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d20 Modern System Reference Document



URBAN ARCANA


SPELLS - ARCANE SPELLS


0-Level Arcane Spells
Spell Name Description
Arcane Graffiti: Inscribes personal rune or short message on object or surface.
Daze: Subject takes no actions for 1 round.
Detect Magical Aura: Detects spells and magic items within 60 ft.
Haywire: Causes a single device to behave randomly and erratically.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Magic ID: Creates a false but visually accurate identification card.
Mending: Repairs small breaks or tears in objects.
Message: Whispered conversation at distance.
Prestidigitation: Perform minor tricks.
Read Magic: Read scrolls, spellbooks, and magical writing.
Resistance: Subject gains +1 on saving throws.
1st-Level Arcane Spells
Spell Name Description
Burning Hands: 1d4 fire damage/level (max 5d4).
Cause Fear: One creature flees for 1d4 rounds.
Change Self: Changes your appearance.
Clean: Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
Comprehend Languages: Understands all spoken and written languages.
Dancing Lights: Creates up to four lights or a glowing, vaguely humanoid shape.
Degauss: Erase a single device that contains electronic data.
Feather Fall: Objects or creatures fall slowly.
Hold Portal: Holds door shut.
Instant Identity: Determines all magic properties of a single magic item.
Jump: Subject gets bonus on Jump checks.
Mage Armor: Gives subject +4 Defense bonus.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Mask Metal: Renders a metal object undetectable to metal detectors.
Obscuring Mist: Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Power Device: Powers one inoperative electrical or mechanical device.
Ray of Fatigue: Ray fatigues target.
Shield: Invisible disc gives cover, blocks magic missiles.
Sleep: Put 2d4 HD of creatures into comatose slumber.
Summon Vivilor I: Summons a 1st-level vivilor from Shadow to fight for you.
Trace Purge: Removes physical traces of the subject’s presence or passage.
True Strike: Adds +20 bonus to your next attack roll.
Undetectable Magical Aura: Masks a magic item’s aura from detection.
2nd-Level Arcane Spells
Spell Name Description
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Burglar’s Buddy: Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
Darkvision: See 60 ft: in total darkness.
Dataread: You can access and read data stored in any machine-readable data source.
Enhance Ability: Subject gains +5 bonus to one ability score for 1 min./Level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 10 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Machine Invisibility: One creature or object cannot be detected by machines.
Magic Message: Device delivers a message of 25 words or less when specific conditions are met.
Magic Mouth: Speaks once when triggered.
Protection from Arrows/Bullets: Subject immune to most ranged attacks.
Relay Text: You can transmit a message of up to 25 words via electronic device to someone you know.
Resist Energy: Ignores 10 points of damage/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to travel on walls and ceilings.
Summon Vivilor II: Summons a 2nd-level vivilor or 1d3 1st-level vivilors to fight for you.
Web: Fills 20-ft.-radius spread with sticky spider webs.
3rd-Level Arcane Spells
Spell Name Description
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50% of the time.
Electromagnetic Pulse: Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
Fireball: 1d6 damage per level, 20-ft: radius.
Flaming Projectiles: Projectiles deal +1d6 fire damage.
Gaseous Form: Turns subject into translucent mist or wispy smoke and grants damage reduction 10/+1.
Greater Magic Weapon: +1/three levels (max +5).
Halt Undead: Immobilizes undead for 1 round/level.
Haste: Extra attack action, additional move, and +2 Defense.
Hold Person: Holds one person helpless; 1 round/level.
Improved Arcane Lock: Closes and locks all specifically targeted doors within range.
Invisibility Sphere: Makes everyone within 10 ft: invisible.
Keen Edge: Doubles normal weapon’s threat range.
Lightning Bolt: Electricity deals 1d6 damage/level.
Nondetection: Creature or object becomes difficult to detect by divination and detection spells.
Phantom Chopper: Conjures a quasi-real motorcycle that seats one creature.
Secret Pocket: Creates extradimensional space within a pocket on a garment.
Shutdown: Electric devices in area cease to function for the duration of the spell.
Slow: One subject/level may only move or attack; –2 to Defense, –2 on melee attack and damage rolls, –2 on Reflex saves.
Summon Vivilor III: Summons a 3rd-level vivilor, 1d3 2ndlevel vivilors, or 1d4+1 1st-level vivilors to fight for you.
Tongues: Speak any language.
Vampiric Touch: Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
Wall Walk: Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.
Water Breathing: Subjects can breathe underwater.
4th-Level Arcane Spells
Spell Name Description
Animate Dead: Creates undead skeletons and zombies.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Bestow Curse: –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of taking no action.
Clown Car: Creates extradimensional space within enclosed vehicle that holds one passenger per caster level.
Confusion: Makes subject behave oddly for 1 round/Level.
Detect Scrying: You are aware of any attempt to scry on you and can sense the presence of scrying devices.
Dimension Door: Teleports you and up to 50 lb./level.
Energy Trap: Opened object deals 1d4 +1/level damage of given energy type.
Fear: Subjects within cone flee for 1 round/level.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Magic Bullets: Enchants bullets with the power to knock out or panic targets.
Minor Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage.
Remove Curse: Frees object or person from curse.
Scrying: Spies on subject from a distance.
Shout: Deafens all within cone and deals 2d6 damage.
Stoneskin: Stops blows, cuts, stabs, and slashes.
Summon Vivilor IV: Summons a 4th-level vivilor, 1d3 3rdlevel vivilors, or 1d4+1 2nd-level vivilors to fight for you.
Via Negativa: Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
Wall of Fire: Deals 2d4 fire damage out to 10 ft: and 1d4 out to 20 ft: Passing through wall deals 2d6 +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wire Walk: Subjects teleport instantly to the location of a telephone you call.
5th-Level Arcane Spells
Spell Name Description
Cloudkill: Kills 3 HD or less; 4–6 HD save or die.
Cone of Cold: 1d6 cold damage/level.
Hold Monster: As hold person, but any creature.
Instant Connectivity: Instantly transport one or more creatures through the Internet using instant-message software.
Passwall: Breaches walls 1 ft: thick/level.
Phantom Limousine: Conjures a quasi-real limousine that seats eight Medium creatures.
Phantom Projectiles: Projectiles pass through obstacles and armor and ignore most damage reduction.
Phantom Watchdog: Spectral dog can guard or attack.
Secret Vault: Creates extradimensional space in which to hide a container, which you can retrieve at will.
Seeming: Changes the appearance of one creature per two levels.
Summon Vivilor V: Summons a 5th-level vivilor, 1d3 4thlevel vivilors, or 1d4+1 3rd-level vivilors to fight for you.
Synchronicity: Subject isn’t delayed by the inconveniences of modern life.
Telekinesis: Lifts or moves 25 lb./level at long range.
Wall of Force: Wall is immune to damage.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Wall of Stone: Creates a stone wall that can be shaped.


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