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101 0-level spells
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<blockquote data-quote="Endzeitgeist" data-source="post: 5525868" data-attributes="member: 82318"><p>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!</p><p></p><p>After three pages of spell-lists, we get to the spells. The spells are:</p><p></p><p>- Alter Taste (Brd, Sor/Wiz): Changes taste, but not after the spell is cast.</p><p></p><p>- Animate Tools (Brd, Clr, Drd, Sor/Wiz): Accomplishes mundane tasks with your craft or profession skill</p><p></p><p>- Antagonize Wound(Clr, Drd, Sor/Wiz): Deal 2 points of damage by touching a wound, 1 on a successful save.</p><p></p><p>- 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.</p><p></p><p>- Awaken (Sor/Wiz): Wake up target as if slapped.</p><p></p><p>- Balance Weapon (Clr, Sor/Wiz): +1 enhancement bonus to weapon, does not count as magical.</p><p></p><p>- Bash (Sor/Wiz): Next melee attack gains +2 to atk and reduces miss chance by concealment 10%</p><p></p><p>- Blossom (Brd, Drd, Sor/Wiz): Lets flowers blossom.</p><p></p><p>- Bone Spurs (Sor/Wiz): Deals 1d6 damage, but creature targeted gains +1 damage to grapple, natural & unarmed attacks</p><p></p><p>- Canny Effort (Brd, Clr, Drd, Sor/Wiz): Next skill check gets +2 insight bonus</p><p></p><p>- Capture Alive (Clr, Drd, Sor/Wiz): Nonmagical melee damage is converted into nonlethal damage.</p><p></p><p>- Cauterize (Sor/Wiz): Deals one point of damage, but stops bleed.</p><p></p><p>- Ceremonial Servant (Clr, Drd): Shadowy servant helps with ceremonies.</p><p></p><p>- Clandestine Conversation (Brd, Sor/Wiz): Makes conversation between 2 creatures private.</p><p></p><p>- Clean (Sor/Wiz): Clean dirt.</p><p></p><p>- 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 </p><p>good adventure set-ups and makes e.g. drunks in-game look like idiots.</p><p></p><p>- Cloth Armor (Brd, Sor/Wiz): Use cloth to improvise padded armor.</p><p></p><p>- Conjurer's Toolbelt (Sor/Wiz): Conjure a tool for your use.</p><p></p><p>- Countervailing (Clr, Drd): Temporarily reverses detrimental effects of other spells. E.g. -6 to Str would become +3. I think this spell is grossly </p><p>overpowered, especially for level 0, and should be disallowed.</p><p></p><p>-Crack (Brd, Clr, Drd, Sor/Wiz): Deal 1d3 DR and hardness-ignoring damage to an object, construct or undead creature.</p><p></p><p>- Create Snow (Drd): Create some snow.</p><p></p><p>- Crystal Symbol (Clr, Drd): Make a ranged touch attack for 1d3 divine damage.</p><p></p><p>- Dark Baubles (Brd, Sor/Wiz): Lets an object cast a dark shadow, granting a bonus to stealth.</p><p></p><p>- Dawdle (Sor/Wiz): -4 to Ini and -1 to reflex saves.</p><p></p><p>- Daze Animal (Drd, Rgr 1): Daze an animal with 4 or lesser HD.</p><p></p><p>- Decrypt (Brd, Sor/Wiz): +5 to decipher encrypted message.</p><p></p><p>- Detect Charm (Brd, Clr, Pal 1, Sor/Wiz): Detect charm spells.</p><p></p><p>- Detune (Brd): Detune instrument, imposing a -4 to perform.</p><p></p><p>- Dim (Brd, Clr, Drd, Sor/Wiz): Halves light strength.</p><p></p><p>- Discern Health (Clr, Drd): Detects HP, negative conditions etc. in </p><p>subsequent rounds. Due to the HP- and whether someone is drained etc. </p><p>info, I don't like this spell. I just don't like metagamey stuff like that.</p><p></p><p>- Disorienting Quake (Brd, Sor/Wiz): Target is shaken for one round and may </p><p>fall prone.</p><p></p><p>- Divining Rod (Drd, Rgr 1): Find water, shelter or grown food.</p><p></p><p>- Drench (Drd): Deal 1 point nonlethal damage and extinguish small fires.</p><p></p><p>- Elemental Sample (Sor/Wiz): Creates a small piece of the given element for </p><p>a short time.</p><p></p><p>- Encrypt (Brd, Sor/Wiz): Code a message.</p><p></p><p>- Eyes of the Augur (Clr, Sor/Wiz): +10 to spellcraft to identify spells. That is </p><p>a bif bonus for level 0. I would have went with +5.</p><p></p><p>- Glimmer of Hope (Brd, Clr, Drd): Adds +10% to the chance of the target stabilizing once it drops to negative HP.</p><p></p><p>- Gnome's Gold (Sor/Wiz): Impose -1 per 2 caster levels on appraise checks for the given item.</p><p></p><p>- Guardian Mote (Sor/Wiz): Mote absorbs 1d3 damage on the next attack that hits you.</p><p></p><p>- Guide Vessel (Brd, Sor/Wiz): Guide vessels with simple commands. Only simple movements work.</p><p></p><p>- Heaven's Teardrop (Clr, Drd): Deal 1 bludgeoning and 1 fire damage on a ranged attack.</p><p></p><p>- Idyllic Sleep (Sor/Wiz): Sleep well in terrible conditions.</p><p></p><p>- Infuse Weapon (Clr, Sor/Wiz): Choose an energy: Deal +1 damage of the chosen energy with your weapon.</p><p></p><p>- Iounic Transportation: Lets object orbit your head like an Ioun stone.</p><p></p><p>- Irksome Weapon (Sor/Wiz): Weapon punishes for provoking attacks of opportunity.</p><p></p><p>- Layer of Ice (Brd, Drd, Sor/Wiz): Target gets 1 cold damage, but also fire resistance 5.</p><p></p><p>- Light my Fire (Brd, Clr, Drd, Sor/Wiz): Start a fire when materials are there.</p><p></p><p>- Lightning Sand (Clr, Drd, Sor/Wiz): Entangle enemies.</p><p></p><p>- Lightsight (Brd, Clr, Drd, Sor/Wiz): Ignore penalties for light blindness.</p><p></p><p>- Long-range Weapon (Clr, Sor/Wiz): Increase range increment of ranged weapon by 50% for one attack.</p><p></p><p>- Low Blow (Brd, Clr, Sor/Wiz): 1 point bludgeoning damage and 1 round sickened.</p><p></p><p>- Magic Spike, Lesser (Clr, Drd, Sor/Wiz): Decrease DCs of enemies spells or spell-like abilities by 1.</p><p></p><p>- Mishap (Brd, Clr, Drd, Sor/Wiz): Make a caster level check and select a scroll mishap.</p><p></p><p>- Omen Casting (Sor/Wiz): Next spell you cast on the target gets +1 DC.</p><p></p><p>- Overlook (Brd, Drd, Sor/Wiz): Makes object easier to hide.</p><p></p><p>- Pants (Brd, Sor/Wiz): Lets targets pants drop.</p><p></p><p>- Parry Strike (Sor/Wiz): Gain +2 to AC against the next melee attack, whether it hits you or not.</p><p></p><p>- Parry Shot (Sor/Wiz): Gain +2 to AC against the next ranged attack, whether it hits you or not.</p><p></p><p>- Pause (Brd, Sor/Wiz): -4 to Ini</p><p></p><p>- Phantasmal Tripwire (Sor/Wiz): Tripwire potentially trips enemy, dealing nonlethal damage.</p><p></p><p>- Pointer (Brd, Sor/Wiz): Lightbeam from finger to show stuff, can be used to amuse felines.</p><p></p><p>- Putrefy Food and Drink (Clr, Drd): Spoils food and drink.</p><p></p><p>- Quicken Stride (Brd, Drd, Sor/Wiz): +5 ft movement rate.</p><p></p><p>- Quill (Brd, Sor/Wiz): Conjures up a quill.</p><p></p><p>- Ray of Mercy (Sor/Wiz): Deal 1d4 nonlethal damage.</p><p></p><p>- Resistance to Fear (Clr, Drd, Sor/Wiz): +2 morale bonus against fear.</p><p></p><p>- Restlessness (Brd, Sor/Wiz): Prevents target from sleeping for 24 hours.</p><p></p><p>- Rigged Coin (Brd, Sor/Wiz): Coin always lands on the same side.</p><p></p><p>- Sand in your Eyes (Sor/Wiz): Deals 1 point slashing damage and blinds </p><p>target for 1 round.</p><p></p><p>- Seeker (Sor/Wiz): Next ranged attack gains +2 to atk and reduces miss chance by concealment 10%.</p><p></p><p>- Shadow Snag (Sor/Wiz): Snag shadow to entangle foe.</p><p></p><p>- Shelve(Brd, Clr, Sor/Wiz): Correctly shelve item.</p><p></p><p>- Shield open Flame (Drd, Sor/Wiz): Helps against wind.</p><p></p><p>- Sickening Smell (Clr, Drd): Sicken targets.</p><p></p><p>- Sign of Discovery (Brd, Clr, Sor/Wiz): +2 to next Knowledge, Sense Motive or Perceptions check.</p><p></p><p>- Signal (Brd, Sor/Wiz): Signal can be heard in 1000 ft.</p><p></p><p>- Simple Bed (Brd, Clr, Drd, Sor/Wiz): Create a simple bed in e.g. nature.</p><p></p><p>- Slapping Hand (Brd, Sor/Wiz): Ranged touch to slap enemy for 1 damage.</p><p></p><p>- Smoke Image (Brd, Sor/Wiz): Create image from smoke.</p><p></p><p>- Song of Serenity (Brd): Negate fatigue of an ally.</p><p></p><p>- Spider's Thread (Sor/Wiz): Create a rope and anchor it e.g. to the ceiling. Now that is just damn cool.</p><p></p><p>- Spook Animal (Brd, Clr, Drd, Sor/Wiz): Frighten animals.</p><p></p><p>- Stonesense (Clr, Sor/Wiz): Gain stonecunning. If you have it, +5 to Perception.</p><p></p><p>- Subconscious Aggression (Sor/Wiz): If atarget has rolled a natural 1 on an attack, he must reroll and potentially hit an ally.</p><p></p><p>- Summarize (Clr, Sor/Wiz): Summarize up to 250 pages.</p><p></p><p>- Summon Nature's minor Ally (Drd): Summons tiny or diminutive animal of 1/2 HD or less.</p><p></p><p>- Thicken (Clr, Drd): Increase hardness by 10% up to 50%.</p><p></p><p>- Thorn of Light (Drd): Deal 1 point magical slashing damage on a ranged touch.</p><p></p><p>- Timer (Brd, Sor/Wiz): Audible alarm after set time. Cool one.</p><p></p><p>- Touch of Fascination (Sor/Wiz): Target is fascinated for the duration.</p><p></p><p>- Touch of Fatigue (Clr, Sor/Wiz): Target is fatigued, but can save again.</p><p></p><p>- Touch of Lethargy (Clr, Sor/Wiz): Target gains the staggered condition.</p><p></p><p>- Touch of Torment (Clr, Drd, Sor/Wiz): Creature touched gains -1 to atk, skills and ability checks.</p><p></p><p>- Trifling Image (Brd, Sor/Wiz): Very small immobile illusion.</p><p></p><p>- Tripline (Sor/Wiz): Creates a tripwire to let enemies fall.</p><p></p><p>- Ultrasonic Nodes (Brd, Sor/Wiz): 1d3 sonic damage on a ranged touch attack.</p><p></p><p>- Unarm Foe (Sor/Wiz): Disarm foes via CMB vs CMD on distance.</p><p></p><p>- Unruly Bolt (Sor/Wiz): Deal 1d2 random energy on a ranged touch attack. Damage lingers at higher levels.</p><p></p><p>- Unseen Attendant (Brd): Unseen servants grooms you.</p><p></p><p>- Virulence (Clr, Drd, Sor/Wiz 1): -2 to saves against disease and poison while the spell lasts.</p><p></p><p>- Wooden Club (Drd, Sor/Wiz): Create a wooden club.</p><p></p><p>Conclusion:</p><p>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!</p></blockquote><p></p>
[QUOTE="Endzeitgeist, post: 5525868, member: 82318"] 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. Conclusion: 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! [/QUOTE]
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