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Spells (in Rules)

A spell is a one-time magical effect.

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Alphabetical

Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Take over energy channels commitments from a willing target.
Change hair colour within the natural range with a one hour casting time
Creates four glowing spheres of light you can move around at will
Detects spells and magic items within 60 ft.
One touch/level deals 1d6 damage
Objects or creatures fall slowly.
Determines properties of channeled item.
Create a proxy that allows decomitting channels without backlash, and reusing them without reinscription.
Subject gets bonus on Acrobatics checks
You discern the direction of the nearest source of stationary high energy density.
Melee weapons damage as if one size bigger.
Triples carrying capacity of a creature
5-pound telekinesis
Object shines like a torch.
Alters inscribed object's active aura.
Outlines subjects with light, canceling blur, concealment, and the like
Subject gains +1 on saving throws.
Find nearby potable water
Ignites flammable objects
Make a minor light effect around your person