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- Main Page; [[ScarletGreyhawk]]
 
- Main Page; [[ScarletGreyhawk]]
  
'''Spell Slots Per Day:  L1: 7 / L2: 11 / L3: 6 / L4: 5 / L5: 6 / L6: 3 / L7: 1'''
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'''Level One Spells'''
  
'''Memorization Slots Per Day:  L1: 12 / L2: 16 / L3: 11 / L4: 10 / L5: 11 / L6: 8 / L7: 6'''
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'''Affect Normal Fires'''
  
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Range: 5'/level - Duration: 1 round/level - Area of Effect: 10' diameter fire
  
==Memorized Spells==
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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.
  
[[Level One Spells - Memorized]]
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'''Burning Hands'''
  
[[Level Two Spells - Memorized]]
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Duration: 1 round - Saving Throw: 1/2                                                               
  
[[Level Three Spells - Memorized]]
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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.
  
[[Level Four Spells - Memorized]]
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'''Charm Person'''
  
[[Level Five Spells - Memorized]]
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Range: 120' - Duration special
  
[[Level Six Spells - Memorized]]
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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.
  
[[Level Seven Spells - Memorized]]
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'''Cure Light Wounds'''
  
==All Known Spells==
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Range: 0 - Duration permanent
  
[[File:Merrill's Spell Book.jpg]]
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Heals 1d6+1 hit points. May instead be used to heal paralysis.
  
[[Level One Spells - All]]
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'''Dancing Lights'''
  
[[Level Two Spells - All]]
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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.
  
[[Level Three Spells - All]]
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'''Detect Evil/Good'''
  
[[Level Four Spells - All]]
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Range: 120' - Duration: 1 turn + ½ turn/level - AoE:  10' path
  
[[Level Five Spells - All]]
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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.
  
[[Level Six Spells - All]]
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'''Detect Magic'''
  
[[Level Seven Spells - All]]
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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.
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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
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Range: 30' per level - Duration: 1 round per level 
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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.
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'''Jump'''
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Range: Touch - Duration: Special                                                                                                   
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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.
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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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