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'''Level One Spells'''
'''Level One Spells'''
[[Affect Normal Fires]]
 
[[Burning Hands]]
Affect Normal Fires
[[Charm Person]]
 
[[Cure Light Wounds]]
"Range: ½""/level      Duration: 1 round/level    Area of Effect: 1' diameter fire
[[Dancing Lights]]
 
[[Detect Evil/Good]]
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.
[[Detect Magic]]
 
[[Erase]]
Burning Hands
[[Feather Fall]]
 
[[Friends]]
Duration: 1 round    Saving Throw: 1/2                                                               
[[Jump]]
 
[[Light]]
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.
[[Protection From Evil]]
 
[[Read Magic]]
Charm Person
[[Shield]]
 
[[Shocking Grasp]]
Range: 120' - Duration special
[[Sleep]]
 
[[Spider Climb]]
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.
[[Tenser's Floating Disc]]
 
[[Unseen Servant]]
Cure Light Wounds
[[Ventriloquism]]
 
Range: 0 Duration permanent
 
Heals 1d6+1 hit points. May instead be used to heal paralysis.
 
Dancing Lights
Range: 4"" + 1""/level    Duration: 2 rounds/level   
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
 
Range: 12"  Duration: 1 turn + ½ turn/level  AoE:  1" 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.
 
Erase
 
Range: 3"  Area of Effect: One scroll or two facing pages
 
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.
 
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.
 
Friends
 
Level: 1    Duration: 1 round / lvl  Area of Effect: 1" + 1" / lvl  radius sphere
 
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
 
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.
 
Light
 
Range: 120' Duration 6 + (level of caster) Turns for magic users
 
Creates a light 30' around caster, bright enough to read by, but not as bright as the sun.

Revision as of 14:20, 20 June 2016

- Main Page; ScarletGreyhawk

Level One Spells

Affect Normal Fires

"Range: ½""/level Duration: 1 round/level Area of Effect: 1' diameter fire

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

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.

Cure Light Wounds

Range: 0 Duration permanent

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

Dancing Lights Range: 4"" + 1""/level Duration: 2 rounds/level

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

Range: 12" Duration: 1 turn + ½ turn/level AoE: 1" 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.

Erase

Range: 3" Area of Effect: One scroll or two facing pages

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.

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.

Friends

Level: 1 Duration: 1 round / lvl Area of Effect: 1" + 1" / lvl radius sphere

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

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.

Light

Range: 120' Duration 6 + (level of caster) Turns for magic users

Creates a light 30' around caster, bright enough to read by, but not as bright as the sun.