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Roleplay Resources (DnD Spells)

2846 Spells

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71 results for 'L'


School: Transmutation

Your fingers become projectiles that deal 1d4 Dex damage.

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School: Abjuration

You and one creature/level hide within the earth.

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School: Transmutation

Ray slows target and diminishes its Strength.

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School: Evocation

Ranged touch attack deals 1d6 points of damage.

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School: Conjuration - Creation

Nauseating vapors within cone persist for 10 rounds.

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School: Transmutation

Transforms the target's arm into a constricting tentacle.

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School: Necromancy

Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature.

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School: Necromancy

Evil creatures are struck dead and sent to Lower Planes.

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School: Enchantment - Compulsion

Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.

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School: Transmutation

Launches a crossbow bolt up to 800 feet.

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School: Transmutation

Hurls fine item up to long range.

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School: Conjuration - Creation

1d4 fire damage; 1 missile per two levels (max 5).
1d4 fire damage; 1 missile/2 levels (max 5). Reflex save or catch fire.

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School: Conjuration - Creation

Wave of lava deals 1d4/level (max 15d4) fire damage.

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School: Evocation

Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos.

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School: Divination

You gain an overview of the geography around you.

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School: Transmutation

Merge with animal and control its actions.

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School: Necromancy

Another creature can use a ghost's skill ranks instead of their own and the ghost is supressed.

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School: Necromancy

Harm undead to gain temporary hit points.

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School: Divination

Lets you learn tales about a person, place, or thing.

Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in q...


School: Illusion - Shadow

Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).
1 incorporeal swordsman/square in 10' radius circle, BaB=CL, crit=19-20, AC=25, HP=2xCL, save bonus=CL, deal 1d8 slash damage +1/3 levels (max +5).

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School: Conjuration - Creation

Creates sturdy barracks.

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School: Evocation

Creates igloo that lasts for 2 hours/level.

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School: Evocation

Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.

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School: Transmutation

Subject moves up and down at your direction.

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an objec...


School: Necromancy

1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.
1 ray/2 levels (max 5) draws 1 hp from you to deal 2d4 positive energy damage to undead.

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School: Abjuration

Grants immunity to healing spells and positive energy effects.

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School: Abjuration

Grants immunity to death effects, energy drain, and negative energy effects. Also grants ghost touch to armor.

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School: Evocation

Object shines like a torch.

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point y...


School: Evocation

You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage.

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School: Evocation

You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.

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School: Evocation

You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage.

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School: Transmutation

Your move does not provoke attacks of opportunity for 1 round (swift)

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School: Evocation

Electrical long sword deals 1d6/level (max 10d6) in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit.
Electrical long sword deals 1d6/level (max 10d6) electricity damage in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit.

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School: Evocation

Electricity deals 1d6/level damage.
Deal 1d6/level (max 10d6) electricity damage.

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within...


School: Evocation

Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
Ring of lightning gives you resistance to electricity 20, deals 10d6 electricity damage to adjacent creatures, and emits two lightning bolts per round.

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School: Evocation

Creates a wall of light that dazzles creatures passing through it.

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School: Universal

Alters reality within spell limits.

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

Duplicate any sorcer...


School: Transmutation

You gain the pounce special ability.

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School: Evocation

Deal 1d8 sonic damage to foes and grant a +1 morale bonus and 1d8 + 1/level (max +20) temporary hit points to allies.

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School: Abjuration

The subject gains immunity to fear effects.

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School: Necromancy

Extracts one dose of liquid pain from tortured victim.

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School: Divination

Allows remote eavesdropping.

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School: Divination

Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.

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School: Transmutation

You and allies gain +10 increase to speed and can hustle for an extra hour per day per level.

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School: Transmutation

Oak becomes treant guardian.

This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can'...


School: Divination

You perceive tracks as if they had just been made.

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School: Necromancy

Subject becomes immune to critical hits and sneak attacks.

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School: Transmutation

Inscribes spell into target spellbook from source scroll or spellbook.

While casting this spell, you are enhanced to quickly understand and scribe a spell. The first half hour of this spell casting time is spent studying...


School: Transmutation

You cause a target to forget how to use specific feats, skills, or spells.

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School: Evocation

Light tremor shakes in a 30-ft. line.

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School: Divination

Find nearest city.

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School: Divination

Indicates direction to familiar creature.

You sense the direction of a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located,...


School: Divination

Finds closest earth node in 1 mile/level radius.

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School: Divination

Senses direction toward object (specific or type).

You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of it...


School: Divination

Find nearest planar touchstone on the plane you currently inhabit.

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School: Divination

Reveals location, size, and quality of water sources.

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School: Transmutation

Increases your speed.

This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, s...


School: Divination

You gain a bonus with one skill and can use it untrained.

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School: Enchantment - Compulsion

Creatures in 60-ft. cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds.
Creatures in 60-ft. cone take 1d6 Wis damage and are nauseated for 1d4 rounds.

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School: Evocation

Deals 1d6 damage/2 levels to subject's dearest loved one.

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School: Transmutation

Subject sees twice as far under current light.

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School: Transmutation

Subject's spell resistance reduced.

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School: Abjuration

Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.

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School: Transmutation

Ray uses ambient light to deal varied amounts of damage and dazzle target.

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School: Abjuration

Weapon grants a single reroll of an attack.

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School: Abjuration

Cape grants a single reroll of a saving throw.

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School: Transmutation

Target gains +2 luck bonus on rerolls made with luck feats.

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School: Enchantment - Compulsion

Makes subject drowsy; 5 on Spot and Listen checks, 2 on Will saves against sleep.

Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on ...


School: Abjuration

Shimmering light around target grants +5 armor bonus, dispels magical darkness, and imposes a -4 penalty on opponents' melee attacks.

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School: Abjuration

Shimmering light around target grants +8 armor bonus, dispels magical darkness, and imposes a -4 penalty on opponents' melee attacks.

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School: Evocation

You cast a dazzling light.

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