The
Darkwynde Spellbook
Spells
- Sorted by Power Level
Cover
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Spells
marked with an asterisk (*) have been permanently applied to Ceera.
LEVEL 0 SPELLS (CANTRIPS)
- * Detect
Magic : Detects spells and magic items within 60 ft.
- * Read
Magic: Read scrolls and spellbooks.
- Candlefire:
Produce candle flame on finger, or light/extinguish very small fires. (25
ft. + 5 ft./level)
- Detect
Poison: Detects poison in one creature or small object.
- Flare:
Dazzles one creature (–1 on attack rolls).
- Ghost
Sound: Figment sounds.
- Haywire:
Causes a single device to behave randomly and erratically.
- Light:
Object shines like a torch.
- Magic
ID. Creates a false but visually accurate identification card.
- Message:
Whispered conversation at distance.
- Open/Close:
Opens or closes small or light things.
- Resistance:
Subject gains +1 on saving throws.
1ST-LEVEL SPELLS
- * Comprehend
Languages: You understand all spoken and written languages.
- Alarm:
Wards an area for 2 hours/level.
- Cause
Fear: One creature flees for 1d4 rounds.
- Change
Self: Changes your appearance.
- Clean:
Eliminates grime, dirt, and bacterial contaminants from the target, and renders
target scentless.
- Degauss:
Erase a single device that contains electronic data.
- Identify:
Determines properties of magic item.
- Lesser
Mindlink: Creates a telepathic bond with one willing person or creature
- Magic
Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Power
Device: Powers one inoperative electrical or mechanical device.
- Sleep:
Puts 4 HD + caster level of creatures into magical slumber.
- Trace
Purge: Removes physical traces of the subject’s presence.
- True
Strike: Gain a +20 'Insight bonus' on your next attack roll.
2ND-LEVEL SPELLS
- * Darkvision:
See 60 ft. in total darkness.
- * Enthralling
Gaze: Causes the gaze of the caster to become hypnotic and enthralling.
- * Locate
Object: Senses direction toward object (specific or type). (Draconic
Spell-like ability, 6/day at no cost)
- * See
Invisibility: Reveals invisible / ethereal creatures or objects.
- Arcane
Lock: Magically locks a portal or chest.
- Burglar’s
Buddy: Suppresses mechanical or electronic intrusion alarms and alarm
sensors within a 15-foot radius.
- Calm
Emotions: Calms agitated creatures.
- Dataread:
You can access and read data stored in any machine-readable data source.
- Detect
Thoughts: Allows “listening” to surface thoughts in an area.
- Glitterdust:
Blinds creatures, outlines invisible creatures.
- Heat
Object: Causes one or more items in sight of the caster to rapidly
become extremely hot.
- Invisibility:
Subject is invisible for 1 min./level or until it attacks.
- Knock:
Opens locked or magically sealed door.
- Protection
from Arrows/Bullets: Subject immune to most ranged projectile attacks.
- Summon
Swarm: Summons swarm of bats, rats, or spiders.
- Vocalize:
Cast spells without the verbal component, for 10 rounds.
3RD-LEVEL SPELLS
- * Arcane Sight: Magical
auras become visible to you.
- * Speak With Animals:
Speak any animal language.
- * Tongues: Speak any
language.
- Clairaudience/Clairvoyance:
Hear or see at a distance for 1 min./level.
- Dispel Magic: Cancels
magical spells and effects.
- Electromagnetic Pulse.
Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
- Fireball: 1d6 damage
per level, 20-ft. radius.
- Mental Blast: Delivers
a telepathic strike that stuns the target for 3d4 rounds.
- Mindlink: Creates a
telepathic bond with up to one willing person or creature/level.
- Phantom Steed: Magic
horse appears for 1 hour/level.
- Protection from Energy:
Absorb 12 points/level of damage from one kind of energy.
- Shrink Item: Object
shrinks to one-sixteenth size, or to charm on bracelet.
- Shutdown. Electric devices
in area cease to function for the duration of the spell.
- Suggestion: Compels
subject to follow stated course of action.
4TH-LEVEL SPELLS
- Arcane Eye: Invisible
floating eye moves 30 ft./round.
- Confusion: Subjects
behave oddly for 1 round/level.
- Crushing Despair: Subjects
take –2 on attack rolls, damage rolls, saves, and checks.
- Detect Scrying: Alerts
you of magical eavesdropping.
- Dimensional Anchor:
Bars extradimensional movement.
- Fear: Subjects within
cone flee for 1 round/level.
- Forced Mindlink: Creates
a telepathic bond with one unwilling person or creature.
- Invisibility, Greater:
As invisibility, but subject can attack and stay invisible.
- Invoke Emotion: Subjects
within area of effect feel emotion chosen by the caster.
- Phantasmal Killer: Fearsome
illusion kills subject or deals 3d6 damage.
- Remove Curse: Frees
object or person from curse.
- Tailor Memory: Caster
inserts or obscures a memory of his or her own choosing in the target's mind.
5TH-LEVEL SPELLS
- Dominate Person: Controls
humanoid telepathically.
- Dreamwalk: Caster can
enter, invoke, alter and remove dreams from subject.
- Fabricate: Transforms
raw materials into finished items.
- Mage’s Private Sanctum:
Prevents anyone from viewing or scrying an area for 24 hours.
- Mind Probe: Caster gains
access to all the target's memories and knowledge.
- Nightmare: Sends vision
dealing 1d10 damage, fatigue.
- Passwall: Creates passage
through wood or stone wall.
- Permanency: Makes certain
spells permanent.
- Telekinesis: Moves object,
attacks creature, or hurls object or creature.
- Telepathic Bond: Link
lets allies communicate.
- Teleport: Instantly
transports you as far as 100 miles/level.
- Wall of Force:Wall is
immune to damage.
6TH-LEVEL SPELLS
- Analyze Dweomer: Reveals
magical aspects of subject.
- Chain Lightning: 1d6/level
damage; 1 secondary bolt/level each deals half damage.
- Disintegrate: Makes
one creature or object vanish.
- Dispel Magic, Greater:
As dispel magic, but +20 on check.
- Flesh to Stone: Turns
subject creature into statue.
- Geas: As lesser geas,
plus it affects any creature.
- Guards and Wards: Array
of magic effects protect area.
- Legend Lore: Lets you
learn tales about a person, place, or thing.
- Stone to Flesh: Restores
petrified creature.
- Suggestion, Mass: As
suggestion, plus one subject/level.
- True Seeing: Lets you
see all things as they really are.
- Veil: Changes appearance
of group of creatures.
7TH-LEVEL SPELLS
- Ethereal Jaunt: You
become ethereal for 1 round/level.
- Finger of Death: Kills
one subject.
- Forcecage: Cube or cage
of force imprisons all inside.
- Insanity: Subject suffers
continuous confusion.
- Invisibility, Mass:
As invisibility, but affects all in range.
- Mage’s Magnificent Mansion:
Door leads to extradimensional mansion.
- Phase Door: Creates
an invisible passage through wood or stone.
- Plane Shift: As many
as eight subjects travel to another plane.
- Project Image: Illusory
double can talk and cast spells.
- Spell Turning: Reflect
1d4+6 spell levels back at caster.
- Teleport Object: As
teleport, but affects a touched object.
- Teleport, Greater: As
teleport, but no range limit and no off-target arrival.
8TH-LEVEL SPELLS
- Clone: Duplicate awakens
when original dies.
- Demand: As sending,
plus you can send suggestion.
- Dimensional Lock: Teleportation
and interplanar travel blocked for one day/level.
- Emotional Vampirism:
Drains manna from victims and recharges the caster.
- Maze: You banish the
subject into an extradimensional labyrinth of force planes for up to 10 minutes.
- Mind Blank: Subject
is immune to mental/emotional magic and scrying.
- Polymorph Any Object:
Changes any subject into anything else.
- Screen: Illusion hides
area from vision, scrying.
- Sunburst / Solar Flare:
Blinds all within 80 ft., deals 6d6 damage. (more damage, fewer targets as
Solar Flare)
- Telekinetic Sphere:
As resilient sphere, but you move sphere telekinetically.
- Temporal Stasis: Puts
subject into suspended animation.
- Trap the Soul: Imprisons
subject within gem.
9TH-LEVEL SPELLS
- * Shapechange: Transforms
you into any creature, and change forms once per round. (Draconic Ability)
- Astral Projection: Projects
you and companions onto Astral Plane.
- Dominate Monster: As
dominate person, but any creature.
- Etherealness: Travel
to Ethereal Plane with companions.
- Freedom: Releases creature
from imprisonment.
- Gate: Connects two planes
for travel or summoning.
- Imprisonment: Entombs
subject beneath the earth.
- Power Word Kill: Kills
one creature with 100 hp or less.
- Summon Monster IX: Calls
extraplanar creature to fight for you.
- Time Stop: You act freely
for 1d4+1 rounds.
- Weird: As phantasmal
killer, but affects all within 30 ft.
- Wish / Magical Battery:
As limited wish, but with fewer limits. Can also create a storage device for
magic energies, for the caster only.
10TH-LEVEL SPELLS
- Dreamscape: Transports
you (and companions) to the plane of Dreams.
- Time Travel: Transports
you (and companions) to a different time and place.