Thursday, March 3, 2016

Fastasy Core RPG: Urban Cultist Spell List

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Cultists have written spellbooks, but they are also written in a secret language.  (Any other Cult documents are also in this language.)  Understanding any of their written spells would require a Read Magic spell and a Comprehend Language spell (DC 16 Caster Check in this case).

0-LEVEL URBAN CULTIST CANTRIPS (DC 10 to cast)
Arcane Mark: Inscribes a personal rune (visible or invisible).  Permanent unless removed by Dispel Magic.  (Caster Check, all members are marked by the Cult Leader and are at DC 17)
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound or Lights: Figment sounds or lights.  (DC 12 Will Sv to distract)
Read Magic: Roll when the spellcaster is reading scrolls, spellbooks, and other magical writings for the first time. Permanent

1ST-LEVEL URBAN CULTIST SPELLS (DC 13 to cast)
Alarm: Wards an area for 2 hours/level.  (Caster Check to disarm.)
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.
Disguise Self: Changes your appearance. 1 turn/level.  Disrupted if injured, Will Sv to see through it, but only if suspicious.
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.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)

2ND-LEVEL URBAN CULTIST 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)
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.
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)
Locate Object: Senses direction toward object (specific or type) within 1 mile.  Requires a Sympathy (this can include a similar object).
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.

3RD-LEVEL URBAN CULTIST SPELLS (DC 15 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.  
Clairaudience/Clairvoyance: Hear or see at a distance for 1 rd./level.  Line of sight, through 1 wall.
Displacement: Successful attacks miss subject 50%. Encounter. Disrupted by a successful hit.
Gaseous Form: Subject becomes insubstantial and can fly slowly. 1 turn/level.
Hold Person: Paralyzes one humanoid for 1 round/level. (Will Sv) Disrupted by any hit.
Suggestion: Compels non-hostile subject to follow stated course of action. 1 turn/level. (Will Sv)
Tongues: Speak any language. 1 turn/level.

4TH-LEVEL URBAN CULTIST SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30 ft./round. 1 turn/level
Create Undead: Creates 1 Ghoul or Wight.  Can permanently control up to 4 HD/level of undead total. Forbidden spell.  Ceremony spell.  Requires a human sacrifice (willing or unwilling) and 100 gp/HD in materials.
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.
Scrying: Spies on subject from a distance (1 mile). Requires a Sympathy. 1 turn/level.

5TH-LEVEL URBAN CULTIST SPELLS (DC 17 to cast)
Create Greater Undead: Create 1 Shadow, Wraith, or Spectre.  Can permanently control up to 4 HD/level of undead total. Forbidden spell.  Ceremony spell.  Requires an unwilling sacrifice and 100 gp/HD in materials.
Discern Location: Reveals exact location of creature or object, no range limit. Requires a Sympathy.
Dominate Person: Controls humanoid telepathically. 1 turn/level. (Will Sv)
Horrid Wilting: 10 + Spellcheck magical damage + Stunned 1 rd to all within 30 ft. (Fort Sv ½ damage) Medium range.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Seeming: Changes appearance of one person per ½ level. 1 turn/level. (Will Sv to viewers)
True Seeing: Lets you see all things as they really are.  Encounter/turn. 

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