d20 Arcanist spell list
What follows is a rollable table of all spells. It encompasses both spells from all schools as well as spells that do not show up in any spell list besides here. It is here for player & GM reference as well as provide an alternative spell list for Wizards of the Orthodox School. Spells are in no particular order at this time.
Spells
1. Enchanter Tim's Miniature Fireball
R:50' T:1 Target or 5' radius area D: Instant
The caster points their finger at an area they want to cause a small explosion. Deals [sum] fire damage.
2. Ventriloquism
R:100' T:Creature or object D:[sum] rounds
You throw your voice to a Target within range. There is a slight unnatural tint to your voice mimicking the object. If you invest at least 2 dice into the spell, you can mimic the voice of a creature or a sound you've heard. Your voice still has the unnatural tinge to it and magically aware creatures may be able to tell your voice is false.
3. Telekenisis
R:50' T: Objects not exceeding [dice]x10lbs D: Concentration
You move an object by your will alone. You can move it in all directions. If it is an item someone is holding they may make a save to keep hold of it. Lasts as long as you concentrate. You can manipulate multiple objects, but take 1d6 psychic damage for manipulating more than [dice]x3 at once.
4. Clarity
R:30' T:[dice] creatures D: Instant
All emotional effects of the target (fear, anger, sadness, pleasure, pain) end. Emotions slowly return in 10 minutes, but subdued. You can target yourself.
5. Alter Self
R: 0 T: self D: [dice]x10 minutes
Alter your form to resemble that of another creature of your type (usually humanoid). You do not gain any special abilities from this transformation
6. Bend Fate
R:100' T:One creature/self D:Instant
You can see the strings of fate and know how to tug accordingly. At one die you can bank up to two dice rolls and use them to replace the roll of any nearby creature. At two dice you can force creatures within range to reroll or turn criticals into normal results. At three dice you can turn crit fails into crit successes and vice versa. At four dice you can decide the result of a roll.
7. Fear
R: 50' T:Creatures up to [sum] HD D:Instant
Target creatures must Save vs Fear or take a morale check, or flee from you. If you cast this spell with 4 [dice], creatures must also Save or age 2d10 years
8. Force Dance
R:50' T:Creatures up to [sum] HD D:Concentration
Target makes a Save. If failed, the target is compelled to dance for the duration. Target sufferes one level of fatigue for every ten minutes they are in continuous dance. At 3 dice, you can make the effect permanent until a condition is met (true love's kiss, you've danced a certain number of days, you plead to the snake god for mercy, etc.) At 4 dice you can make the effect infectious, causing a dancing plague.
9. Charm Person
R:50' T:Person D:[dice] hours
Target person regards the caster as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
10.Command Person
R:50' T:A person D:Instant
You issue a single word command to the target. The target must Save or Obey. If the command would span multiple rounds, they Save at the end of each round. Investing more dice can increase the number of targets, duration, save difficulty, and duration. Target is aware you cast a spell on them unless charmed.
11. Ward
R:Touch T:A surface or object D:Until Triggered
You inscribe a glyph onto an object or surface. When a condition is met (proximity within 10', when the chest is opened, if the name Garthlax is spoken, etc.) the glyph goes off. Exact effect depends on the dice invested. At one die the effect can be a) Paralysis for [sum] rounds b) [sum] damage c) a sound or phrase no longer than 5 seconds plays d) Blinded for [sum] rounds.
12. Helping Hands
R:50' T:An area within range D:Concentration
You summon a pair of disembodied hands. You command them to do basic tasks as a free action and can move them [dice]*30 feet. They can attack but they are unarmed unless handed a weapon. They make checks as you would. Alternatively, you can spend 3 dice to summon one giant hand with a Strength of 18, Attack of 14, and can strike for 2D6 damage.
13. The Jester's Privelage of Rauche
R:50' T:[sum] D:[dice]hours/rounds
Target rolls a Charisma save. If failed, everything you say sounds hilarious to them and they can't bring themselves to be mad at you for the duration. They do not know a spell was cast on them but may question what was so funny about it later. Alternatively, if you spend 2 dice, the laughter is debilitating and the duration is in rounds instead of hours.
14. Lightning Bolt
R:100' Exactly T:[dice] D:Instant
Lightning shoots from your fingertips in a straight line towards the first target. When struck, the target takes [sum] lightning damage. The bolt then chains in a straight line towards the next target. If no targets remain, the bolt moves in a straight line for the remainder of the 100'. If the bolt hits a surface before reaching its full length, the bolt reflects back towards the caster.
15. Rauche's Instant Party
R:100' Radius T:Self D:[dice] Hours
It's always a party when Rauche is around. Inside the radius you summon a spectral self-playing flute and [sum] kegs of ale. Both the booze and the flute only stick around for the duration.
16. Fear
R: 50' T:Creatures up to [sum] HD D:Instant
Target creatures must Save vs Fear or take a morale check, or flee from you. If you cast this spell with 4 [dice], creatures must also Save or age 2d10 years
17. ClarityR: 30' T: [dice] creatures D: Instant
All emotional effects of the target (fear, anger, sadness, pleasure, pain) end. Emotions slowly return in 10 minutes, but subdued. You can target yourself.
18. Bend Fate
R:100' T:One creature/self D:Instant
You can see the strings of fate and know how to tug accordingly. At one die you can bank up to two dice rolls and use them to replace the roll of any nearby creature. At two dice you can force creatures within range to reroll or turn criticals into normal results. At three dice you can turn crit fails into crit successes and vice versa. At four dice you can decide the result of a roll.
19. Force Dance
R:50' T:Creatures up to [sum] HD D:Concentration
Target makes a Save. If failed, the target is compelled to dance for the duration. Target sufferes one level of fatigue for every ten minutes they are in continuous dance. At 3 dice, you can make the effect permanent until a condition is met (true love's kiss, you've danced a certain number of days, you plead to the snake god for mercy, etc.) At 4 dice you can make the effect infectious, causing a dancing plague.
20. Summon Bee
R: 50' T:A bee or a 10' radius D:[sum] rounds
You summon a bee. It is pissed off. It has 1HP Attack 11+[dice] Defense 14 and deals 1 damage. Alternatively for 2 or more dice you can summon a swarm of bees, obscuring a radius and dealing [dice] damage to anyone inside it.