Wednesday, December 30, 2015

Trickster Spell List

In my last post, I introduced a Trickster base class for Pathfinder.  This class combines low-level elements of the rogue and wizard with the arcane trickster prestige class.  Though I am not the first to have created this type of hybrid, my version is particular to my current Pathfinder campaign--made for a specific player whose multi-classing placed his character behind his peers.

By crafting a new base class, it also gives me the chance to customize the class's spell list.  Like the Magus, the Trickster has a spell book that must be studied, but may only learn spells from his class list.  Spells were selected for this list base on reinforcing roguish abilities; over-the-top, flashy spells were either left our, or increased in level for this class.  As with the class itself, play-testing will likely result in modifications to this spell list. 
There has been talk among my players about creating archetypes for this class as well--but we will see what our needs are.


Acid Splash: Orb deals 1d3 acid damage.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all 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.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Sift: See area as though examining it.
Spark: Ignites flammable objects.

1st Level

Animate Rope: Makes a rope move at your command.
Anticipate Peril: Target gains a bonus on one initiative check.
Blend: You change the coloration of yourself and your equipment to match that of your surroundings.
Burning Hands: 1d4/level fire damage (max 5d4).
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Feather Fall: Objects or creatures fall slowly.
Feather Step: Ignore movement penalty in difficult terrain.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Innocence: Gain +10 on Bluff checks to seem innocent.
Jitterbugs: Cause the target to perceive itself as being covered in creeping, crawling, stinging bugs.
Memory Lapse: Subject forgets events back to last turn.
Obscuring Mist: Fog surrounds you.
Recharge Innate Magic: You channel magic energy into your own aura, recharging your innate magic abilities.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Share Language: Subject understands chosen language.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
True Strike: +20 on your next attack roll.
Unnatural Lust: Target is compelled to kiss or caress another.
Unseen Servant: Invisible force obeys your commands.
Urban Grace: You become one with the city around you, allowing you to move more easily through its crowds and buildings.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Windy Escape: You respond to an attack by briefly becoming vaporous and insubstantial.
Youthful Appearance: Target appears younger.

2nd Level

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
Alter Self: Assume form of a Small or Medium humanoid.
Blur: Attacks miss subject 20% of the time.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Defensive Shock: Electricity damages your attackers.
Detect Thoughts: Allows “listening” to surface thoughts.
Disguise Other: As disguise self, but affects you or another.
Distressing Tone: Sound sickens 1d4 creatures.
Dust of Twilight: Black particles extinguish light sources.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Flaming Sphere: Ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Frigid Touch: Target takes cold damage and is staggered.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Ghostly Disguise: You look like a ghost of yourself.
Glitterdust: Blinds targets, outlines invisible things.
Gust of Wind: Blast of wind blows away or knocks down creatures.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hold Person: Paralyzes one humanoid for 1 round/level.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Haunting Mists: Creatures are shaken and take Wis damage.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for one creature or object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into light or thick smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic energy damages objects or creatures composed of crystal.
Spider Climb: Grants ability to walk on walls and ceilings.
Silence: Negates sound in 20-ft. radius.
Steal Breath: Pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak and understand any language.
Unadulterated Loathing: Target is compelled to avoid another creature.
Versatile Weapon: Weapon bypasses some DR.
Whispering Wind: Sends a short message 1 mile/level.

3rd Level

Aqueous Orb: Creates rolling sphere of water.
Arcane Sight: Magical auras become visible to you.
Blink: You randomly vanish and reappear for 1 round per 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.
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Displacement: Attacks miss subject 50% of the time.
Dispel Magic: Cancels one magical spell or effect.
Feather Step, Mass: As feather step, but multiple creatures.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at a speed of 60 ft.
Force Punch: Target takes 1d4 force damage per level and is pushed away.
Gaseous Form: Become insubstantial and fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Gloomblind Bolts: Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Jester's Jaunt: Teleport target within 30 ft. of itself.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
Malicious Spite: Target is compelled to plot against another.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Pierce Disguise: See through low-level magical disguises.
Resilient Reservoir: Creates a magical well of retribution that a caster can unleash with blinding speed.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Stinking Cloud: Nauseating vapors, 1 round/level.
Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
Scrying (F): Spies on subject from a distance.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Seek Thoughts: Detects thinking creatures' thoughts.
Smug Narcissism: Target is distracted by its sense of self.
Water Breathing: Subjects can breathe underwater.
Witness: See through the target's eyes and ears.

4th Level

Daze, Mass: As daze, but affecting multiple creatures.
Denounce: Worsens attitudes toward target creature.
Detect Scrying: Alerts you to magical eavesdropping.
Detonate: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dimension Door: Teleports you a short distance.
Dominate Person: Controls humanoid telepathically.
Envious Urge: Targets steal from or disarm others.
Fireball: 1d6 fire damage per level, 20-ft. radius.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Lightning Bolt: Electricity deals 1d6/level damage.
Locate Creature: Indicates direction to known creature.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Serenity: Peaceful feelings harm those attempting violence.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Step: Teleport from one shadow to another.
Solid Fog: Blocks vision and slows movement.
Utter Contempt: Target's attitude worsens by two categories.
Wandering Star Motes: Outlines subject, produces light.
Zone of Silence: Keeps eavesdroppers from overhearing you.

5th Level

Acidic Spray: 1d6/level acid damage plus 1 round of acid.
Baleful Polymorph: Turns subject into harmless animal.
Cacophonous Call, Mass: Nauseates multiple targets.
Cloak of Dreams: Living creatures within 5 ft. fall asleep.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Corrosive Consumption: Acidic patch damages an opponent.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dream: Sends message to anyone sleeping.
False Vision (M): Fools scrying with an illusion.
Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Foe to Friend: Redirect an enemy creature's attack.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Persistent Image: As major image, but no concentration required.
Phantasmal Web: Catches subjects in illusory web.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Suggestion, Mass: As suggestion, affects subject/level.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Teleport: Instantly transports you as far as 100 miles per level.
Vengeful Outrage: Target is compelled to destroy one enemy.

6th Level

Acid Fog: Fog deals acid damage.
Analyze Dweomer (F): Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
Bull's Strength, Mass: As bull's strength, affects 1 subject per level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Chains of Fire: Functions like chain lightning, except deals fire damage.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Disintegrate: Reduces one creature or object to dust.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Euphoric Tranquility: Makes a single creature peaceful and friendly.
Flesh to Stone: Turns subject creature into statue.
Find the Path: Shows most direct way to a location.
Forceful Hand: Hand pushes creatures away.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Freezing Sphere: Freezes water or deals cold damage.
Geas/Quest: As lesser geas, but affects any creature.
Getaway: Teleports a group of predetermined allies and creatures to a predetermined location.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed Image (M): As major image, plus triggered by event.
Project Image (M): Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Stone to Flesh: Restores petrified creature.
Transformation (M): You gain combat bonuses.
True Seeing: Lets you see all things as they really are.
Veil: Changes appearance of group of creatures. 

Links will be provided for all spells over time.

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