Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

30 October 2018

B/X Spells Adapted for a Low-magic GLOG Game

(Image by Evlyn M)

I believe none of these are exactly the same as I found them, but I definitely adapted a few from Lungfungus and Skerples.

I only selected spells that suit my low-magic campaign.

If you feel like remaking the Orthodox Wizard or adding spells to it, this list might be useful.

Blink

R: Touch T: Self D: Instant

Teleport up to [dice]x20' in the direction you are facing. If teleporting while moving, check Dex or fall prone.

Charm

R: 20' T: [Dice] creatures D: [Sum] turns

A humanoid of equal or lesser level than the caster regards the caster as a trusted friend. Invest 3 [dice] to instead target a monster up to 1 HD greater than the caster's level or 2d6 monsters of fewer HD than the caster's level.
Save to negate effect.

Command

R: Touch T: Creature D: [Sum] turns

A creature obeys one non-violent command, so long as the command is within the scope of the creature's personality. The command may be made of [dice] words.

Commune

R: Region of Deity T: A deity you have met D: Instant

Contact a deity you've met and ask [dice] yes/no questions. If [sum] is 10 or greater, you may ask any question using [dice] words.

Comprehend Languages

R: 0 T: Self D: [Dice] turns

Understand any communication. This allows reading ancient languages and interpreting wildlife, but it does not allow speaking any unknown language.

Control Weather

R: 0 T: Self D: [Dice] hours

Command the weather in a general manner, such as summoning powerful wind, covering the sky in clouds, or causing a downpour. Limited by what is appropriate in this location and in this season.

The weather will be horrible in the affected locale [sum] hours after the effect ends.

Cure Light Wounds

R: touch T: creature D: Instant

Target creature heals [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.

Darkness

R: 50' T: 20' radius area D: [Dice] turns

Creates darkness in an area.

Detect Evil

R: 100' T: Objects/creatures. D: [sum] turns

Find malicious or antisocial intent.

Detect Magic

R: 60' T: Objects/creatures D: [Dice] turns

Magical objects/creatures within 60' are known to you.

Detect Poison

R: 50ft T: Person/object D: [Dice] turns.

Detect whether one target has been poisoned or is poisonous.

Erase

R: 50' T: Book or scroll. D: Permanent

Erases mundane writing. Erasing magical writing requires an Int check. Up to [dice] magical scrolls or 2*[dice] pages in a book.

False Sound

R: 150 ft T: D: [Dice] rounds

Create any sound (except speech) no louder than a screaming human, originating at a location of your choice.

Feather Fall

R: T: D:
R: 10ft T: [sum] creatures or objects D: [dice]*2 rounds
Target(s) float gently downward at a rate of 25' per round.

Fireball

R: 200' T: 20' diameter D: Instant

Does [sum] fire damage to all objects within the sphere. Save for half.

Floating Disc

R: Touch T: Point D: [Sum] turns

Additional 10 inventory slots moved alongside caster by floating disc (3' above ground.)

Fog

R: 50' T: 30' area D: [Sum] turns

Obscures anything beyond 5' away. Sunlight, wind, or heat dissipate the fog in 1 turn.

Freedom of Movement

R: Touch T:Self D: [dice] turns

Unhindered by magical/nonmagical terrain including water/fluids. Move as if walking/climbing normally.

Gust of Wind

R: 150' T: Direction D: 1 round

Snuffs small flames or increases large flames. [Sum] HD or below creatures must Save or be knocked down.

Invisibility

R: Touch T: Object D: [Dice] turns while motionless + [sum] rounds in motion.
Causes target to become temporarily invisible (but not silent.)

Knock

R: 50ft T: [dice] objects D: Instant

Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts are undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor is undone.

Works on doors locked by wizards (including doors locked by Slam Portal.)

Locate Object

R: 60' + 10'*[Level] T: Object D: 2 turns

[Dice] turns of knowing the direction of the nearest desired object within 60'. Must be something the caster has seen before. Description of the item may be general (example: a guard) or specific (example: the captain of the city guards.)

Levitate

R: 0 T: creature or object D: Concentration

You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10ft per round. Maximum weight is [dice]x250 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.

Purify Food and Water

R: Touch (container is enough) T: [Dice] rations or [sum] drinks D: Instant

Removes poison or causes good food/drink to spoil and become rancid.

Resist Weather

R: Touch T: Creature D: [Sum] turns

Resist intense environmental conditions. This applies to storms, temperature, magic spells, etc. It grants a Boon to related Saving Throws and decreases related damage die results by 1.

Scrying

R: Unlimited T: Someone you've seen before D: [Dice rounds]

Watch a person as if you are present. Target may Save to notice your floating head.

Shatter

R: 0 T: 25' area D: Instant

Brittle objects of up to 1lb must Save or shatter within 25' radius.

Silence

R: 50' T: Creature or 15' area D: [Sum] turns.

Save or be enveloped by a 15' sphere of silence.

Slam Portal

R: 100ft T: door D: instant

Slams a door shut and locks it (if it has a lock.) Wooden doors will become stuck and require a Strength Check to open.

If you invest 2 or more [dice] the door becomes magically locked for [sum] hours.

If you invest 3 or more [dice], you may magically lock any number of doors in range for [sum] hours.

A Knock spell will open a magically-locked door instantly. Creatures with at least 3 more HD than the caster can noisily open a magically-locked door.

Sleep

R: 100' T: [Sum] HD noticed living creatures D: 4*[dice] turns

Puts creatures to sleep.

Speak with Dead

R: Touch T: Corpse D: [Dice] real-time minutes

Target will speak and knows what it knew in life, if it wishes. It might lie. It might ramble. It probably doesn't remember how it died.

Ventriloquism

R: Sight T: Object D: [Dice] turns

Your voice seems to originate from another source visible to you.

Water Breathing

R: Touch T: [Dice] creatures D: [Sum] turns

Duration divided evenly between all creatures touched.

Web

R: 20' T: Room or segment of passage D: [Dice]hours

Fills area with a web which takes [sum]/2 rounds to get through. Flammable.

26 July 2018

Cleric Spells Are Herbs

Mechanics

Herbs with a rarity of 0 may be found by scavenging for herbs.

Roll a d12 on the Replaced Spells list when foraging for herbs to gain the associated herb. Those with special knowledge may roll a larger die. Rarer herbs must usually be found by questing, but may occasionally be available for purchase.

Cost


Herb LevelBaseline Cost
0 100 GP
1 200 GP
2 600 GP
3 800 GP
4 1000 GP

Replaced Spells

Key

Rarity - Spell Name - Duration - Save - Effect

1. 0 - Bless

1 min/lvl - SV no
-+1 hit/+1 save VS fear. Opposite is Bane.

2. 0 - Cure Light Wounds

Perm - SV Wis
½ dmg Heal for 1d8/3 lvls (max 4d8). Hurt undead, get Wis save.

3. 0 - Detect Alignment

10 min/lvl - SV no
Concentrate for 1 round in direction and sense alignment specified in range.

4. 0 - Invisibility to Undead

10 min/lvl - SV Int neg
Invisible until ends/attack/cast buff/attack spell. Those attacking suffer -8 at roll. Intelligent undead get save.

5. 0 - Protection from Alignment

3 rnd/lvl - SV no
-+2 AC/Saves against chosen alignment. Protects against possession as well.

6. 0 - Purify Food & Drink

Perm - SV no
Make food eatable.

7. 0 - Remove Fear

Special - SV no
-+4 to save effects. If already Feared get another save at +1.

8. 0 - Sanctuary

1rnd lvl - SV special
Warded character can’t attack or cast offensive spells or ends. Attackers must make Wis save or can’t attack warded char.

9. 0 - Turn Undead - Salt

Perm - SV no 
Repel undead of HD equal to the character's level+1. Roll 2d6 to determine the number of undead turned, with a minimum of 1. Turned undead will attempt to leave the area. Undead with the lowest HD are affected first.

10. 0 - Detect Magic

1 min/lvl - SV no
Concentrate for 1 round in direction to sense magic in varying degrees of strength. Passes through thin barriers.

11. 0 - Detect Poison

10 min/lvl- SV no
Detect whether one target has been poisoned/is poisonous.

12. 0 - Endure Elements

24 hours- SV no
Ignore intense weather conditions.

13. 0 - Command

1 rnd - SV Chr neg
One word command, 1 creature/2lvls. Can reverse magical effects like Sleep.

14. 1- Detect Undead

1 min/lvl - SV no
Concentrate for 1 round in direction to sense undead. Passes through thin barriers.

15. 1 - Resist Elements

1 min/lvl - SV no
-+2 save against specified element.

16. 2 - Augery

Instant - SV no
Find out if particular actions have good/bad consequences. 70 + 1%/lvl chance for answer. Events up to 30 min seen.

17. 2 - Consecrate

2 hrs/lvl - SV no
Holy land - +3 Turn undead/+1 VS fear. Undead suffer -1 to all rolls. Opposite is Bane.

18. 2 - Delay Poison

1 hr/lvl - SV Con neg
Cannot be affected by poison during spell duration.

19. 2 - Hold Person

1rnd/lvl - SV Wis neg 
Hold person physically in place. Can do mental shit.

20. 2 - Remove Paralysis

Special - SV no
Removes magical or non magical paralysis.

21. 3 - Dispel Magic

1d6 rnd - SV no
Suppresses magic for 1d6 rounds in 60ft radius

22. 3 - Remove Blindness/Deafness/Curse/Disease

Perm - SV no
Specify which one you are removing. One effect per casting.

23. 4 - Neutralize Poison

Perm - SV Con neg
Stops poison and temp effects (but not ones that have already happened). Can be used on poisonous creatures.

24. 4 - Restoration

Perm - SV no
Restores 1 level lost by level drain (not death). Restores ability scores affected by temporary drain, but not perm.

Herb Generator

I recommend using this herb generator by ktrey parker to create herbs for the above "spells." It's very good.

Credit

Michael R. Bacon. Spell format modified from Mike Evans. Ideas used (with permission) from James Young in a chat room. Herb generator by ktrey parker.

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