Editing Level One Spells - Memorized

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- Back; [[Spell Book]]
 
- Back; [[Spell Book]]
  
[[Level One Spells - All]]
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'''Memorization Slots Per Day: 11'''
  
'''Level One Memorization Slots: 12'''
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'''++''' = Spells granted free memorization due to magic item, skill or ability
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==Level One Spells - Memorized==
  
'''Unused Slots: 0'''
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'''Affect Normal Fires'''
  
'''++''' = Spells granted free memorization due to magic item, skill or ability
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Range: 5'/level - Duration: 1 round/level - Area of Effect: 10' diameter fire
  
==Level One Spells - Memorized==
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This spell enables the magic-user to cause small fires - from as small as a torch or lantern to as large as a normal bonfire of 3' maximum diameter - to reduce in size and light to become match-like or increase in light so as to become as bright as a light spell.
  
 
'''Burning Hands'''
 
'''Burning Hands'''
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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.
 
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'''
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'''Cure Light Wounds'''
  
Range: Touch - Duration: 5 rounds/level - Save: None - AoE: One written object or speaking creature
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Range: 0 - Duration permanent
  
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.  
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Heals 1d6+1 hit points. May instead be used to heal paralysis.
 
 
'''Cure Light Wounds ++'''
 
  
Range: 0 - Duration permanent
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'''Dancing Lights'''
  
Heals 1d6+1 hit points. May instead be used to heal paralysis.
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Range: 40' + 10'/level - Duration: 2 rounds/level   
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Creates 1 to 4 lights which resemble either A) torches and/or lanterns, B) glowing spheres like will-o-wisps, or C) a man-like shape, like a creature from the Plane of Fire. The Dancing Lights move as the spell caster desires without concentration upon such movement by the magic-user.
  
'''Detect Evil/Good ++'''
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'''Detect Evil/Good'''
  
 
Range: 120' - Duration: 1 turn + ½ turn/level - AoE:  10' path
 
Range: 120' - Duration: 1 turn + ½ turn/level - AoE:  10' path
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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.  
 
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 ++'''
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'''Detect Magic'''
  
 
Range: 60' - Duration 2 Turns
 
Range: 60' - Duration 2 Turns
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Any person, place, or thing with an enchantment within 60' of the caster glows during the duration of the spell.
 
Any person, place, or thing with an enchantment within 60' of the caster glows during the duration of the spell.
  
'''Feather Fall'''
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'''Erase'''
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Range: 30' - AoE: One scroll or two facing pages
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Removes writings of magical or mundane nature from a scroll or one or two pages or sheets of paper, parchment or similar surfaces. It will not remove Explosive Runes or a Symbol however. There is a basic chance of 50%, plus 2% per level of experience of the spell caster with respect to magical writings, plus 4% per level for mundane writing.
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'''Feather Fal'''l
  
 
Range: 30' per level - Duration: 1 round per level   
 
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.
 
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.
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'''Friends'''
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Duration: 1 round / lvl  - AoE: 10' + 10' / lvl  radius sphere
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Causes a temporary increase of 2-8 points in charisma - or lowering by 1-4 points - depending on save. Those that fail will be very impressed and desire to be their friend and help. Those that do not fail will be uneasy and tend to find them irritating. No effect on animal intelligence or lower.
  
 
'''Jump'''
 
'''Jump'''
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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.
 
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 ++'''
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'''Light'''
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Range: 120' - Duration 6 + (level of caster) Turns
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Creates a light 30' around caster, bright enough to read by, but not as bright as the sun.
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'''Magic Missile'''
  
 
Range: 150' - Duration: 1 Turn
 
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.
 
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.
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'''Mending'''
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Range: 30' - Duration: Permanent - AoE: One object
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Repairs small breaks in objects. It will weld a broken ring, chain link, medallion or slender dagger, if one break exists. Ceramic or wooden objects with multiple breaks can be rejoined to be as new. A hole in a sack or wineskin is completely healed over. This spell will not repair magic items of any kind.
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'''Message'''
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Range: 60' + 10'/level - Duration: 1 round - AoE: 2' path
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Whisper a message and secretly, or openly and message will travel in a straight line to the creature pointed at. The message must fit spell duration, and if there is time remaining, the recipient can whisper a reply to the caster. There must be an unobstructed path between the spell caster and the recipient of the spell.
  
 
'''Protection From Evil'''
 
'''Protection From Evil'''
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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.  
 
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 ++'''
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'''Read Magic'''
  
 
Range: 0 - Duration 1 Turn
 
Range: 0 - Duration 1 Turn
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Range: 0 - Duration: 6 turns + 1 turn/level - AoE: 30' radius of spell caster
 
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.
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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.
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'''Ventriloquism'''
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Range: 60' - Duration: 2 Turns
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Allows caster to make sound with his or her voice from some place else. Note, the casting of this spell is very easy to hide.

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