Wizard and Sorcerer Spells for d20 Fantasy System
Acidball
Evocation (Acid)
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (200+20 ft/level)
Area: 20 ft. radius spread
Duration: 3 rounds
Saving Throw: Reflex half
Spell Resistance: No
An acidball is a sphere of
concentrated acid and water that flies towards the target. It explodes on contact
with something or at the limit of it’s range. The ball spatters acid all
over the Area covering whatever lies within. It is possible to find cover at
the DM’s discretion.
The first round does 0-1
hp/level of the caster to all affected. As the acid starts to work harder, the
next round does 1-2 hp/level of caster. The next round the acid does
1-3 hp per level of the caster. By the 4th round the acid has faded
away and no further damage occurs. At any point, it is possible to wash away
the acid from a target. The maximum level is 10th for determining damage.
Aggrandizement
Evocation (Magical Power)
Level: 2nd
Components: V,S,M
Casting Time: 1 standard action
Range: 10’ per level
Area: 5’ per level
radius
Duration: Special
Saving Throw: None
Spell Resistance: None
Aggrandizement
increases the effective spell caster’s level by the intelligence (wizards) or charisma bonus (sorcerers) for the next
spell cast. For example, a Wizard or Sorcerer with 14 intelligence or charisma
(+2 bonus) may add 2 levels of casting level to himself or 2 to another spell
caster. Only the next spell cast is affected.
Alopecia
Enchantment
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One mammal
Duration: Permanent until regrown naturally
Saving Throw: none
Spell Resistance: Yes
Recipient’s hair all
falls out. Caster can specify which areas at their option.
Altermorph
Enchantment
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1d(touched creature’s) HD minutes
Range: Touch
Target: The Caster
Duration: Permanent
Saving Throw: none
Spell Resistance: No
The caster willingly allows
himself to be shapechanged into the same species as the one he is in physical contact with at the time of casting. It is a permanent change until dispelled.
Amain
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One creature
Duration: 1dX rounds (X = level of spell caster, rounded to closest die down).
Saving Throw: Will negates
Spell Resistance: Yes
While this spell is activated,
the individual who’s under its affects does maximum damage with any attack.
Amusia
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living creature with hearing
Duration: 1 hour per level
Saving Throw: Will
Spell Resistance: Yes
The target loses
the ability to recognize or make music. Hence they are immune to any songs
from a bard or songs from sirens or other monsters which use such magic. They
can’t understand any words from any song that they hear. Bards under
this spell can not use their music abilities for the duration.
Anosima
Enchantment
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living creature
Duration: Permanent until dispelled or cured.
Saving Throw: Fort
Spell Resistance: Yes
Recipient loses their sense
of smell. They will probably eat more and gain weight and they will not
know how bad their body odor is.
Auramosis
Enchantment
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One touched thing
Duration: Permanent until dispelled
Saving Throw: Fort
Spell Resistance: Yes
This spell transforms one
solid object or living thing into gold, up to 50 pounds per caster’s level in mass.
Camouflage
Enchantment
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 pounds per level
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: Yes
The colors and their patterns
on the target become the colors and shapes of the background or surroundings.
It give concealment and 20% chance to be missed. If the target moves
into another area, the camouflage may not match that new area.
Contact
Shapechanging
Enchantment
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living intelligent creature
Duration: 1 hour + 10 min./level
Saving Throw: none
Spell Resistance: No
The recipient of this spell
will automatically shapechange into the species of any intelligent creature he/she comes in physical contact with. Only by consciously willing it not to happen does it not occur.
This takes a standard action to do. The recipient has to roll an
intelligence check to figure this out if they don’t already know this.
Diaphoresis
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: touch
Target: One living creature with sweat glands
Duration: Special (See Text)
Saving Throw: Fort initial and every hour thereafter until save is made
Spell Resistance: No
The target begins to sweat
profusely. Sweat gets into the eyes causing -2 to visual checks and sweaty
hands causes a fumble to occur on a combat roll of 1-2 instead of just a 1. If
it is cold, there is a chance of hypothermia to set in. After one hour,
the victim looses 1d4 Constitution Points. At this time another Fort save
is rolled. If it fails, the sweating continues for another hour with the same
effect as described above. If successful, the sweating stops. The victim’s skin becomes wrinkly from being soaked with water after the first hour. If the victim drinks a pint of water per 100 pounds of body weight, the loss of Constitution is prevented
for that hour.
Effete
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One creature
Duration: 1dX rounds (X = level of spell caster, rounded to closest die down).
Saving Throw: Will negates
Spell Resistance: Yes
While under the affects of
this spell, the recipient does minimum damage for all attacks they do.
Epistaxis
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No
Touching a living creature
with blood and a nose to have a nose bleed. 1 hp/minute is lost by the
recipient unless they can stop the bleeding with curative magic or by a successful healing check. There is a DC roll equal to 10 plus the caster’s level -1 for each minute past since the first
one. If the check is made the bleeding is stopped.
Fit
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One object
Duration: Permanent until dispelled
Saving Throw: None
Spell Resistance: No
Any mundane item may be resized
to fit the use of a humanoid of another size category. Up to 3 sizes in
difference maybe accomplished per casting. Hence a sword used by a giant
can be made the right size and mass for a human to wield and vice versa. A
dwarf’s mail could be resized to fit an elf, etc.
Freeze
Bolts
Conjuration
Level: Sor/Wiz 5th
Components: V, S, F
Casting Time: 1 standard action
Range: 100’ + 10’ per level
Target: Anything
Duration: Special
Saving Throw: Reflex
Spell Resistance: Yes
With this spell, the caster
may create up to one freeze bolt per every to levels above ninth:
Level Bolts
9-10
1
11-12
2
13-14 3
15-16 4
17-18 5
19-20 6
21-22 7
23-24 8
25+ 9
Each fired only one per round. Each bolt does 3d6 hp damage and the target must make a Reflex save or become
paralyzed, held in place by restrictive ice which encases them.
Each round after the first,
the target may make a strength check (DC: 5+ Caster’s Level) to break free
from the ice. If they do not, they take an additional 1d6 h.p. damage. Each successive round the DC is lowered by 1.
Fire, Force, and Sonic spells,
as well as melee attacks, lowers the DC by 1 for each h.p. damage done to the target.
Ice spells increase the DC by 1 for every 5 hp damage done to the target.
Geometric
Bifurcation
Enchantment
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature with Intelligence score >1
Duration: 10 minutes per level and See Text
Saving Throw: none
Spell Resistance: No
Target living thing can be
separated into two separate beings. Each unit may then split in to two
as one standard action. The splitting can continue indefinitely and each
takes one round to occur. Each unit feels what any other unit does, hence they
all share communal hit points. The total original character’s hit
point are divided evenly (round up) among all the units. Once an individual
unit has lost all of its hp, it dies. All units act and think independently, there is no psychic link imparted by this spell. Physically, they are identical to the original creature. All of the individual experiences of the units will become part of the whole whenever they merge
together again.
If a unit moves farther than
Caster’s Level x 10 feet away from any other unit, that unit will stay separate until they once again come back into
that range. If this happens or if the spell’s duration has lapsed, they
will be pulled together as if by a magnetic force at a rate of CLx10 ft./minute. Anything
holding units apart will have to strive against a Strength equal to the CL. Units
can not try to hold themselves apart.
So long as the units keep
apart, they can grow into their own character – merging only when in range of another unit.
Hyposmia
Enchantment
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: 5’ per level
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Target receives a -4 to all
DC checks involving smell for the duration.
Infravision
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Recipient can see with infravision
to 60 ft. range of in cases where they already have infravision, 60 feet further.
Still
Invisibility
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 pound per level
Duration: permanent until movement of target occurs
Saving Throw: Will negates
Spell Resistance: Yes
This spell confers invisibility
on to creature or object which is permanent until any part of it moves more than ¼” in any direction. Creatures must concentrate on remaining still and it’s a DC 5 to keep still for one minute. There is a +1 to DC per minute of standing still. Dexterity adjustment affects this roll. Damage taken
gives +4 per hit point damage to DC.
Sympathetic
Shapechange (Walk in my shoes)
Enchantment
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature with Intelligence score >1
Duration: 1 hour per caster’s level
Saving Throw: negates
Spell Resistance: No
The recipient is shape changed
into the same species as the caster of this spell.
Translucency
Enchantment
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 pounds per level
Duration: 1 hour per level.
Saving Throw: Will negates
Spell Resistance: Yes
Object or creature affected
becomes translucent to light and it makes for a cool effect only. It gives
the appearance of glass, crystal or gem-like quality.
Transparency
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 lb.s weight per level
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Target becomes transparent
to light gaining +1 on combat to hit and concealment (20% chance to miss).
Ultravision
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Recipient can see with ultravision
to 120 ft. range of in cases where they already have ultravision, 120 feet further.
X-ray
vision
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Recipient can see with x-ray
vision to 20 ft. range, else as ring of x-ray vision in DMG. Gaze causes
1d4 hp per round to those within range as side effect, as the radiation emanates from the caster’s eyes. Lead and other dense materials block x-rays.