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Low-Magic Campaign Experiment
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<blockquote data-quote="the Jester" data-source="post: 2230182" data-attributes="member: 1210"><p><strong><em>Spells</em></strong> are severely limited in the Year 271 Campaign. The basic ‘class lists’ follow; they are all considerably abbreviated. Other spells may be ‘discovered’ throughout the campaign. All 0-level spells in the PH are available. However, wizards only start with as many 0 level spells as 1st level spells in their spellbooks.</p><p></p><p><strong><em>Priest Spells</em></strong></p><p><strong>1st level----2nd level----3rd level</strong></p><p>Bless-----------------Augury--------------------Bestow Curse</p><p>Command-------------Bull’s Strength-------------Cure Serious Wounds</p><p>Cure Light Wounds----Hold Person----------------Daylight</p><p>Detect Undead--------Lesser Restoration---------Dispel Magic</p><p>Magic Stone----------Owl’s Wisdom--------------Glyph of Warding</p><p>Magic Weapon--------Remove Paralysis-----------Prayer</p><p>Remove Fear----------Resist EnergyRemove-------Blindness/Deafness</p><p>Shield of Faith--------Silence---------------------Remove Disease</p><p></p><p><strong>4th level----5th level----6th level</strong></p><p>Cure Critical Wounds----Break Enchantment--------Animate Objects</p><p>Death Ward------------Disrupting Weapon---------Banishment</p><p>Discern Lies------------Flame Strike---------------Blade Barrier</p><p>Dismissal---------------Insect Plague--------------Deadly Weapon</p><p>Freedom of Movement--Lower Resistance----------Greater Dispel Magic</p><p>Neutralize Poison-------Righteous Might------------Greater Glyph of Warding</p><p>Restoration-------------Spell Resistance-----------Harm</p><p>Tongues----------------True Seeing---------------Heal</p><p></p><p><strong>7th level----8th level----9th level</strong></p><p>Control Weather---------Antimagic Field-----------Act of God</p><p>Ethereal Jaunt-----------Earthquake---------------Anathema</p><p>Greater Restoration------Greater Lower Resistance--Mass Heal</p><p>Mass Spell Resistance----Greater Spell Immunity----Righteous Zeal</p><p>Refuge------------------Holy Aura-----------------Soul Bind</p><p>Regenerate--------------Piercing Clarity------------Storm of Vengeance</p><p>Repulsion</p><p>Resurrection</p><p></p><p><strong>Domains:</strong> The following domains are available, many with minor changes, in the Year 271 Campaign: <em>Air</em> (change 7th level spell to Airboat), <em>Animal, Authority</em> (change 1st level spell to Hearty Greeting, 2nd level spell to Eagle’s Splendor), <em>Charm, Death</em> (change 4th level spell to Stop Heart), <em>Destruction</em> (change 6th level spell to Mass Inflict Moderate Wounds, change 8th level spell to Disintegrate), <em>Earth</em> (change 1st level spell to Fist of Stone, 7th level spell to Storm of Earth), <em>Fire</em> (change 3rd level spell to Protection from Fire), <em>Greed, Healing</em> (change 1st level spell to Lesser Vigor, 3rd level spell to Mass Lesser Vigor, 4th level spell to Mass Resurgence, 5th level spell to Greater Vigor, 6th level spell to Vigorous Circle, 7th level spell to Renewal Pact), <em>Illusion, Knowledge, Magic</em> (change 3rd level spell to Follow Sorcery’s Trail, 5th level spell to Cinderspell), <em>Passion</em> (change 7th level spell to Greater Heroism), <em>Plant, Protection</em> (change 5th level spell to Magic Circle vs. Evil, 7th level spell to Contingency, 9th level spell to Freedom), <em>Strength</em> (change 2nd level spell to Shatter but with a range of Touch, 5th level spell to Animal Growth), <em>Sun</em> (change 5th level spell to Aura of Heat, 9th level spell to Red Hot Touch), <em>Trade, Travel</em> (change 5th level spell to Overland Flight, change 7th level spell to Airboat), <em>Trickery, War</em> (change 1st level spell to Bane, 6th level spell to Thunderous Blows).</p><p> </p><p><em>New Domain:</em></p><p></p><p><strong>HOME</strong></p><p></p><p>1---Sanctuary</p><p>2---Consecrate </p><p>3---Arcane Lock</p><p>4---Fire Trap</p><p>5---Leomund’s Secure Shelter</p><p>6---Word of Recall</p><p>7---Word Lock</p><p>8---Guards and Wards</p><p>9---Proleptic Visions</p><p></p><p></p><p><em><strong>Druid Spells</strong></em><strong></strong></p><p><strong>1st level----2nd level----3rd level</strong></p><p>Calm Animal---------------Animal Messenger--------Call Lightning</p><p>Charm Animal--------------Barkskin-----------------Cure Moderate Wounds</p><p>Detect Snares & Pits-------Bear’s Endurance--------Neutralize Poison</p><p>Entangle------------------Bull’s Strength-----------Plant Growth</p><p>Faerie Fire----------------Cat’s Grace--------------Protection from Energy</p><p>Goodberry----------------Heat Metal---------------Snare</p><p>Obscuring Mist------------Tree Shape--------------Speak With Plants</p><p>Speak with Animals--------Warp Wood--------------Water Breathing</p><p></p><p><strong>4th level----5th level----6th level</strong></p><p>Antiplant Shell------------Animal Growth------------Antilife Shell</p><p>Control Water------------Awaken------------------Fire Seeds</p><p>Cure Serious Wounds------Baleful Polymorph--------Ivy Siege</p><p>Flame Strike--------------Call Lightning Storm------Liveoak</p><p>Giant Vermin--------------Commune with Nature----Move Earth</p><p>Ice Storm----------------Control Winds------------Repel Wood</p><p>Repel Vermin--------------Insect Plague------------Stone Tell</p><p>Spike Stones--------------Wall of Thorns-----------Wall of Stone</p><p></p><p><strong>7th level----8th level----9th level</strong></p><p>Animate Plants------------Control Plants-----------Elemental Swarm</p><p>Changestaff---------------Earthquake-------------Mass Baleful Polymorph</p><p>Control Weather-----------Finger of Death---------Mass Cure Critical Wounds</p><p>Creeping Doom------------Repel Metal or Stone-----Regenerate</p><p>Fire Storm-----------------Sunburst---------------Shambler</p><p>Heal----------------------Whirlwind---------------Storm of Vengeance</p><p>Sunbeam</p><p>Transmute Metal to Wood</p><p></p><p></p><p><em><strong>Sorcerer/Wizard Spells</strong></em><strong></strong></p><p><strong>1st level----2nd level----3rd level</strong></p><p>Cause Fear--------------Arcane Lock----------------Arcane Sight</p><p>Charm Person------------Blindness/Deafness----------Daylight</p><p>Comprehend Languages---Eagle’s Splendor------------Dispel Magic</p><p>Disguise Self-------------Fog Cloud-------------------Explosive Runes</p><p>Hold Portal---------------Fox’s Cunning---------------Fireball</p><p>Mage Armor--------------Invisibility------------------Haste</p><p>Magic Missile-------------Knock----------------------Hold Person</p><p>Magic Weapon-----------Protection from Arrows------Keen Edge </p><p>Shocking Grasp-----------See Invisibility--------------Lightning Bolt </p><p>Silent Image-------------Shatter---------------------Phantom Steed</p><p>Sleep--------------------Steam Jet------------------Slow</p><p>Tenser’s Floating Disc----Web------------------------Water Breathing</p><p></p><p><strong>4th level----5th level----6th level</strong></p><p>Animate Dead-----------------Break Enchantment------------Acid Fog</p><p>Arcane Eye-------------------Cloudkill-----------------------Antimagic Field</p><p>Charm Monster----------------Contact Other Plane-----------Chain Lightning</p><p>Confusion---------------------Dismissal----------------------Circle of Death</p><p>Fear--------------------------Hold Monster------------------Disintegrate</p><p>Ice Storm---------------------Lower Resistance--------------Globe of Invulnerability</p><p>Lesser Globe of Invulnerability--Mordenkainen’s Faithful Hound--Greater Dispel Magic</p><p>Shadow Conjuration*----------Passwall-----------------------Legend Lore </p><p>Shout-------------------------Persistent Image--------------Mass Suggestion</p><p>Solid Fog----------------------Rary’s Telepathic Bond---------Persistent Image</p><p>Stone Shape------------------Symbol of Pain-----------------Programmed Image</p><p>Stoneskin---------------------Wall of Force------------------Stone to Flesh</p><p></p><p>*This allows the wizard to use a shadow version of an appropriate summon monster from the PH only.</p><p></p><p><strong>7th level----8th level----9th level</strong></p><p>Banishment--------------------------Bigby’s Clenched Fist---------Astral Projection</p><p>Control Weather---------------------Binding-----------------------Imprisonment</p><p>Drawmij’s Instant Summons-----------Greater Lower Resistance-----Meteor Swarm</p><p>Forcecage---------------------------Horrid Wilting-----------------Power Word Kill</p><p>Mass Hold Person--------------------Mass Charm Monster----------Proleptic Vision</p><p>Mass Invisibility----------------------Maze-------------------------Refuge</p><p>Mordenkainen’s Magnificent Mansion---Piercing Clarity---------------Time Stop </p><p>Prismatic Spray----------------------Polar Ray---------------------Weird</p><p>Spell Turning-------------------------Prismatic Wall</p><p>Symbol of Weakness------------------Puncture</p><p>Vision--------------------------------Scintillating Pattern</p><p>Waves of Exhaustion-----------------Temporal Stasis</p><p></p><p>***</p><p></p><p>Still to come: wilder power list, item creation limitations aaaand... not sure what else I need yet. </p><p></p><p>Now that you can see how limited the spell lists are, any comments? Note that there are entire categories of spells 'lost' (no teleportation other than Refuge, f'rinstance). At least some of these are intentional. Also, I'm not too concerned about balancing the schools, since PH wizard specialists are not available.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2230182, member: 1210"] [b][i]Spells[/i][/b][i][/i] are severely limited in the Year 271 Campaign. The basic ‘class lists’ follow; they are all considerably abbreviated. Other spells may be ‘discovered’ throughout the campaign. All 0-level spells in the PH are available. However, wizards only start with as many 0 level spells as 1st level spells in their spellbooks. [b][i]Priest Spells[/i] 1st level----2nd level----3rd level[/b] Bless-----------------Augury--------------------Bestow Curse Command-------------Bull’s Strength-------------Cure Serious Wounds Cure Light Wounds----Hold Person----------------Daylight Detect Undead--------Lesser Restoration---------Dispel Magic Magic Stone----------Owl’s Wisdom--------------Glyph of Warding Magic Weapon--------Remove Paralysis-----------Prayer Remove Fear----------Resist EnergyRemove-------Blindness/Deafness Shield of Faith--------Silence---------------------Remove Disease [b]4th level----5th level----6th level[/b] Cure Critical Wounds----Break Enchantment--------Animate Objects Death Ward------------Disrupting Weapon---------Banishment Discern Lies------------Flame Strike---------------Blade Barrier Dismissal---------------Insect Plague--------------Deadly Weapon Freedom of Movement--Lower Resistance----------Greater Dispel Magic Neutralize Poison-------Righteous Might------------Greater Glyph of Warding Restoration-------------Spell Resistance-----------Harm Tongues----------------True Seeing---------------Heal [b]7th level----8th level----9th level[/b] Control Weather---------Antimagic Field-----------Act of God Ethereal Jaunt-----------Earthquake---------------Anathema Greater Restoration------Greater Lower Resistance--Mass Heal Mass Spell Resistance----Greater Spell Immunity----Righteous Zeal Refuge------------------Holy Aura-----------------Soul Bind Regenerate--------------Piercing Clarity------------Storm of Vengeance Repulsion Resurrection [b]Domains:[/b] The following domains are available, many with minor changes, in the Year 271 Campaign: [i]Air[/i] (change 7th level spell to Airboat), [i]Animal, Authority[/i] (change 1st level spell to Hearty Greeting, 2nd level spell to Eagle’s Splendor), [i]Charm, Death[/i] (change 4th level spell to Stop Heart), [i]Destruction[/i] (change 6th level spell to Mass Inflict Moderate Wounds, change 8th level spell to Disintegrate), [i]Earth[/i] (change 1st level spell to Fist of Stone, 7th level spell to Storm of Earth), [i]Fire[/i] (change 3rd level spell to Protection from Fire), [i]Greed, Healing[/i] (change 1st level spell to Lesser Vigor, 3rd level spell to Mass Lesser Vigor, 4th level spell to Mass Resurgence, 5th level spell to Greater Vigor, 6th level spell to Vigorous Circle, 7th level spell to Renewal Pact), [i]Illusion, Knowledge, Magic[/i] (change 3rd level spell to Follow Sorcery’s Trail, 5th level spell to Cinderspell), [i]Passion[/i] (change 7th level spell to Greater Heroism), [i]Plant, Protection[/i] (change 5th level spell to Magic Circle vs. Evil, 7th level spell to Contingency, 9th level spell to Freedom), [i]Strength[/i] (change 2nd level spell to Shatter but with a range of Touch, 5th level spell to Animal Growth), [i]Sun[/i] (change 5th level spell to Aura of Heat, 9th level spell to Red Hot Touch), [i]Trade, Travel[/i] (change 5th level spell to Overland Flight, change 7th level spell to Airboat), [i]Trickery, War[/i] (change 1st level spell to Bane, 6th level spell to Thunderous Blows). [i]New Domain:[/i] [b]HOME[/b] 1---Sanctuary 2---Consecrate 3---Arcane Lock 4---Fire Trap 5---Leomund’s Secure Shelter 6---Word of Recall 7---Word Lock 8---Guards and Wards 9---Proleptic Visions [i][b]Druid Spells[/b][/i][b] 1st level----2nd level----3rd level[/b] Calm Animal---------------Animal Messenger--------Call Lightning Charm Animal--------------Barkskin-----------------Cure Moderate Wounds Detect Snares & Pits-------Bear’s Endurance--------Neutralize Poison Entangle------------------Bull’s Strength-----------Plant Growth Faerie Fire----------------Cat’s Grace--------------Protection from Energy Goodberry----------------Heat Metal---------------Snare Obscuring Mist------------Tree Shape--------------Speak With Plants Speak with Animals--------Warp Wood--------------Water Breathing [b]4th level----5th level----6th level[/b] Antiplant Shell------------Animal Growth------------Antilife Shell Control Water------------Awaken------------------Fire Seeds Cure Serious Wounds------Baleful Polymorph--------Ivy Siege Flame Strike--------------Call Lightning Storm------Liveoak Giant Vermin--------------Commune with Nature----Move Earth Ice Storm----------------Control Winds------------Repel Wood Repel Vermin--------------Insect Plague------------Stone Tell Spike Stones--------------Wall of Thorns-----------Wall of Stone [b]7th level----8th level----9th level[/b] Animate Plants------------Control Plants-----------Elemental Swarm Changestaff---------------Earthquake-------------Mass Baleful Polymorph Control Weather-----------Finger of Death---------Mass Cure Critical Wounds Creeping Doom------------Repel Metal or Stone-----Regenerate Fire Storm-----------------Sunburst---------------Shambler Heal----------------------Whirlwind---------------Storm of Vengeance Sunbeam Transmute Metal to Wood [i][b]Sorcerer/Wizard Spells[/b][/i][b] 1st level----2nd level----3rd level[/b] Cause Fear--------------Arcane Lock----------------Arcane Sight Charm Person------------Blindness/Deafness----------Daylight Comprehend Languages---Eagle’s Splendor------------Dispel Magic Disguise Self-------------Fog Cloud-------------------Explosive Runes Hold Portal---------------Fox’s Cunning---------------Fireball Mage Armor--------------Invisibility------------------Haste Magic Missile-------------Knock----------------------Hold Person Magic Weapon-----------Protection from Arrows------Keen Edge Shocking Grasp-----------See Invisibility--------------Lightning Bolt Silent Image-------------Shatter---------------------Phantom Steed Sleep--------------------Steam Jet------------------Slow Tenser’s Floating Disc----Web------------------------Water Breathing [b]4th level----5th level----6th level[/b] Animate Dead-----------------Break Enchantment------------Acid Fog Arcane Eye-------------------Cloudkill-----------------------Antimagic Field Charm Monster----------------Contact Other Plane-----------Chain Lightning Confusion---------------------Dismissal----------------------Circle of Death Fear--------------------------Hold Monster------------------Disintegrate Ice Storm---------------------Lower Resistance--------------Globe of Invulnerability Lesser Globe of Invulnerability--Mordenkainen’s Faithful Hound--Greater Dispel Magic Shadow Conjuration*----------Passwall-----------------------Legend Lore Shout-------------------------Persistent Image--------------Mass Suggestion Solid Fog----------------------Rary’s Telepathic Bond---------Persistent Image Stone Shape------------------Symbol of Pain-----------------Programmed Image Stoneskin---------------------Wall of Force------------------Stone to Flesh *This allows the wizard to use a shadow version of an appropriate summon monster from the PH only. [b]7th level----8th level----9th level[/b] Banishment--------------------------Bigby’s Clenched Fist---------Astral Projection Control Weather---------------------Binding-----------------------Imprisonment Drawmij’s Instant Summons-----------Greater Lower Resistance-----Meteor Swarm Forcecage---------------------------Horrid Wilting-----------------Power Word Kill Mass Hold Person--------------------Mass Charm Monster----------Proleptic Vision Mass Invisibility----------------------Maze-------------------------Refuge Mordenkainen’s Magnificent Mansion---Piercing Clarity---------------Time Stop Prismatic Spray----------------------Polar Ray---------------------Weird Spell Turning-------------------------Prismatic Wall Symbol of Weakness------------------Puncture Vision--------------------------------Scintillating Pattern Waves of Exhaustion-----------------Temporal Stasis *** Still to come: wilder power list, item creation limitations aaaand... not sure what else I need yet. Now that you can see how limited the spell lists are, any comments? Note that there are entire categories of spells 'lost' (no teleportation other than Refuge, f'rinstance). At least some of these are intentional. Also, I'm not too concerned about balancing the schools, since PH wizard specialists are not available. [/QUOTE]
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