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Bewitcher Spells
Contents
- 1 Bewitcher Spells
- 1.1 0th-Level Bewitcher Spells (Orisons)
- 1.2 1st-Level Bewitcher Spells
- 1.3 2nd-Level Bewitcher Spells
- 1.4 3rd-Level Bewitcher Spells
- 1.5 4th-Level Bewitcher Spells
- 1.6 5th-Level Bewitcher Spells
- 1.7 6th-Level Bewitcher Spells
- 1.8 7th-Level Bewitcher Spells
- 1.9 8th-Level Bewitcher Spells
- 1.10 9th-Level Bewitcher Spells
0th-Level Bewitcher Spells (Orisons)
- Arcane Mark: Inscribes a personal rune (visible or invisible).
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (–1 penalty on attack rolls).
- Ghost Sound: Figment sounds.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
- Mending: Makes minor repairs on an object.
- Prestidigitation: Performs minor tricks.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 bonus on saving throws.
- Touch of Fatigue: Touch attack fatigues target.
- Virtue: Subject gains 1 temporary hp.
1st-Level Bewitcher Spells
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Charm Animal: Makes one animal your friend.
- Charm Person: Makes one person your friend.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Animals or Plants: Detects kinds of animals or plants.
- Disguise Self: Changes your appearance.
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals: Animals can’t perceive one subject/level.
- Hypnotism: Fascinates 2d4 HD of creatures.
- IdentifyM: Determines properties of magic item.
- Magic Aura: Alters object’s magic aura.
- Obscuring Mist: Fog surrounds you.
- Pass without Trace: One subject/level leaves no tracks.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Summon Nature's Ally I: Calls creature to fight.
- Ventriloquism: Throws voice for 1 min./level.
2nd-Level Bewitcher Spells
- Alter Self: Assume form of a similar creature.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Animal Trance: Fascinates 2d6 HD of animals.
- AuguryMF: Learns whether an action will be good or bad.
- Blindness/Deafness: Makes subject blinded or deafened.
- Calm Emotions: Calms creatures, negating emotion effects.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Darkness: 20-ft. radius of supernatural shadow.
- Daze Monster: Living creature of 6 HD or less loses next action.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Fog Cloud: Fog obscures vision.
- Gentle Repose: Preserves one corpse.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Hideous Laughter: Subject loses actions for 1 round/level.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Locate Object: Senses direction toward object (specific or type).
- Make Whole: Repairs an object.
- Minor Image: As silent image, plus some sound.
- Misdirection: Misleads divinations for one creature or object.
- Reduce Animal: Shrinks one willing animal.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Scare: Panics creatures of less than 6 HD.
- See Invisibility: Reveals invisible creatures or objects.
- Speak with Animals: You can communicate with animals.
- Summon Nature's Ally II: Calls creature to fight.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
- Warp Wood: Bends wood (shaft, handle, door, plank).
- Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Bewitcher Spells
- Arcane Sight: Magical auras become visible to you.
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Contagion: Infects subject with chosen disease.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Daylight: 60-ft. radius of bright light.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Detect Scrying: Alerts you of magical eavesdropping.
- Dominate Animal: Subject animal obeys silent mental commands.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
- Major Image: As silent image, plus sound, smell and thermal effects.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- NondetectionM: Hides subject from divination, scrying.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Quench: Extinguishes nonmagical fires or one magic item.
- Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- ScryingF: Spies on subject from a distance.
- Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Suggestion: Compels subject to follow stated course of action.
- Summon Nature's Ally III: Calls creature to fight.
- Tiny Hut: Creates shelter for ten creatures.
- Tongues: Speak any language.
- Water Breathing: Subjects can breathe underwater.
4th-Level Bewitcher Spells
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Charm Monster: Makes monster believe it is your ally.
- Confusion: Subjects behave oddly for 1 round/level.
- Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dimensional Anchor: Bars extradimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Dispel Magic: Cancels spells and magical effects.
- Divination M: Provides useful advice for specific proposed actions.
- Fear: Subjects within cone flee for 1 round/level.
- Freedom of Movement: Subject moves normally despite impediments.
- Geas, Lesser: Commands subject of 7 HD or less.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Locate Creature: Indicates direction to familiar creature.
- Minor Creation: Creates one cloth or wood object.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Polymorph: Gives one willing subject a new form.
- Reincarnate: Brings dead subject back in a random body.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Restoration M: Restores level and ability score drains.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Secure Shelter: Creates sturdy cottage.
- Sending: Delivers short message anywhere, instantly.
- Steal Youth: Subject ages while you grow younger.
- Summon Nature's Ally IV: Calls creature to fight.
5th-Level Bewitcher Spells
- Animal Growth: One animal/two levels doubles in size.
- Atonement: Removes burden of misdeeds from subject.
- Baleful Polymorph: Transforms subject into harmless animal.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Command, Greater: As command, but affects one subject/level.
- Control Winds: Change wind direction and speed.
- Dispel Chaos: +4 bonus against attacks.
- Dispel Evil: +4 bonus against attacks.
- Dispel Good: +4 bonus against attacks.
- Dispel Law: +4 bonus against attacks.
- Dream: Sends message to anyone sleeping.
- Eternal Charm Person: As Charm Person but permanent.
- Eternal Slumber: Places subject into permanent comalike sleep.
- False VisionM: Fools scrying with an illusion.
- Feeblemind: Subject’s Int and Cha drop to 1.
- Hold Monster: As hold person, but any creature.
- Insect Plague: Locust swarms attack creatures.
- Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
- Magic JarF: Enables possession of another creature.
- Major Creation: As minor creation, plus stone and metal.
- Mark of Justice: Designates action that will trigger curse on subject.
- Mind Fog: Subjects in fog get –10 to Wis and Will checks.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Seeming: Changes appearance of one person per two levels.
- Summon Nature's Ally V: Calls creature to fight.
- Tree Stride: Step from one tree to another far away.
- Waves of Fatigue: Several targets become fatigued.
6th-Level Bewitcher Spells
- Animate Objects: Objects attack your foes.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Find the Path: Shows most direct way to a location.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Legend LoreMF: Lets you learn tales about a person, place, or thing.
- Liveoak: Oak becomes treant guardian.
- Mislead: Turns you invisible and creates illusory double.
- Repel Wood: Pushes away wooden objects.
- Restore Youth Subject's age is reduced 1d4 years.
- Scrying, Greater: As scrying, but faster and longer.
- Spellstaff: Stores one spell in wooden quarterstaff.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Summon Nature's Ally VI: Calls creature to fight.
- TransformationM: You gain combat bonuses.
- True Seeing M: Lets you see all things as they really are.
- Veil: Changes appearance of group of creatures.
7th-Level Bewitcher Spells
- Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
- Animate Plants: One or more plants animate and fight for you.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Changestaff: Your staff becomes a treant on command.
- Control Weather: Changes weather in local area.
- Creeping Doom: Swarms of centipedes attack at your command.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Eternal Charm Monster: As Charm Monster but permanent.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Insanity: Subject suffers continuous confusion.
- RefugeM: Alters item to transport its possessor to you.
- Repulsion: Creatures can’t approach you.
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Summon Nature's Ally VII: Calls creature to fight.
- Transport via Plants: Move instantly from one plant to another of the same kind.
- VisionMX: As legend lore, but quicker and strenuous.
- Word of Recall: Teleports you back to designated place.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Bewitcher Spells
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Antipathy: Object or location affected by spell repels certain creatures.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Control Plants: Control actions of one or more plant creatures.
- Cure Serious Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Demand: As sending, plus you can send suggestion.
- Discern Location: Reveals exact location of creature or object.
- Finger of Death: Kills one subject.
- Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Polymorph Any Object: Changes any subject into anything else.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
- Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Summon Nature's Ally VIII: Calls creature to fight.
- SympathyM: Object or location attracts certain creatures.
- Trap the SoulMF: Imprisons subject within gem.
- Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
- Whirlwind: Cyclone deals damage and can pick up creatures.
9th-Level Bewitcher Spells
- Astral Projection M: Projects you and companions onto Astral Plane.
- Dominate Monster: As dominate person, but any creature.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Etherealness: Travel to Ethereal Plane with companions.
- Foresight: “Sixth sense” warns of impending danger.
- Gate X: Connects two planes for travel or summoning.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
- ShapechangeF: Transforms you into any creature, and change forms once per round.
- Soul BindF: Traps newly dead soul to prevent resurrection.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Nature's Ally IX: Calls creature to fight.
- Temporal StasisM: Puts subject into suspended animation.
- Wail of the Banshee: Kills one creature/level.
- Weird: As phantasmal killer, but affects all within 30 ft.