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<blockquote data-quote="Herzog" data-source="post: 1869815" data-attributes="member: 25696"><p>Ok, here's the first list.</p><p></p><p>I have mainly used the 'basic reasoning' when finding which spells won't work, but also used simmilarities to spells listed as not working that (in my idea) did not make sense at all. (primary questionable spell that didn't work in OD&D: Ventriloquism. which now renders all sound-based things like ghost sound as not working. If you disagree, please say so! If you can give me a reason why ventriloquism didn't work, but ghost sound should, I will be happy to use it in the 'working' spell list.</p><p></p><p>0-LEVEL BARD SPELLS (CANTRIPS)</p><p></p><p>Working:</p><p>Dancing Lights: Creates torches or other lights.</p><p>Daze: Humanoid creature of 4 HD or less loses next action.</p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Flare: Dazzles one creature (–1 on attack rolls).</p><p>Know Direction: You discern north.</p><p>Light: Object shines like a torch.</p><p>Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.</p><p>Mage Hand: 5-pound telekinesis.</p><p>Mending: Makes minor repairs on an object. 181</p><p>Message: Whispered conversation at distance.</p><p>Open/Close: Opens or closes small or light things.</p><p>Prestidigitation: Performs minor tricks.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Resistance: Subject gains +1 on saving throws.</p><p></p><p>Not working:</p><p>Ghost Sound: Figment sounds.</p><p>Summon Instrument: Summons one instrument of the caster’s choice.</p><p></p><p>0-LEVEL CLERIC SPELLS (ORISONS)</p><p>Working:</p><p>Create Water: Creates 2 gallons/level of pure water.</p><p>Cure Minor Wounds: Cures 1 point of damage.</p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Detect Poison: Detects poison in one creature or object.</p><p>Guidance: +1 on one attack roll, saving throw, or skill check.</p><p>Inflict Minor Wounds: Touch attack, 1 point of damage.</p><p>Light: Object shines like a torch.</p><p>Mending: Makes minor repairs on an object.</p><p>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Resistance: Subject gains +1 on saving throws.</p><p>Virtue: Subject gains 1 temporary hp.</p><p></p><p>0-LEVEL DRUID SPELLS (ORISONS)</p><p></p><p>Working:</p><p>Create Water: Creates 2 gallons/level of pure water.</p><p>Cure Minor Wounds: Cures 1 point of damage.</p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Detect Poison: Detects poison in one creature or object.</p><p>Flare: Dazzles one creature (–1 penalty on attack rolls).</p><p>Guidance: +1 on one attack roll, saving throw, or skill check.</p><p>Know Direction: You discern north.</p><p>Light: Object shines like a torch.</p><p>Mending: Makes minor repairs on an object.</p><p>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Resistance: Subject gains +1 bonus on saving throws.</p><p>Virtue: Subject gains 1 temporary hp.</p><p></p><p>0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)</p><p>Working:</p><p>Resistance: Subject gains +1 on saving throws.</p><p>Acid Splash: Orb deals 1d3 acid damage.</p><p>Detect Poison: Detects poison in one creature or small object.</p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Daze: Humanoid creature of 4 HD or less loses next action.</p><p>Dancing Lights: Creates torches or other lights.</p><p>Flare: Dazzles one creature (–1 on attack rolls).</p><p>Light: Object shines like a torch.</p><p>Ray of Frost: Ray deals 1d3 cold damage.</p><p>Disrupt Undead: Deals 1d6 damage to one undead.</p><p>Touch of Fatigue: Touch attack fatigues target.</p><p>Mage Hand: 5-pound telekinesis.</p><p>Mending: Makes minor repairs on an object.</p><p>Message: Whispered conversation at distance.</p><p>Open/Close: Opens or closes small or light things.</p><p>Arcane Mark: Inscribes a personal rune (visible or invisible).</p><p>Prestidigitation: Performs minor tricks.</p><p></p><p>Not Working:</p><p>Ghost Sound: Figment sounds.</p></blockquote><p></p>
[QUOTE="Herzog, post: 1869815, member: 25696"] Ok, here's the first list. I have mainly used the 'basic reasoning' when finding which spells won't work, but also used simmilarities to spells listed as not working that (in my idea) did not make sense at all. (primary questionable spell that didn't work in OD&D: Ventriloquism. which now renders all sound-based things like ghost sound as not working. If you disagree, please say so! If you can give me a reason why ventriloquism didn't work, but ghost sound should, I will be happy to use it in the 'working' spell list. 0-LEVEL BARD SPELLS (CANTRIPS) Working: Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect Magic: Detects spells and magic items within 60 ft. Flare: Dazzles one creature (–1 on attack rolls). Know Direction: You discern north. Light: Object shines like a torch. Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. 181 Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Prestidigitation: Performs minor tricks. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Not working: Ghost Sound: Figment sounds. Summon Instrument: Summons one instrument of the caster’s choice. 0-LEVEL CLERIC SPELLS (ORISONS) Working: Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Virtue: Subject gains 1 temporary hp. 0-LEVEL DRUID SPELLS (ORISONS) Working: Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Flare: Dazzles one creature (–1 penalty on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. Know Direction: You discern north. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 bonus on saving throws. Virtue: Subject gains 1 temporary hp. 0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS) Working: Resistance: Subject gains +1 on saving throws. Acid Splash: Orb deals 1d3 acid damage. Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks. Daze: Humanoid creature of 4 HD or less loses next action. Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. Disrupt Undead: Deals 1d6 damage to one undead. Touch of Fatigue: Touch attack fatigues target. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Arcane Mark: Inscribes a personal rune (visible or invisible). Prestidigitation: Performs minor tricks. Not Working: Ghost Sound: Figment sounds. [/QUOTE]
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