101 0-level spells
Results 1 to 1 of 1

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1

    101 0-level spells

    This pdf is 24 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisements, leaving 19 pages for 101 o-level spells. Let's dive in!

    After three pages of spell-lists, we get to the spells. The spells are:

    - Alter Taste (Brd, Sor/Wiz): Changes taste, but not after the spell is cast.

    - Animate Tools (Brd, Clr, Drd, Sor/Wiz): Accomplishes mundane tasks with your craft or profession skill

    - Antagonize Wound(Clr, Drd, Sor/Wiz): Deal 2 points of damage by touching a wound, 1 on a successful save.

    - Askew Balance (Clr, Sor/Wiz): Let creature fall prone on a failed fort save. Not sure whether this shouldn't be a CMD-check on the target's side, but oh well.

    - Awaken (Sor/Wiz): Wake up target as if slapped.

    - Balance Weapon (Clr, Sor/Wiz): +1 enhancement bonus to weapon, does not count as magical.

    - Bash (Sor/Wiz): Next melee attack gains +2 to atk and reduces miss chance by concealment 10%

    - Blossom (Brd, Drd, Sor/Wiz): Lets flowers blossom.

    - Bone Spurs (Sor/Wiz): Deals 1d6 damage, but creature targeted gains +1 damage to grapple, natural & unarmed attacks

    - Canny Effort (Brd, Clr, Drd, Sor/Wiz): Next skill check gets +2 insight bonus

    - Capture Alive (Clr, Drd, Sor/Wiz): Nonmagical melee damage is converted into nonlethal damage.

    - Cauterize (Sor/Wiz): Deals one point of damage, but stops bleed.

    - Ceremonial Servant (Clr, Drd): Shadowy servant helps with ceremonies.

    - Clandestine Conversation (Brd, Sor/Wiz): Makes conversation between 2 creatures private.

    - Clean (Sor/Wiz): Clean dirt.

    - Cleanse of Alcohol (Brd, Clr, Sor/Wiz): Negates effects of alcohol. I don't like this spell, especially not at this level. It could possibly ruin too many
    good adventure set-ups and makes e.g. drunks in-game look like idiots.

    - Cloth Armor (Brd, Sor/Wiz): Use cloth to improvise padded armor.

    - Conjurer's Toolbelt (Sor/Wiz): Conjure a tool for your use.

    - Countervailing (Clr, Drd): Temporarily reverses detrimental effects of other spells. E.g. -6 to Str would become +3. I think this spell is grossly
    overpowered, especially for level 0, and should be disallowed.

    -Crack (Brd, Clr, Drd, Sor/Wiz): Deal 1d3 DR and hardness-ignoring damage to an object, construct or undead creature.

    - Create Snow (Drd): Create some snow.

    - Crystal Symbol (Clr, Drd): Make a ranged touch attack for 1d3 divine damage.

    - Dark Baubles (Brd, Sor/Wiz): Lets an object cast a dark shadow, granting a bonus to stealth.

    - Dawdle (Sor/Wiz): -4 to Ini and -1 to reflex saves.

    - Daze Animal (Drd, Rgr 1): Daze an animal with 4 or lesser HD.

    - Decrypt (Brd, Sor/Wiz): +5 to decipher encrypted message.

    - Detect Charm (Brd, Clr, Pal 1, Sor/Wiz): Detect charm spells.

    - Detune (Brd): Detune instrument, imposing a -4 to perform.

    - Dim (Brd, Clr, Drd, Sor/Wiz): Halves light strength.

    - Discern Health (Clr, Drd): Detects HP, negative conditions etc. in
    subsequent rounds. Due to the HP- and whether someone is drained etc.
    info, I don't like this spell. I just don't like metagamey stuff like that.

    - Disorienting Quake (Brd, Sor/Wiz): Target is shaken for one round and may
    fall prone.

    - Divining Rod (Drd, Rgr 1): Find water, shelter or grown food.

    - Drench (Drd): Deal 1 point nonlethal damage and extinguish small fires.

    - Elemental Sample (Sor/Wiz): Creates a small piece of the given element for
    a short time.

    - Encrypt (Brd, Sor/Wiz): Code a message.

    - Eyes of the Augur (Clr, Sor/Wiz): +10 to spellcraft to identify spells. That is
    a bif bonus for level 0. I would have went with +5.

    - Glimmer of Hope (Brd, Clr, Drd): Adds +10% to the chance of the target stabilizing once it drops to negative HP.

    - Gnome's Gold (Sor/Wiz): Impose -1 per 2 caster levels on appraise checks for the given item.

    - Guardian Mote (Sor/Wiz): Mote absorbs 1d3 damage on the next attack that hits you.

    - Guide Vessel (Brd, Sor/Wiz): Guide vessels with simple commands. Only simple movements work.

    - Heaven's Teardrop (Clr, Drd): Deal 1 bludgeoning and 1 fire damage on a ranged attack.

    - Idyllic Sleep (Sor/Wiz): Sleep well in terrible conditions.

    - Infuse Weapon (Clr, Sor/Wiz): Choose an energy: Deal +1 damage of the chosen energy with your weapon.

    - Iounic Transportation: Lets object orbit your head like an Ioun stone.

    - Irksome Weapon (Sor/Wiz): Weapon punishes for provoking attacks of opportunity.

    - Layer of Ice (Brd, Drd, Sor/Wiz): Target gets 1 cold damage, but also fire resistance 5.

    - Light my Fire (Brd, Clr, Drd, Sor/Wiz): Start a fire when materials are there.

    - Lightning Sand (Clr, Drd, Sor/Wiz): Entangle enemies.

    - Lightsight (Brd, Clr, Drd, Sor/Wiz): Ignore penalties for light blindness.

    - Long-range Weapon (Clr, Sor/Wiz): Increase range increment of ranged weapon by 50% for one attack.

    - Low Blow (Brd, Clr, Sor/Wiz): 1 point bludgeoning damage and 1 round sickened.

    - Magic Spike, Lesser (Clr, Drd, Sor/Wiz): Decrease DCs of enemies spells or spell-like abilities by 1.

    - Mishap (Brd, Clr, Drd, Sor/Wiz): Make a caster level check and select a scroll mishap.

    - Omen Casting (Sor/Wiz): Next spell you cast on the target gets +1 DC.

    - Overlook (Brd, Drd, Sor/Wiz): Makes object easier to hide.

    - Pants (Brd, Sor/Wiz): Lets targets pants drop.

    - Parry Strike (Sor/Wiz): Gain +2 to AC against the next melee attack, whether it hits you or not.

    - Parry Shot (Sor/Wiz): Gain +2 to AC against the next ranged attack, whether it hits you or not.

    - Pause (Brd, Sor/Wiz): -4 to Ini

    - Phantasmal Tripwire (Sor/Wiz): Tripwire potentially trips enemy, dealing nonlethal damage.

    - Pointer (Brd, Sor/Wiz): Lightbeam from finger to show stuff, can be used to amuse felines.

    - Putrefy Food and Drink (Clr, Drd): Spoils food and drink.

    - Quicken Stride (Brd, Drd, Sor/Wiz): +5 ft movement rate.

    - Quill (Brd, Sor/Wiz): Conjures up a quill.

    - Ray of Mercy (Sor/Wiz): Deal 1d4 nonlethal damage.

    - Resistance to Fear (Clr, Drd, Sor/Wiz): +2 morale bonus against fear.

    - Restlessness (Brd, Sor/Wiz): Prevents target from sleeping for 24 hours.

    - Rigged Coin (Brd, Sor/Wiz): Coin always lands on the same side.

    - Sand in your Eyes (Sor/Wiz): Deals 1 point slashing damage and blinds
    target for 1 round.

    - Seeker (Sor/Wiz): Next ranged attack gains +2 to atk and reduces miss chance by concealment 10%.

    - Shadow Snag (Sor/Wiz): Snag shadow to entangle foe.

    - Shelve(Brd, Clr, Sor/Wiz): Correctly shelve item.

    - Shield open Flame (Drd, Sor/Wiz): Helps against wind.

    - Sickening Smell (Clr, Drd): Sicken targets.

    - Sign of Discovery (Brd, Clr, Sor/Wiz): +2 to next Knowledge, Sense Motive or Perceptions check.

    - Signal (Brd, Sor/Wiz): Signal can be heard in 1000 ft.

    - Simple Bed (Brd, Clr, Drd, Sor/Wiz): Create a simple bed in e.g. nature.

    - Slapping Hand (Brd, Sor/Wiz): Ranged touch to slap enemy for 1 damage.

    - Smoke Image (Brd, Sor/Wiz): Create image from smoke.

    - Song of Serenity (Brd): Negate fatigue of an ally.

    - Spider's Thread (Sor/Wiz): Create a rope and anchor it e.g. to the ceiling. Now that is just damn cool.

    - Spook Animal (Brd, Clr, Drd, Sor/Wiz): Frighten animals.

    - Stonesense (Clr, Sor/Wiz): Gain stonecunning. If you have it, +5 to Perception.

    - Subconscious Aggression (Sor/Wiz): If atarget has rolled a natural 1 on an attack, he must reroll and potentially hit an ally.

    - Summarize (Clr, Sor/Wiz): Summarize up to 250 pages.

    - Summon Nature's minor Ally (Drd): Summons tiny or diminutive animal of 1/2 HD or less.

    - Thicken (Clr, Drd): Increase hardness by 10% up to 50%.

    - Thorn of Light (Drd): Deal 1 point magical slashing damage on a ranged touch.

    - Timer (Brd, Sor/Wiz): Audible alarm after set time. Cool one.

    - Touch of Fascination (Sor/Wiz): Target is fascinated for the duration.

    - Touch of Fatigue (Clr, Sor/Wiz): Target is fatigued, but can save again.

    - Touch of Lethargy (Clr, Sor/Wiz): Target gains the staggered condition.

    - Touch of Torment (Clr, Drd, Sor/Wiz): Creature touched gains -1 to atk, skills and ability checks.

    - Trifling Image (Brd, Sor/Wiz): Very small immobile illusion.

    - Tripline (Sor/Wiz): Creates a tripwire to let enemies fall.

    - Ultrasonic Nodes (Brd, Sor/Wiz): 1d3 sonic damage on a ranged touch attack.

    - Unarm Foe (Sor/Wiz): Disarm foes via CMB vs CMD on distance.

    - Unruly Bolt (Sor/Wiz): Deal 1d2 random energy on a ranged touch attack. Damage lingers at higher levels.

    - Unseen Attendant (Brd): Unseen servants grooms you.

    - Virulence (Clr, Drd, Sor/Wiz 1): -2 to saves against disease and poison while the spell lasts.

    - Wooden Club (Drd, Sor/Wiz): Create a wooden club.

    Editing is top-notch, I didn't notice any typos. Formatting adheres to the two-column standard and the b/w-artwork is nice. I was VERY curious about this file, as I considered 0-level spells, especially designing 101, a serious challenge. While I didn't like some and hate Cleanse of Alcohol, I loved others and can say that this pdf is an EXCELLENT addition to any campaign - spellcasters at lower levels are often rather boring to play and this pdf seriously helps with this old problem. Thus my final verdicts for this installment of the 101-series will be 5 stars. Well done!
    Last edited by Endzeitgeist; Wednesday, 13th April, 2011 at 05:38 PM.

Quick Reply Quick Reply

Similar Threads

  1. Best level 7/8 spells for a high level evil sorcerer?
    By NewJeffCT in forum *Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 33
    Last Post: Friday, 18th September, 2009, 04:47 PM
  2. Good lower level spells to bother a higher level party?
    By NewJeffCT in forum *Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 38
    Last Post: Sunday, 14th June, 2009, 08:21 PM
  3. Spontaneous casters: Lower-level spells in higher-level slots?
    By Mouseferatu in forum *Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 7
    Last Post: Thursday, 9th September, 2004, 08:02 PM
  4. Spontaneous casters using higher level slots to cast lower level spells
    By Olorin in forum *Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 9
    Last Post: Thursday, 26th February, 2004, 12:26 PM
  5. Epic Level Spells: Better or Worse than 9th level spells?
    By Cloudgatherer in forum *Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 22
    Last Post: Friday, 9th August, 2002, 03:55 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts