BRCS:Chapter three/Magic/Magician Spells


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The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
 

Arcane divination, illusion, and universal spells that do not allow replication of the effects of other schools of magic generally belong on the magician spell list. Such spells should be magician spells of the same level at which they appear on the sorcerer/wizard spell list. Enchantment spells should be added only if similar to an existing magician spell.

Spells on the bard's spell list should generally be on the magician spell list unless the spell relates specifically to a bard special abilities, music, or other sonic effects (such as shape sound, sound burst, or shout). Magicians cast these spells should at the appropriate wizard spell level (if the spell on the wizard spell list), the cleric spell level (if the spell is on the cleric spell list but not the wizard list), or the bard spell level (otherwise).

The magician spell list below includes considers spells from the Player's Handbook and the new spells presented in this campaign sourcebook. If your campaign allows spells from other sourcebooks, use these guidelines to determine if spells from other sourcebooks should be considered magician spells.

[top]0-level Magician Spells (Cantrips)

Dancing Lights. Figment torches or other lights.

Daze. Creature loses next action.

Detect Magic. Detects spells and magic items within 60 ft.

Flare. Dazzles one creature (-1 attack).

Ghost Sound. Figment sounds.

Light. Object shines like a torch.

Mage Hand. 5-pound telekinesis.

Mending. Makes minor repairs on an object.

Open/Close. Opens or closes small or light things.

Prestidigitation. Performs minor tricks.

Read Magic. Read scrolls and spellbooks.

Resistance. Subject gains +1 on saving throws.


[top]1st-level Magician Spells

Alarm. Wards an area for 2 hours/level.

Cause Fear. One creature flees for 1d4 rounds.

Change Self. Changes your appearance.

Charm Person. Makes one person your friend.

Color Spray. Knocks unconscious, blinds, or stuns 1d6 weak creatures.

Comprehend Languages. Understand all spoken and written languages.

Cure Light Wounds. Cures 1d8 +1/level damage (max +5).

Detect Secret Doors. Reveals hidden doors within 60 ft.

Detect Undead. Reveals undead within 60 ft.

Erase. Mundane or magical writing vanishes.

Expeditious Retreat. Doubles your speed.

Feather Fall. Objects or creatures fall slowly.

Grease. Makes 10-ft. square or one object slippery.

Hypnotism. Fascinates 2d4 HD of creatures.

Identify. Determines single feature of magic item.

*Khinasi Trader's Tongue (Illusion). Subject gets +5 on diplomacy checks involving financial negotiations.

*Know Bloodline (Divination). Determines target’s bloodline strength and derivation.

*Know Origin (Divination). Determines target’s origin or home.

Mage Armor. Gives subject +4 armor bonus.

Magic Weapon. Weapon gains +1 bonus.

Message. Whispered conversation at distance.

Nystul's Magical Aura. Grants object false magic aura.

Nystul's Undetectable Aura. Masks magic item's aura.

Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders.

*Sidhelien Bow (Transmutation). Bow gains +1 to hit.

Silent Image. Creates minor illusion of your design.

Sleep. Put 2d4 HD of creatures into comatose slumber.

*Starry Sky (Divination). You gain +5 circumstance bonus to Intuit Direction.

Summon Monster I. Calls outsider to fight for you.

Unseen Servant. Creates invisible force that obeys your commands.

Ventriloquism. Throws voice for 1 min./level.


[top]2nd-level Magician Spells

Animal Trance. Fascinates 2d6 HD of animals.

Blindness/Deafness. Makes subject blind or deaf.

Blur. Attacks miss subject 20% of the time.

Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level.

Cat's Grace. Subject gains 1d4+1 Dex for 1 hr./level.

Continual Flame. Makes a permanent, heatless torch.

Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).

Darkness. 20-ft. radius of supernatural darkness.

Daylight. 60-ft. radius of bright light.

Detect Eleven Influence: Determine if elves have been in, near, or have magically influenced an area.

Delay Poison. Stops poison from harming subject for 1 hour/level.

Detect Thoughts. Allows "listening" to surface thoughts.

Enthrall. Captivates all within 100 ft. + 10 ft./level.

*First Strike (Transmutation). Allies gain +4 bonus to initiative.

Glitterdust. Blinds creatures, outlines invisible creatures.

Hold Person. Holds one person helpless for 1 round/level.

Hypnotic Pattern. Fascinates 2d4+1 HD/level of creatures.

Invisibility. Subject is invisible for 10 min./level or until it attacks.

Leomund's Trap. Makes item seem trapped.

Levitate. Subject moves up and down at your direction.

Locate Object. Senses direction toward object (specific or type).

Magic Mouth. Speaks once when triggered.

*Mask Bloodline (Illusion). Obfuscates the target's divine heritage.

Minor Image. As silent image, plus some sound.

Mirror Image. Creates decoy duplicates of you (1d4 +1/three levels, max 8).

Misdirection. Misleads divinations for one creature or object.

*Misfortune (Enchantment). Target suffers a –1 morale penalty.

Obscure Object. Masks object against divination.

Pyrotechnics. Turns fire into blinding light or choking smoke.

Scare. Panics creatures up to 5 HD (15-ft. radius).

See Invisibility. Reveals invisible creatures or objects.

Summon Monster II. Calls outsider to fight for you.

Summon Swarm. Summons swarm of small crawling or flying creatures.

Tasha's Hideous Laughter. Subject loses actions for 1d3 rounds.

Undetectable Alignment. Conceals alignment for 24 hours.

Whispering Wind. Sends a short message one mile/level.

Zone of Truth. Subjects within range cannot lie.


[top]3rd-level Magician Spells

Blink. You randomly vanish and reappear for 1 round/level.

Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level.

Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).

Dispel Magic. Cancels magical spells and effects.

Displacement. Attacks miss subject 50%.

Gaseous Form. Subject becomes insubstantial and can fly slowly.

Greater Magic Weapon. +1 bonus/three levels (max +5).

Gust of Wind. Blows away or knocks down smaller creatures.

Haste. Extra partial action and +4 AC.

Illusory Script. Only intended reader can decipher.

Invisibility Sphere. Makes everyone within 10 ft. invisible.

Keen Edge. Doubles normal weapon's threat range.

Leomund's Tiny Hut. Creates shelter for 10 creatures.

Magic Circle against Chaos/Evil/Good/ Law. As protection spells, but 10-ft. radius and 10 min./level.

*Mass Magic Weapons (Transmutation). Provides a deferred +1 magic bonus to one weapon/level.

Major Image. As silent image, plus sound, smell and thermal effects.

Phantom Steed. Magical horse appears for 1 hour/level.

Remove Disease. Cures all diseases affecting subject.

Sepia Snake Sigil. Creates text symbol that immobilizes reader.

Slow. One subject/level takes only partial actions, -2 AC, -2 melee rolls.

Suggestion. Compels subject to follow stated course of action.

Summon Monster III. Calls outsider to fight for you.

Tongues. Speak any language.

Wind Wall. Deflects arrows, smaller creatures, and gases.


[top]4th-level Magician Spells

Arcane Eye. Invisible floating eye moves 30 ft./round.

Bestow Curse. -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.

Charm Monster. Makes monster believe it is your ally.

Confusion. Makes subject behave oddly for 1 round/level.

Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).

Detect Scrying. Alerts you of magical eavesdropping.

Dimension Door. Teleports you and up to 500 lb.

Emotion. Arouses strong emotion in subject.

Fear. Subjects within cone flee for 1 round/level.

Hallucinatory Terrain. Makes one type of terrain appear like another (field into forest, etc.).

Improved Invisibility. As invisibility, but subject can attack and stay invisible.

Illusory Wall. Wall, floor, or ceiling looks real, but anything can pass through.

Leomund's Secure Shelter. Creates sturdy cottage.

Lesser Geas. Commands subject of 7 HD or less.

Locate Creature. Indicates direction to familiar creature.

Neutralize Poison. Detoxifies venom in or on subject.

Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 damage.

Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.

Remove Curse. Frees object or person from curse.

Scrying. Spies on subject from a distance.

Shadow Conjuration. Mimics conjuring below 4th level.

*Shadow Portal (Divination). You can sense portals to the shadow world.

Summon Monster IV. Calls outsider to fight for you.


[top]5th-level Magician Spells

Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrifaction.

Contact Other Plane. Ask question of extraplanar entity.

*Disguise Bloodline (Illusion). Change apparent bloodline derivation and strength.

Dismissal. Forces a creature to return to native plane.

Dominate Person. Controls humanoid telepathically.

Dream. Sends message to anyone sleeping.

False Vision. Fools scrying with an illusion.

Greater Shadow Conjuration. As shadow conjuration, but up to 4th level and 40% real.

Healing Circle. Cures 1d8 +1/level damage in all directions.

Hold Monster. As hold person, but any creature.

Mind Fog. Subjects in fog get -10 Wis, Will checks.

Mirage Arcana. As hallucinatory terrain, plus structures.

Modify Memory. Changes 5 minutes of subject's memories.

Nightmare. Sends vision dealing 1d10 damage, fatigue.

Permanency. Makes certain spells permanent; costs XP.

Persistent Image. As major image, but no concentration required.

Prying Eyes. 1d4 floating eyes +1/level scout for you.

Rary's Telepathic Bond. Link lets allies communicate.

Seeming. Changes appearance of one person/two levels.

Shadow Evocation. Mimics evocation less than 5th level.

Summon Monster V. Calls outsider to fight for you.


[top]6th-level Magician Spells

Analyze Dweomer. Reveals magical aspects of subject.

Control Water. Raises, lowers, or parts bodies of water.

Control Weather. Changes weather in local area.

Eyebite. Charm, fear, sicken or sleep one subject.

Find the Path. Shows the most direct way to a location.

Geas/Quest. As lesser geas, plus it affects any creature.

Greater Dispelling. As dispel magic, but +20 on check.

Greater Shadow Evocation. As shadow evocation, but up to 5th level.

Legend Lore. Learn tales about a person, place, or thing.

Mass Haste. As haste, affects one/level subjects.

Mass Suggestion. As suggestion, plus one/level subjects.

Mislead. Turns you invisible and creates illusory double.

Permanent Image. Includes sight, sound, and smell.

Programmed Image. As major image, plus triggered by event.

Project Image. Illusory double can talk and cast spells.

Repulsion. Creatures can't approach you.

Shades. As shadow conjuration, but up to 5th level and 60% real.

Summon Monster VI. Calls outsider to fight for you.

True Seeing. See all things as they really are.

Veil. Changes appearance of group of creatures.


[top]7th-level Magician Spells

Greater Scrying. As scrying, but faster and longer.

Insanity. Subject suffers continuous confusion.

Mass Invisibility. As invisibility, but affects all in range.

Plane Shift. Up to eight subjects travel to another plane.

Shadow Walk. Step into shadow to travel rapidly.

Summon Monster VII. Calls outsider to fight for you.

Vision. As legend lore, but quicker and strenuous.


[top]8th-level Magician Spells

Antipathy. Object or location affected by spell repels certain creatures.

Binding. Array of techniques to imprison a creature.

Discern Location. Exact location of creature or object.

Mass Charm. As charm monster, but all within 30 ft.

Screen. Illusion hides area from vision, scrying.

Summon Monster VII. Calls outsider to fight for you.

Symbol. Triggered runes have array of effects.

Sympathy. Object or location attracts certain creatures.


[top]9th-level Magician Spells

Dominate Monster. As dominate person, but any creature.

Foresight. "Sixth sense" warns of impending danger.

Summon Monster IX. Calls outsider to fight for you.

Weird. As phantasmal killer, but affects all within 30 ft.


See Also: Magician
See Also: Spell
See Also: Expanded Magician Spell List - a fan-based variation with further WotC spells added
 
This article is a Birthright Campaign Setting (D&D 3.5/D20) page
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
 

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