Here is an exclusive bonus for all members of this group. I was working
on a swords and sorcery type of supplement for Delving Deeper. I shelved
that project when several S&S variants of D&D came out in very
short order. Here are some first level spells I was creating in hopes of
capturing the feeling of Conan and his ilk.
Wizard Spells, Level One
Discernment:
Allows the wizard to detect the touch of chaos. Wizards casting this
spell will see the sickly aura of chaos surrounding magical effects and
intelligent beings. Faintly chaotic effects can only be detected at
touching distance (< 10' away), whereas powerfully chaotic forces can
be detected up to 60' away. Examples of the former would be most
chaotic zero-level types or an benign object created with sorcery, the
latter would include higher level (or hit dice) monsters or an active
sorcery-based illusion. Duration: 1 round per level.
Dispel
Sorcery: As implied by the name this spell dispels the effects of
sorcery. The wizard's level is compared to that of the sorcerer and a
ratio is calculated. That ratio is the chance of success for the
dispelling, though there is always at least a 5% chance of failure and a
5% chance of success.
Dispel Wizardry: Used to dispel another
wizard's magic. The dispeller's level is compared to the caster and a
ratio is calculated, this is the chance of success. There is always,
however, at least a 5% chance of either success or failure.
Douse:
By means of this spell the wizard may extinguish approximately one
cubic feet of flame per level. Effect is immediate, no saving throw
allowed. This spell causes d6 damage per caster level versus flame-based
creatures.
Firefly: A weaving, bobbing eldritch spark that will
ignite any combustible material it contacts (paper, wood, fur, etc.).
The firefly is directed by the caster's thoughts and can ignite two
objects before dissipating. One firefly per caster level can be
produced. Range: eyesight. Duration: up to 1 turn.
Lightning
Touch: A touch attack inflicting d6+1 points of damage to the victim, d6
electric shock and 1 point burn damage. Any target is treated as AC 9
(no armor). Damage increases one additional die and one additional point
of burn damage per level (2d6+2, 3d6+3, etc.). A wizard is not
susceptible to damage from his own lightning touch spell. Range: 24”.
Duration: 3 round.
Minor Forbidding: This spell has two possible
effects. First, it may serve as a locking spell that will seal any
portal or gate type device. This includes obvious features such as
doors, portcullises and such, but also includes shutters and louvers.
The second mode is a shimmering wall of force used to blockade a narrow
path or bridge, any walkway disallowing passage to either side. The
minor forbidding is cast upon a rock or stick, which then suspends
itself about waist high in the center of the walkway and becomes the
focus for the spell. Either form may be bypassed by the caster or
another wizard 5 levels higher than the caster, the caster may also
cancel the spell at will. Dispel wizardry may also break the spell
completely, as might strongly anti-magical creatures. Range: 10'.
Duration: 1 turn per level.
Mistral: A strong blast of wind that
can topple any man-sized creature or object of similar mass. Larger than
man-size but smaller than giant get a saving throw versus spell to stay
on their feet. The mistral wind fans out from the caster in a cone up
to 6” long and 3” wide at the terminus. Any unprotected torch within the
area of effect will be extinguished, lanterns are extinguished on 1-3
(d6), spell-casting is disrupted, missile fire during this round will
automatically miss its target, and any creature knocked to the ground
loses its action for that round. Creatures large enough to stay on their
feet lose initiative but may otherwise still attack. Duration: 1 turn.
Repel
Chaos: Any creature of chaotic alignment will attack the caster at a -1
penalty imposed upon all “to hit”, damage, morale, and saving throw die
rolls. Range: Self. Duration: 6 turns.
Reweave: Will remake, or
make whole again, living or formerly living material. A tear in a scroll
or map could be made as if it were never there, a broken staff, spear,
or door would be one piece again. Living tissue will be healed of
damage, d6 + level of caster (d6+3 for a third level wizard), or a scar
removed; but not both with a single casting. Only one item or individual
can be rewoven per casting of this spell. All pieces of an item to be
rewoven must be present for this spell to work, so a severed limb (for
instance) could not be regrown with this spell; though it could be
reattached if available.
Thunder Clap: This earth-shaking boom
will stun any creature of equal or less hit dice than the caster.
Stunned creatures fall to the ground in a swoon and will remain in that
state until aroused or for d6 + level turns. Range: 60' radius.
Duration: instantaneous.
Uncloak: This spell allows the inner
power of the wizard to show through as an intense white light for a
brief time, having a positive effect on allies and cowing enemies.
Allies will add +1 to hit during that round, will any opponent of 1 hit
dice or less must immediately check morale with a -4 penalty, all other
non-leader or non-special enemies must make an unmodified morale check.
An uncloaked wizard will repel dragonfear and other magical fear
effects, and no ally need check morale during any round this spell is in
operation. Range: special. Duration: 1 round per level.
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