Tuesday, October 9, 2012

Fantasy Core RPG--Spell List Continued

FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

SPELL LIST Continued

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Blink: You vanish (become ethereal) for 1 round/level and then reappear.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 rd./level.  Line of sight, through 1 wall.
Daylight: 60-ft. radius of bright light. 1 turn/level. 
Dispel Magic: Cancels magical spells and effects. Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the Spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Displacement: Successful attacks miss subject 50%. Encounter. Disrupted by a successful hit.
Fireball: 6 + Spellcheck fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 1 turn/level. Disrupted by any hit.
Gaseous Form: Subject becomes insubstantial and can fly slowly. 1 turn/level.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Encounter.
Hold Person: Paralyzes one humanoid for 1 round/level. (Will Sv) Disrupted by any hit.
Lightning Bolt: 6 + Spellcheck electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Magic Weapon, Greater: +1 per two levels of caster (max +5). Encounter.
Nondetection: Hides subject from divination, scrying. 1 turn/level
Suggestion: Compels non-hostile subject to follow stated course of action. 1 turn/level. (Will Sv)
Summon Monster III: Calls 3HD extraplanar creature to fight for you.  Encounter. Forbidden spell. Ceremony Spell.   
Tiny Hut: Creates shelter for ten creatures. 1 turn/level.
Tongues: Speak any language. 1 turn/level.
Water Breathing: Subjects can breathe underwater. 1 turn/level.
Wind Wall: Deflects arrows, smaller creatures, and gases. Encounter.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Animate Dead: Creates undead Skeletons and Zombies 2/level. Can permanently control up to 4 HD/level undead total. Forbidden spell. Ceremony Spell. Requires corpses or full skeletons.  
Arcane Eye: Invisible floating eye moves 30 ft./round. 1 turn/level
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)
Dimensional Anchor: Bars extradimensional movement of individual. 1 turn/level. (Will Sv to resist, Dispel Magic to break afterward)
Dimension Door: Teleports you short distance. Line of sight, up to 1 wall.
Fear: Non-allied subjects within 5’/level flee for 1 turn/level. (Will Sv)
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, plain into lake, or the like). 1 turn/level. Area is 1 mile/level.  (Will Sv to disbelieve if suspicious.) 
Ice Blast: Hail deals 8 + Spellcheck freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) Medium range.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. 1 turn/level. Area is 10’ squared/level (Will Sv to disbelieve if suspicious.) 
Invisibility, Greater: As Invisibility, but subject can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells, disrupted by any hit.  Encounter.
Locate Creature: Indicates direction of creature (specific or type within 1 mile.  Requires a Sympathy.
Polymorph: Gives one willing subject a new form. 1 day or until discharged by subject.
Remove Curse: Frees object or person from curse. (Caster Check)
Scrying: Spies on subject from a distance (1 mile). Requires a Sympathy. 1 turn/level.
Stoneskin: Ignore 10 points of damage per attack. Encounter.
Summon Monster IV: Calls 4HD extraplanar creature to fight for you. Encounter. Forbidden spell. Ceremony Spell.
Wall of Fire: 8 + Spellcheck fire damage + 1d8 continuing damage until extinguished out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals x2 damage. Lasts 1 turn per ½ level. (Ref Sv ½ damage to avoid initial appearance.) Short range. Note that this spell does have the capacity to set off flammable objects in the area and go out of control quickly.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. (Ref Sv to avoid being trapped.  Can batter their way out in 10 less HD rds.) Short range.

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Baleful Polymorph: Transforms subject into harmless animal.  Permanent.  Requires physical presence of target and a Sympathy, Forbidden spell. (Will Sv, Caster Check to break.)
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction. (Caster Check)
Cloudkill: Kills 3 HD or less individuals (No Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd and flee 1 turn.  Immediate area or 30' sq.  Lasts 1 turn.
Cone of Cold: 10 + Spellcheck cold damage + Stun 1 rd + dropped to last in Initiative cold damage. (Ref Sv ½ damage) Medium range.
Contact Other Plane: Lets you ask 1 question of extraplanar entity.
Dismissal: Forces a creature to return to native plane. Must be of less HD than Caster. (Will Sv)
Dominate Person: Controls humanoid telepathically. 1 turn/level. (Will Sv)
Hold Monster: As Hold Person, but any creature. (Will Sv)
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Passwall: Creates passage through wood or stone wall. 1 turn/level.
Permanency: Can make certain spell effects permanent, such as magical enchantments and wards. 
This spell can be used to create magic weapons.  Costs 5 XP + 1 XP per bonus being added to item, such as adding a +1 enchantment to a sword costs 6 XP.  Up to +4. 
Other types of items (like a Crystal Ball with Scrying) and areas (such as large scale illusionary terrain, walls, Dimensional Locks, Anti-Magic Fields) can be enchanted in a similar fashion.  5 XP + 1 XP per Spell level. 
Wands and Staves may be enchanted with a spell with 5 charges (5 XP + 1 XP per spell level).  5 XP per 5 charges, up to 20 charges.  They can be recharged with a Ceremony (roll a Spellcheck for the spell being used) at the cost of just the spell level (for example, 1 XP/5 charges for a Magic Missile wand).  Recharging spells can be done without the Permanency spell, just with the knowledge of the spell being recharged. 
Ceremony spell. (Dispel Magic Caster Check to un-enchant permanent illusions.  Mage’s Disjunction spell to un-enchant weapons, items, wands, and staves.)
Seeming: Changes appearance of one person per ½ level. 1 turn/level. (Will Sv to viewers)
Sending: Delivers short message anywhere, instantly.
Summon Monster V: Calls 5HD extraplanar creature to fight for you.  Encounter. Forbidden spell. Ceremony Spell. 
Telepathic Bond: Link lets allies communicate. 1 turn/level.
Telekinesis: Moves object, 25 lbs/level weight.  Using an object against a creature (Ref Sv or Knock Out 1 turn) or direct push on a creature (Will Sv or Knock back or down).
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level. 1 turn/level
Transmute Rock to Mud: Transforms two 10-ft. cubes per level. 1 turn/level
Wall of Force: Wall is immune to physical damage. 10’/level.  May take any shape.  Encounter/turn.
Wall of Stone: Creates a stone wall that can be shaped as desired, 10’/level. May take any shape.  1 turn/level.


Spells 0 to 2nd Level
High Level Spells

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