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Spell List
Topic Started: May 2 2011, 07:24 PM (248 Views)
Vanity
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Country Bumpkin
[ * ]
A:
Animate Dead - The caster animates a corpse using forbidden magic. The corpse can only follow simple orders unless a soul is tied to the corpse. See Soul Binding for more details on attaching a soul to a corpse.

B:
Blanket of Invisibility - The caster creates a magical blanket of invisibility that covers an area of fifteen feet. All creatures beneath the blanket are turned invisible. Targets that leave the area of effect that Blanket of Invisibility covers return to being visible, this includes body parts that slip out and weapons that protrude from the affected area. Users that attack from the blanket receive a sneak attack bonus. The length of time Blanket of Invisibility lasts depends on the caster's level.

Boar's Strength - The caster summons the strength of a charging boar and increases the target's Strength by 4 points. Length of time Boar's Strength lasts depends on the caster's level.

Boar's Strength, Mass - The caster summons the strength of a group of stampeding boars and increases all allies, within thirty feet, Strength by 4 points. Length of time Boar's Strength, Mass lasts depends on the caster's level.

Burst of Light - The caster creates a blindingly hot burst of energy over a twenty foot area causing 3d6 damage to all those in range. Damage is increased to 3d8 if targets caught in area are Undead. Damage is Holy-based.

C:
Charm - The caster attempts to charm all targets focusing on the caster. For each target the caster must make a separate roll to charm them. Difficulty to charm targets increases after the first two, however, it's easier to charm low intelligence creatures.

Claw of Darkness - The caster summons a large claw of shadow beneath the target to deal 2d8 damage. The Claw is then treated as an enemy for as many turns as summoned and can attack people within a ten foot reach. The Claw deals 2d6 damage to targets it hits. Length of time Claw of Darkness lasts depends on the casters level. Target first attacked by Claw of Darkness is considered flat-footed and sneak attacked.

Create Element - The caster summons forth a single element of their choosing. Light, summons a small sprite that illuminates a 30ft. area around it. Darkness, summons a small sprite that creates a 30ft area of magical darkness around it. Water, summons a magical spring of water that can be used to fill up water skins. Fire, creates a magical flame that illuminates a 25ft. area around it. Fire can also be used as a touch weapon that deals 1d6 damage to the target it hits. Earth, summons a small amount of a common type of earth that the user wants.

D:
Detect Magic - The caster reveals the true nature of objects that it examines. The caster is able to judge whether an object is magical and give a spell class that the magic is from. The caster must examine the item for a minute before being able to determine if the item is magical and what class the magic is from. Length of time Detect Magic lasts depends on the caster's level.

Disguise - The caster surrounds the target with magic to create a disguise. Length of time Disguise lasts depends on the caster's level. The caster must make a roll to determine the quality of the disguise.

Dispel - The caster removes a magical affliction or curse from the target.

Dispel, Mass - The caster removes a magical affliction or curse from all allies within thirty feet.

E:
Electrical Storm - The caster creates a twenty foot area over the target area that deals 4d6 damage to all targets inside the target area. Every turn after the first, targets within the area receive 1d4 damage. Targets that have been soaked in water receive 4d8 damage and 1d6 damage for every turn after. Length of time Electrical Storm lasts depends on caster level with a maximum of four turns. Damage is Electric.

Enlarge Person - The caster magically increases the target's size category by one giving the person increases to stats, reach, and movement. The amount of increase to stats is up for discussion. Reach increases by five feet and movement by ten feet.

Evolution - Summoning the spirit of the ever developing races the caster increases the target's Intellect by 4 points. Length of time Evolution lasts depends on the caster's level.

Evolution, Mass - Summoning the spirit of the greatest scholars the caster increases all allies, within thirty feet, Intellect by 4 points. Length of time Evolution, Mass lasts depends on the caster's level.

F:
Fear - The caster strikes fear into the target, the target will flee in terror for 1d4 turns. The caster must make a roll to strike fear into their target. If more than one target is focusing on the caster, the caster can make another roll to affect the other targets. Difficulty will increase with each target after the second. Targets can make a save every turn they're feared to break the spell.

Feather Fall - The caster magically wraps the target in magic to make them light as a feather. The target then slowly falls at a rate of 10 feet per second. A max of 60 feet per round. Length of time Feather Fall lasts depends on the caster's level.

Feather Fall, Mass - The caster surrounds all allies, within forty feet, with magic to make them light a feather. The allies then slowly fall at a rate of 10 feet per second. Max of 60 feet per round. Length of time Feather Fall, Mass lasts depends on the caster's level.

Fireball - The caster summons the explosive power of fire to damage all enemies, within fifteen feet of target or target area, for 3d6 damage. The caster must have line of sight to be able to cast fireball. Damage is Fire-based.

Flamethrower - The caster summons forth the flames of a dragon to burn foes for 2d8 damage. Flamethrower damages all enemies in a twenty foot cone in front of the caster.

Fog of War - The caster creates a thick blanket of fog that covers up to a fifty foot area with heavy fog or a one hundred foot area covered with thin fog. Length of time Fog of War lasts depends on caster's level.

G:
Glorify - The caster marks a forty foot area as holy ground and may place one spell on the area. The spell lasts for one year before being renewed. If the caster wishes to change the spell cast, the caster must re-cast Glorify. Spells will be included in an additional post.

Guiding Light - Calling upon their deities favor, the caster summons a small sprite made of pure energy to guide them to their specified destination. Length of time Sprite is able to last is dependent on caster's level.

H:
Hail Storm - The caster creates a twenty-five foot diameter storm over the targeted area and rains down hail that deals 3d6 damage to targets in the target area. For every turn after the first targets within the area receive 1d4 damage. Damage is Ice.

Haste - The caster surrounds allies, within thirty-five feet, with a magical aura that increases the number of attacks and movement speed the targets may use. Number of attacks increases by one and movement speed increases by five feet.

Healing Light - A thirty foot area of light surrounds the caster healing all allies within the light. Undead caught within the light are damaged for 1d8 and on the following turn are damaged for 1d4 damage.

Healing Touch(Minor) - Caster heals a small amount of health back to the target. The caster must be touching the target they wish to heal.

Healing Touch(Moderate) - Caster heals a moderate portion of health back to the target. The caster must be touching the target they wish to heal.

Healing Touch(Major) - Caster heals back a large amount of health to the target. The caster must be touching the target they wish to heal.

Healing Touch(Minor), Mass - The caster creates hands of light to touch all allies within thirty feet healing them for 1d8 health.

Healing Touch(Moderate), Mass - The caster creates hands of light to touch all allies within thirty feet healing them for 2d8 health.

Healing Touch(Major), Mass - The caster creates hands of light to touch all allies within thirty feet healing them for 3d10 health.

Heat Ray - The caster summons for the scorching rays of the sun to burn a target for 2d8 damage. Spell has a ten percent chance to set a target on fire, if the target is set ablaze an additional 1d4 damage is dealt for 1d4 turns afterward. Damage is Fire-based.

Holy Fire - Summoning a pillar of fire down on the target the caster deals 3d6 damage to the target and 1d6 of damage to all targets within ten feet of the target. Damage dealt is increased to 3d8 and 1d8 if those damaged by fire are undead. Damage is 1/2 Fire and 1/2 Holy.

Holy Fire Storm - The caster summons a large pillar of fire dealing 4d6 damage to targets caught in the fifteen foot radius and 1d8 damage to all targets within ten feet of the storm. Damage dealt is increased to 3d10 and 2d8 if those damaged are undead. Damage is 1/2 Fire and 1/2 Holy.

I:
Immunity - The caster creates a shield around the target to protect against spells. The target is immune to a certain number of spells before the shield goes away. The number of spells guarded depends on the caster's level.

Immunity, Greater - The caster creates a shield around all allies, within twenty-five feet, protecting them against spells. The shield protects against a certain number of spells before disappearing. The number of spells guarded depends on the caster's level.

Insight - The caster summons the wisdom of the oldest being in the world and increases the target's Wisdom by 4 points. Length of time Insight lasts depends on the caster's level.

Insight, Mass - The caster summons the wisdom of their deity and increases all allies, within thirty feet, Wisdom by 4 points. Length of time Insight, Mass lasts depends on the caster's level.

Invisibility - The caster wraps their target in a magical cloak of invisibility. The cloak will be broken if the target attacks or the spell runs out. The length of time Invisibility lasts depends on the caster's level.

J:

K:

L:
Life Drain - The caster drains the remaining life from a dying target to boost their own health and other ability scores. Amount of health increased depends on the amount of health remaining in the target. The target must be at -1 and dying for the spell to work, the target may make a save to prevent the spell from working as well. Stats increased is up for discussion.

Lion's Majesty - Summoning the grace and beauty of a lion the caster increases the target's Charisma by 4 points. Length of time Lion's Majesty lasts depends on the caster's level.

Lion's Majesty, Mass - Summoning the the true awe striking beauty of a lion the caster increases all allies, within thirty feet, Charisma by 4 points. Length of time Lion's Majesty, Mass lasts depends on the caster's level.

M:
Mammoth's Stamina - The caster brings forth the enduring bulk of a mammoth and increases the target's Constitution by 4 points. Length of time Mammoth's Stamina lasts depends on the caster's level.

Mammoth's Stamina, Mass - The caster brings forth the enduring fur of a mammoth and increases all allies, within thirty feet, Constitution by 4 points. Length of time Mammoth's Stamina, Mass lasts depends on the caster's level.

Magic Shield - The caster surrounds their target with a magical shield that increases their defense bonus by 4 points. The caster must be touching the target for Magic Shield to work.

Mark of Judgment - The caster imprints a magical mark on the target that forbids any actions the caster states. If the target commits any of the actions that the caster has forbidden the target becomes extremely sick taking damage to Ability Scores until the target is dead. Restrictions on the Mark of Judgment will be in a separate post.

Monkey's Agility - Summoning the quick moving monkey's spirit the caster increases the target's Dexterity by 4 points. Length of time Monkey's Agility lasts depends on the caster's level.

Monkey's Agility, Mass - Summoning the unending energy of a small monkey the caster increases all allies, within thirty feet, Dexterity by 4 points. Length of time Monkey's Agility, Mass lasts depends on the caster's level.
Edited by Vanity, May 3 2011, 12:16 PM.
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Vanity
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Country Bumpkin
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N:
Natural Cure(Minor) - The caster cures the target of a minor poison and restores 1d6 of health. The caster must be touching the target for the spell to work.

Natural Cure(Moderate) - The caster cures the target of a moderate poison and restores 2d6 of health and 1d4 of ability damage. The caster must be touching the target for the spell to work.

Natural Cure(Major) - The caster cures the target of a major poison and restores 3d8 of health and 2d4 of ability damage. The caster must be touching the target for the spell to work.

Natural Cure(Minor), Mass - The caster cures all allies within a thirty foot area of minor poisons and restores 1d6 of health.

Natural Cure(Moderate), Mass - The caster cures all allies within a thirty foot area of moderate poisons and restores 2d6 of health and 1d4 of ability damage.

Natural Cure(Major), Mass - The caster cures all allies within a thirty foot area of major poisons and restores 3d8 of health and 2d4 of ability damage.

Nature's Ally - The caster summons a creature from nature to assist in combat or other situations. The caster must have encountered the creature before or have knowledge of the creature to summon it. The length of time the beast remains summoned depends on the caster's level or until the beasts HP is depleted.

Nature's Bounty - The caster calls on nature's power to heal all allies within twenty-five feet of the caster for 2d8 health. The spell can only be used when there is an abundance of plant life nearby. Useless in a stone wall dungeon.

Nature's Disguise - The caster creates a disguise that blends in with the surrounding nature. Length of Nature's Disguise depends on the caster's level. The caster must make a roll to determine the quality of disguise created.

O:

P:
Paralyze - The caster paralyzes a target for 1d4 turns. The caster must touch the target for Paralyze to work. The target can make a save to prevent being paralyzed. If the target is unsuccessful in preventing the paralysis they may make a saving roll every turn they are paralyzed. Targets paralyzed are considered flat-footed.

Petrify - The caster petrifies a target for 1d4 turns. The caster must touch the target for Petrify to work. The target can make a save to prevent being petrified. If the target is unsuccessful in preventing the petrification they may make a saving roll every turn they are petrified. Targets petrified if dealt enough damage will shatter.

Polymorph - The caster transforms the target into a harmless animal for 1d4 turns. The target may make a save to prevent being transformed. If the target is transformed they may make a save to attempt to break the spell early each turn.

Q:

R:
Rebirth - The caster is brought back from the dead with 1 health. The caster must spend twelve hours preparing the spell beforehand. The spell's duration is only twenty-four hours before the caster must prepare the spell again.

Redemption - The caster calling upon holy light removes a single magical affliction from the target and restores 1d4 Ability Points. The caster must be touching the target for Redemption to work.

Reduce Person - The caster magically decreases the target's size category by one decreasing stats and movement speed. The amount to decrease from stats is up for discussion. Movement is decreased by ten feet.

Regenerate - The caster repairs a single lost limb to like new condition. The caster must spend two hours conducting the spell and must be touching the target. Use of the regenerated limb isn't instantaneous, if the limb is recreated within a few hours of loss it will only take a few hours to return to normal. After years of limb loss though the arm will take quite some time to return use of the limb.

Revive - Calling upon their deities grace the caster revives a target back from the dead with -9 health and stabilized condition. The caster must be touching the target and remain undisturbed for four hours while reciting the spell.

S:

Saving Grace - The caster restores 1d4 attribute points and restores 1d6 of health to the target. The caster must be touching the target for the spell to work.

Screech - The caster unleashes a burst of horrible sound damaging any target, with ears, for 2d6 damage. Screech only affects an area of thirty feet around the caster.

Scry - The caster summons a specific place or object in a pool of still water. The caster must have prior knowledge and sight of the object before being able to summon the image. While the object will come in clear, the surroundings will be indistinct if the caster hasn't been there prior. If there is magical interference around the object or place the water will not show anything.

See Invisible - The caster covers the target's with magic to be able to see invisible objects or creatures. The caster must be touching the target for See Invisible to work.

Shatter Earth - The caster creates a fifteen foot diameter area where large shards of earth erupt and deal 2d8 damage to targets within the area. Targets within five feet of the area receive 1d4 damage. Damage is Earth-based.

Silence - The caster prevents any sound from entering or exiting the area affected by Silence. Silence covers a forty-five foot area for 1d4 turns. Silence prevents spell casting if the caster doesn't make their save.

Sleep - The caster wraps the target in a blanket of magic that causes the target to sleep for 1d4 turns. The caster must make a roll to affect the target. If the target receives enough damage they will wake from their magical slumber. The target may also make a save at the beginning of their turn to try and wake up.

Soul Binding - Using forbidden magic the caster summons a spirit from the dead and binds the soul to a corpse. If no soul is specified, an evil spirit will generally be summoned and take over the corpse. A specified person's soul must be willing to be tied to the corpse for the spell to be successful, if the soul cannot be swayed into submitting the spell is broken and the caster takes 4d8 damage in backlash.

Speak with the Dead - The caster is able to contact the spirit world and communicate with a spirit of their choosing. The spirit must be willing to speak to the caster. Length of time Speak with the Dead lasts depends on the caster's level.

Speak with Nature - The caster is able to communicate with all things nature. While no words can actually be spoken by nature the imprinted emotions can be read by the caster to have their questions answered. Length of time Speak with Nature lasts depends on the caster's level.

Spider Climb - The caster covers the target with magic that gives the target the ability to climb on walls and ceilings like a spider. The caster must be touching the target for Spider Climb to work. Length of time Spider Climb lasts depends on the caster's level.

Stone Shaping - The caster is able to manipulate the shape of any stone they touch. The level of detail the caster is able to make depends on their crafting skills in Stonework. Stone Shaping may also be used to break Petrification on an ally.

Strike Dumb - The caster curses the target causing blindness, deafness, and loss of intelligence. The caster must make a roll for each affliction. All afflictions last 1d4 turns and the target can make a save at the beginning of each turn to remove the spell. The loss of Intelligence is permanent until healed.

Summon Monster - The caster summons a monster to assist them in combat or other tasks. The caster must have encountered the monster before or have knowledge of the monster to be able to summon it. Length of time the summoned monster lasts depends on the caster's level. If the monster's health is depleted before the spell's end the monster disappears.

Summon Elemental - The caster summons an elemental to assist them in combat or other tasks. The caster must have encountered the elemental before or have knowledge of the elemental to be able to summon it. Length of time the summoned elemental lasts depends on the caster's level. If the elemental's health is depleted before the spell's end the elemental disappears.

T:
Tangling Roots - The caster creates a complex amount of roots on the ground in a twenty foot diameter area. The roots prevent movement and cause 1d4 damage binding damage for each turn the target is bound. Targets can make a Strength check every turn to break free of the roots.

Tangling Vines - The caster creates vines to wrap around the target dealing damage and preventing movement for several turns. For each turn the target is bound the vines deal 1d3 of binding damage. The target can make a Strength check every turn to break the vines.

Telekinesis(Minor) - The caster using the power of the mind is able to move objects of up to ten pounds in weight. The caster must be within seventy-five feet of the object and be able to see the object.

Telekinesis(Moderate) - The caster expanding the powers of their mind is able to move objects of up to thirty pounds or multiple objects that equal thirty pounds in weight together. The caster must be within seventy-five feet of the object(s) and be able to see the object(s).

Telekinesis(Major) - The caster's mind has been awakened to it's fullest capacity and is able to move objects of up to seventy pounds or multiple objects that equal seventy pounds in weight together. The caster must be within seventy-five feet of the object(s) and be able to see the object(s).

Telepathy - The caster connects their mind to the target and is able to read the target's thought unless the target makes a save. Caster must be within twenty feet of target. Spell will fail if the target has protected their mind from interference or is too unintelligent to possess understandable thoughts.

Telepathic Link - The caster links the mind of themselves and up to five allies via telepathy. The group may communicate through thought alone as long as the link isn't severed. The allies must be willing to have the telepathic link attached to their mind. The caster may force the link if necessary but the target will receive a bonus to the save they may make.

Teleport - The caster creates a small gateway in space and is able to teleport up to fifty mile away from their current position. Thirty minutes are necessary to create the gateway and only one person may enter the portal before a new portal is necessary to create. Teleport is up for discussion.

Torrent - The caster summons a pillar of rushing water over a ten foot area causing 2d6 damage to targets caught in the area. Targets must make a save to remain standing, if failed the targets fall on their back prone. Damage is Water-based.

True Sight - The caster covers the target's eyes with magic. The target is able to see the true form of whatever they stare at including disguises. The caster must be touching the target for True Sight to work. Length of time True Sight lasts depends on the caster's level.

Typhoon - The caster summons a strong whirlwind and rainstorm that covers a thirty foot area. Targets caught in the area are carried by the whirlwind for 1d4 turns. The whirlwind causes 3d6 damage on the first turn and deals 1d6 damage per turn afterward to targets caught within. Typhoon lasts for 1d4 and all targets will remain caught inside until the whirlwind vanishes. Damage is 3/4 Wind and 1/4 Water.

U:
Underwater Breathing - The caster creates a magical supply of air for the target so that the target can breath underwater. Amount of oxygen and length of spell depend on the caster's level. Extensive movement, like battling, will increase oxygen used and shorten spell length.

V:
Vandalize - The caster marks a forty foot area as unholy ground and may place one spell on the area. The spell lasts for one year before being renewed. If the caster wishes to change the spell cast, the caster must re-cast Vandalize. Spells will be included in an additional post.

W:

X:

Y:

Z:
Edited by Vanity, May 4 2011, 12:25 PM.
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Arcane Spells:

Blanket of Invisibility
Accessible by: Cleric

Boar's Strength
Accessible by: Druid, Bard

Boar's Strength, Mass
Accessible by: Druid, Bard

Create Element
Accessible by: Mage, Spiritualist

Detect Magic
Accessible by: Mage, Spiritualist

Disguise
Accessible by: Mage

Electrical Storm
Accessible by: Geomancer, Sorcerer/Sorceress

Enlarge Person
Accessible by: Wizard/Witch

Evolution
Accessible by: Cleric

Evolution, Mass
Accessible by: Cleric

Feather Fall
Accessible by: Mage

Feather Fall, Mass
Accessible by: Mage

Fireball
Accessible by: Mage, Shaman

Flamethrower
Accessible by: Geomancer, Sorcerer/Sorceress

Fog of War
Accessible by: Necromancer, Shaman

Hail Storm
Accessible by: Geomancer, Sorcerer/Sorceress

Haste
Accessible by: Bard, Wizard/Witch

Heat Ray
Accessible by: Mage, Geomancer, Shaman

Insight
Accessible by: Cleric

Insight, Mass
Accessible by: Cleric

Invisibility
Accessible by: Cleric

Lion's Majesty
Accessible by: Cleric

Lion's Majesty, Mass
Accessible by: Cleric

Magic Shield
Accessible by: Mage

Mammoth's Stamina
Accessible by: Druid, Bard

Mammoth's Stamina, Mass
Accessible by: Druid, Bard

Monkey's Agility
Accessible by: Druid, Bard

Monkey's Agility, Mass
Accessible by: Druid, Bard

Paralyze
Accessible by: Necromancer, Wizard/Witch

Petrify
Accessible by: Necromancer, Wizard/Witch

Polymorph
Accessible by: Mage

Reduce Person
Accessible by: Wizard/Witch

Scry
Accessible by: Mage, Spiritualist

See Invisible
Accessible by: Sorcerer/Sorceress, Cleric

Silence
Accessible by: Necromancer, Wizard/Witch

Sleep
Accessible by: Bard, Necromancer

Speak with the Dead
Accessible by: Cleric, Paladin, Necromancer

Summon Elemental
Accessible by: Sorcerer/Sorceress, Shaman

Telekinesis(Minor)
Accessible by: Mage

Telekinesis(Moderate)
Accessible by: Mage

Telekinesis(Major)
Accessible by: Mage

Telepathy
Accessible by: Mage

Telepathic Link
Accessible by: Sorcerer/Sorceress

Teleport
Accessible by: Sorcerer/Sorceress

Torrent
Accessible by: Geomancer, Sorcerer/Sorceress

True Sight
Accessible by: Mage, Spiritualist

Typhoon
Accessible by: Geomancer, Sorcerer/Sorceress

Underwater Breathing
Accessible by: Mage

Holy Spells:

Burst of Light
Accessible by: Cleric

Dispel
Accessible by: Mage, Spiritualist, Bard, Paladin

Dispel, Mass
Accessible by: Mage, Spiritualist, Bard, Paladin

Glorify
Accessible by: Cleric, Monk*, Paladin

Guiding Light
Accessible by: Cleric, Monk*, Paladin

Healing Light
Accessible by: Cleric, Paladin

Healing Touch(Minor) -
Accessible by: Cleric, Paladin

Healing Touch(Moderate)
Accessible by: Cleric, Paladin

Healing Touch(Major)
Accessible by: Cleric, Paladin

Healing Touch(Minor), Mass
Accessible by: Cleric

Healing Touch(Moderate), Mass
Accessible by: Cleric

Healing Touch(Major), Mass
Accessible by: Cleric

Holy Fire
Accessible by: Cleric

Holy Fire Storm
Accessible by: Cleric

Immunity
Accessible by: Cleric, Druid, Paladin, Monk*

Immunity, Greater
Accessible by: Cleric, Druid, Paladin, Monk*

Mark of Judgment
Accessible by: Cleric, Paladin

Redemption
Accessible by: Paladin

Regenerate
Accessible by: Cleric, Druid, Necromancer

Revive
Accessible by: Cleric

Saving Grace
Accessible by: Cleric, Monk*, Paladin

*Only Guiding Palm Monks are able to cast these spells since they are devoted to their temple's God/Goddess.

Nature Spells:

Natural Cure(Minor)
Accessible by: Druid, Shaman, Warden

Natural Cure(Moderate)
Accessible by: Druid, Shaman, Warden

Natural Cure(Major)
Accessible by: Druid, Shaman, Warden

Natural Cure(Minor), Mass
Accessible by: Druid, Shaman

Natural Cure(Moderate), Mass
Accessible by: Druid, Shaman

Natural Cure(Major), Mass
Accessible by: Druid, Shaman

Nature's Ally
Accessible by: Druid, Warden

Nature's Bounty
Accessible by: Druid, Warden

Nature's Disguise
Accessible by: Druid, Shaman

Rebirth
Accessible by: Druid, Shaman

Shatter Earth
Accessible by: Geomancer, Sorcerer/Sorceress

Speak with Nature
Accessible by: Druid, Shaman, Warden

Spider Climb
Accessible by: Druid

Stone Shaping
Accessible by: Geomancer, Druid

Tangling Roots
Accessible by: Druid, Geomancer

Tangling Vines
Accessible by: Druid, Geomancer

Unholy Spells:

Animate Dead
Accessible by: Cleric*, Necromancer

Charm
Accessible by: Bard, Necromancer, Wizard/Witch

Claw of Darkness
Accessible by: Necromancer

Fear
Accessible by: Necromancer, Wizard/Witch

Life Drain
Accessible by: Necromancer

Screech
Accessible by: Necromancer, Wizard/Witch

Soul Binding
Accessible by: Necromancer, Monk*

Strike Dumb
Accessible by: Necromancer, Cleric*

Summon Monster
Accessible by: Wizard/Witch, Shaman, Necromancer

Vandalize
Accessible by: Cleric*, Paladin*, Monk*, Necromancer

*Classes belonging to the evil spectrum are able to cast these spells. Clerics must be completely evil for them to cast these spells. Paladins must be considered Death Knight status to cast these spells. Monks must be completely evil and belong to the Guiding Path to cast these spells.
Edited by Vanity, May 30 2011, 06:12 PM.
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Number of Spells for Each Class:

Spiritualist: 6!
Spell Availability Based on Level


Mage: 18!
Spell Availability Based on Level


Cleric: 31!
Spell Availability Based on Level


Sorcerer/Sorceress: 10!
Spell Availability Based on Level


Wizard/Witch: 10!
Spell Availability Based on Level


Geomancer: 10!
Spell Availability Based on Level


Necromancer: 17!
Spell Availability Based on Level


Druid: 24!
Spell Availability Based on Level


Shaman: 14!
Spell Availability Based on Level


Monk: 7!
Spell Availability Based on Level


Bard: 11!
Spell Availability Based on Level


Paladin: 15!
Spell Availability Based on Level


Warden: 6!
Spell Availability Based on Level
Edited by Vanity, Jun 6 2011, 11:22 PM.
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