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== Campaign Spells == Because I am heavily modifying the list of spells available, and because not every player who wishes to play a magic user has access to the books, I will be listing spells here. Spell descriptions are intentionally somewhat vague, as I intend their application to be slightly flexible. *First Level Spells: **Detect Magic: This lasts a turn and has a range of 3" at best. It allows a Magic user to examine an area for any item that has had some enchantment laid on it. If the Magic user can move freely, they can search a fairly large area with the use of this spell. If they are undisturbed and can concentrate, they can determine the school of magic used to enchant a thing. **Hold Portal: This spell has a range of 3" and a duration of 2d6 turns. It will cause a door, gate, etc. to slam shut and seal itself. Dispel Magic can remove this spell, Knock will open it temporarily, and some powerful monstrous creatures might be able to break the door down in any case. **Read Magic: This spell lasts for a short duration, enough to read one or two magical incantations. It is necessary for understanding the magi:cal notation of other magic users, if they are not present to instruct the reader. A magic user must also typically use this spell to understand the contents of a scroll; although after that first reading the magician will be able to use the scroll at any time. Any magic user can attempt to prepare this spell without the benefit of a spellbook. It is unique in that regard. **Read Languages: Similar to Read magic, but allows the comprehension of mundane writings in natural language. Often useful for treasure maps. **Protection from Evil: This spell hedges the conjuror round with a magic circle to keep out attacks from enchanted monsters. It also acts as a kind of armor from various kinds of evil attacks, giving a +1 to all saving throws and a -1 to the hit dice (for purposes of the to-hit matrices) from enchanted monsters. Lasts for six turns. At most two other characters may huddle in the circle. It might also be used to block a hallway, and prevents possession of any kind. **Light: This spell, cast on an object, creates a bright light, equal to a magnesium flare or other excellent modern artificial light. It provides this lighting in a 6" radius, and lasts for 6 turns + the levels of the user. It may not be used to blind creatures. However, it cannot be extinguished by water or any other means, and provides a +1 to find secret doors and a +15% to find traps. **Charm Person: This spell works on living and substantially humanoid creatures of up to a bit larger than man-sized. It will cause the Charmed person to believe the caster is their greatest friend, ally, advisor, etc. It lasts until somehow dispelled or broken by the most egregious and shocking conduct toward the Charmee. The victim will realize they have been Charmed when the spell breaks. Use of this spell on any citizen in a civilized land carries severe punishment. **Sleep: This spell affects 2d8 hit dice worth of enemies, putting them into an enchanted slumber. No creature of above 4+1 hit dice can be affected, and then only a single one (presuming the die roll gives at least a result of '5.') If not cast on a single entity, it affects enemies from the lowest hit die to the highest. It has a range of 8" and may be fired blind. **Magic Missile: Fires one missile for every two levels of the caster, rounding up. Missiles can be directed towards multiple different targets. Each missile deals 1d6+1 damage. Range: 10". **Cure Light Wounds: This spell cures 1d6+1 damage. It takes one full turn to take effect, and any exertion or combat will prevent the spell from working. **Purify Food & Water: Will make spoiled or poisoned food and water usable. Will work on a quantity of food and water sufficient for up to a dozen people. **Detect Evil: Will detect supernatural evils and give some idea of their nature, number, power, etc. Scans in a 12" radius irrespective of normal barriers, lasts for one turn per level. **Shield: Gives all enemies attacking from a single approximate direction -4 to hit, will also give a +4 bonus on certain saving throws, and blocks Magic Missiles. Touch Range. Duration of two turns. **Ventriloquism: Can make any kind of noise, even very loud noise, within a range of 8". Line of sight is helpful but not absolutely necessary. Two turn duration. **Turn Undead: Allows a single Turn Undead attempt, as per the rules that a Cleric would normally use to Turn Undead. The caster is treated as being two levels higher. 2d6 Undead of whatever type are turned. If used against a mixed group of undead, the caster should choose which type they are targeting. Extra numbers of undead turned will be applied against lower-HD types of undead than those targeted, but not vice versa. The ability has a range of 6". Undead who are cornered will cower ineffectually, but the effect will be broken if they are attacked in melee. **Floating Disk: Creates a floating disk that takes up the same approximate 5' space that a character would. This will follow the caster around, remaining adjacent. The Disk can carry up to 500 lbs. or so of weight, and lasts for 12 turns plus one per level.
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