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Grimm Spell List



1st Level Grimm Spells
One touch/level deals 1d6 damage and possibly 1 Str damage.
Target answers questions or suffers pain.
Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray makes the subject sickened.
Makes subject blinded or deafened.
Slashing weapon deals bleed damage to an opponent’s head.
Reveals how near death subjects within 30 ft. are.
Fills area with negative energy, making undead stronger.
Reveals undead within 60 ft.
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Gain 1d10 temporary hp + 1/level (max +10).
Paralyzes one subject, which exudes stench that makes those nearby sickened.
Touch attack, 2d8 damage + 1/level (max +10).
Target takes a -4 penalty against poison.
Frightens creatures of less than 6 HD.
Creates disembodied glowing hand to deliver touch attacks.
Target gains the croaking spellblight.
Target is afflicted with severe cold.

2nd Level Grimm Spells
Target gains the eldritch ague spellblight.
Immobilizes undead for 1 round/level.
You siphon half of all magical healing that the targeted creature receives.
Touch attack, 3d8 damage + 1/level (max +15).
Screaming pain limits the target's actions.
Ray makes subject exhausted.
Target temporarily ages.
Creates a shadowy vicious spiked chain that radiates darkness around you.
Corpse answers one question/two levels.
Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Infects subject with chosen disease.
Gain 2d10 temporary hp + 1/level.
Subjects within cone flee for 1 round/level.
Temporarily become a shadow.
Harms and sickens good creatures (1d8 damage/2 levels).

3rd Level Grimm Spells
You become immune to diseases and toxins, absorb one, and then spread it to others.
10-ft.-radius field hedges out living creatures.
Withers one plant or deals 1d6/level damage to plant creature.
Touch attack, 4d8 damage + 1/level (max +20).
target's attacks carry filth fever.
Target quickly suffocates to death.
Triggered rune wracks creatures with pain.
Several targets become fatigued.
Infect a subject with a magical disease.
As bestow curse, but harder to remove.
Target becomes panickedsickened, and comatose.
Triggered rune panics nearby creatures.
Destroys 1d4/level HD of undead (max. 20d4).
Subject shares wounds you receive.
You create a pale silver barrier that repels undead.

4th Level Grimm Spells
Kills, paralyzes, weakens, or dazes nonevil subjects.
Infect a subject with a highly contagious disease.
Kills subject and destroys remains.
Deals 10 points/level damage to target.
Deals 10 damage/level to one subject.
You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Cloud infects creatures like contagion.
Triggered rune weakens creatures.
Bring a creature to life for 24 hours, after which it dies again.
Several targets become exhausted.
Deals 1d6/level damage within 30 ft.
Sphere inflicts negative levels.
Triggered rune kills nearby creatures.
+4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against good spells.