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Old 03-25-2012, 07:28 PM   #8
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Rules Post #3 - Divine Magic





Divine Magic

Magic works thusly. At the beginning of the game, Sorcerers, Lay Healers and Priests can select one First Rank spell. For the rest of the game, they can cast this spell once per day. Here is the chart for these classes:

Second Level - Another First Rank spell may be chosen
Third Level - A Second Rank spell is selected
Fourth Level - An additional Second Rank is selected
Fifth Level - A powerful Third Rank is picked
Sixth Level - Another Third Rank is picked
Seventh Level - Another First and Second Rank are picked
Eighth Level - The all powerful Fourth Ranks give you one spell
Ninth Level - You may select another Fourth Rank spell
Tenth Level - Another Third Rank is picked.

When you have these spells, you may cast one per day. Some spells are combat spells, and can only be used in combat. Other spells allow you to take actions in various stages during the day. No spell can be learned more than once. Note that although a Sorcerer may choose spells from the Wizard Magic list too, they learn them with the restrictions of Divine Magic. Note that Druids and Bards essentially act as Divine casters for their spell acquisition as well.

You may not take the Cause spells or Harm if you are good. They work by causing excruciating pain in the target, are very torturous, and thus good characters cannot memorize or use them.



Divine Spells

First Rank -

Cure Light Wounds - Heal one player, (could be yourself) of 10 hit points. Used Automatically.
Luck - Increases your chance of detecting secret doors and traps by 1 in 6. Constantly in effect.
Detect Evil - This is an action that can be taken at any time, and can be used as part of a search action. All evil items and players in the room will glow. Unholy items and cursed items glow as evil.
Cause Light Wounds - Combat spell harming one opponent of 10 hit points.
Remove Fear - Combat spell which prevents you from running or fleeing as a result of a spell or effect.
Turn Undead - Combat spell which forces one undead creature to flee the dungeon and never return. You get no experience for defeating the creature, and no treasure.


Second Rank -

Cure Moderate Wounds - Heal one player of 20 hit points. Used automatically
Detect Traps - This requires an action to use, or can be used as part of a search. All traps are automatically detected.
Cause Moderate Wounds - Combat spell dealing 20 points of damage.
Heal – This healing spell ends all poison and disease.
Protection from Fire and Cold - Combat defensive spell that prevents all fire/cold based damage from harming you or your items.
Charm - This combat or action spell forces one humanoid monster to become non-hostile to you, but you do not get treasure or experience for it.


Third Rank -

Cure Serious Wounds - Heal one player of 30 hit points. Used Automatically.
Cause Serious Wounds - Combat spell dealing 30 damage to an opponent.
Dispel Evil - This combat spell has a 50/50 chance of sending a creature from another plane back to its plane of existence. It may have a few room specific uses as well.
Expertise - This combat spell turns you into a Myrmidon of the same level for the combat. You gain hit points equal to the divide between you and your Myrmidon persona, and the attack ability of the Myrmidon. You do not gain specialization with a weapon.
Toughen – This combat defensive spell forces all weapons to deal their minimum damage to you. Magic spells and things like cold, noxious gas and fire will still deal normal damage, as will poison and such.
Protection from Normal Weapons - This combat defensive spell prevents non-magical weapons from hitting you, which can include anything from a bear’s paw to a sword. Fire will still harm you, as will cold, acid, magic, and so forth.



Fourth Rank –

Avoid Death – Once, when you would otherwise die, you can instead cast this spell to regain all of your hit points. This spell can only be used once in the adventure by you, and it only works on you.
Atrophy - This spell allows you to target one item a player in the same room as you has. When you touch it, there is a 50/50 chance of that item being destroyed. This must be used as an action. You must choose an item based on the description of that player given in your message.
Call Creatures - This combat spell summons a powerful minion, randomly chosen, to fight in your stead. Whether its wins or loses will be based on the monster you are fighting and what is summoned.
Cureall - This spell completely heals the recipient of all damage, neutralizes poison, disease, withering, artificial aging, and any other negative condition except drained levels, which are permanently gone.
Harm - This combat spell gives an opponent a 50/50 chance of dying.
Wizardry - This spell allows you to select one item you own that can normally only be used by Wizards. You can use that item in perpetuity for the game, but only that item.
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