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Wokani Spell List

by Nathan Elling

0 level

Arcane Mark: Inscribes a personal rune (visible or invisible).

Create Water: Creates 2 gallons/level of pure water.

Cure Minor Wounds: Cures 1 point of damage.

Dancing Lights: Creates torches or other lights.

Daze Humanoid: creature of 4 HD or less loses next action.

Detect Magic: Detects spells and magic items within 60 ft

Detect Poison: Detects poison in one creature or object.

Ghost Sound: Figment sounds.

Guidance: +1 on one attack roll, saving throw, or skill check.

Know Direction: You discern north.

Light: Object shines like a torch.

Mending: Makes minor repairs on an object.

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Virtue: Subject gains 1 temporary hp.

1st Level

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Command: One subject obeys selected command for 1 round.

Comprehend Languages: You understand all spoken and written languages.

Confusion, Lesser: One creature is confused for 1 round.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Deathwatch: Reveals how near death subjects within 30 ft. are

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Snare and Pits: Reveals natural or primitive traps.

Disguise Self: Changes your appearance.

Doom: One subject takes '2 on attack rolls, damage rolls, saves, and checks.

Endure Elements: Exist comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-ft.-radius.

Hide from Animals: Animals can't perceive one subject/level.

Hide from Undead: Undead can't perceive one subject/level.

Hideous Laughter: Subject loses actions for 1 round/ level.

Hypnotism Fascinates 2d4 HD of creatures.

Identify: Determines properties of magic item.

Obscure Object: Masks object against scrying.

Pass Without Trace: One subject/level leaves no tracks.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Sanctuary: Opponents can't attack you, and you can't attack.

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Speak With Animals: You can communicate with animals.

Ventriloquism: Throws voice for 1 min./level.

2nd Level

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10

Align Weapon: Weapon becomes good, evil, lawful, or chaotic.

Alter Self: Assume form of a similar creature.

Animal Messenger: Sends a Tiny animal to a specific place.

Augury: Learns whether an action will be good or bad.

Bless/Curse Water: Makes holy water/Makes unholy water.

Blindness/Deafness: Makes subject blinded or deafened

Calm Emotions: Calms creatures, negating emotion effects.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Cure/Inflict Moderate Wounds: Cures 2d8 damage +1/level (max +10)/Touch attack, 2d8 damage +1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Detect Thoughts: Allows listening to surface thoughts.

Eagle’s Splendour: Subject gains +4 to Cha for 1 min./level.

Enthral: Captivates all within 100 ft. + 10 ft./level.

Find Traps: Notice traps as a rogue does.

Fox’s Cunning: Subject gains +4 to Int for 1 min./level.

Gentle Repose: Preserves one corpse.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Locate Object: Senses direction toward object (specific or type).

Minor Image: As silent image, plus some sound.

Misdirection: Misleads divinations for one creature or object.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Scare: Panics creatures of less than 6 HD.

See Invisibility: Reveals invisible creatures or objects.

Silence: Negates sound in 20-ft. radius.

Status: Monitors condition, position of allies.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tree Shape: You look exactly like a tree for 1 hour/level.

Undetectable Alignment: Conceals alignment for 24 hours.

Warp Wood: Bends wood (shaft, handle, door, plank).

Whispering Wind: Sends a short message 1 mile/level.

Zone of Truth: Subjects within range cannot lie.

3rd Level

Bestow Curse: '6 to an ability score; '4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Charm Monster: Makes monster believe it is your ally.

Contagion: Infects subject with chosen disease.

Create Food and Water: Feeds three humans (or one horse)/level.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15)

Daylight: 60-ft. radius of bright light.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

Dispel Magic: Cancels spells and magical effects.

Divination: Provides useful advice for specific proposed actions.

Dominate Animal: Subject animal obeys silent mental commands.

Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

Glyph of Warding: Inscription harms those who pass it.

Helping Hand: Ghostly hand leads subject to you.

Magic Circle Against (Chaos/Law/Evil/Good): As protection spells, but 10-ft. radius and 10 min./level.

Major Image: As silent image, plus sound, smell and thermal effects.

Neutralise Poison: Immunises subject against poison, detoxifies venom in or on subject.

Quench: Extinguishes nonmagical fires or one magic item.

Plant Growth: Grows vegetation, improves crops

Poison: Touch deals 1d10 Con damage, repeats in 1 min.

Prayer: Allies +1 bonus on most rolls, enemies '1 penalty.

Rage: Subjects gains +2 to Str and Con, +1 on Will saves, '2 to AC.

Remove Blindness/Deafness: Cures normal or magical conditions.

Remove Disease: Cures all diseases affecting subject.

Speak with Animals: You can communicate with animals.

Speak with Dead: Corpse answers one question/two levels.

Speak with Plants: You can talk to normal plants and plant creatures.

Spike Growth: creatures in area take 1d4 damage, may be slowed.

Suggestion: Compels subject to follow stated course of action.

Tiny Hut: Creates shelter for ten creatures.

Tongues: Speak any language.

4th Level

Blight: Withers one plant or deals 1d6/level damage to plant creature.

Charm Monster: Makes monster believe it is your ally.

Command Plants: Sway the actions of one or more plant creatures.

Confusion: Subjects behave oddly for 1 round/level.

Crushing Despair: Subjects take '2 on attack rolls, damage rolls, saves, and checks.

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

Death Ward: Grants immunity to death spells and negative energy effects.

Detect Scrying: Alerts you of magical eavesdropping.

Discern Lies: Reveals deliberate falsehoods.

Fear: Subjects within cone flee for 1 round/level.

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Locate Creature: Indicates direction to familiar creature.

Minor Creation: Creates one cloth or wood object.

Neutralise Poison: Immunises subject against poison, detoxifies venom in or on subject.

Polymorph: Gives one willing subject a new form.

Reincarnate: Brings dead subject back in a random body.

Remove Curse: Frees object or person from curse.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Restoration: Restores level and ability score drains.

Rusting Grasp: Your touch corrodes iron and alloys.

Spike Stones: Creatures in area take 1d8 damage, may be slowed.

Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th Level

Awaken: Animal or tree gains human intellect.

Baleful Polymorph: Transforms subject into harmless animal.

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

Call Lightning Storm: As call lightning, but 5d6 damage per bolt.

Command, Greater: As command, but affects one subject/level.

Commune with Nature: Learn about terrain for 1 mile/level.

Contact Other Plane: Lets you ask question of extraplanar entity.

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.

Dream: Sends message to anyone sleeping.

False Vision: Fools scrying with an illusion.

Feeblemind: Subject's Int and Cha drop to 1.

Hallow: Designates location as holy.

Insect Plague: Locust swarms attack creatures.

Mark of Justice: Designates action that will trigger curse on subject.

Magic Jar: Enables possession of another creature.

Major Creation: As minor creation, plus stone and metal.

Mind Fog: Subjects in fog get '10 to Wis and Will checks.

Mirage Arcana: As hallucinatory terrain, plus structures.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Seeming: Changes appearance of one person per two levels.

Sending: Delivers short message anywhere, instantly.

Shadow Walk: Step into shadow to travel rapidly.

Song of Discord: Forces targets to attack each other

Suggesting, Mass: As suggestion, plus one subject/level.

Unhallow: Designates location as unholy.

Wall of Thorns: Thorns damage anyone who tries to pass.

6th Level

Animate Objects: Objects attack your foes.

Antilife Shell: 10-ft. field hedges out living creatures.

Control Weather: Changes weather in local area.

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

Eyebite: Target becomes panicked, sickened, and comatose.

Find the Path: Shows most direct way to a location.

Fire Seeds: Acorns and berries become grenades and bombs.

Forbiddance: Blocks planar travel, damages creatures of a different alignment.

Geas/Quest: As lesser geas, plus it affects any creature.

Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.

Heal: Cures 10 points/level of damage, all diseases and mental conditions.

Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

Irresistible Dance: Forces subject to dance.

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

Mass Suggestion: As suggestion, plus one subject/level.

Mislead: Turns you invisible and creates illusory double.

Repel Wood: Pushes away wooden objects.

Repulsion: Creatures can't approach you.

Transformation: You gain combat bonuses.

Stone Tell: Talk to natural or worked stone.

Veil: Changes appearance of group of creatures.

7th Level

Animate Plants One or more plants animate and fight for you.

Banishment: Banishes 2 HD/level of extraplanar creatures.

Blasphemy: Kills, paralyses, weakens, or dazes non-evil subjects.

Control Weather Changes weather in local area.

Creeping Doom Swarms of centipedes attack at your command.

Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.

Destruction Kills subject and destroys remains.

Dictum: Kills, paralyses, slows, or deafens non-lawful subjects.

Holy Word: Kills, paralyses, blinds, or deafens non-good subjects.

Insanity Subject suffers continuous confusion.

Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).

Repel Wood Pushes away wooden objects.

Restoration, Greater As restoration, plus restores all levels and ability scores.

Sequester Subject is invisible to sight and scrying; renders creature comatose.

Spell Turning Reflect 1d4+6 spell levels back at caster.

Wind Walk You and your allies turn vaporous and travel fast.

Word of Chaos: Kills, confuses, stuns, or deafens non-chaotic subjects.

8th Level

Antipathy: Object or location affected by spell repels certain creatures.

Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.

Control Plants: Control actions of one or more plant creatures.

Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.

Demand: As sending, plus you can send suggestion.

Discern Location: Reveals exact location of creature or object.

Finger of Death: Kills one subject.

Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.

Horrid Wilting: Deals 1d6/level damage within 30 ft.

Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Polymorph Any Object: Changes any subject into anything else.

Repel Metal or Stone: Pushes away metal and stone

Screen: Illusion hides area from vision, scrying.

Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Sympathy: Object or location attracts certain creatures.

Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.

Whirlwind: Cyclone deals damage and can pick up creatures.

9th Level

Earthquake: Intense tremor shakes 80-ft.-radius.

Foresight: Sixth sense warns of impending danger

Heal, Mass: As heal, but with several subjects.

Shapechange: Transforms you into any creature, and change forms once per round.

Soul Bind: Traps newly dead soul to prevent resurrection.

Storm of Vengeance: Storm rains acid, lightning, and hail.

Wail of the Banshee: Kills one creature/level

Weird: As phantasmal killer, but affects all within 30 ft.