Azariel

 

James Spellbook

Page history last edited by Jhang 1 yr ago
S p e l l s  0 1 2 3 4 5 6 7 8 9
Class Name
Spells Per Day  0  2  2  1 0 0 0 0 0 0
  Spell Save DC  10  14  15  16 14 15 16 17 18 19

 

 

 

Spell List
Name Description
Level One 
Alarm
 Wards an area for 2 hours/level.
Animal Messenger
 Sends a Tiny animal to a specific place.
Calm Animals  Calms (2d4 + level) HD of animals.
Charm Animal  Makes one animal your friend.
Delay Poison  Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants  Detects kinds of animals or plants.
Detect Poison  Detects poison in one creature or object.
Detect Snares and Pits  Reveals natural or primitive traps.
Endure Elements  Exist comfortably in hot or cold environments.
Entangle
 Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals  Animals can’t perceive one subject/level.
Jump  Subject gets bonus on Jump checks.
Longstrider  Increases your speed.
Magic Fang  One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace
 One subject/level leaves no tracks.
Read Magic
 Read scrolls and spellbooks.
Resist Energy
 Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals
 You can communicate with animals.
Summon Nature’s Ally I
 Calls animal to fight for you.
Level Two
Barkskin Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance  Subject gains +4 to Con for 1 min./level.
Cat’s Grace  Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds  Cures 1d8 damage +1/level (max +5).
Hold Animal  Paralyzes one animal for 1 round/level.
Owl’s Wisdom  Subject gains +4 to Wis for 1 min./level.
Protection from   Energy
Absorb 12 points/level of damage from one kind of energy.
Snare  Creates a magic booby trap.
Speak with Plants
 You can talk to normal plants and plant creatures.
Spike Growth  Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II Calls animal to fight for you.
Wind Wall Deflects arrows, smaller creatures, and gases.
Level Three
Command Plants Sway the actions of one or more plant creatures.
Cure Moderate Wounds  Cures 2d8 damage +1/level (max +10).
Darkvision See 60 ft. in total darkness.
Diminish Plants
 Reduces size or blights growth of normal plants.
Magic Fang, Greater One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison  Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth Grows vegetation, improves crops.
Reduce Animal Shrinks one willing animal.
Repel Vermin  Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III Calls animal to fight for you.
Tree Shape You look exactly like a tree for 1 hour/level.
Water Walk Subject treads on water as if solid.

 

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