Mortaris Spellbook


Level 0:




Level 1:


  • Summon Monster I (Candle in bag)

This spell summons an extraplanar creature from the Level I list. 1 round/level, x2.

  • Mage Armour (strip of leather)

An invisible but tangible set of armour surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. 1 hour/level.

  • Shield

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. 1 min/level.

  • Disguise Self

You make yourself—including clothing, armor, weapons, and equipment—look different. 10 min/level.

  • Mount (horse hair- destroyed)

You summon a light horse to serve you as a mount. 2 hours/level.


Level 2:


  • Summon Monster II (Candle in bag)

This spell summons an extraplanar creature from the Level II list. 1 round/level, x2.

  • Chill Touch

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. D6 negative damage, 2D6 bonus cold damage, can be used times per turn = level. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.

  • Blindness/Deafness

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

  • Cats Grace (Pinch of cats fur- destroyed)

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity. 1 min/level.

  • Command Undead (Shred of raw meat and splinter of bone- destroyed)

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. 1 day/level.


Level 3:


  • Summon Monster III (Candle in bag)

This spell summons an extraplanar creature from the Level III list. 1 round/level, x2.

  • Phantom Steed

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. 1 hour/level.

  • Tongues (Clay model of a ziggarat- destroyed)

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. 10 mins/level.

  • Fireball (Ball of bat guano and sulfur- destroyed)

An explosion of black flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within the area.


Level 4:


  • Summon Monster IV (Candle in bag)

This spell summons an extraplanar creature from the Level IV list. 1 round/level, x2.

  • Dimension Door

You instantly transfer yourself from your current location to any other spot within range. 560 ft range.

  • Animate Dead (100 gp worth of onyx gems- destroyed)

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. They remain animated until they are destroyed.


Scrolls and potions:


  • Feather Fall

The affected creatures or objects fall slowly, the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures up to your caster level. Lasts until landing or 1 round/level

  • Black Tentacles

This spell conjures a field of rubbery black tentacles, each 10 feet long. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. 1 round/level. 20ft Radius.

  • Cure Wounds

When laying your hand upon a living creature, you channel positive energy that cures them.
Light: 1d8 points of damage +1 point per caster level
Moderate: 2d8 points of damage +1 point per caster level

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