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Living ENWorld:Seeker Spell List

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Seeker's Spell List:
0-Level Seeker Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster�s choice.

1st-Level Seeker Spells
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Magic Aura: Alters object�s magic aura.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can�t attack you, and you can�t attack.
Speak with Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Seeker Spells
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Calm Emotions: Calms creatures, negating emotion effects.
Cat�s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle�s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fog Cloud: Fog obscures vision.
Fox�s Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Seeker Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sending: Delivers short message anywhere, instantly.
Sleet Storm: Hampers vision and movement
Speak with Plants: You can talk to normal plants and plant creatures.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Seeker Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Control Water: Raises or lowers bodies of water.
Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Fire Shield: Creatures attacking you take fire damage; you�re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Seeker Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.
Stoneskin: Ignore 10 points of damage per attack.
Suggestion, Mass: As suggestion, plus one subject/level.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Seeker Spells
Cat�s Grace, Mass: As cat�s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle�s Splendor, Mass: As eagle�s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Freezing Sphere: Freezes water or deals cold damage.
Fox�s Cunning, Mass: As fox�s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes� Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.

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This page was last modified on 11 March 2007, at 07:33. - This page has been accessed 211 times.
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