Friday, October 5, 2012

Fantasy Core RPG--Spell List

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

SPELL LIST


A Spellcheck is Int bonus + 1/2 level vs. DC 12 + Spell Level to cast a spell.  (Cantrips are DC 10 to cast.)  Most spellcasters have a per Turn/Encounter limit on casting failures, before mandatory rest is needed. 
The DC for any spell Saving Throw is 12 + ½ Caster’s level.  A successful Save negates any damage or effect.  However, if a successful Save only halves the damage, other spell effects still apply.
● Caster Checks (for dispelling standing or continuing magic) are 11 + ½ Caster’s level.  Failing a Caster Check, but succeeding at casting the Dispelling spell, does not count as a spell failure.
Ceremony Spells take 1 turn to cast and cannot be done in any combat.
If not specified, assume a spell is only effective up to Short range.
For continuing effect spells, such as Darkness and illusions, the Caster may dismiss the effect at will, or they can be removed by Dispel Magic with a Caster Check.
A spell requiring a Sympathy means that a personal object of the target is required.  This can include hair, skin, body part, a very personal possession (favorite ring, doll, etc), or a crafted symbolic object (painting, statue, etc).

0-LEVEL WIZARD CANTRIPS (DC 10 to cast)
Arcane Mark: Inscribes a personal rune (visible or invisible).  Permanent unless removed by Dispel Magic.  (Caster Check, those set by the Wizard Council are at least DC 16)
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound or Lights: Figment sounds or lights.  (DC 12 Will Sv to distract)
Light: Object shines like a torch for 1 turn. Only 1 may be active.
Mage Hand: 5-pound telekinesis. Close range
Prestidigitation: Performs minor sleight of hand tricks.
Read Magic: Roll when the spellcaster is reading scrolls, spellbooks, and other magical writings for the first time. Permanent

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Alarm: Wards an area for 2 hours/level.  (Caster Check to disarm.)
Animate Rope: Makes a rope move at your command. 1 turn/level.  (Ref Sv if used on a person.  Caster Check to undo.) 
Burning Hands: 4 + Spellcheck fire damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close Range.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 1 turn/level. (Will Sv)
Comprehend Languages: You understand all spoken and written languages. 1 turn/level.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance. 1 turn/level.  Disrupted if injured, Will Sv to see through it, but only if suspicious.
Endure Elements: Exist comfortably in hot or cold environments. 1 turn/level.
Expeditious Retreat: Your speed increases by 30 ft. 1 turn/level.
Feather Fall: Objects or creatures fall slowly until reaching ground. Self + 1/level.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./1 turn/level.
Hold Portal: Holds door shut. 1 turn/level. (Caster Check to dispel.)
Identify: Determines properties of magic item.
Magic Missile: 4 + Spellcheck impact damage + Knocked down. (Ref Sv all damage) Short range.
Magic Weapon: Weapon gains +1 bonus as a magic weapon.  Encounter.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Shocking Grasp: 4 + Spellcheck electrical damage + Stun 1 rd. (Ref Sv all damage) Close range.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)
Summon Monster I*: Calls 1HD, extraplanar creature to fight for you.  Encounter. Forbidden spell.  Ceremony Spell.
*Note: Summon Monster I to V brings forth a minor demon.  SM I starts with a creature of 1HD (1d8), 8 hp, +1 BAB, AC 11, damage 1d6+1, Sv as Ftr 1.  Creatures progress from there 2HD, 16 hp, +2 BAB, AC 12, damage 1d6+2, Sv as Ftr 2, and so on.  SM VI and up bring forth full demons with all the listed powers.  Any summoned creature remains in service for one day or until it is destroyed, whichever comes first.   
True Strike: +10 on your or another’s next attack roll.
Ventriloquism: Throws voice for 1 rd./level.  (Will Sv to ignore)

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 4 + Spellcheck acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.
Arcane Lock: Magically locks a portal or chest. Permanent. (Caster Check)
Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. (Will Sv)
Blur: Successful attacks miss subject 25% of the time.  Encounter. Disrupted by a successful hit.
Command Undead: Undead creature obeys your commands for 1 turn/encounter. 1 HD/level. (Will Sv) Forbidden spell.
Continual Flame: Makes a permanent, heatless torch. 1 active/level.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
Darkvision: See 60 ft. in total darkness. 1 turn/level.
Detect Thoughts: Allows "listening" to surface thoughts. 10' range. 1 rd/level.
Fog Cloud: Fog obscures vision. Fills confined area or 40' sq. 1 turn/level.
Glitterdust: Blinds creatures (1 rd), outlines invisible creatures. Fills confined area or 20' sq. Encounter. (Ref Sv)
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Knock: Opens locked or magically sealed door. (Caster Check)
Levitate: Subject moves up and down at your direction. 1 rd/level.
Locate Object: Senses direction toward object (specific or type) within 1 mile.  Requires a Sympathy (this can include a similar object).
Magic Mouth: Speaks once when triggered.  Permanent.  (Caster Check to dispel)
Mirror Image: Creates decoy duplicates of you (1d4 per ½ level). Lasts until touched or successfully attacked or Encounter/turn.
Rope Trick: As many as eight creatures hide in extradimensional space. 1 turn/level.
Scare: Panics targeted creatures of less than 6 HD.  All non-allies in immediate area.  1 turn/level. (Will Sv)
See Invisibility: Reveals invisible creatures or objects. Encounter.
Shatter: Sonic vibration damages fragile objects or crystalline creatures. (Fort Sv)
Spider Climb: Grants ability to walk on walls and ceilings. 1 turn/level.
Summon Monster II: Calls 2HD extraplanar creature to fight for you. Encounter. Forbidden spell.  Ceremony Spell. 

Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 1 rd + ½ level (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

Spells 3rd to 5th Level
High Level Spells



No comments:

Post a Comment