(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
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