Spells

Arcane Spell List

As the two Armies met, the opposing warlords new each other well. Saliqui the Bladesinger was known through out the lands for her mastery in the Arcane Arts. The Tiefling Captian, Raven Eyes, ordered her Army to charge the small and weak Bladesinger's defenses. Suddenly the clouds started to swirl above the open battlefield and hail started to pour from the sky, crushing the charging Army beneath the razor sharp ice. The Bladesinger didn't hesitate and launched a mighty Fireball into the center of the scrambling Army, searing the Orcs' and Goblins' flesh. - Aravis

1st Level Spells
Effect

Burning Hands

Cone; 5 fire damage, DC13

Cause Fear

Range 6; target creature of level 5 or lower makes a Morale Save

Chill Touch

Touch; 5 damage to living creature, OR Turn Undead 20 to undead creatures

Color Spray

Cone; Stun; DC13

Hypnotism Cone; Confusion, ends after target creature's next turn; DC 13
Identify When rolling for a magic item at the end of a match, this caster's warlord, if this creature has not been eliminated and has at least one casting of a first level spell remaining,  may choose the next higher entry for one roll (cycle to the lowest option when the highest option is rolled), this choice must be made before moving on to the next roll and this spell may only be used once per magic item rolled

Mage Armor

Self; +4 AC if not wearing armor (as per the RPG side of creature's stat card)

Magic Missile

Sight; 5 damage

Magic Weapon

Touch; +1 attack, ignore DR

Obscuring Mist

Radius 4, centered on caster; affected area of battle grid becomes fog terrain

Protection From Chaos1

Touch; +2 AC and save +2 when facing a Chaotic warband, take no Melee damage from summoned Chaotic creatures

Protection From Evil2

As protection from Chaos but vs Evil creatures

Protection From Good3

As protection from Chaos but vs Good creatures

Protection From Law4

As protection from Chaos but vs Lawful creatures

Shocking Grasp

Touch; 10 electricity damage

Sleep

Sight, radius 4; Sleep; DC 13

Summon Monster I2

Good Outsiders and Animals with total cost 5 or less

Summon Monster I3

Evil Outsiders with total cost 5 or less

True Strike

Self; next attack +20 and automatically succeeds against Conceal

     
2nd Level Spells
Effect

Blur

Touch; target creature gains Conceal 6

Command Undead

Range 6; takes control of enemy Undead creature; DC 14

Deafness/Blindness

Sight; Deafened (only a commander with line of sight and within 6 squares can rally this creature, and -4 commander rating [if any] for the purpose of initiative) OR Blinded (-2 AC, speed is halved, all other creatures are considered Invisible to this creature); DC 14

Daze Monster

Sight; Stun, creature of 6th level or lower; DC 14

False Life

Self; +10 hp

Fog Cloud

Sight, radius 4; affected area of the battle grid becomes fog terrain

Glitterdust

Sight, radius 2; creatures are Blinded (-2 AC, speed is halved, all other creatures are considered Invisible to this creature) and do not benefit from Conceal, Hide, or Invisible, ends after target creature's next turn; DC 14

Invisibility

Touch; gain Invisible until the affected creature attacks, casts a spell, or uses any ability that replaces attacks

Melf's Acid Arrow

Sight; 10 acid damage, ignore Spell Resistance

Mirror Image

Self; Conceal 11, spell ends after 3 attacks have missed due to conceal.

Protection from Arrows

Touch; ranged attacks deal 5 less damage to target creature

Resist Energy

Touch; creature gains Resist 10 to energy type of your choice

Scare

Sight, radius 2; creatures of level 2 or below make a Morale Save

Scorching Ray

Range 6; 15 fire damage

Spectral Hand

Self; spells with range touch may be cast with range sight

Spider Climb

Self; gain Wall Walker at speed 4

Summon Monster II2

Good Outsiders and Animals with total cost 10 or less

Summon Monster II3

Evil Outsiders with total cost 10 or less

Summon Swarm 1 creature whose name contains Swarm of cost 15 or less
Web Sight, radius 4, ignore Spell Resistance; Entangle; DC 14
     
3rd Level Spells
Effect

Dispel Magic

Sight, radius 4; spell effects are eliminated, summoned monsters are destroyed; DC 15 (roll once for each creature and summoned monster)

Fireball

Sight, radius 4; 20 fire damage; DC 15

Flame Arrow

Range 6; gain +5 fire damage to ranged attacks if any

Fly

Touch; gain speed F8

Haste

Range 6; attack +1, +1 AC, +6 speed (max double existing speed) OR remove effects of slow spell

Lightning Bolt

Line; 20 electricity damage; DC 15

Protection from Energy

Touch; target creature gains Immune to energy type of your choice

Slow

Range 6; attack -1, -1 AC, gain Slow Attack (can't attack and move on the same turn) and can't make more than 1 attack per turn; DC 15 OR remove effects of haste spell (no save)

Suggestion

Range 6; Confusion, save at the end of affected creature's turn; DC 15

Summon Monster III2

Good Elementals or Outsiders with total cost 15 or less

Summon Monster III3

1 evil Elemental or Outsider with cost 15 or less

Vampiric Touch

Touch; 15 damage and caster gains +15 hp (max creature's hp at start of game)

     
4th Level Spells
Effect

Black Tentacles

Sight, radius 4; for the rest of the match, each creature that starts its turn within or moves into this spell's area of effect is attacked with melee attack +[#] (10 damage + Tentacles); [#] = Warlord Level; Tentacles (cannot move this turn; DC 16)

Confusion

Sight, radius 2; Confusion, save at the end of each affected creature's turn; DC 16

Crushing Despair

Cone; attack -2, save -2, -5 damage (minimum 5); DC 16

Dimension Door

Self; place this creature in any square you can see at least part of

Fear

Cone; Morale Save

Fire Shield

Self; gain immune to your choice of Fire or Cold, any creature adjacent to the caster that makes a successful melee attack on the caster or targets the caster with a touch attack takes 10 damage of the same type as the immunity

Globe of Invulnerability, Lesser

Self; Globe of Invulnerability (all creatures within 2 squares of this creature gain Spell Resistance)

Hail Storm

Sight, Radius 4. 25 cold damage and area becomes difficult until caster's next activation. DC 16, ignores spell resistance

Mnemonic Enhancer

Self; gain 3 additional levels of spells known by the caster, non sorcerers only

Shout Cone; 15 sonic damage + Deafness (only a commander within 6 squares can rally this creature and -4 commander rating [if any] for the purpose of initiative); DC 16
   
5th Level Spells
Effect

Baleful Polymorph

Range 6; replace target with a Small Animal of cost 4 or less of casters choice, target retains original hp, attack bonus, level, and save; DC 17

Cone of Cold

Cone; 30 cold damage; DC 17

Hold Monster Sight; Paralysis; DC 17

Secret Chest

Caster equips two of the warlord's magic items which have not been brought to the battle and do not count towards the item limit per battle; this spell is cast after warbands are revealed but before the first initiative

Waves of Fatigue Cone; living creatures gain attack -1, -1 AC, can't charge, and can't move more than their speed in a turn
Feeblemind Sight; lose commander rating and ability to cast spells; DC 17

1 Lawful warlord only
2 Good warlord only
3 Evil warlord only
4 Chaotic warlord only

Divine Spell List

"Sir, the battle isn't going as well as expected." Zabnor the Fruitless, a young Lieutenant and Man at Arms slumped down onto a blood stained knee. His breath was heavy, and he dared not look up into the strong eyes of the Warlord, fearing reprisal.

Geldrich of Ipnea, Warlord Cleric of Yondalla picked up his shield and began to speak. His language was rich and seemed to flow from him like a song as he marched toward the battle. He stopped behind an enormous hulking Aspect that his Couatl had coaxed to fight beside them, and laid his hand on the massive follower of Kord's calf.

The giant hesitated only for a moment as it's blood suddenly felt warm and the gash in it's broad shoulder began to knit itself. Then, energy renewed, it carved a mighty arc with it's great sword. Death yielded before it. Bones snapping and teeth shattering.

The tide of war had turned. - Zoons

1st Level Spells
Effect
Bane3 Enemy warband; attack -1
Bless2 Your warband; attack +1
Cause Fear Range 6; target creature of level 5 or lower makes a Morale Save
Cure Light Wounds Touch; heal 5 hp
Entropic Shield Self; Conceal 6 vs ranged attacks
Hide From Undead Touch; gain Invisible to Undead creatures until this creature uses an attack, special ability or spell that targets or affects an enemy Undead
Inflict Light Wounds Touch; 5 negative damage; DC 13
Magic Stone Self; gain ranged attack: +[#], Range 6 (5 magic, or 10 magic to undead) [][][]; [#] = Warlord Level
Magic Weapon Touch; attack +1, ignore DR
Obscuring Mist Radius 4, centered on caster; affected area of battle grid becomes fog terrain
Protection From Chaos1 Touch; +2 AC and save +2 when facing a Chaotic warband, take no melee damage from summoned Chaotic creatures
Protection From Evil2 As protection from Chaos but vs Evil creatures

Protection From Good3

As protection from Chaos but vs Good creatures
Protection From Law4 As protection from Chaos but vs Lawful creatures
Remove Fear Range 6; automatically rally routing creature
Sanctuary Touch; target creature cannot be attacked until its next turn
Shield of Faith Touch; +2 AC
Summon Monster I2 Good Outsiders and Animals with total cost 5 or less
Summon Monster I3 Evil Outsiders with total cost 5 or less
   
2nd Level Spells
Effect
Aid Touch; +1 attack, +1 save, +5 hp
Augury Self; gain Reroll [] (reroll one attack or save)
Bear's Endurance Touch; target living creature gains +10 hp
Cure Moderate Wounds2 Touch; heal 10 hp
Death Knell Touch; wounded living creature with 5 hp is destroyed and caster gains +5 hp, attack +1 and +1 DC to all spells; DC 14
Hold Person Sight; Humanoids only, Paralysis; DC 14
Inflict Moderate Wounds3 Touch; 10 negative damage; DC 14
Owl's Wisdom Touch; +2 DC to target divine or druidic spellcaster's spells
Remove Paralysis Range 6, radius 2; remove paralysis from allies
Resist Energy Touch; creature gains Resist 10 to energy type of your choice
Shield Other Range 6; +1 AC, save +1, half of all damage is instead done to the caster (rounded down)
Sound Burst Range 6, radius 2; 5 sonic damage and Stun; DC 14
Spiritual Weapon Sight; melee attack at +5 against target creature whenever it activates, 5 damage
Summon Monster II3 Evil Outsiders with total cost 10 or less
Summon Monster II2 Good Outsiders and Animals with total cost 10 or less
  
3rd Level Spells
Effect
Bestow Curse Sight; attack -4, save -4; DC 15
Cure Serious Wounds2 Touch, heal 20 hp
Dispel Magic Sight, radius 4; spell effects are eliminated, summoned monsters are destroyed; DC 15 (roll once for each creature and summoned monster)
Inflict Serious Wounds3 Touch; 20 damage, or heal undead 20hp; DC 15
Meld into Stone Self; become a statue, the creature is considered helpless except the creature: can cast spells of range self, Step Out [] (replaces attacks; effects of meld into stone end), and can't be attacked or affected in any other than these two ways; if the only remaining creature in your warband is the statue then the statue is destroyed
Prayer Your warband; +1 attack, +1 save. Enemy warband; -1 attack, -1 save
Protection from Energy Touch; target creature gains Immune to energy type of your choice
Searing Light Sight; 10 damage, or 20 damage to undead
Summon Monster III2 Good Elementals or Outsiders with total cost 15 or less
Summon Monster III3 1 evil Elemental or Outsider with cost 15 or less
  
4th Level Spells
Effect
Chaos Hammer4 Sight, radius 4; lawful creatures take 20 damage; DC 16
Cure Critical Wounds2 Touch, heal 30 hp
Dismissal Range 6; destroy target Outsider or target summoned creature with 50 or fewer hp; DC 16
Divine Power Self; attack +3, damage +5, +10 hp
Holy Smite2 Sight; radius 4; 20 damage to evil creatures or 25 damage to evil outsiders; DC 16
Inflict Critical Wounds3 Touch; 30 negative damage; DC 16
Order's Wrath1 Sight, radius 4; chaotic creatures take 20 damage; DC 16
Planar Ally, Lesser2 Summon 1 good Outsider or 1 good Elemental with cost 20 or less
Planar Ally, Lesser3 Summon 1 evil Outsider or 1 evil Elemental with cost 20 or less
Spell Immunity Touch; gain Immune to any two spells of your choice excluding spells that ignore SR
Unholy Blight Sight, radius 4; Good creatures take 15 damage and gain attack -2; DC 16
     
5th Level Spells
Effect
Dispel Chaos1 Self; +4 AC vs Chaotic creatures, [] Dismissal (touch; destroy target Chaotic Outsider or target Chaotic summoned creature with 50 or fewer hp; DC 17), when the Dismissal power is used the effects of this spell end
Dispel Evil2 As dispel Chaos but vs Evil creatures

Dispel Good3

As dispel Chaos but vs Good creatures
Dispel Law4 As dispel Chaos but vs Lawful creatures
Insect Plague Sight, radius 2;  creatures without Immune Stun take 10 damage, ignore Spell Resistance and affected area of battle grid becomes plague terrain
Mass Cure Light Wounds Range 6, radius 2; heal 15hp
Mass Inflict Light Wounds Range 6, radius 2; 10 negative damage; DC17
Spell Resistance Touch; Spell Resistance
Wall of Stone Sight; turn up to 9 squares that do not contain creatures into walls, each square must be horizontally or vertically adjacent the other wall squares in a continuous chain, at least one new wall square must be horizontally or vertically adjacent to an existing wall.  An area of the map may not be cut-off from another, no passage created can be less than 2 square wide, and the caster must have line of sight to every new wall square
1 Lawful warlord only
2 Good warlord only
3 Evil warlord only
4 Chaotic warlord only

Druidic Spell List

Unger looked down on the valley below as the undead plague slowly spread across the soil. Tel'Akis and his horde sought to lay this land to wastes, corrupting the very fibers of nature to fuel his army. So as a protector of the lands, Unger knew he had to stop the scourge before it wiped clean the lands his tribe used for hunting grounds. Unger began chanting, and the clouds stirred; he danced, and thunder roared across the sky. Bringing his hand up and clenched in a fist, he slammed it in into the ground. Lightning crashed from the heavens as nature wept for the corrupted land. Amidst the raindrops, Unger could barely make out the form of Tel'Akis retreating across the horizon... - Zephyrstorm

1st Level Spells
Effect
Charm Animal Range 6; Animal or Magical Beast loses Difficult, Wild or Incited ability
Cure Light Wounds Touch; heal 5 hp
Entangle Sight, radius 4; Entangle, ignore Spell Resistance; DC 13
Faerie Fire range 6; radius 2; affected creatures lose Conceal; DC 13
Goodberry Touch; gain Heal Self [] (self; replaces attacks, heal 5 hp)
Hide From Animals Touch; gain Invisibility to Animals and Magical Beasts until this creature uses an attack, special ability or spell that targets or affects an enemy Animal or Magical Beast
Jump Touch; once per turn the target creature may move two consequtive squares, excluding it's starting square, as if it had flight.
Longstrider Self; speed +2
Magic Fang Touch; animal or magical beast only, attack +1, ignore DR
Magic Stone Self; gain ranged attack: +[#], Range 6 (5 magic, or 10 magic to undead) [][][]; [#] = Warlord Level
Obscuring Mist Radius 4, centered on caster; affected area of battle grid becomes fog terrain
Produce Flame touch OR sight, 10 fire damage
Summon Nature's Ally I Animals or magical Beasts with a total cost of 5 or less
   
2nd Level Spells
Effect
Bear's Endurance Touch; target living creature gains +10 hp
Bull's Strength Touch; target creature with cost 16 or less gets melee damage +5
Cat's Grace Touch; +2 AC, ranged attack +2
Flame Blade Self; melee attack +5, melee damage becomes fire damage
Flaming Sphere Range 6; 10 fire damage; DC 14, by replacing attacks in the next round, the caster may choose another target at range 6 originating from the last target, or repeat the effect of the spell on the same target; this may continue until you choose not to continue the spell or the current target of the spell is destroyed
Fog Cloud Sight, radius 4; affected area of the battle grid becomes fog terrain
Hold Animal Sight; Animals and Magical Beasts only, Paralysis; DC 14
Owl's Wisdom Touch; +2 DC to target divine or druidic spellcaster's spells
Resist Energy Touch; creature gains Resist 10 to energy type of your choice
Spider Climb Self; gain Wall Walker at speed 4
Summon Nature's Ally II Animals or Magical Beasts with a total cost of 10 or less
Summon Swarm 1 creature whose name contains Swarm of cost 15 or less
Warp Wood range 6; target creature loses its ranged attack; DC 14
   
3rd Level Spells
Effect
Call Lightning Sight; 20 electricity damage, ignore Spell Resistance; DC 15, 20 electricity damage whenever target creature activates until its save succeeds
Meld into Stone Self; become a statue, the creature is considered helpless except the creature: can cast spells of range self, Step Out [] (replaces attacks; effects of meld into stone end), and can't be attacked or affected in any other than these two ways; if the only remaining creature in your warband is the statue then the statue is destroyed
Neutralize Poison Touch; removes poison effects, Immune Poison
Poison Touch; 5 damage whenever poisoned creature activates; DC 15
Protection from Energy Touch; target creature gains Immune to energy type of your choice
Summon Nature's Ally III Animals or Magical Beasts with a total cost of 15 or less
   
4th Level Spells
Effect
Flame Strike Sight, radius 2; 30 fire damage; DC 16
Dominate Animal Range 6; take control of enemy Animal or Magical Beast; DC 16
Giant Vermin Summon 1 Fiendish Monstrous Scorpion OR 2 Large Monstrous Spiders; summoned creatures lose Difficult or Wild ability

Hail Storm

Sight, Radius 4. 25 cold damage and area becomes difficult until caster's next activation. DC 16, ignores spell resistance

Spike Stones Sight, radius 4; affected area of battle grid becomes spiked stones terrain
Summon Nature's Ally IV Animals or Magical Beasts with a total cost of 20 or less
   
5th Level Spells
Effect
Awaken Summon 1 Treant with speed 0, the Treant's speed may never increase above 0
Baleful Polymorph Range 6; replace target with a Small Animal of cost 4 or less of casters choice, target retains original hp, attack bonus, level, and save; DC 17
Call Lightning Storm Sight; 30 electricity damage, ignore Spell Resistance; DC 17, 30 electricity damage whenever target creature activates until its save succeeds
Insect Plague Sight, radius 2;  creatures without Immune Stun take 10 damage, ignore Spell Resistance and affected area of battle grid becomes plague terrain
Stone Skin Touch; gain Adamantine Laced 5
Summon Nature's Ally V Animals or Magical Beasts with a total cost of 25 or less
Wall of Thorns Sight; turn up to 9 squares into walls, each square must be horizontally or vertically adjacent the other wall squares in a continuous chain, at least one new wall square must be horizontally or vertically adjacent to an existing wall.  An area of the map may not be cut-off from another, no passage created can be less than 2 square wide, and the caster must have line of sight to every new wall square; creatures within a square that contains a new wall takes 10 damage (ignores Spell Resistance) and must move out of the square at the first opportunity

Psionic Spell List

Cat Benatar the Wilder focused her mind, every cell in her magically-toned body preparing to carry out the enormous task she had set as her goal in life. The Orc, still moving at tremendous speed, felt unnerved by the stillness of his enemy. He eyes snapped open, meaning the Orc's own. The Orc, having been so confident in victory, felt pain in his mind. It grew, absorbing his thoughts and sending ripples of grief through him. He collapsed, killed by a mere thought. - orcmonk220

1st Level Spells - 1 pp
Effect
Burst Self; +2 speed this turn, swift action
Crystal Shard Range 6; 5 damage; ignore spell resistance
Defensive Precognition Self; +1 AC and +1 save
Demoralize Centered on castor; radius 4; morale save -4; DC 13
Dissipating Touch Touch; 5 damage
Entangling Ectoplasm Range 6; entangle, medium or smaller creatures only; DC 13
Energy Ray (ENERGY)1 Range 6; 5 ENERGY damage
Metaphysical Weapon Touch; attack +1, ignore DR
Mind Thrust Sight; 5 damage; DC 13
Prevenom Weapon Self; damage +poison (5 damage whenever poisoned creature activates, DC 13) next attack
Psionic Charm Range 6; confusion, humanoid only; ends after target creature's next turn; DC 13
Psionic Daze Range 6; stun humanoid of level 4 or below; DC 13
   
2nd Level Spells - 3 pp
Effect
Astral Construct Summon 1 Medium Astral Construct
Body Equilibrium Self; ignore difficult terrain
Concealing Amorpha Self; gain conceal 6
Dissolving Weapon Self; damage +15 acid, next attack
Ego Whip Sight; Commander Rating -1 (minimum 0); DC 14
Empathic Transfer Sight; heal 10 hp, 5 damage to caster
Energy Push (ENERGY)1 Sight;10 ENERGY damage and push target creature 1 square; DC 14
Energy Stun (ENERGY)1 Range 6; radius 2; 5 ENERGY damage and stun; DC 14
Hustle Self; +6 speed this turn, swift action
Mind Thrust Range 6; 15 damage; DC 14
Psionic Lion's Charge Self; gain Pounce this turn, swift action
Specified Energy Adaption Self; resist 10 to chosen energy type
Swarm of Crystals Cone; 10 damage; ignores spell resistance; DC 14
Vigor Self; +10 HP
    
3rd Level Spells - 5 pp
Effect
Body Adjustment Self; heal 15 hp
Dimensional Slide Self; slide 6 squares
Empathic Feedback Self; when this creature takes damage from a melee attack, attacker takes 5 damage
Energy Bolt (ENERGY)1 Line; 20 ENERGY damage; DC 15
Energy Retort (ENERGY)1 Self; when an opponent within 6 squares attacks you they take 5 ENERGY damage
Evade Burst Self; gain Evade Damage
Exhalation of the Black Dragon Range 6; 10 acid damage
Hostile Empathic Transfer Touch, only when wounded; 25 damage and this creature heals the amount of damage dealt; DC 15
Keen Edge Touch; score critical hit on natural 19 or 20
Mental Barrier Self; gain AC +4, ends after caster's next turn, swift action
Mind Thrust Range 6; 30 damage, living creatures only; DC 15
Offensive Prescience Self; damage +5
Touchsight Self; gain blindsight
Ubiquitous Vision Self; immune to Flanking and Sneak Attack
    
4th Level Spells - 7pp
Effect
Astral Construct Summon 1 Medium Astral Construct with the following stat adjustments: HP 45, Level 5, AC 22, Attack +10 (10 damage), Speed F8.
Biofeedback Self; gain DR 5
Mindwipe Range 6; target creature gains attack -2, save -2, and loses one spell of target's choice of the highest level; DC 16
Psionic Blast Cone; confusion, living creatures only; save at the end of each turn; DC 16
Psionic Dimension Door Self; place this creature in any space it can see at least part of
Truevenom Weapon Touch; damage +poison (5 damage whenever poisoned creature activates); DC 16
Weapon of Energy Self; +5 damage of chosen energy type, +10 damage on critical hits
       
5th Level Spells - 9pp
Effect
  
1 When this power is chosen permanently choose one energy type.  This power may be taken multiple times each with a different energy type.