User:The-Marksman/Sandbox7
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Summoner Spells[edit]
Contents
- 1 Summoner Spells
- 1.1 0th-Level Summoner Spells (Orisons)
- 1.2 1st-Level Summoner Spells
- 1.3 2nd-Level Summoner Spells
- 1.4 3rd-Level Summoner Spells
- 1.5 4th-Level Summoner Spells
- 1.6 5th-Level Summoner Spells
- 1.7 6th-Level Summoner Spells
- 1.8 7th-Level Summoner Spells
- 1.9 8th-Level Summoner Spells
- 1.10 9th-Level Summoner Spells
0th-Level Summoner Spells (Orisons)[edit]
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Message: Whispered conversation at distance.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Summoner Spells[edit]
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Evil: Reveals creatures, spells, or objects of selected alignment.
- Detect Good: Reveals creatures, spells, or objects of selected alignment.
- Detect Law: Reveals creatures, spells, or objects of selected alignment.
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can’t perceive one subject/level.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Mount: Summons riding horse for 2 hours/level.
- 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.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles for 1 min/level.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Unseen Servant: Invisible force obeys your commands.
2nd-Level Summoner Spells[edit]
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Blur: Attacks miss subject 20% of the time.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Gentle Repose: Preserves one corpse.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Arrows: Subject immune to most ranged attacks.
- 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.
- See Invisibility: Reveals invisible creatures or objects.
- Shield Other F: You take half of subject’s damage.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Status: Monitors condition, position of allies.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
3rd-Level Summoner Spells[edit]
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness: Makes subject blinded or deafened.
- Contagion: Infects subject with chosen disease.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels spells and magical effects.
- Displacement: Attacks miss subject 50%.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Helping Hand: Ghostly hand leads subject to you.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- 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.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Tiny Hut: Creates shelter for ten creatures.
4th-Level Summoner Spells[edit]
- Confusion: Subjects behave oddly for 1 round/level.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dimensional Anchor: Bars extradimensional movement.
- Dismissal: Forces a creature to return to native plane.
- Freedom of Movement: Subject moves normally despite impediments.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
- Remove Curse: Frees object or person from curse.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Restoration M: Restores level and ability score drains.
- Secure Shelter: Creates sturdy cottage.
- Spell Immunity: Subject is immune to one spell per four levels.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Tongues: Speak any language.
5th-Level Summoner Spells[edit]
- AtonementFX: Removes burden of misdeeds from subject.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Chaos: +4 bonus against attacks.
- Dispel Evil: +4 bonus against attacks.
- Dispel Good: +4 bonus against attacks.
- Dispel Law: +4 bonus against attacks.
- Mage's Faithful Hound: Phantom dog can guard, attack.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Plane Shift F: As many as eight subjects travel to another plane.
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Spell Resistance: Subject gains SR 12 + level.
- Summon Monster V: Calls extraplanar creature to fight for you.
- True Seeing M: Lets you see all things as they really are.
6th-Level Summoner Spells[edit]
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Bear's Endurance, Mass: As bear’s endurance, affects one subject/ level.
- Bull's Strength, Mass: As bull’s strength, affects one subject/level.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Forbiddance M: Blocks planar travel, damages creatures of different alignment.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Planar Ally X: As lesser planar ally, but up to 12 HD.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Word of Recall: Teleports you back to designated place.
7th-Level Summoner Spells[edit]
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Refuge M: Alters item to transport its possessor to you.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Summoner Spells[edit]
- Antimagic Field: Negates magic within 10 ft.
- Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
- Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9th-Level Summoner Spells[edit]
- Astral Projection M: Projects you and companions onto Astral Plane.
- Etherealness: Travel to Ethereal Plane with companions.
- Gate X: Connects two planes for travel or summoning.
- Heal, Mass: As heal, but with several subjects.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- True Resurrection M: As resurrection, plus remains aren’t needed.