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Roleplay Resources (DnD Spells)

2846 Spells

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84 results for 'G'


School: Conjuration - Teleportation

You teleport a target to a random, safe location up to 100 feet distant and visible to you

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School: Transmutation

Subject becomes insubstantial and can fly slowly.

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its ...


School: Conjuration - Creation or Calling

Connects two planes for travel or summoning.

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowi...


School: Conjuration - Summoning

This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.

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School: Abjuration

Subject has a 50% chance to avoid gaze attacks.

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School: Enchantment - Compulsion

Commands subject of 7 HD or less.

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you...


School: Enchantment - Compulsion

As geas, lesser, plus it affects any creature.

A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you....


School: Necromancy

Subject takes ?4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.

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School: Evocation

Converts five gems into bombs that deal 1d8 force damage/two levels.
Converts a gem into a bomb that deal 1d8/two levels (max 5d8) force damage.

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School: Conjuration - Teleportation

Teleport to the location of a specially prepared gem.

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School: Necromancy

Increases your maximum HD of controlled undead by your caster level.

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School: Conjuration - Creation

Create a demi-plane.

This spell creates an immobile, finite plane with limited access?a demi-plane.

Demiplanes created by this power are very small, minor planes. A...


School: Necromancy

Preserves one corpse.

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the d...


School: Enchantment

Causes pursuers to go astray 50% of the time.

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School: Evocation

Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.
Creates a line of water that deals 1d6 nonlethal damage +1d6/two levels (max +8d6).

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School: Transmutation

Metallic creature or object becomes strongly magnetic.

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School: Conjuration - Creation

A visible force that does not harm, but distracts.

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School: Necromancy

An eerie green torch light causes creatures to become shaken.

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School: Transmutation

Causes an instrument to float above the ground and play itself.
Causes an instrument to float above the ground and play itself. If used with your bardic music ability, grants a +2 competence bonus on your Perform check.

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School: Illusion - Figment

Figment sounds.

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost s...


School: Necromancy

Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.

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School: Transmutation

Armor works normally against incorporeal attacks.

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School: Transmutation

Weapon works normally against incorporeal creatures.

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School: Abjuration

Incorporeal creatures turn corporeal.

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School: Transmutation

You become incorporeal.

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School: Divination

Object records, plays a song at your command.

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School: Transmutation

Automatically pulls crossbow string into catch.
Automatically pulls string of a hand crossbow or light crossbow into place 1/level (max 10 times) or a heavy crossbow 1/2 levels (max 5 times).

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School: Evocation

Your tail of force can be used to take advantage of an attack of opportunity.
Use your tail of force to make attacks of opportunity; melee touch attack, dealing 2d6 points of damage.

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School: Necromancy

Convert victim to a ghoul under your control.

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School: Necromancy

Ray paralyzes target.

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School: Necromancy

Glyph wards area, paralyzes victims.

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School: Necromancy

Light provides turn resistance.

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School: Necromancy

Paralyzes one subject, which exudes stench.
Paralyze one subject, which exudes stench that sickens (Fort neg) all except you witin 10'.

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee tou...


School: Transmutation

You may grow up to Huge, Gargantuan, or Colossal size.

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School: Transmutation

Turns centipedes, scorpions, or spiders into giant vermin.

You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be ...


School: Transmutation

Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.
Thrown pebble becomes boulder dealing 2d6 +1/two levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 +2d6 fire at 13th, critical is x3 at 17th.

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School: Transmutation

Subject gains one additional pair of arms.
Subject gains an additional pair of arms and claws on all hands, allowing four claw attacks, each dealing 1d4 damage. If two claws hit, rend for additional 2d4 + 1-1/2 Str modifier.

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School: Abjuration

Stops 1st- through 3rd-level fire spell effects and provides concealment.

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School: Abjuration

Subject gains SR 18 against fire spells and effects.

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School: Abjuration

Area around you provides SR 25 against fi re spells and effects.

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School: Conjuration - Creation

Conjures glaciers that attack your enemies.

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School: Transmutation

Turns subject into glass.

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School: Conjuration - Creation

Jams locks with snow and ice, raising Open Lock DC by 10 and lock's hardness by 5.

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School: Transmutation

You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Gain +30 to Bluff for lying, not feinting or diversion. Detect lies spell must succeed on d20+detector's CL vs DC 15+your CL.

Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus ...


School: Enchantment - Compulsion

Target takes 1d6 nonlethal damage/level and is confused.
Target takes 1d6 nonlethal damage/level (max 15d6) and is confused.

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School: Illusion - Phantasm

A flash of horror causes the target to become shaken.

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School: Divination

Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.

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School: Divination

You get an answer to a yes-or-no question.

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School: Conjuration - Creation

Blinds creatures, outlines invisible creatures.
Blinds creatures, outlines invisible creatures, imposes -40 penalty to Hide checks.

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for...


School: Abjuration

As globe of invulnerability, lesser, plus 4th-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spel...


School: Abjuration

Stops 1st- through 3rd-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spel...


School: Abjuration

Wearer gains +1 sacred bonus to AC per five caster levels and damage reduction 5/evil.

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School: Abjuration

As shield other, but affecting multiple creatures, and healing them if you die.

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School: Evocation

Cone-shaped shriek distracts smart foes, makes concentrating difficult.

You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence...


School: Evocation

Creates permanent magical light; you control brightness.

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School: Abjuration

Inscription harms those who pass it.

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a por...


School: Abjuration

As glyph of warding, but up to 10d8 damage or 6th-level spell.

This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a...


School: Conjuration - Creation

Cloud of itchy debilitating pollen sickens living creatures.

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School: Conjuration - Creation

Your mount gets force armor.

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School: Conjuration - Creation

You create a suit of shining golden +1 mithral full plate around your body.

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School: Transmutation

Grants a construct the magic immunity special quality of a particular golem.

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School: Divination

Swift. You can sneak attack constructs for 1 round.

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School: Enchantment - Compulsion

Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skil...


School: Transmutation

2d4 berries each cure 1 hp (max 8 hp/24 hours).

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can imme...


School: Transmutation

Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.

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School: Evocation

Large hand provides cover, pushes, or grapples.

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack p...


School: Conjuration - Creation

Wall sprouts hands that entangle enemies, help allies climb.
Wall sprouts hands that entangle enemies, allies gain +10 to Climb check on wall.

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School: Divination

Swift. You can sneak attack undead for 1 round.

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School: Necromancy

Target is prevented from regaining hit points by any means.

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School: Transmutation

Your hand flies from you to make grapple artacks.

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School: Conjuration - Creation

Makes 10-ft. square or one object slippery.

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 s...


School: Evocation

Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.

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School: Evocation

Each creature in area takes 2d6 acid damage +1/level.
Each creature in area takes 2d6 acid damage +1/level (max +10).

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School: Necromancy

Tears hand from target, dealing 6d6 damage, then hand attacks target.

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School: Transmutation

Prevents smoke from rising from a small fire.

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School: Abjuration

Array of magic effects protect area.

This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as...


School: Divination

+1 on one attack roll, saving throw, or skill check.

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill...


School: Divination

Provides +20 bonus to a skill check.

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School: Divination

Swift. You ignore distance penalties with your ranged attacks for 1 round.

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School: Evocation

+2 on ranged attacks against creatures in illuminated area.

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School: Enchantment - Compulsion

A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.

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School: Evocation

Blows away or knocks down smaller creatures.

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smalle...


School: Transmutation

15-ft tentacle grows from your stomach and attacks your enemies.

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School: Necromancy

Kills subject and gives you 4d6 temporary hit points and +4 Strength.

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