Spell List magic users
First :
Magic Missile (Evocation)
Level: 1 Components: V, S Range:
6" + 1"/level Casting Time: 1
segment Duration: Special Saving
Throw: None Area of Effect: One or
more creatures in a 10 square foot area
Explanation/Description: Use of the
Magic Missile spell creates one or more
magical missiles which dart forth from
the magic-user's fingertip and
unerringly strike their target. Each
missile does 2 to 5 hit points (d4+1) of
damage. If the magic-user has multiple
missile capability, he or she can have
them strike a single target creature or
several creatures, as desired. For
each level of experience of the
magic-user, the range of his or her Magic
Missile extends 1" beyond the 6"
base range. For every 2 levels of
experience, the magic-user gains an
additional missile, i.e. 2 at 3rd level,
3 at 5th level, 4 at 7th level, etc.
2nd Level:
Invisibility (Illusion/Phantasm)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2
segments Duration: Special
Saving Throw: None Area of Effect:
Creature touched
Explanation/Description: This spell
causes the recipient to vanish from sight
and not be detectable by normal vision
or even infravision. Of course, the
invisible creature is not magically
silenced with respect to noises normal to
it. The spell remains In effect until
it is magically broken or dispelled, or
the magic-user or the other recipient
cancels it or until he, she or it
attacks any creature. Thus, the spell
caster or recipient could open doors,
talk, eat, climb stairs, etc., but if
any form of attack is made, the
invisible creature immediately becomes
visible, although this will allow the
first attack by the creature because of
the former invisibility. Even the
allies of the spell recipient cannot
see the invisible creature, or his, her
or its gear, unless these allies can
normally see invisible things or employ
magic to do so. Note that all highly
intelligent creatures with 10 or more
hit dice, or levels of experience, or
the equivalent in
intelligence/dice/levels have a chance
to automatically detect invisible
objects. The material components of the
Invisibility spell are an eyelash and
a bit of gum arabic, the former encased
in the latter.
Knock (Alteration)
Level: 2 Components: V Range:
6" Casting Time: 1 segment
Duration: Special Saving Throw:
None Area of Effect: 70 square
feet/level
Explanation/Description: The Knock
spell will open stuck or held or wizard-
locked doors. It will also open barred
or otherwise locked doors. It causes
secret doors to open. The Knock spell
will also open locked or trick-opening
boxes or chests. It will loose shackles
or chains as well. If it is used to
open a wizard-locked door, the Knock
does not remove the former spell, but it
simply suspends its functioning for 1
turn. In all other cases, the Knock
will permanently open locks or welds -
although the former could be closed
and locked again thereafter. It will
not raise bars or similar impediments
(such as a portcullis). The spell will
perform two functions, but if a door
is locked, barred, and held, opening it
will require two Knock spells.
Stinking Cloud (Evocation)
Level: 2 Components: V, S, M
Range: 3" Casting Time: 2 segments
Duration: 1 round/level Saving
Throw: Special Area of Effect: 2"
x 2" x 2" cloud
Explanation/Description: When a
Stinking Cloud is cast, the magic-user causes
a billowing mass of nauseous vapours to
come into being up to 3" distant from
his or her position. Any creature
caught within the cloud must save versus
poison or be helpless due to nausea
from 2 to 5 turns (d4 + 1). Those which
make successful saving throws are
helpless only for as long as they remain
within the cloud, and for the round
after they emerge, because of its
irritating effects on visual and
olfactory organs. The material component of
the spell is a rotten egg or several
skunk cabbage leaves
3rd level
Fly (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segments
Duration: 1 turn/level + 1-6 turns
Saving Throw: None Area of
Effect: Creature touched
Explanation/Description: This spell
enables the magic-user to bestow the
power of magical flight. The creature
affected is able to move vertically
and/or horizontally at a rate of 12"
per move (half that if ascending, twice
that if descending in a dive). The
exact duration of the spell is always
unknown to the spell caster, as the 1-6
turns variable addition is determined
by the Dungeon Master secretly. The
material component of the Fly spell is a
wing feather of any bird.
Protection From Normal Missiles
(Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segments
Duration: 1 turn/level Saving
Throw: None Area of Effect: Creature
touched
Explanation/Description: By means of
this spell, the magic-user bestows total
invulnerability to hurled and projected
missiles such as arrows, axes, bolts,
javelins, small stones and spears.
Furthermore, it causes a reduction of 1
from each die of damage inflicted by
large and/or magical missiles such as
ballista missiles, catapult stones, and
magical arrows, bolts, javelins, etc.
Note, however that this spell does not
convey any protection from such
magical attacks as Fireballs, Lightning
Bolts, or Magic Missiles. The
material component of this spell is a
piece of tortoise or turtle shell.
Danger: This spell will kill you if
used incorrectly!!
Lightning Bolt (Evocation)
Level: 3 Components: V, S, M
Range: 4" + 1"/level Casting Time: 3
segments Duration: Instantaneous
Saving Throw: ½ Area of Effect: Special
Explanation/Description: Upon casting
this spell, the magic user releases a
powerful stroke of electrical energy
which causes damage equal to 1 six-sided
die (d6) for each level of experience
of the spell caster to creatures within
its area of effect, or 50% of such
damage to such creatures which
successfully save versus the attack
form. The range of the bolt is the
location of the commencement of the
stroke, i.e. if shot to 6", the bolt
would extend from this point to n
inches further distance. The Lightning Bolt
will set fire to combustibles, sunder
wooden doors, splinter up to 1'
thickness of stone, and melt metals
with a low melting point (lead, gold,
copper, silver, bronze). Saving throws
must be made for objects which
withstand the full force of a stroke
(cf. fireball). The area of the
Lightning Bolt's effect is determined
by the spell caster, just as its
distance is. The stroke can be either a
forking bolt 1" wide and 4" long. or
a single bolt ½" wide and
8" long. If a 12th level magic-user cast the spell
at its maximum range, 16" in this
case, the stroke would begin at 16" and
flash outward from there, as a forked
bolt ending at 20" or a single one
ending at 24". If the full length
of the stroke is not possible due to the
interposition of a non-conducting
barrier (such as a stone wall), the
Lightning Bolt will double and rebound
towards its caster, its length being
the normal total from beginning to end
of stroke, damage caused to
interposing barriers notwithstanding.
Example: An 8" stroke is begun at a
range of 4", but the possible
space in the desired direction is only 3½"; so
the bolt begins at the 3½"
maximum, and it rebounds 8" in the direction of
its creator. The material components of
the spell are a bit of fur and an
amber, crystal or glass rod.
Forth level
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Charm Monster (Enchantment/Charm)
Level: 4 Components: V, S Range:
6" Casting Time: 4 segments
Duration: Special Saving Throw:
Neg. Area of Effect: Special
Explanation/Description: This spell is
similar to a Charm Person spell
(q.v.), but it will affect any living
creature - or several creatures of
lesser level as explained hereafter.
The magic-user casts the Charm Monster
spell, and any affected creature
regards the spell caster as friendly, an
ally or companion to be treated well or
guarded from harm. If communication
is possible, the charmed creature will
follow reasonable requests,
instructions, or orders most faithfully
(cf. Suggestion spell). Affected
creatures will eventually come out from
under the influence of the spell, and
the probability of such breaking of a
Charm Monster spell is a function of
the creature's level, i.e. its number
of hit dice:
Enchanted Weapon (Alteration)
Reversible
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 5 rounds /level Saving
Throw: None Area of Effect: Weapon(s)
touched
Explanation/Description: This spell
turns an ordinary weapon into a magical
one, The weapon is the equivalent of a
+1 weapon but has no bonuses
whatsoever. Thus, arrows, axes, bolts,
bows, daggers, hammers, maces, spears,
swords, etc. can be made into enchanted
weapons. Two small (arrows. bolts,
daggers, etc.) or one large (axe, bow,
hammer, mace, etc.) weapon can be
affected by the spell. Note that
successful hits by enchanted missile weapons
cause the spell to be broken, but that
otherwise the spell duration lasts
until the time limit based on the level
of experience of the magic-user
casting it expires, i.e. 40 rounds (4
turns) in the case of an 8th level
magic-user. The material components of
this spell are powdered lime and
carbon.
Polymorph Self (Alteration)
Level: 4 Components: V Range: 0
Casting Time: 3 segments
Duration: 2 turns/level Saving
Throw: None Area of Effect: The magic-
user
Explanation/Description: When this
spell is cast, the magic-user is able to
assume the form of any creature - from
as small as a wren to as large as a
hippopotamus - and its form of
locomotion as well. The spell does not give
the other abilities (attack, magic.
etc.), nor does it run the risk of
changing personality and mentality. No
"system shock" check is required.
Thus, a magic-user changed to an owl
could fly, but his or her vision would
be human; a change to a black pudding
would enable movement under doors or
along halls and ceilings. but not the
pudding's offensive or defensive
capabilities. Naturally, the strength
of the new form must be sufficient to
allow normal movement. The spell caster
can change his or her form as often
as desired, the change requiring only 5
segments. Damage to the polymorphed
form is computed as if it were
inflicted upon the magic-user, but when the
magic-user returns to his or her own
form, from 1 to 12 (d12) points of
damage are restored.
Fifth level
Contact Other Plane (Divination)
Level: 5 Components: V Range: 0
Casting Time: 1 turn Duration:
Special Saving Throw: None Area
of Effect: Special
Explanation/Description: When this
spell is cast, the magic-user sends his or
her mind to another plane of existence
in order to receive advice and
information from powers there. As these
powers are located at random, and
resent such contact in any case, only
brief answers will be given. (Your DM
will answer all questions with a "yes",
"no", "maybe", "never", "irrelevant",
etc.) The character can contact an
elemental plane or some plane further
removed. For every 2 levels of
experience of the magic-user one question may
be asked. Contact with minds far
removed from the plane of the magic-user
increases the probability of the spell
caster going insane or dying, but the
chance of the power knowing the answer,
as well as the probability of the
being telling the correct answer, are
likewise increased by moving to distant
planes:
Passwall (Alteration)
Level: 5 Components: V, S, M
Range: 3" Casting Time: 5 segments
Duration: 6 turns + 1 turn/level
Saving Throw: None Area of Effect:
Special
Explanation/Description: A Passwall
enables the spell caster to open a
passage through wooden, plaster, or
stone walls; thus he or she and any
associates can simply walk through. The
spell causes a 5' wide by 8' high by
10' deep opening. Note several of these
spells will form a continuing passage
so that very thick walls can be
pierced. The material component a this spell
is a pinch of sesame seeds
Monster Summoning III
(Conjuration/Summoning)
Level: 5 Components: V, S, M
Range: 5" Casting Time: 5 segments
Duration: 4 rounds + 1 round/level
Saving Throw: None Area of Effect:
Special
Explanation/Description: When this
spell is cast it will bring from the
planes monsters that will appear in 1
to 4 minutes. The spell duration then
commences. The monsters will obey the
caster in all things.
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