Level One Spells - Memorized

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Level One Spells - All

Level One Memorization Slots: 12

Unused Slots: 0

++ = Spells granted free memorization due to magic item, skill or ability

Level One Spells - Memorized[edit]

Burning Hands

Duration: 1 round - Saving Throw: 1/2

The burning hands send out flame jets of 3' length in a horizontal arc of about 120° in front of the magic-user. Any creature in the area of flames takes 1d3 + 2 hit point of damage for each level of experience of the spellcaster. Max 1d3+20. Saving throw for half damage.

Charm Person

Range: 120' - Duration special

May be cast on humans, demihumans, and humanoids. A failed saving throw results in the target considering the cast to be their best friend. Highly intelligent individuals may try a saving throw every day to break the spell, while average intelligent individuals my roll a saving throw once per week, and low intelligent individuals may roll a saving throw once per month.

Comprehend Languages

Range: Touch - Duration: 5 rounds/level - Save: None - AoE: One written object or speaking creature

When this spell is cast, the magic-user is able to read an otherwise incomprehensible written message such as a treasure map (but not a magical writing, other than to know it is "magic") or understand the language of a speaking creature. In either case, the magic-user must touch the object to be read or the creature to be understood, and the spell does not enable the spell caster to write or speak the language.

Cure Light Wounds ++

Range: 0 - Duration permanent

Heals 1d6+1 hit points. May instead be used to heal paralysis.

Detect Evil/Good ++

Range: 120' - Duration: 1 turn + ½ turn/level - AoE: 10' path

This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trop or an unintelligent viper will not.

Detect Magic ++

Range: 60' - Duration 2 Turns

Any person, place, or thing with an enchantment within 60' of the caster glows during the duration of the spell.

Feather Fall

Range: 30' per level - Duration: 1 round per level

Causes a creature or object to assume the mass of a feather. Can be cast on the wizard or some other creature, up to the maximum range. Affects an area of 10 cubic feet, 200 pounds plus 200 per level.

Jump

Range: Touch - Duration: Special

Recipient is empowered to leap up to 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in a slight arc - about 2'/10' of distance travelled. For every 3 additional levels of experience of the magic-user beyond the 1st, he or she is able to empower 1 additional leap.

Magic Missile ++

Range: 150' - Duration: 1 Turn

Creates a magic, glowing arrow that automatically hits any creature visible to the caster for 1d6+1 damage. At 3rd level the caster has two magic missiles, at 5th level the caster has three magic missiles, and so forth. Multiple magic missiles may be directed at different targets or the same target at the caster's discretion.

Protection From Evil

Range: Touch - Duration: 5 rounds/level - AoE: Creature touched

The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls ""to hit"" the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature's dice.

Read Magic ++

Range: 0 - Duration 1 Turn

Magic runes on an item or scroll can be read. Once runes are interpreted with this spell, a magic user can later read them. A magic user's spellbook are written such that this spell must first be employed before anyone else can read their spells.

Shield

Range: 0 (caster only) - Duration 2 Turns

Creates a magic barrier providing the caster with AC 2 against missiles and AC 4 against other attacks. Absorbs Magic Missile Attacks.

Shocking Grasp

Range: Touch - Duration: One touch - Saving Throw: None - AoE: Creature touched

When the magic-user casts this spell, he or she develops a powerful electrical charge which gives a jolt to the creature touched. The Shocking Grasp delivers from 1 to 8 hit points damage (d8), plus 1 hit point per level of the magic-user.

Sleep

Range: 240' - Duration 4d4 Turns Puts 2d8 HD of creatures asleep for 4d4 Turns. This does not affect the undead. Will not affect creatures with more than 4+1 HD, and will only affect 1 creature with 4+1 HD. Lower HD creatures are always affected before high HD creatures.

Spider Climb

Range: Touch - Duration: 1 round + 1 round/level - AoE: Creature touched

Enables recipient to climb and travel upon vertical surfaces as a giant spider i.e. at 30' movement rate, or even hang upside down from ceilings. Affected creature must have bare hands and feet. Cannot handle objects of less than 5 pounds or they will stick to the creature's hands/feet. Impossible to cast spells.

Tenser's Floating Disc

Range: 60' - Duration 3 Turns + 1 turn / lvl

Creates a circular invisible platform the size of a small shield that can carry up to 1000 coins of weight per level. It will float at the height of the caster's waist and follow the caster at no greater than 60'

Unseen Servant

Range: 0 - Duration: 6 turns + 1 turn/level - AoE: 30' radius of spell caster

The Unseen Servant is a non-visible valet to fetch, open doors and hold chairs, as well as to clean and mend. The spell creates a force which is not strong, but which obeys. It can carry only light-weight items. It can only open normal doors, drawers, lids, etc. It cannot fight nor can it be killed, as it is a force rather than a creature. It can be magically dispelled after taking 6 hit points of magical damage.