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D&D 3.5 Roll20 Sor/Wiz Level 1 Spell Macros

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  1. Sorcerer/Wizard Spells - Level: 1 ver 20150806
  2. ==============================================
  3.  
  4. Alarm
  5. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Alarm](http://www.dandwiki.com/wiki/SRD:Alarm) }} {{School:=Abj}} {{Level:= Brd 1, Rgr 1, Sor/Wiz 1}} {{Comp:=V, S, F/DF}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Area:= 20-ft-radius emanation centered on a point in space }} {{Dur:= [[2*@{selected|casterlevel}]] hours (D)}} {{Save:= None }} {{SR:= No }} {{notes= Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
  6. See full description for more details.
  7. PHB p.197}}
  8.  
  9. Animate Rope
  10. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Animate Rope](http://www.dandwiki.com/wiki/SRD:Animate_Rope) }} {{School:=Trans}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Med ([[100+10*@{selected|casterlevel}]]ft) }} {{Target:= One ropelike object, up to [[50 + 5*@{selected|casterlevel}]] ft long; see text }} {{Dur:= [[@{selected|casterlevel}]] round(s)}} {{Save:= None }} {{SR:= No }} {{notes= You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable.
  11. See full description for more details.
  12. PHB p.199}}
  13.  
  14. Burning Hands
  15. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Burning Hands](http://www.dandwiki.com/wiki/SRD:Burning_Hands) }} {{School:=Evoc [Fire]}} {{Level:= Fire 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= 15 ft }} {{Area:= Cone-shaped burst }} {{Dur:= Instantaneous}} {{Save:= Reflex half
  16. (DC: [[@{selected|spelldc1} + @{selected|sf-evocation}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes [[ [[{5, @{selected|casterlevel} }dh1]]d4]] points of fire damage. Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
  17. PHB p.207}}
  18.  
  19. Cause Fear
  20. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Cause Fear](http://www.dandwiki.com/wiki/SRD:Cause_Fear) on @{target|token_name} }} {{School:=Necro [Fear, Mind-Aff]}} {{Level:= Brd 1, Clr 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target:= One living creature with 5 or fewer HD }} {{Dur:= [[1d4]] rounds or 1 round; see text}} {{Save:= Will partial
  21. (DC: [[@{selected|spelldc1} + @{selected|sf-necromancy}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Affected creature becomes frightened for the full duration. If the subject succeeds on a Will save, it is just shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
  22. See full description for more details.
  23. PHB p.208}}
  24.  
  25. Charm Person
  26. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Charm Person](http://www.dandwiki.com/wiki/SRD:Charm_Person) on @{target|token_name} }} {{School:=Ench (Charm) [Mind-Aff]}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target:= One humanoid creature }} {{Dur:= [[@{selected|casterlevel}]] hour(s)}} {{Save:= Will negates
  27. (DC: [[@{selected|spelldc1} + @{selected|sf-enchantment}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{checkroll= @{selected|token_name} attempts to charm @{target|token_name}. ((notes= See full description for more details.
  28. PHB p.209}}
  29.  
  30. Chill Touch
  31. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Chill Touch](http://www.dandwiki.com/wiki/SRD:Chill_Touch) }} {{School:=Necro}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Up to @{selected|casterlevel} creature(s) touched }} {{Dur:= Instantaneous; see text}} {{Save:= Fortitude partial or Will negates; see text
  32. (DC: [[@{selected|spelldc1} + @{selected|sf-necromancy}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
  33.  
  34. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for [[1d4 + @{selected|casterlevel}]] rounds.
  35. PHB p.209}}
  36.  
  37. Color Spray
  38. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Color Spray](http://www.dandwiki.com/wiki/SRD:Color_Spray) }} {{School:=Ill (Pattern) [Mind-Aff]}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 std action}} {{Range:= 15 ft }} {{Area:= Cone-shaped burst }} {{Dur:= Instantaneous; see text}} {{Save:= Will negates
  39. (DC: [[@{selected|spelldc1} + @{selected|sf-illusion}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{checkroll= A vivid cone of clashing colors springs from @{selected|token_name}'s hand. }} {{notes= 2 HD or less: Unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
  40. 3 or 4 HD: Blinded and stunned for 1d4 rounds, then stunned for 1 round.
  41. 5+ HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.
  42. PHB p.210}}
  43.  
  44. Comprehend Languages
  45. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Comprehend Languages](http://www.dandwiki.com/wiki/SRD:Comprehend_Languages) {{School:=Div}} {{Level:= Brd 1, Clr 1, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 std action}} {{Range:= Personal }} {{Target:= You }} {{Dur:= [[10*@{selected|casterlevel}]] minutes}} {{Save:= None }} {{SR:= No }} {{notes= You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
  46.  
  47. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
  48. See full description for more details.
  49. PHB p.212}}
  50.  
  51. Detect Secret Doors
  52. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Detect Secret Doors](http://www.dandwiki.com/wiki/SRD:Detect_Secret_Doors) }} {{School:=Div}} {{Level:= Brd 1, Knowledge 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= 60 ft }} {{Area:= Cone-shaped emanation }} {{Dur:= Concentration, up to [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= None }} {{SR:= No }} {{notes= 1st Round: Presence or absence of secret doors.
  53.  
  54. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
  55.  
  56. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
  57.  
  58. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  59. See full description for more details.
  60. PHB p.220}}
  61.  
  62. Detect Undead
  63. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Detect Undead](http://www.dandwiki.com/wiki/SRD:Detect_Undead) }} {{School:=Div}} {{Level:= Clr 1, Pal 1, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 std action}} {{Range:= 60 ft }} {{Area:= Cone-shaped emanation }} {{Dur:= Concentration, up to [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= None }} {{SR:= No }} {{notes= 1st Round: Presence or absence of undead auras.
  64.  
  65. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see full text), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
  66.  
  67. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
  68.  
  69. Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  70. See full description for more details.
  71. PHB p.220}}
  72.  
  73. Disguise Self
  74. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Disguise Self](http://www.dandwiki.com/wiki/SRD:Disguise_Self) }} {{School:=Ill (Glamer)}} {{Level:= Brd 1, Sor/Wiz 1, Trickery 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Personal }} {{Target:= You }} {{Dur:= [[10*@{selected|casterlevel}]] minutes (D)}} {{Save:= None }} {{SR:= No }} {{notes= You make yourself -- including clothing, armor, weapons, and equipment -- look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or look like an entirely different person.
  75. See full description for more details.
  76. PHB p.221}}
  77.  
  78. Endure Elements
  79. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Endure Elements](http://www.dandwiki.com/wiki/SRD:Endure_Elements) on @{target|token_name} }} {{School:=Abj}} {{Level:= Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= 24 hours}} {{Save:= Will negates (harmless)
  80. (DC: [[@{selected|spelldc1} + @{selected|sf-abjuration}]]) }} {{SR:= Yes (harmless) ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= @{target|token_name} can exist comfortably in conditions between –50 and 140 degrees Fahrenheit. Equipment is also protected.
  81.  
  82. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
  83. PHB p.226}}
  84.  
  85. Enlarge Person
  86. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Enlarge Person](http://www.dandwiki.com/wiki/SRD:Enlarge_Person) on @{target|token_name} }} {{School:=Trans}} {{Level:= Sor/Wiz 1, Strength 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 round}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target:= One humanoid creature }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Fortitude negates
  87. (DC: [[@{selected|spelldc1} + @{selected|sf-transmutation}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
  88.  
  89. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
  90. See full description for more details.
  91. PHB p.226}}
  92.  
  93. Erase
  94. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Erase](http://www.dandwiki.com/wiki/SRD:Erase) }} {{School:=Trans}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target:= One scroll or two pages }} {{Dur:= Instantaneous}} {{Save:= See text }} {{SR:= No }} {{notes= Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
  95.  
  96. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + @{selected|casterlevel}) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
  97. PHB p.227}}
  98.  
  99. Expeditious Retreat
  100. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Expeditious Retreat](http://www.dandwiki.com/wiki/SRD:Expeditious_Retreat) }} {{School:=Trans}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Personal }} {{Target:= You }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= None }} {{SR:= No }} {{notes= Your base land speed increases by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim, but this spell does affect your jumping distance (see the Jump skill, PHB p.77).
  101. PHB p.228}}
  102.  
  103. Feather Fall
  104. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Feather Fall](http://www.dandwiki.com/wiki/SRD:Feather_Fall) {{School:=Trans}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V}} {{Cast Time:= 1 free action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target:= Up to @{selected|casterlevel} Medium or smaller free-falling objects or creatures, no two of which more than 20 ft apart }} {{Dur:= Until landing or [[@{selected|casterlevel}]] round(s)}} {{Save:= Will negates (harmless) or Will negates (object)
  105. (DC: [[@{selected|spelldc1} + @{selected|sf-transmutation}]]) }} {{SR:= Yes (object) ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= See full description for more details.
  106. PHB p.229}}
  107.  
  108. Floating Disk
  109. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Floating Disk](http://www.dandwiki.com/wiki/SRD:Floating_Disk) }} {{School:=Evoc [Force]}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Effect:= 3-ft-diameter disk of force }} {{Dur:= [[@{selected|casterlevel}]] hour(s)}} {{Save:= None }} {{SR:= No }} {{notes= Creates 3-ft-diameter horizontal disk that holds [[100*@{selected|casterlevel}]]lbs. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you.
  110. See full description for more details.
  111. PHB p.294}}
  112.  
  113. Grease
  114. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Grease](http://www.dandwiki.com/wiki/SRD:Grease) }} {{School:=Conj (Creat)}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target or Area:= One object or a 10-ft square }} {{Dur:= [[@{selected|casterlevel}]] round(s) (D)}} {{Save:= See text }} {{SR:= No }} {{notes= A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
  115. See full description for more details.
  116. PHB p.237}}
  117.  
  118. Hold Portal
  119. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Hold Portal](http://www.dandwiki.com/wiki/SRD:Hold_Portal) }} {{School:=Abj}} {{Level:= Sor/Wiz 1}} {{Comp:=V}} {{Cast Time:= 1 std action}} {{Range:= Med ([[100+10*@{selected|casterlevel}]]ft) }} {{Target:= One portal, up to [[20*@{selected|casterlevel} sq ft }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= None }} {{SR:= No }} {{notes= This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.
  120. PHB p.241}}
  121.  
  122. Hypnotism
  123. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Hypnotism](http://www.dandwiki.com/wiki/SRD:Hypnotism) }} {{School:=Ench (Comp) [Mind-Aff]}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 round}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Area:= Several living creatures, no two of which may be more than 30 ft apart }} {{Dur:= [[2d4]] rounds (D)}} {{Save:= Will negates
  124. (DC: [[@{selected|spelldc1} + @{selected|sf-enchantment}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= You fascinate [[2d4]] HD worth of nearby creatures, causing them to stop and stare blankly at you. You can use their rapt attention to make your suggestions and requests seem more plausible. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
  125.  
  126. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
  127. See full description for more details.
  128. PHB p.242}}
  129.  
  130. Identify
  131. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Identify](http://www.dandwiki.com/wiki/SRD:Identify) }} {{School:=Div}} {{Level:= Brd 1, Magic 2, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 hour}} {{Range:= Touch }} {{Target:= One touched object }} {{Dur:= Instantaneous}} {{Save:= None }} {{SR:= No }} {{notes= The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not work on artifacts.
  132.  
  133. Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
  134. PHB p.243}}
  135.  
  136. Jump // Thanks to Brian for the Eehancement determination math!
  137. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Jump](http://www.dandwiki.com/wiki/SRD:Jump) on @{target|token_name} }} {{School:=Trans}} {{Level:= Drd 1, Rgr 1, Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Will negates (harmless)
  138. (DC: [[@{selected|spelldc1} + @{selected|sf-transmutation}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{checkroll= @{target|token_name} gets a +[[10 + {floor(@{selected|casterlevel} / 5), 1}kl1 * 10 + {floor(@{selected|casterlevel} / 9), 1}kl1 * 10]] enhancement bonus on Jump checks. }} {{notes= PHB p.246}}
  139.  
  140. Mage Armor
  141. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Mage Armor](http://www.dandwiki.com/wiki/SRD:Mage_Armor) on @{target|token_name} }} {{School:=Conj (Creat) [Force]}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S, F}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= [[@{selected|casterlevel}]] hour(s) (D)}} {{Save:= Will negates (harmless)
  142. (DC: [[@{selected|spelldc1} + @{selected|sf-conjuration}]]) }} {{SR:= No }} {{notes= An invisible but tangible field of force grants @{target|token_name} a +4 armor bonus to AC.
  143. See full description for more details.
  144. PHB p.249}}
  145.  
  146. Magic Aura
  147. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Magic Aura](http://www.dandwiki.com/wiki/SRD:Magic_Aura) }} {{School:=Ill (Glamer)}} {{Level:= Brd 1, Magic 1, Sor/Wiz 1}} {{Comp:=V, S, F}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= One touched object weighing up to [[5*@{selected|casterlevel}]]lbs }} {{Dur:= @{selected|casterlevel} days (D)}} {{Save:= None; see text
  148. (DC: [[@{selected|spelldc1} + @{selected|sf-illusion}]]) }} {{SR:= No }} {{check= }} {{checkroll= }} {{notes= You alter an item's aura so that it registers to detect spells as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. You could make an ordinary sword register as a +2 vorpal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword or even a non-magical sword.
  149. See full description for more details.
  150. PHB p.257}}
  151.  
  152. Magic Missile
  153. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Magic Missile](http://www.dandwiki.com/wiki/SRD:Magic_Missile) }} {{School:=Evoc [Force]}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Med ([[100+10*@{selected|casterlevel}]]ft) }} {{Target:= Up to five creatures, no two of which can be more than 15 ft apart }} {{Dur:= Instantaneous}} {{Save:= None }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{check= [[{5, [[ceil(@{selected|casterlevel}/2)]] }dh1]] missile(s) fly from @{selected|token_name}'s fingers,}} {{checkroll=hitting for [[1d4+1]]|[[1d4+1]]|[[1d4+1]]|[[1d4+1]]|[[1d4+1]] force damage.}} {{notes= See full description for more details.
  154. PHB p.251}}
  155.  
  156. Magic Weapon
  157. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Magic Weapon](http://www.dandwiki.com/wiki/SRD:Magic_Weapon) }} {{School:=Trans}} {{Level:= Clr 1, Pal 1, Sor/Wiz 1, War 1}} {{Comp:=V, S, DF}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Weapon touched }} {{Dur:= [[@{selected|casterlevel}]] minute(s)}} {{Save:= Will negates (harmless, object)
  158. (DC: [[@{selected|spelldc1} + @{selected|sf-transmutation}]]) }} {{SR:= Yes (harmless, object) ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)
  159.  
  160. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
  161. PHB p.251}}
  162.  
  163. Mount
  164. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Mount](http://www.dandwiki.com/wiki/SRD:Mount) }} {{School:=Conj (Summ)}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 round}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Effect:= One mount }} {{Dur:= [[2*@{selected|casterlevel}]] hours (D)}} {{Save:= None }} {{SR:= No }} {{notes= You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
  165. PHB p.256}}
  166.  
  167. Obscuring Mist
  168. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Obscuring Mist](http://www.dandwiki.com/wiki/SRD:Obscuring_Mist) }} {{School:=Conj (Creat)}} {{Level:= Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= 20 ft }} {{Effect:= Cloud spreads in 20-ft radius from you, 20 ft high }} {{Dur:= [[@{selected|casterlevel}]] minute(s)}} {{Save:= None }} {{SR:= No }} {{notes= A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
  169. See full description for more details.
  170. PHB p.258}}
  171.  
  172. Protection from Chaos
  173. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Protection from Chaos](http://www.dandwiki.com/wiki/SRD:Protection_from_Chaos) on @{target|token_name} }} {{School:=Abj [Lawful]}} {{Level:= Clr 1, Law 1, Pal 1, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Will negates (harmless)
  174. (DC: [[@{selected|spelldc1} + @{selected|sf-abjuration}]]) }} {{SR:= No; see text ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Magical barrier around the subject at a distance of 1 foot moves with the subject and has three major effects.
  175.  
  176. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.
  177.  
  178. Second, the barrier blocks any attempt to possess or control the warded creature.
  179.  
  180. Third, the spell prevents bodily contact (including natural weapons) by summoned creatures. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
  181. See full description for more details.
  182. PHB p.266}}
  183.  
  184. Protection from Evil
  185. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Protection from Evil](http://www.dandwiki.com/wiki/SRD:Protection_from_Evil) on @{target|token_name} }} {{School:=Abj [Good]}} {{Level:= Clr 1, Good 1, Pal 1, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Will negates (harmless)
  186. (DC: [[@{selected|spelldc1} + @{selected|sf-abjuration}]]) }} {{SR:= No; see text ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Magical barrier around the subject at a distance of 1 foot moves with the subject and has three major effects.
  187.  
  188. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
  189.  
  190. Second, the barrier blocks any attempt to possess or control the warded creature.
  191.  
  192. Third, the spell prevents bodily contact (including natural weapons) by summoned creatures. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
  193. See full description for more details.
  194. PHB p.266}}
  195.  
  196. Protection from Good
  197. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Protection from Good](http://www.dandwiki.com/wiki/SRD:Protection_from_Good) on @{target|token_name} }} {{School:=Abj [Evil]}} {{Level:= Clr 1, Evil 1, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Will negates (harmless)
  198. (DC: [[@{selected|spelldc1} + @{selected|sf-abjuration}]]) }} {{SR:= No; see text ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Magical barrier around the subject at a distance of 1 foot moves with the subject and has three major effects.
  199.  
  200. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.
  201.  
  202. Second, the barrier blocks any attempt to possess or control the warded creature.
  203.  
  204. Third, the spell prevents bodily contact (including natural weapons) by summoned creatures. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
  205. See full description for more details.
  206. PHB p.266}}
  207.  
  208. Protection from Law
  209. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Protection from Law](http://www.dandwiki.com/wiki/SRD:Protection_from_Law) on @{target|token_name} }} {{School:=Abj [Chaotic]}} {{Level:= Chaos 1, Clr 1, Sor/Wiz 1}} {{Comp:=V, S, M/DF}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature touched }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Will negates (harmless)
  210. (DC: [[@{selected|spelldc1} + @{selected|sf-abjuration}]]) }} {{SR:= No; see text ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Magical barrier around the subject at a distance of 1 foot moves with the subject and has three major effects.
  211.  
  212. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.
  213.  
  214. Second, the barrier blocks any attempt to possess or control the warded creature.
  215.  
  216. Third, the spell prevents bodily contact (including natural weapons) by summoned creatures. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
  217. See full description for more details.
  218. PHB p.266}}
  219.  
  220. Ray of Enfeeblement
  221. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Ray of Enfeeblement](http://www.dandwiki.com/wiki/SRD:Ray_of_Enfeeblement) at @{target|token_name} }} {{School:=Necro}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Effect:= Ray }} {{Dur:= [[@{selected|casterlevel}]] minute(s)}} {{Save:= None }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{checkroll= @{selected|token_name} hits Touch AC [[1d20 + @{selected|rangedattackbonus}]] for [[1d6 + {5, [[floor(@{selected|casterlevel}/2)]] }dh1]] point(s) of Strength damage to @{target|token_name}.}} {{notes= The subject's Strength score cannot drop below 1.
  222. PHB p.269}}
  223.  
  224. Reduce Person
  225. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Reduce Person](http://www.dandwiki.com/wiki/SRD:Reduce_Person) on @{target|token_name} }} {{School:=Trans}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 round}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Target:= One humanoid creature }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Fortitude negates
  226. (DC: [[@{selected|spelldc1} + @{selected|sf-transmutation}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
  227.  
  228. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.
  229. See full description for more details.
  230. PHB p.269}}
  231.  
  232. Shield
  233. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Shield](http://www.dandwiki.com/wiki/SRD:Shield) }} {{School:=Abj [Force]}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Personal }} {{Target:= You }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= None }} {{SR:= No }} {{notes= Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover.
  234. PHB p.278}}
  235.  
  236. Shocking Grasp
  237. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Shocking Grasp](http://www.dandwiki.com/wiki/SRD:Shocking_Grasp) at @{target|token_name} }} {{School:=Evoc [Elec]}} {{Level:= Sor/Wiz 1}} {{Comp:=V, S}} {{Cast Time:= 1 std action}} {{Range:= Touch }} {{Target:= Creature or object touched }} {{Dur:= Instantaneous}} {{Save:= None }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{checkroll= @{selected|token_name} hits Touch AC [[1d20 + @{selected|meleeattackbonus}]] for [[ [[{5, @{selected|casterlevel} }dh1]]d6]] point(s) of electricity damage to @{target|token_name}.}} {{notes= When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
  238. PHB p.279}}
  239.  
  240. Silent Image
  241. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Silent Image](http://www.dandwiki.com/wiki/SRD:Silent_Image) }} {{School:=Ill (Figment)}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S, F}} {{Cast Time:= 1 std action}} {{Range:= Long ([[400+40*@{selected|casterlevel}]]ft) }} {{Effect:= Visual figment up to [[4 + @{selected|casterlevel}]] 10-ft cubes (S) }} {{Dur:= Concentration}} {{Save:= Will disbelief (if interacted with)
  242. (DC: [[@{selected|spelldc1} + @{selected|sf-illusion}]]) }} {{SR:= No }} {{notes= Creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
  243. PHB p.279}}
  244.  
  245. Sleep
  246. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Sleep](http://www.dandwiki.com/wiki/SRD:Sleep) }} {{School:=Ench (Comp) [Mind-Aff]}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 round}} {{Range:= Med ([[100+10*@{selected|casterlevel}]]ft) }} {{Area:= One or more living creatures within a 10-ft-radius burst }} {{Dur:= [[@{selected|casterlevel}]] minute(s)}} {{Save:= Will negates
  247. (DC: [[@{selected|spelldc1} + @{selected|sf-enchantment}]]) }} {{SR:= Yes ([[1d20+@{selected|casterlevel}+@{selected|spellpen}]] vs SR) }} {{notes= Causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
  248.  
  249. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
  250.  
  251. Sleep does not target unconscious creatures, constructs, or undead creatures.
  252. PHB p.280}}
  253.  
  254. Summon Monster I
  255. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Summon Monster I](http://www.dandwiki.com/wiki/SRD:Summon_Monster_I) }} {{School:=Conj (Summ) [see text]}} {{Level:= Brd 1, Clr 1, Sor/Wiz 1}} {{Comp:=V, S, F/DF}} {{Cast Time:= 1 round}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Effect:= One summoned creature }} {{Dur:= [[@{selected|casterlevel}]] round(s) (D)}} {{Save:= None }} {{SR:= No }} {{notes= This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. See full description for more detail.
  256. See full description for more details.
  257. PHB p.285}}
  258.  
  259. True Strike
  260. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [True Strike](http://www.dandwiki.com/wiki/SRD:True_Strike) }} {{School:=Div}} {{Level:= Sor/Wiz 1}} {{Comp:=V, F}} {{Cast Time:= 1 std action}} {{Range:= Personal }} {{Target:= You }} {{Dur:= See text}} {{Save:= None }} {{SR:= No }} {{notes= Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
  261. PHB p.296}}
  262.  
  263. Unseen Servant
  264. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Unseen Servant](http://www.dandwiki.com/wiki/SRD:Unseen_Servant) }} {{School:=Conj (Creat)}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, S, M}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Effect:= One invisible, mindless, shapeless servant }} {{Dur:= [[@{selected|casterlevel}]] hour(s)}} {{Save:= None }} {{SR:= No }} {{notes= An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.
  265.  
  266. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.)
  267. See full description for more details.
  268. PHB p.297}}
  269.  
  270. Ventriloquism
  271. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{selected|token_name} }} {{subtags=casts [Ventriloquism](http://www.dandwiki.com/wiki/SRD:Ventriloquism) }} {{School:=Ill (Figment)}} {{Level:= Brd 1, Sor/Wiz 1}} {{Comp:=V, F}} {{Cast Time:= 1 std action}} {{Range:= Close ([[25+5*floor(@{selected|casterlevel}/2)]]ft) }} {{Effect:= Intelligible sound, usually speech }} {{Dur:= [[@{selected|casterlevel}]] minute(s) (D)}} {{Save:= Will disbelief (if interacted with)
  272. (DC: [[@{selected|spelldc1} + @{selected|sf-illusion}]]) }} {{SR:= No }} {{notes= You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
  273. PHB p.298}}
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