Select 7 spells to know from this list. Cast 2 bonus 1st level spells/day (total of 3 at 1st level)
1.DEFLECTION 120YDS 1RD 2RDS / LV 1 CREATURE SPECIAL PSC I 193 2.SPITTLE 10YDS 1 1 ATTACK 1 CREATURE NEGATES PSC III 591 3.MURDOCK'S FEATHERY FLYER 0 1 1RD / LV THE CASTER NONE WSC III 604 4.AMPLIFY TOUCH 1 1HR / LV 1 SOURCE OF SOUND NONE WSC I 41 5.WAILING WIND 5YDS / LV 1RD 1 TURN / LV 10CUFT / LV NONE PSC III 682 6.COMMAND 30YDS 1 1RD 1 CREATURE NONE PSC I 128 7.DEEP BREATH TOUCH 1 1RD / LV CREATURE NONE PSC I 191 8.ENDURE HEAT/ COLD TOUCH 1RD 11HRS / LV CREATURE NONE PSC I 244 9.LIGHT 60YDS 1 1 TURN / LV 20FT RADIUS SPECIAL WSC II 515 10.MOONBEAM 10YDS / LV 2 1RD / LV 1 CREATURE / 3 LVS NEGATES PSC II 422
1. DEFLECTION (Evocation)
Sphere: Protection Level: 1 Range: 120 yds. Components: V, S Q Casting Time: 1 rd. Duration: 2 rdsnevel Area of Effect: 1 creature Saving Throw: Special When the shukenja casts this spell, a chosen creature within range is surrounded by a mystical shield, protecting it from missiles and blows. The creature is allowed a saving throw vs. death against any attack for which a successful hit roll is scored. If the saving throw is successful, the crea- ture takes no damage from missile weapons and half damage from melee attacks. Through the power of the spell, the creature has managed to nimbly sidestep the shot or deflect the blow of the attacker.
2. SPITTLE (Alteration) Sphere: Combat Level: 1 Range: 10 yds. Components: S Casting Time: 1 Duration: 1 attack Area of Effect: 1 creature Saving Throw: Neg. This spell allows the priest to generate a dis- gusting spittle that can paralyze any creature it touches. The priest must make successful attack, and the creature is considered to be is at short range. Any creature struck must make a success- 11 saving throw vs. spell or lose the use of the area struck (see the table below). The attack can be used but once, and the spells ends if not used within 5 rounds of the casting. All effects last ld4+1 rounds. The DM might alter the hit location chart to account for creature facing or non-humanoid body type.
Spittle Hit Location Table
1d8 Roll Area Struck Effect 1 Head Unconscious 2-4 Body Paralyzed 5 Weapon Arm No attacks 6 Non-weapon Arm No shield bonus 7-8 Leg Movement reduced 50%; lose defensive Dexterity bonuses
3.MURDOCK'S FEATHERY FLYER
(Alteration) (Air) Level : I Range : 0 Components : V, S, M Casting Time : I Duration : I rd ./level Area of Effect : The caster Saving Throw : None ' Upon casting this spell, a feathery membrane grows under the wizard's arms, extending along his sides to his feet . The membrane appears to merge with the caster's skin and clothing If the caster spreads his arms and jumps from a height, he can glide through the air . For each foot of elevation, the wizard can glide five feet horizontally . Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet . Gliding characters have a movement rate of 12 and Ma- neuverability Class E . A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff . When the spell expires, the feathers instantly disappear . If the wizard is airborne, he immedi- ately plummets toward the ground
4. AMPLIFY
(Alteration) Level: 1 Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 1 Area of Effect: 1 source of sound
Saving Throw: None This spell changes the volume of sounds created close to its center of effect. The caster moves his hand in a circular motion at the point he wants to center the spell. With the uttering of a command word, the area so outlined begins to glow softly. The outlined area is disk-shaped and can be as small as 2 inches in diameter or as large as 1 foot in diameter. The disk acts as a sound magnifier: Whatever sound enters the active (caster) side of it may exit the other side at a much different volume. The volume can be increased or decreased at the caster’s mental command: up to five times louder, or softer, than normal.
5. WAILING WIND
Wailing Wind (Alteration) Sphere: Elemental Air, Weather Range: 5 yards/level Components: V Duration: 1 turn/level Casting Time: 1 round Area of Effect: A cube of 10 feet/level on a side Saving Throw: None
By means of this spell, a priest creates a magical warning system. When any creature larger than a common honeybee enters a guarded area
(a passage, chamber, cavern, doorway, or cave mouth of up to the area of effect), a wailing, whistling blast of wind blows from the
guarded area toward the casting priest. The priest designates the area to be protected verbally, and must be standing within 5 yards per
level of the area to be protected when the spell is cast.
The wailing wind travels toward the caster as long as she or he is on the same plane as the guarded area, but fades out beyond 100 yards
per level of the casting priest. The wailing wind has a distinctive tone that can be heard by all creatures capable of hearing. It
transmits and magnifies any sounds (speech, movement, etc.) made by the triggering being at the time it is activated, and it thus gives
any listener a clue as to what sort of intruder approaches.
The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded area is entered and the
wailing wind rises, the spell is exhausted unless the caster was of sufficient level to allow another activation of the spell for another
intruder. The wind itself lasts for 1 round per level of the casting priest once triggered, although the caster may end it sooner.
A wailing wind can be activated more than once, depending on the level of its caster. As the level of the caster increases, the number of
blasts of wailing wind occurring for different intruders at different times is also increased. A 1st- or 2nd-level caster creates only a
single-blast wailing wind; a 3rd- or 4th-level caster creates a wind of two blasts; a 5th- or 6th-level caster creates a wind of three
blasts, and so on with no known maximum.
6. COMMAND (EnchantmenVCharm) Sphere: Charm, Comhat, Law Level: 1 Range: 30 yds. Components: V Casting Time: 1 Duration: 1 rd. Area of Effect: 1 creature Saving Throw: Special This spell enables the priest to command an- other creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of its ability only as long as the command is absolutely clear and unequivocal; hence, a command of“Suicide!” is ignored. A command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature re- vives and is alive and well. mical commands m back, halt,flee, run, stop, fall, go, leave, surrender: sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or
more, or those with 6 or more Hit Dice (or experi- ence levels) are allowed a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dicellevels get only one saving throw.)
7. DEEP BREATH (Alteration) Spherr: Elemental Air Reversible Level: 1 Range: Touch Components: V, S, M Casting Time 1 Duratiion: 1 minute/level Area of Effect: Creature touched Saving Throw: None With this spell, the caster allows one creature to take a single breath that lasts for the duration of the spell. The spell bestows no ability to maneuver or function underwater or while buried in sand but it does temporarily remove the need to breathe. Once the spell ends, an individual who cannot breathe normally begins to suffocate after 1/2 his Constitution score in rounds (a Constitution check is required each round, with a -2 cumulative penalty: after failing a check Id6 points of damage is taken per round). If the deep breath spell is cast on a creature that has already held its breath for a few rounds, the spell acts as a clean gulp of air-when the spell wean off the creature begins the suffocation pro- cedure fresh. The spell also lets an individual avoid the ill effects of most gases, magical and otherwise.
8. ENDURE COLD/ENDURE HEAT (Alteration) Sphere: Protection Level: 1 Range: Touch Components: V, S Casting Time: 1 rd. Duration: 1.5 hrs./level Area of Effect: Creature touched Saving Throw: None The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in tem- peratures as low as 30" F. or as high as 130" F. (de pending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately canceled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. me cancellation occurs regardless of the applica- tion and regardless of whether a heat or cold effect hits the creature (for example, an endure cold spell is canceled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 1O points of damage (after any appli- cable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resistfire or resist cold is cast upon the recipient.
9. LIGHT (Alteration) Range: 60 yards Components: V, M Duration: 1 turn/level Casting Time: 1 Area of Effect: 20-foot-radius globe Saving Throw: Special This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifi- cally centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Suc- cessful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the
creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word
10. MOONBEAM (Evocation) Sphere: Sun Level: 1 Range: 10 yds.llevel Components: V, S, M Casting =me: 2 Duration: 1 rd.flevel Area of Effect: 1 creaturet3 levels Saving Throw: Neg.
The moonbeam spell uses the power of the sun and moon to paralyze undead. When a priest points a talisman at an undead creatwe and casts this spell, a beam of silver or golden light streaks toward the creature. If the creature fails a saving throw vs. spell, it remains completely paralyzed for the dura- tion of the spell. Otherwise, there is no effect.
The Death of Orgone the White, Failed Savior of the Eastern Empire, had really reminded me of how often I died in Robert Parker's Krul games. I will add Orgone to the roll of dead heroes: Medium Fang and Dar-Marc the Beast Master. Let's see how long Hasslehoff the Handsome lasts or if he'll be crushed to death by a man-god.
Folg Son of Folg's Downtime: I am 100% spending this week learning to walk on stilts. Which I have purchased. Speaking of purchasing, what will the following goods set me back cole long? Stilts Rope Caltrops Jar of Ghee 7 Large Bags Long Metal Ladle 5 Soap Bars Metal Stakes & Hammer I'm also on the lookout for a war dog. Which probably isn't a sound investment, seeing as hirelings are cheaper and I don't cry when they die.
Hermits are really social in these parts.
ReplyDeleteSelect 7 spells to know from this list. Cast 2 bonus 1st level spells/day (total of 3 at 1st level)
ReplyDelete1.DEFLECTION 120YDS 1RD 2RDS / LV 1 CREATURE SPECIAL PSC I 193
2.SPITTLE 10YDS 1 1 ATTACK 1 CREATURE NEGATES PSC III 591
3.MURDOCK'S FEATHERY FLYER 0 1 1RD / LV THE CASTER NONE WSC III 604
4.AMPLIFY TOUCH 1 1HR / LV 1 SOURCE OF SOUND NONE WSC I 41
5.WAILING WIND 5YDS / LV 1RD 1 TURN / LV 10CUFT / LV NONE PSC III 682
6.COMMAND 30YDS 1 1RD 1 CREATURE NONE PSC I 128
7.DEEP BREATH TOUCH 1 1RD / LV CREATURE NONE PSC I 191
8.ENDURE HEAT/ COLD TOUCH 1RD 11HRS / LV CREATURE NONE PSC I 244
9.LIGHT 60YDS 1 1 TURN / LV 20FT RADIUS SPECIAL WSC II 515
10.MOONBEAM 10YDS / LV 2 1RD / LV 1 CREATURE / 3 LVS NEGATES PSC II 422
1. DEFLECTION
(Evocation)
Sphere: Protection
Level: 1
Range: 120 yds.
Components: V, S Q
Casting Time: 1 rd.
Duration: 2 rdsnevel
Area of Effect: 1 creature
Saving Throw: Special
When the shukenja casts this spell, a chosen
creature within range is surrounded by a mystical
shield, protecting it from missiles and blows. The
creature is allowed a saving throw vs. death
against any attack for which a successful hit roll is
scored. If the saving throw is successful, the crea-
ture takes no damage from missile weapons and
half damage from melee attacks. Through the
power of the spell, the creature has managed to
nimbly sidestep the shot or deflect the blow of the
attacker.
2. SPITTLE
(Alteration)
Sphere: Combat
Level: 1
Range: 10 yds.
Components: S
Casting Time: 1
Duration: 1 attack
Area of Effect: 1 creature
Saving Throw: Neg.
This spell allows the priest to generate a dis-
gusting spittle that can paralyze any creature it
touches. The priest must make successful attack,
and the creature is considered to be is at short
range. Any creature struck must make a success-
11 saving throw vs. spell or lose the use of the area
struck (see the table below). The attack can be used
but once, and the spells ends if not used within 5
rounds of the casting. All effects last ld4+1
rounds. The DM might alter the hit location chart
to account for creature facing or non-humanoid
body type.
Spittle Hit Location Table
1d8 Roll Area Struck Effect
1 Head Unconscious
2-4 Body Paralyzed
5 Weapon Arm No attacks
6 Non-weapon Arm No shield bonus
7-8 Leg Movement
reduced 50%; lose defensive
Dexterity bonuses
3.MURDOCK'S FEATHERY FLYER
(Alteration)
(Air)
Level : I
Range : 0
Components : V, S, M
Casting Time : I
Duration : I rd ./level
Area of Effect : The caster
Saving Throw : None
'
Upon casting this spell, a feathery membrane
grows under the wizard's arms, extending along
his sides to his feet . The membrane appears to
merge with the caster's skin and clothing
If the caster spreads his arms and jumps from
a height, he can glide through the air . For each
foot of elevation, the wizard can glide five feet
horizontally . Thus, a wizard jumping from a
10-foot wall could glide up to 50 feet . Gliding
characters have a movement rate of 12 and Ma-
neuverability Class E .
A wizard attempting to carry more than his
normal weight allowance plummets to the earth
upon takeoff .
When the spell expires, the feathers instantly
disappear . If the wizard is airborne, he immedi-
ately plummets toward the ground
4. AMPLIFY
(Alteration)
Level: 1
Range: Touch
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 1 source of sound
ReplyDeleteSaving Throw: None
This spell changes the volume of sounds created close to its
center of effect. The caster moves his hand in a circular motion
at the point he wants to center the spell. With the uttering
of a command word, the area so outlined begins to glow
softly. The outlined area is disk-shaped and can be as small as
2 inches in diameter or as large as 1 foot in diameter.
The disk acts as a sound magnifier: Whatever sound enters
the active (caster) side of it may exit the other side at a much
different volume. The volume can be increased or decreased
at the caster’s mental command: up to five times louder, or
softer, than normal.
5. WAILING WIND
Wailing Wind
(Alteration)
Sphere: Elemental Air, Weather
Range: 5 yards/level
Components: V
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: A cube of 10 feet/level on a side
Saving Throw: None
By means of this spell, a priest creates a magical warning system. When any creature larger than a common honeybee enters a guarded area
(a passage, chamber, cavern, doorway, or cave mouth of up to the area of effect), a wailing, whistling blast of wind blows from the
guarded area toward the casting priest. The priest designates the area to be protected verbally, and must be standing within 5 yards per
level of the area to be protected when the spell is cast.
The wailing wind travels toward the caster as long as she or he is on the same plane as the guarded area, but fades out beyond 100 yards
per level of the casting priest. The wailing wind has a distinctive tone that can be heard by all creatures capable of hearing. It
transmits and magnifies any sounds (speech, movement, etc.) made by the triggering being at the time it is activated, and it thus gives
any listener a clue as to what sort of intruder approaches.
The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded area is entered and the
wailing wind rises, the spell is exhausted unless the caster was of sufficient level to allow another activation of the spell for another
intruder. The wind itself lasts for 1 round per level of the casting priest once triggered, although the caster may end it sooner.
A wailing wind can be activated more than once, depending on the level of its caster. As the level of the caster increases, the number of
blasts of wailing wind occurring for different intruders at different times is also increased. A 1st- or 2nd-level caster creates only a
single-blast wailing wind; a 3rd- or 4th-level caster creates a wind of two blasts; a 5th- or 6th-level caster creates a wind of three
blasts, and so on with no known maximum.
6. COMMAND
(EnchantmenVCharm)
Sphere: Charm, Comhat, Law
Level: 1
Range: 30 yds.
Components: V
Casting Time: 1
Duration: 1 rd.
Area of Effect: 1 creature
Saving Throw: Special
This spell enables the priest to command an-
other creature with a single word. The command
must be uttered in a language understood by the
creature. The subject will obey to the best of its
ability only as long as the command is absolutely
clear and unequivocal; hence, a command of“Suicide!”
is ignored. A command to “Die!”
causes the creature to fall in a faint or cataleptic
state for one round, but thereafter the creature re-
vives and is alive and well. mical commands m
back, halt,flee, run, stop, fall, go, leave, surrender:
sleep, rest, etc. No command affects a creature for
more than one round; undead are not affected at
all. Creatures with Intelligence of 13 (high) or
more, or those with 6 or more Hit Dice (or experi-
ReplyDeleteence levels) are allowed a saving throw vs. spell,
adjusted for Wisdom. (Creatures with 13 or higher
Intelligence and 6 Hit Dicellevels get only one
saving throw.)
7. DEEP BREATH
(Alteration)
Spherr: Elemental Air
Reversible
Level: 1
Range: Touch
Components: V, S, M
Casting Time 1
Duratiion: 1 minute/level
Area of Effect: Creature touched
Saving Throw: None
With this spell, the caster allows one creature to
take a single breath that lasts for the duration of the
spell. The spell bestows no ability to maneuver or
function underwater or while buried in sand but it
does temporarily remove the need to breathe. Once
the spell ends, an individual who cannot breathe
normally begins to suffocate after 1/2 his
Constitution score in rounds (a Constitution check
is required each round, with a -2 cumulative
penalty: after failing a check Id6 points of damage
is taken per round).
If the deep breath spell is cast on a creature that
has already held its breath for a few rounds, the
spell acts as a clean gulp of air-when the spell
wean off the creature begins the suffocation pro-
cedure fresh. The spell also lets an individual
avoid the ill effects of most gases, magical and
otherwise.
8. ENDURE COLD/ENDURE HEAT
(Alteration)
Sphere: Protection
Level: 1
Range: Touch
Components: V, S
Casting Time: 1 rd.
Duration: 1.5 hrs./level
Area of Effect: Creature touched
Saving Throw: None
The creature receiving this spell is protected from
normal extremes of cold or heat (depending on
which application the priest selects at the time of
casting). The creature can stand unprotected in tem-
peratures as low as 30" F. or as high as 130" F. (de
pending on application) with no ill effect.
Temperatures beyond these limits inflict 1 point of
damage per hour of exposure for every degree
beyond the limit. The spell is immediately canceled
if the recipient is affected by any non-normal heat
or cold, such as magic, breath weapons, and so on.
me cancellation occurs regardless of the applica-
tion and regardless of whether a heat or cold effect
hits the creature (for example, an endure cold spell
is canceled by magical heat or fire as well as by
magical cold). The recipient of the spell does not
suffer the first 1O points of damage (after any appli-
cable saving throws) from the heat or cold during
the round in which the spell is broken. The spell
ends instantly if either resistfire or resist cold is cast
upon the recipient.
9. LIGHT
(Alteration)
Range: 60 yards
Components: V, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 20-foot-radius globe
Saving Throw: Special
This spell creates a luminous glow, equal
to torchlight, within a fixed radius of the
spell’s center. Objects in darkness beyond
this sphere can be seen, at best, as vague and
shadowy shapes. The spell is centered on a
point selected by the caster, and he must
have a line of sight and unobstructed path
for the spell when it is cast. Light can spring
from air, rock, metal, wood, or almost any
similar substance.
The effect is immobile unless it is specifi-
cally centered on a moveable object or
mobile creature. If this spell is cast upon a
creature, the applicable magic resistance
and saving throw rolls must be made. Suc-
cessful resistance negates the spell, while a
successful saving throw indicates that the
spell is centered immediately behind the
creature, rather than upon the creature
ReplyDeleteitself. Light taken into an area of magical
darkness does not function, but if cast
directly against magical darkness negates it
(but only for the duration of the light spell,
if the darkness effect is continual).
Light centered on the visual organs of a
creature blinds it, reducing its attack rolls
and saving throws by 4 and worsening its
Armor Class by 4. The caster can end the
spell at any time by uttering a single word
10. MOONBEAM
(Evocation)
Sphere: Sun
Level: 1
Range: 10 yds.llevel
Components: V, S, M
Casting =me: 2
Duration: 1 rd.flevel
Area of Effect: 1 creaturet3 levels
Saving Throw: Neg.
The moonbeam spell uses the power of the
sun and moon to paralyze undead. When a priest
points a talisman at an undead creatwe and casts this
spell, a beam of silver or golden light streaks toward
the creature. If the creature fails a saving throw vs.
spell, it remains completely paralyzed for the dura-
tion of the spell. Otherwise, there is no effect.