Difference between revisions of "Spell Book"

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'''Level One Spells'''
 
'''Level One Spells'''
  
Affect Normal Fires
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'''Affect Normal Fires'''
  
"Range: ½""/level     Duration: 1 round/level   Area of Effect: 1' diameter fire  
+
Range: 5'/level - Duration: 1 round/level - Area of Effect: 10' 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.  
 
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
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'''Burning Hands'''
  
Duration: 1 round     Saving Throw: 1/2                                                                 
+
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.
 
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
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'''Charm Person'''
  
 
Range: 120' - Duration special
 
Range: 120' - Duration special
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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.
  
Cure Light Wounds
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'''Cure Light Wounds'''
  
Range: 0 Duration permanent
+
Range: 0 - Duration permanent
  
 
Heals 1d6+1 hit points. May instead be used to heal paralysis.
 
Heals 1d6+1 hit points. May instead be used to heal paralysis.
  
Dancing Lights
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'''Dancing Lights'''
Range: 4"" + 1""/level   Duration: 2 rounds/level     
+
 
 +
Range: 40' + 10'/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.
 
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: 12"  Duration: 1 turn + ½ turn/level AoE:  1" path
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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.  
 
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
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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.
 
Any person, place, or thing with an enchantment within 60' of the caster glows during the duration of the spell.
  
Erase
+
'''Erase'''
  
Range: 3"  Area of Effect: One scroll or two facing pages
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Range: 30' - AoE: 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.
 
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
+
'''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.
  
Friends
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'''Friends'''
  
Level: 1    Duration: 1 round / lvl  Area of Effect: 1" + 1" / lvl  radius sphere
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Duration: 1 round / lvl  - AoE: 10' + 10' / 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.  
 
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'''
  
Range: Touch     Duration: Special                                                                                                     
+
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.
 
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
+
'''Light'''
  
Range: 120' Duration 6 + (level of caster) Turns for magic users
+
Range: 120' - Duration 6 + (level of caster) Turns  
  
 
Creates a light 30' around caster, bright enough to read by, but not as bright as the sun.
 
Creates a light 30' around caster, bright enough to read by, but not as bright as the sun.

Revision as of 07:24, 20 June 2016

- Main Page; ScarletGreyhawk

Level One Spells

Affect Normal Fires

Range: 5'/level - Duration: 1 round/level - Area of Effect: 10' 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: 40' + 10'/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: 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.

Erase

Range: 30' - AoE: 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

Duration: 1 round / lvl - AoE: 10' + 10' / 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

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