • Currently set to deal damage more often then effects
  • Protection from alignment
  • Protection from elements
    • Effects: Elements
    • Base absorb: 30
    • Absorb Incline: +1 per 5 Levels
    • Max Absorb: 15*Level
  • Protection from spells
    • +1 per 10 levels
    • saves vs spells


[edit] Q


Spells
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  • Quillfire
    • 1d6 per level per missile of fire damage
    • max 20 missiles
      • Similar to firebrand in damage but less as its only level 3


[edit] R


Spells
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  • Raise dead
    • If your level (40 and above) and the target’s level (40 and above) is higher than three, then you’re not able to resurrect that person
    • Unsure how xp loss calculation works
  • Ray of enfeeblement
    • 1d6 +1 Per 3 Levels and +5 is MAX
  • Ray of frost
  • Regenerate (spell)
    • + 1 per level, no max
  • Remove blindness/deafness
  • Remove curse
  • Remove disease (spell)
  • Remove fear
  • Remove paralysis
  • Resist elements
  • Resistance
  • Restoration
  • Resurrection
    • If your level (40 and above) and the target’s level (40 and above) is higher than three, then you’re not able to resurrect that person without an XP loss
  • Rogue's cunning

[edit] S


Spells
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  • Sanctuary
  • Scare
    • +1 per 5 Levels max 10
  • Scintillating sphere
    • 1d8 * (level / 2) of electrical damage
    • Reflex ½
    • 1d6 +1d6 per level to 20 then +1 per 2 levels of electric damage
  • Searing light
    • 1d8 per level of divine damage against undead and Palemasters, 1d6 * (level / 2) of divine damage against other creatures
    • 1d8 per level to undead, 1d8 per 2 levels Constructs all others 1d6 per 2 levels
  • See invisibility
  • Shades
  • Shadow conjuration
  • Shadow shield
    • +1 per 8 levels to Natural AC
  • Shapechange
  • Shelgarn's persistent blade
  • Shield (spell)
    • +1 per 5 levels where max is 6 to shield AC
  • Shield of faith
    • +1 per 6 Levels where 8 is max to deflection AC
  • Silence
  • Slay living
    • 3d6 + 1d6 per level of negative damage if the target succeeds the fortitude save.
    • If the target fails the save, it dies
    • 1d6 per level of negative damage
    • if fail save death, or if immune take 10 extra dice damage. If pass save take damage anyway.
  • Sleep (spell)
  • Slow (spell)
  • Sound burst
    • 1d8 + 1 per level of sonic damage. If the target fails the will save, it will be stunned
  • Spell mantle
    • 1d8+8 +1 per 3 levels after 40
  • Spell resistance
    • +1 per level to 40 Then +1 per 2 levels
  • Spike growth
    • 1d6 per 4 levels +1d6 of piercing damage (max 20)
    • This is persistant spell like wall fire, it also slows target if fail a save
  • Stinking cloud
    • I really want to get this working as it should make people be sick on floor :), this spell does not use the 1 auto fail!
  • Stone bones
    • +1 per 3 levels max is 12 natural AC bonus to "undead"
  • Stone to flesh
  • Stonehold
  • Stoneskin
    • Effects: all
    • Base absorb: 10
    • Absorb Incline: +1 per Level after 30
    • Max Absorb: 10 Per Level to 100 then +3 per level
  • Storm of vengeance
    • 1d6 per 2 levels of acid damage per round while target remains in the AoE
    • Target will also suffer from 1d6 per 2 levels of electrical damage if the target fails the reflex save.
    • 3 casts a rest
    • +1d6/1d6 per 2 Levels of Electric/Acid damage
    • has lots of effects that kick in every round after the first attack round.
      • effects include:
      • ice storm
      • acid damage
      • stun
  • Summon creature I
  • Summon creature II
  • Summon creature III
  • Summon creature IV
  • Summon creature IX
  • Summon creature V
  • Summon creature VI
  • Summon creature VII
  • Summon creature VIII
  • Sunbeam
    • 1d6 per level of damage versus undead. 3d6 versus other enemies.
    • Also a successful reflex save halves the damage for undead and voids the blindness for other enemies.
    • 1d12 per level of positive damage
    • This does 1d4 per level to none undead and cause blindness
  • Sunburst
    • Deals 1d6 per level of divine damage to undead. Other targets only suffer from 6d6 of divine damage. Also vampires must succeed on the reflex save or be destroyed instantly. Other also have to succeed on the reflex save or be blinded
    • 1d12 per level of magical damage
    • This does 1d4 per level to none undead, kills vampires and cause blindness


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Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Tasha's hideous laughter
    • Take Gods/Chapter levels into account
  • Tenser's transformation
    • Adds 2d4 of strength and 2d4 of constitution.
    • Adds attack bonus equal to Caster level / 2.
    • Adds +4 Natural AC.
    • Adds +5 to fortitude.
    • You’ll suffer from 100% spell failure.
      • If your Caster level is 31-35 it adds 1d8 * Caster level amount of hitpoints.
      • If your Caster level is 36-39 it adds 1d10 * Caster level amount of hitpoints.
      • If your Caster level is 40+ it adds 1d12 * Caster level amount of hitpoints.
    • TenserBAB = your BAB – 20 + (Caster level / 2)
      • If your total BAB – 20 is equal or below 15 and your TenserBAB is 16 or above, you get one extra attack.
      • If your total BAB – 20 is equal or below 10 and your TenserBAB is 11 or above, you get one extra attack.
      • If your total BAB – 20 is equal or below 10 and your TenserBAB is 16 or above, you get two extra attacks.
      • If your total BAB – 20 is equal or below 5 and your TenserBAB is 16 or above, you get two extra attacks.
  • Tide of battle
    • d10 +5 Per level of divine
    • This Also damages allies and Caster
  • Time stop
  • True seeing
    • If your level is 31 or above, you get the real effects of True seeing.
    • If your Caster level is 30 and below, you get only Ultravision, See invisibility and + to spot with this spell (Sequencers and rods only apply this effect)
  • True strike


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Spells
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  • Ultravision
  • Undeath to death
  • Undeath's eternal foe


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Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Vampiric touch
    • 1d6 per 2 levels of negative damage
    • This also heals the caster to max +10 per level
  • Vine mine
    • Holds target bypass freedom of movement if sufficient level
  • Virtue


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Spells
A • • B • • C • • D • • E • • F • • G • • H • • I • • K • • L • • M • • N • • O • • P • • Q • • R • • S • • T • • U • • V • • W


  • Wail of the banshee
    • If target(s) fails the fortitude save, it dies. If it succeeds, it takes 1d6 per caster level of positive damage and 1d6 per caster level of sonic damage.
    • If fail save death effect and extra damage just incase they death immune.
  • Wall of fire
    • 1d6 per level of fire damage. If your level is 21+, your new caster level for this spell will be 20 (level – 20) / 2.
    • Reflex ½.
    • 1d6 per 2 levels of fire damage (max 40)
  • War cry
    • +1 per 5 Levels max 8
  • Web
  • Weird
    • Target creature(s) must succeed on the will and fortitude save or it will die. If it succeeds the will save, it will take 1d6 per level of negative damage. If the target fails the will save but succeeds on the fortitude save, it will take 1d6 per level of magical damage
    • if fail save then will kill (1 in 10 chance of killing death immunes aswell) will also ALWAYS cause damage
  • Word of faith
    • 1d8 per level of divine damage (1d10 per level against Outsiders).
    • Target must also make a will save or get confused.
    • Also if the target fails the fortitude save it will be blinded
  • Wounding whispers
    • 1d8 +1 Damage per level
    • Take Gods/Chapter levels into account
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