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Old 06-07-2015, 06:56 PM   #9
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Enter the Magic:


Divine Magic


Divine 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.

It looks like this:

1
2
2/1
2/2
2/2/1
2/2/2
3/3/2
3/3/2/1
3/3/2/2
3/3/3/2

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 Arcane Magic list too, they learn them with the restrictions of Divine Magic. Note that Druids, Shamen, Dervishes and Bards essentially act as Divine casters for their spell acquisition as well.



Divine Spells


First Rank -

Cure Light Wounds - Heal one player, (could be yourself) of 10 hit points.
Luck - You get a 1 in 6 chance to find secret stuff in rooms without even needing an action to look, and you get a 1 in 6 chance increase to find stuff when you do actively look around.
Detect Evil - This is used in any search action of a room automatically. All evil items and players in the room will glow. Unholy items and cursed items glow as evil. Evil characters are those who know Enervate or any of the Cause spells on this list.
Cause Light Wounds - Combat spell harming one opponent of 10 hit points.
Remove Fear - Combat spell which prevents you or party members from running or fleeing as a result of a spell or effect. After casting, your party is immune to fear-based effects for the rest of the combat.
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.
Detect Traps - This spells is used automatically when searching a room. All traps are detected.
Cause Moderate Wounds - Combat spell dealing 20 points of damage.
Neutralize Poison or Disease - If poisoned/diseased by a trap or monster, this spell can be used to remove it.
Protection from Fire or Cold- Choose cold or fire when cast. 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.
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 give you all of your hit points left. This spell can only be used once in the adventure by 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.
Call Creatures - This combat spell summons a 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.
Cause 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 Arcane Magic users. You can use that item in perpetuity for the game, but only that item.



Arcane Magic



Much like Divine Magic, Artificers and Battle Magi start with one spell of their choice. However, that is where the comparison ends. They have a spellbook, and as they find Magic Scrolls, they can choose to inscribe the spell in their book if it is an Arcane Magic spell, and the scroll is destroyed. Thereafter, they can cast that spell when needed. Wizards never have to memorize any spell, and they can use whatever spells they know as much as they want, to a certain limit, equal to Divine Mages. Those limits are:

Level 1 – 1 Rank One Spell
Level 2 – 2 Rank One Spells
Level 3 – 2 Rank One, 1 Rank Two.
Level 4 - 2 Rank One, 2 Rank Two
Level 5 – 2 Rank One, 2 Rank Two, 1 Rank Three
Level 6 - 2 Rank One, 2 Rank Two, 2 Rank Three
Level 7 - 2 Rank One, 2 Rank Two, 2 Rank Three, 1 Rank Four
Level 8 - 3 Rank One, 3 Rank Two, 3 Rank Three, 1 Rank Four
Level 9 - 3 Rank One, 3 Rank Two, 3 Rank Three, 2 Rank Four


So, if a Battle Mage has four rank one spells in her spellbook, and is second level, she can cast any combination of those spells in one day, up to two total. So, she could cast Magic Missile twice in combat, for example, or Detect Magic in two rooms, once before moving and once after, or Armor to protect herself early and then Magic Missile in combat, etc.

Note that spell progression for Arcane Magic is slightly different than that for Divine spell casters.

If you do not want to use a spell that is used automatically at the beginning of each day (like Bigby's Force Armor or Tenser's Floating Disk), just tell me.


Arcane Spells
:


First Rank:

Bigby’s Force Armor - This spell increases your armor to the level it would be at if you wore chain mail. At levels 4 and 8, you get an additional -1 armor from the spell for free. It interferes with any magical armor you might find later, and it is cast at the beginning of each day automatically, not requiring an action for use.
Detect Magic - This spell takes an action. It will cause any magical items in the room to glow. It does not tell you what they are, only that they are magical.
Dodge – This combat spell enables you to dodge every attack that comes your way for this round and the next. It does not work on magic, or area effects like Icy Blast.
Fizban’s Tiny Spy – You can cast this spell to shrink down and enter a place that you would not normally be able to enter.
Identify - This spell allows you to identify two magic items per day. You need only to PM me which items in your inventory you would like to examine. This does not take an action
Magic Missile - This combat spell attacks your opponent for 1d4+1 damage per level.
Otto’s Spook - This combat spell forces one opposing creature to flee for one round, requiring a second round for it to return, so it gives you two rounds to flee, take combat actions, prepare defensive spells, and so forth.
Tenser’s Floating Disk - This spell increases your normal carrying capacity, allowing you to carry all items you find. It is used at the beginning of each day automatically.


Second Rank -


Create Poison – This spell poisons your weapon with a powerful poison whose deadliness increases as you level up. That weapon then poisons the next time it hits in combat.
Dalamar’s Diplopic Image - This defensive combat spell creates a few phantom copies of yourself. These phantom copies are hit in combat before you are, with a number of copies being made equal to your level. This spell wears off at the end of a combat.
Icy Blast - This combat spell deals ice damage to all opponents equal to your maximum hit points. The damage radiates out from you for fifteen feet and all enemies will take damage if in the radius.
Melf’s Acid Arrow - This combat spell hits your opponent for acid damage equal to your max hit points this turn, and an equal amount next turn for free as well.
Oracle - This spell can be used as an action. For that action, you will know every piece of information about a room, including secret doors, traps, and other hidden information. This does not detect magic or dispel illusions.
Phandaal's Mantle of Stealth - This combat spell makes you immune to sight and gives you the Ambush special attack during your first battle of each day, at the power of a 5th level scout ignoring infravision. It can also be used to automatically flee a battle without an attack of opportunity by those engaging you.
Rary’s Most Excellent Slumber- This combat spell puts to Rary’s Most Excellent Slumber one opposing creature, no matter size, type or experience level. The amount of rounds the creature is asleep equals your level.


Third Rank -



Alustriel’s Seduction - This combat spell will stop many monsters from attacking you. It will only work on one monster, and it will only work on those with a mind. It works on many more creatures than the 2nd level Divine spell Charm.
Elminster’s Effulgent Epuration -- This combat spell dispels any defensive spells an opponent might have operating, such as Stoneskin or Mirror Image.
Lightning Bolt - This combat spell deals a significant amount of damage to an opponent, killing many outright. It will dole out 1d10 damage per level.
The Simbul’s Eldritch Rebounding – This combat defensive spell sends the next offensive spell that attacks you back at its caster.
Stone to Flesh – When you cast this spell, you can target any person that has been petrified. That person returns to normal. If you are petrified, and you have a spare third rank spell left to cast for the day, you can instantly cast this spell as you are turning to rock in order to stop it.
Stoneskin - This unusual defensive spell is not combat, and creates a number of false skins which absorb damage before being destroyed. A number of skins is created equal to your level at the beginning of the day. Unlike Mirror Image, they wear off at the end of the day if unused, instead of at the end of a combat. This is used automatically.
True Sight - All spells and magical effects that rely on illusion are dispelled. This will counter Mirror Image or Phandaal’s Mantle of Stealth, for example. It is often used in combat to counter illusionary defenses, and can also be used as an action in a room to remove all illusions.



Fourth Rank -

Divinity - This spell allows you to select one item you own that can normally only be used by Divine Magic users. You can use that item in perpetuity for the day. It can only be used automatically at the beginning of each day.
Elminster’s Fire Rage – This spell inflames every enemy in the room for 1d10 damage per level.
Elric’s Enervate - This is the only Wizard spell that can target a player. As an action, you may cast this at another player in the same room as you, and that player permanently loses one level. Only evil characters can use Enervate.
Fistandantilus’ Finger of Death - This combat spell gives one opponent a 50/50 chance of dying instantly.
Globe of Invulnerability - This combat defensive spell prevents you from being targeted by spells or damaged by normal weapons for the duration of the combat. It can be disenchanted by a Dispel Magic and area effect spells, like Icy Blast, will not be countered.
Passwall – You may move through a wall to the next adjacent room.
Raistlin’s Mystical Summons - This combat spell summons a 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.




Spirit Magic

Spirit Magic binds and uses the forces of spirits that linger in the area for various effects. One such effect is to binding spirits into a weapon. Another is to summon a spirit to give the caster some benefit. Binding rituals are can be cast on any weapon the Ritualist (or someone in their party) that then uses that weapon in combat and gains those benefits. No player can have more than one binding ritual on their weapon at once, nor can they benefit from multiple rituals from multiple weapons. Note that you can stack a binding spell with a magical weapon though, that works.

Ritualists follow the rules of Divine Magic casters, choosing a spell at leach level to cast, and then being able to cast it once/day. They may not learn the same spell more than once (so you can’t get two Spirit of Pain, for example).

Spirits – All spirit summoning creatures are sessile, non-moving spirits that have various effects. Spirits attack with a target to hit of 18 with +1 for each rank.

You may have just one of each Spirit type in combat at a time, so you cannot have two Spirits of Pain, for example, even if you had two Spirit Magic users.


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.

It looks like this:

1
2
2/1
2/2
2/2/1
2/2/2
3/3/2
3/3/2/1
3/3/2/2
3/3/3/2


Rank One –




Blade of Warding – Cast on a weapon and a person using that weapon this combat blocks half of the attacks that would hit.
Blade of Edges – Cast on a weapon and gives that user +2 to hit in battle

Spirit of Pain – This spirit has 10 hp, attacks once/turn for 5 damage.
Spirit of Shadowsong – This spirit has 10 hp, attacks for 1 damage and blinds the target (if possible)


Rank Two -

Blade of Elements – Chose an element (Water, fire, electricity, earth) when you cast this. That weapon does 100% element damage of that type, and can often get in huge bonuses against creatures that have a weakness for a particular element.
Blade of Brutality – That weapon gets +3 to damage.

Spirit of Lightsong – This spirit has 20 hp, attacks once for 5 damage and the target lights up, and further attacks on that target by anyone will be at +2 to hit.
Spirit of Recuperation – This spirit has 20 hp. It does not attack. Instead each round it heals the party member who needs healing first – it heals 5 damage every turn.


Rank Three –


Blade of Splintering – Each time you hit a creature with that weapon, you deal an equal amount of damage to all other enemies in the room.
Blade of Festering Wounds– Every time you hit an opponent with this weapon you give them a lethal poison that will kill them in ten rounds if they are still alive.

Spirit of Union – This spirit has 30 hp, and does not attack. All attacks on the caster (or party members) deal 50% of the damage to the Spirit of Union until it dies.
Spirit of Bloodsong – This spirit has 30 hp, attacks 2 times for 10 damage each time, and you gain 5 HP back in healing from it.



Rank Four -


Blade of Emergency Protection – If the user would die, instead they are fully healed and this binding ritual ends.
Blade of Retaliation - Whenever you are hit by an opponent in melee, they take 50% of the damage they dealt to you back to them.

Spirit of Alacrity – Has 40 hp, attacks 4 times for 10 damage each attack.
Spirit of Deathsong – Has 40 hp, attacks once for 5 damage and the target has a 25% of dying if hit



Ritualists/Shamen may hold Ashes in combat of a famous person if they find that item. Ashes don’t have any secondary market value (it’s dishonorable to mark ashes with a financial value). When holding them, the Spirit Magic user cannot attack, but they may still cast Spirit Magic spells. You may not do anything else though (no potions, no magic items, etc).

You do not gain any benefits from your binding spells if you are holding ashes, since you cannot wield that weapon as well.
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Last edited by Abe Sargent : 06-09-2015 at 03:25 PM.
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