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Cradled Spell List

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The following is the spell list for the Cradled, a prestige class devoted to all things fey.

Orisons

  1. Beguiling Gift: Subject immediately accepts an offered item and uses it.
  2. Call Animal: Makes an animal come to you.
  3. Chameleon Stride: Gives a 4 bonus on Stealth checks and concealment.
  4. Charm Animal: Makes one animal your friend.
  5. Confusion, Lesser: One creature is confused for 1 round.
  6. Crafter's Fortune: Subject gains 5 on next Craft check.
  7. Create Food and Water: Feeds three humans (or one horse) per level.
  8. Detect Animals or Plants: Detects kinds of animals or plants.
  9. Detect Magic: Detects spells and magic items within 60 ft.
  10. Disguise Self: Changes your appearance.
  11. Entangle: Plants entangle everyone in 40-ft. radius.
  12. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  13. Gravity Bow: Arrows do damage as though one size category bigger.
  14. Innocence: Gain 10 on Bluff checks to seem innocent.
  15. Mage Hand: 5-pound telekinesis.
  16. Pass without Trace: One subject/level leaves no tracks.
  17. Restful Sleep: Gain more hit points while sleeping.
  18. Silent Image: Creates minor illusion of your design.
  19. Speak with Animals: You can communicate with animals.
  20. Whispering Wind: Sends a short message 1 mile/level.

First Level Spells

  1. Barkskin: Grants 2 (or higher) enhancement to natural armor.
  2. Charm Person: Makes one person your friend.
  3. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  4. Deep Slumber: Puts 10 HD of creatures to sleep.
  5. Elemental Speech: Enables you to speak to elementals and some creatures.
  6. Elf Vision: You gain low light vision, 2 bonus to Perception checks, and elven secret door detection.
  7. Fog Cloud: Fog obscures vision.
  8. Heroism: Gives 2 bonus on attack rolls, saves, skill checks.
  9. Hide Campsite: Hides all traces of your campsite.
  10. Hold Animal: Paralyzes one animal for 1 round/level.
  11. Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
  12. Invisibility: Subject is invisible for 1 min./level or until it attacks.
  13. Jester's Jaunt: Teleport target within 30 ft. of itself.
  14. Lily Pad Stride: Walk across water on moving lily pads.
  15. Locate Object: Senses direction toward object (specific or type).
  16. Minor Image: As silent image, plus some sound.
  17. See Invisibility: Reveals invisible creatures or objects.
  18. Suggestion: Compels subject to follow stated course of action.
  19. Summon Fey Friend I: Summons magical, elemental, or fey creature to fight for you.
  20. Wood Shape: Reshapes wooden objects to suit you.

Second Level Spells

  1. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  2. Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
  3. Dimension Door: Teleports you a short distance.
  4. Divination: Provides useful advice for specific proposed actions.
  5. Dominate Animal: One animal obeys your silent mental commands and orders.
  6. Dream: Sends message to anyone sleeping.
  7. Fly: Subject flies at speed of 60 ft.
  8. Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
  9. Haste: One creature/level moves faster, receives 1 on attack rolls, AC, and Reflex saves.
  10. Euphoria: Pollen burst fascinates creatures in 10' radius.
  11. Hold Person: Paralyzes one humanoid for 1 round/level.
  12. Invisibility Sphere: Makes everyone within 10 feet invisible.
  13. Locate Creature: Indicates direction to familiar creature.
  14. Major Image: As silent image, plus sound, smell, and thermal effects.
  15. Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
  16. Shrink Item: Object shrinks to one-sixteenth size.
  17. Stone Shape: Sculpts stone into any shape.
  18. Summon Fey Friend II: Summons magical, elemental, or fey creature to fight for you.
  19. Tongues: Speak and understand any language.
  20. Tree Shape: You look exactly like a tree for 1 hour/level.

Third Level Spells

  1. Charm Monster: Makes monster believe it is your ally.
  2. Command Plants: Sways the actions of plant creatures.
  3. Confusion: Subjects behave oddly for 1 round/level.
  4. Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  5. Flame Arrow: Arrows deal +1d6 fire damage.
  6. Freedom of Movement: Subject moves normally despite impediments to restrict movement.
  7. Glibness: You gain 20 bonus on Bluff checks, and your lies can escape magical discernment.
  8. Ice Storm: Hail deals 5d6 damage in area 40 ft. across.
  9. Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
  10. Legend Lore: Lets you learn tales about a person, place, or thing.
  11. Make Whole: Repairs an object.
  12. Mirage Arcana: As hallucinatory terrain, plus structures.
  13. Persistent Image: As major image, but no concentration required.
  14. Planar Ally: Exchange services with a 6 HD extraplanar creature.
  15. Plane Shift: As many as 8 subjects travel to another plane.
  16. Scrying: Spies on subject from a distance.
  17. Sleepwalk: Causes creature to move while asleep.
  18. Speak with Plants: You can talk to plants and plant creatures.
  19. Suggestion, Mass: As suggestion, affects subject/level.
  20. Summon Fey Friend III: Summons magical, elemental, or fey creature to fight for you.

Fourth Level Spells

  1. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  2. Commune: Deity answers one yes-or-no question/level.
  3. Commune with Nature: Learn about terrain for 1 mile/level.
  4. Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
  5. Dominate Person: Controls humanoid telepathically.
  6. Magic Weapon, Greater: Weapon gains 1 bonus/four levels (max +5).
  7. Minor Creation: Creates one cloth or wood object.
  8. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
  9. Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
  10. Programmed Image: As major image, plus triggered by event.
  11. Song of Discord: Forces targets to attack each other.
  12. Stone Tell: Talk to natural or worked stone.
  13. Summon Fey Friend IV: Summons magical, elemental, or fey creature to fight for you.
  14. Teleport: Instantly transports you as far as 100 miles per level.
  15. Veil: Changes appearance of group of creatures.

Fifth Level Spells

  1. Cloak of Dreams: Living creatures within 5 ft. fall asleep.
  2. Control Water: Raises or lowers bodies of water.
  3. Getaway: Teleports a group of predetermined allies and creatures to a predetermined location.
  4. Grove of Respite:
  5. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  6. Heroism, Greater: Gives 4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
  7. Hold Monster: As hold person, but any creature.
  8. Major Creation: As minor creation, plus stone and metal.
  9. Mislead: Turns you invisible and creates illusory double.
  10. Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
  11. Planar Adaptation: Resist harmful effects of a plane.
  12. Scrying, Greater: As scrying, but faster and longer.
  13. Summon Fey Friend V: Summons magical, elemental, or fey creature to fight for you.
  14. Temporal Stasis: Puts subject into suspended animation.
  15. Vision: As legend lore, but quicker.

Sixth Level Spells

  1. Control Winds: Changes wind direction and speed.
  2. Fabricate: Transforms raw materials into finished items.
  3. Hold Person, Mass: As hold person, but all within 30 ft.
  4. Invisibility, Mass: As invisibility, but affects all in range.
  5. Life Bubble: Protects creatures from environment.
  6. Moment of Prescience: You gain #NAME? insight bonus on single attack roll, check, or save.
  7. Pied Piping: Compel similar creatures to follow you.
  8. Summon Fey Friend VI: Summons magical, elemental, or fey creature to fight for you.
  9. Symbol of Persuasion: Triggered rune charms nearby creatures.
  10. Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.

Seventh Level Spells

  1. Animate Plants: One or more plants animate and fight for you.
  2. Charm Monster, Mass: As charm monster, but all within 30 ft.
  3. Control Weather: Changes weather in local area.
  4. Discern Location: Reveals exact location of creature or object.
  5. Insanity: Subject suffers continuous confusion.
  6. Irresistible Dance: Forces subject to dance.
  7. Limited Wish: Alters reality (within limits).
  8. Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
  9. Summon Fey Friend VII: Summons magical, elemental, or fey creature to fight for you.
  10. Teleport, Greater: As teleport, but no range limit and no off-target arrival.

Eighth Level Spells

  1. Control Plants: Controls actions of one or more plant creatures.
  2. Foresight: “Sixth sense” warns of impending danger.
  3. Hold Monster, Mass: As hold monster, but all within 30 ft.
  4. Summon Fey Friend VIII: Summons magical, elemental, or fey creature to fight for you.
  5. Time Stop: You act freely for 1d4+1 rounds.

Ninth Level Spells

  1. Dominate Monster: As dominate person, but any creature.
  2. Gate: Connects two planes for travel or summoning.
  3. Storm of Vengeance: Storm rains acid, lightning, and hail.
  4. Summon Fey Friend IX: Summons magical, elemental, or fey creature to fight for you.
  5. Wish: As limited wish, but with fewer limits.

For insight into the design of this list, consider this spreadsheet on Googledocs.