[Whiteleaf] Spells Reference

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[Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:25 pm

All listed spells require Gestures and Incantations, and require a standard action to cast, unless stated otherwise.

This index of spell details is Fair Use, as it pertains to future games and is used as reference material for the contents of books which I have legally purchased. Also, some spells have been changed, or will be changed in future, so this listing will diverge more and more over time from original copyrighted content.

Post 1 in the original thread served as an index of all sorcerer/wizard spells; this is now being relocated to a separate thread, as this thread contains spells of all varieties.

(In case my flooding the board with all these posts is causing technical concerns, I apologize; I had hoped to be able to live out of my previous version of this reference indefinitely, but since it is about to go away, I am salvaging it here as-is, before I put any effort into thinking about whether the format could be improved.)
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:25 pm

Animate Rope {Transmutation}
- Medium range (100 feet+10xCL feet).
- Up to 50+5xCL feet of 1-inch-thick rope (reduce allowed length by 50% per extra inch thickness or increase by 50% per halving of thickness) will obey the spoken orders "coil", "loop", "knot", "tie", and opposites and combinations thereof. One command per round as a move action. The rope can reach only 1 foot on its own; to throw it, make a ranged touch attack, -2 per full 10 feet of range (maximum of 50), and target must then Reflex Save or be Entangled (half movement speed, cannot charge or run, -2 to all attack rolls, -4 to Dexterity, must make Concentration check at DC 15+spell level or lose a cast spell). +2 circumstance bonus on Use Rope checks with the animated rope. Doesn't affect carried or worn ropes.

1-inch Thickness Hempen Rope
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:36 pm

Protection from Chaos {Abjuration} {Lawful}
- Touch range, uses divine focus, uses material component (circle of powdered silver around subject).
- For 1 minute per caster level or until dismissed, 1-foot radius (3-foot diameter) circle around target grants +2 AC deflection bonus and +2 on saving throws from attacks or effects by chaotic creatures, suppresses all possession and control effects on the target (regardless of alignment), and prohibits chaotic summoned creatures from touching the target (including with natural attacks) unless the circle fails to overcome their spell resistance.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:36 pm

Shocking Grasp {Evocation}, {Electricity}
- Touch range, no saving throw.
- Melee touch attack to deal 1d6 per caster level up to 5 electricity damage. +3 bonus on the attack roll if target is wearing metal armor.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:37 pm

Acid Splash {Conjuration} {Creation} {Acid}
- Close range (25+5/2xCL feet), no saving throw or spell resistance.
- Ranged touch attack deals 1d3 acid damage.

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Light

Post by willpell » Thu Nov 12, 2015 6:37 pm

- Grade 0 {Evocation} {Light}
- Touch range, no gestures, uses divine focus/consumes material component (something glowy).
- Object sheds light (as a torch) for 10 minutes per caster level or until dismissed. Light emanates from a touched point (eg the tip of a spear) and can be moved by moving the object, but doesn't move from the touch point.
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Mending

Post by willpell » Thu Nov 12, 2015 6:37 pm

- Grade 0 {Transmutation}
- 10 feet range.
- An object of up to 1 lb. is repaired; cloth, leather, ceramic or wood may be repaired of multiple holes or breaks and look like new, while small metal objects may have one break repaired. Magic items are only physically restored and do not regain powers. Does not affect wands or the like and cannot benefit a construct. Doesn't protect against warp wood.
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:37 pm

Resistance {Abjuration}
- Touch range, uses divine focus, consumes material component (a little cloak).
- Target gains +1 on saving throws for 1 minute.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:38 pm

Mage Armor {Conjuration} {Creation} {Force}
- Touch range, uses focus (a piece of cured leather)
- Invisible forcefield provides the target with a +4 armor bonus to AC, which affects incorporeal attacks, for 1 hour per caster level or until dismissed.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:38 pm

Read Magic {Divination}
- Personal range, uses focus (a clear crystal or prism).
- For 10 minutes per caster level, you may read magical inscriptions. Once decrypted, any given inscription may be read thereafter without recasting this spell. Enables identification of glyph of warding and symbol spells.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:38 pm

Enlarge Person {Transmutation}
- 1 round to cast, close range (25+5/2xCL feet), uses material component (a pinch of powdered iron).
- Target Humanoid and its gear increase by one size category for CL minutes or until dismissed unless it Fortitude saves, with the usual effects of a size change. Multiple castings of Enlarge Person (including the Mass version) do not further alter the target's size. Possessions of the target return to normal size instantly upon leaving the target's person (thrown weapons deal their normal damage, but projectiles deal damage based on the size of the firing weapon).
- Counters and dispels Reduce Person.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:39 pm

Shield {Abjuration} {Force}
- Personal range.
- Invisible disk-shaped tower shield provides +4 shield bonus to AC, which affects incorporeal attacks, for 1 minute per caster level. Negates magic missiles.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:39 pm

Resist Energy {Abjuration}
- Touch range, uses divine focus, uses focus (a white clay tile painted with an elemental symbol).
- Target creature gains energy resistance 10 (20 at level 7, 30 at level 11) (cancels the first 10 damage per instance) against caster's choice of acid, cold, electricity, fire or sonic. Lasts 10 minutes per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:39 pm

Cat's Grace {Transmutation}
- Touch range; uses material component (pinch of cat fur).
- Target gains +4 enhancement bonus to Dexterity (+2 DEXMOD) for 1 minute per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:39 pm

True Strike {Divination}
- Personal range, no gestures, uses focus (a small wooden target)
- Cast as a standard action as usual; on the next round (or this round if you have additional actions) you may make one attack at a +20 insight bonus and ignore miss chances from concealment. (Note that an Assassin cannot combine this spell with his Death Attack.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:40 pm

Magic Missile {Evocation} {Force}
- Medium range (100+10xCL feet), no saving throw.
- One, plus one per two caster levels, to a maximum of five projectiles deal 1d4+1 damage each; may target the same or different creatures within range. Always hits each target unless it has total cover or concealment; affects ethereal creatures but doesn't damage inanimate objects. Cannot target a specific part of a creature.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:40 pm

Scorching Ray {Evocation} {Fire}
- Close range (25+5/2xCL feet), no saving throw.
- Ranged touch attack deals 4d6 fire damage. You fire two rays at level 7 and three at level 11; extra rays may target the same creature or others, but all targets must be within 30 feet of one another.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:41 pm

Summon Monster 1 {Conjuration}, {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus, uses focus (a tiny bag and a small candle)
- Creature appears at the target point and acts immediately. If you cannot communicate with a creature, it simply attacks your opponents. Creature departs at the end of its turn after 1 round per caster level, or when the spell is dismissed.
- Spell gains elemental and alignment descriptors as appropriate for the creature summoned. Clerics who cast this spell cannot summon creatures with an alignment descriptor opposite their own or their deity's (so they may use the list matching their own alignment, or an adjacent one assuming that their deity is not on the opposite side). Wizards have no such restriction and may use all the lists.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a celestial badger or celestial monkey, and the spell is {Chaotic} and {Good}.
- May summon a celestial giant fire beetle or celestial porpoise, and the spell is {Good}.
- May summon a celestial dog or celestial owl, and the spell is {Lawful} and {Good}.
- May summon a fiendish dire rat or fiendish raven, and the spell is {Lawful} and {Evil}.
- May summon a fiendish Medium centipede or fiendish Small scorpion, and the spell is {Evil}.
- May summon a fiendish hawk, fiendish Small spider, fiendish octopus, or fiendish Small viper, and the spell is {Chaotic} and {Evil}.

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Summon Monster 2

Post by willpell » Thu Nov 12, 2015 6:41 pm

- Grade 2 {Conjuration}, {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus, uses focus (a tiny bag and a small candle)
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. If you cannot communicate with a creature, it simply attacks your opponents. Creatures depart at the end of their turn after 1 round per caster level, or when the spell is dismissed.
- Spell gains elemental and alignment descriptors as appropriate for the creature summoned. Clerics who cast this spell cannot summon creatures with an alignment descriptor opposite their own or their deity's (so they may use the list matching their own alignment, or an adjacent one assuming that their deity is not on the opposite side). Wizards have no such restriction and may use all the lists.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.

{Chaotic} {Good}
- May summon a celestial eagle, 1d3 celestial badgers, or 1d3 [url=viewtopic.php?f=15&t=14585#p165736]celestial monkey[/color]s.

{Good}
- May summon a celestial giant bombardier beetle, celestial riding dog, 1d3 celestial giant fire beetles, or 1d3 celestial porpoises.

{Lawful} {Good}
- May summon a celestial giant bee, 1d3 celestial dogs, or 1d3 celestial owls.

{Lawful}
- No specific summons.

{Lawful}, {Evil}
- May summon a lemure devil, fiendish wolf, fiendish squid, 1d3 fiendish dire rats, or 1d3 fiendish ravens.

{Evil}
- May summon a fiendish Large centipede, fiendish Medium scorpion, fiendish Medium shark, 1d3 fiendish Medium centipedes, or 1d3 fiendish Small scorpions.

{Chaotic} {Evil}
- May summon a [color=viewtopic.php?f=15&t=14585#p165737]fiendish Medium spider
, fiendish Medium viper, 1d3 fiendish hawks, 1d3 fiendish Small spiders, 1d3 fiendish octopi, or 1d3 fiendish Small vipers.

{Chaotic}
- No specific summons.
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:42 pm

Summon Monster 3 {Conjuration}, {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus, uses focus (a tiny bag and a small candle)
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. If you cannot communicate with a creature, it simply attacks your opponents. Creatures depart at the end of their turn after 1 round per caster level, or when the spell is dismissed.
- Spell gains elemental and alignment descriptors as appropriate for the creature summoned. Clerics who cast this spell cannot summon creatures with an alignment descriptor opposite their own or their deity's (so they may use the list matching their own alignment, or an adjacent one assuming that their deity is not on the opposite side). Wizards have no such restriction and may use all the lists.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.

Any
May summon a Small elemental ({Air}, {Earth}, {Fire}, or {Water}).

{Chaotic} {Good}
- May summon a celestial dire badger, celestial hippogriff, bariaur, coure eladrin 1d3 celestial eagles, 1d4+1 celestial badgers, or 1d4+1 celestial monkeys.

{Good}
- May summon a celestial bison, musteval guardinal, 1d3 celestial giant bombardier beetles, 1d3 celestial riding dogs, 1d4+1 celestial giant fire beetles, or 1d4+1 celestial porpoises.

{Lawful} {Good}
- May summon a celestial black bear, 1d3 celestial giant bees, 1d4+1 celestial dogs, or 1d4+1 celestial owls.

{Lawful}
- No specific summons.

{Lawful}, {Evil}
- May summon a fiendish ape, fiendish dire weasel, hell hound, fiendish constrictor snake, 1d3 lemure devils, 1d3 fiendish wolves, 1d3 fiendish squid, 1d4+1 fiendish dire rats, or 1d4+1 fiendish ravens.

{Evil}
- May summon a fiendish boar, fiendish dire bat, fiendish Huge centipede, 1d3 fiendish Large centipedes, 1d3 fiendish Medium scorpions, 1d3 fiendish Medium sharks, 1d4+1 fiendish Medium centipedes, or 1d4+1 fiendish Small scorpions.

{Chaotic} {Evil}
- May summon a fiendish crocodile, dretch demon, fiendish Large viper, fiendish wolverine, 1d3 fiendish Medium spiders, 1d3 fiendish Medium vipers, 1d4+1 fiendish hawks, 1d4+1 fiendish Small spiders, 1d4+1 fiendish octopi, or 1d4+1 fiendish Small vipers.

{Chaotic}
- No specific summons.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:42 pm

Summon Monster 4 {Conjuration}, {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus, uses focus (a tiny bag and a small candle)
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. If you cannot communicate with a creature, it simply attacks your opponents. Creatures depart at the end of their turn after 1 round per caster level, or when the spell is dismissed.
- Spell gains elemental and alignment descriptors as appropriate for the creature summoned. Clerics who cast this spell cannot summon creatures with an alignment descriptor opposite their own or their deity's (so they may use the list matching their own alignment, or an adjacent one assuming that their deity is not on the opposite side). Wizards have no such restriction and may use all the lists.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.

Any
May summon a Mephit (air, dust, ice, earth, salt, fire, magma, steam, water, or ooze) or 1d3 Small elementals of any one kind ({Air}, {Earth}, {Fire}, or {Water}).

{Chaotic} {Good}
- May summon a celestial giant eagle, celestial lion, 1d3 celestial dire badgers, 1d3 celestial hippogriffs, 1d3 bariaurs, 1d3 coure eladrins, 1d4+1 celestial eagles, or suboptimally 1d4+1 celestial badgers, or 1d4+1 celestial monkeys.

{Good}
- May summon a cervidal guardinal, 1d3 celestial bison, 1d3 musteval guardinals, 1d4+1 celestial giant bombardier beetles, 1d4+1 celestial riding dogs, or suboptimally 1d4+1 celestial giant fire beetles, or 1d4+1 celestial porpoises.

{Lawful} {Good}
- May summon a lantern archon, celestial giant owl, rhek, 1d3 celestial black bears, 1d4+1 celestial giant bees, or suboptimally 1d4+1 celestial dogs, or 1d4+1 celestial owls.

{Lawful}
- No specific summons.

{Lawful}, {Evil}
- May summon a fiendish dire wolf, fiendish giant wasp, 1d3 fiendish apes, 1d3 fiendish dire weasels, 1d3 hell hounds, 1d3 fiendish constrictor snakes, 1d4+1 lemure devils, 1d4+1 fiendish wolves, 1d4+1 fiendish squid, or suboptimally 1d4+1 fiendish dire rats, or 1d4+1 fiendish ravens.

{Evil}
- May summon a fiendish giant praying mantis, fiendish Large shark, yeth hound, 1d3 fiendish boars, 1d3 fiendish dire bats, 1d3 fiendish Huge centipedes, 1d4+1 fiendish Large centipedes, 1d4+1 fiendish Medium scorpions, 1d4+1 fiendish Medium sharks, or suboptimally 1d4+1 fiendish Medium centipedes, or 1d4+1 fiendish Small scorpions.

{Chaotic} {Evil}
- May summon a fiendish Large spider, fiendish Huge viper, howler, 1d3 fiendish crocodiles, 1d3 dretch demons, 1d3 fiendish Large vipers, 1d3 fiendish wolverines, 1d4+1 fiendish Medium spiders, 1d4+1 fiendish Medium vipers, or suboptimally 1d4+1 fiendish hawks, 1d4+1 fiendish Small spiders, 1d4+1 fiendish octopi, or 1d4+1 fiendish Small vipers.

{Chaotic}
- No specific summons.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:43 pm

Summon Monster 5 {Conjuration}, {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus, uses focus (a tiny bag and a small candle)
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. If you cannot communicate with a creature, it simply attacks your opponents. Creatures depart at the end of their turn after CL rounds, or when the spell is dismissed.
- Spell gains elemental and alignment descriptors as appropriate for the creature summoned. Clerics who cast this spell cannot summon creatures with an alignment descriptor opposite their own or their deity's (so they may use the list matching their own alignment, or an adjacent one assuming that their deity is not on the opposite side). Wizards have no such restriction and may use all the lists.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.

Any
May summon 1d3 Mephits (air, dust, ice, earth, salt, fire, magma, steam, water, or ooze), or a Medium elemental or 1d4 Small elementals of any one kind ({Air}, {Earth}, {Fire}, or {Water}).

{Chaotic} {Good}
- May summon a celestial griffin, 1d3 celestial giant eagles, 1d3 celestial lions, 1d4+1 celestial dire badgers, 1d4+1 celestial hippogriffs, 1d4+1 bariaurs, 1d4+1 coure eladrins, or suboptimally 1d4+1 celestial eagles, 1d4+1 celestial badgers, or 1d4+1 celestial monkeys.

{Good}
- May summon a celestial giant stag beetle, celestial sea cat, leskylor, 1d3 cervidal guardinals, 1d4+1 celestial bison, 1d4+1 musteval guardinals, or suboptimally 1d4+1 celestial giant bombardier beetles, 1d4+1 celestial riding dogs, 1d4+1 celestial giant fire beetles, or 1d4+1 celestial porpoises.

{Lawful} {Good}
- May summon a hound archon, celestial brown bear, 1d3 lantern archons, 1d3 celestial giant owls, 1d3 rheks, 1d4+1 celestial black bears, or suboptimally 1d4+1 celestial giant bees, 1d4+1 celestial dogs, or 1d4+1 celestial owls.

{Lawful}
- No specific summons.

{Lawful}, {Evil}
- May summon an achaierai, bearded devil, fiendish deinonychus, fiendish dire ape, 1d3 fiendish dire wolves, 1d3 fiendish giant wasps, 1d4+1 fiendish apes, 1d4+1 fiendish dire weasels, 1d4+1 hell hounds, 1d4+1 fiendish constrictor snakes, or suboptimally 1d4+1 lemure devils, 1d4+1 fiendish wolves, 1d4+1 fiendish squid, 1d4+1 fiendish dire rats, or 1d4+1 fiendish ravens.

{Evil}
- May summon a fiendish dire boar, fiendish Large scorpion, shadow mastiff, fiendish Large shark, 1d3 fiendish giant praying mantises, 1d3 fiendish Large sharks, 1d3 yeth hounds, 1d4+1 fiendish boars, 1d4+1 fiendish dire bats, 1d4+1 fiendish Huge centipedes, or suboptimally 1d4+1 fiendish Large centipedes, 1d4+1 fiendish Medium scorpions, 1d4+1 fiendish Medium sharks, 1d4+1 fiendish Medium centipedes, 1d4+1 fiendish Small scorpions.

{Chaotic} {Evil}
- May summon a fiendish dire wolverine, fiendish giant crocodile, fiendish tiger, 1d3 fiendish Large spiders, 1d3 fiendish Huge vipers, 1d3 howlers, 1d4+1 fiendish crocodiles, 1d4+1 dretch demons, 1d4+1 fiendish Large vipers, 1d4+1 fiendish wolverines, or suboptimally 1d4+1 fiendish Medium spiders, 1d4+1 fiendish Medium vipers, 1d4+1 fiendish hawks, 1d4+1 fiendish Small spiders, 1d4+1 fiendish octopi, or 1d4+1 fiendish Small vipers.

{Chaotic}
- No specific summons.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:43 pm

Post reserved for Summon Monster 6.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:43 pm

Post reserved for Summon Monster 6.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:44 pm

Post reserved for Summon Monster 9.

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