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<blockquote data-quote="Deuce Traveler" data-source="post: 4697475" data-attributes="member: 34958"><p>Thanks Fenris!</p><p></p><p>1st level Magic-User Spells</p><p>[sblock]</p><p>FIRST LEVEL MAGIC-USER SPELLS</p><p>1. Charm Person</p><p>2. Detect Magic</p><p>3. Floating Disc</p><p>4. Hold Portal</p><p>5. Light</p><p>6. Magic Missile</p><p>7. Protection from Evil</p><p>8. Read Languages</p><p>9. Read Magic</p><p>10. Shield</p><p>11. Sleep</p><p>12. Ventriloquism</p><p></p><p>Charm Person</p><p>Range: 120’</p><p>Duration: See below</p><p>Effect: One living “person” (see below)</p><p>This spell will only affect humans, demihumans,</p><p>and certain other creatures.</p><p>The victim is allowed a Saving Throw vs.</p><p>Spells. If the Saving Throw is successful,</p><p>the spell has no effect. If it is failed, the</p><p>victim will believe that the magic-user is</p><p>its “best friend,” and will try to defend</p><p>the magic-user against any threat,</p><p>whether real or imagined. The victim is</p><p>“Charmed.”</p><p></p><p>As a general rule, the “persons” affected</p><p>by this spell are all creatures</p><p>which look similar to humans in various</p><p>ways. It will not affect animals, magical</p><p>creatures (such as living statues), or</p><p>human-like creatures larger than ogres.</p><p>You will learn, through trial and error,</p><p>which monsters can be charmed.</p><p>If the magic-user can speak a language</p><p>that the Charmed victim understands,</p><p>the magic-user may give orders</p><p>to the victim. These orders should</p><p>sound like suggestions, as if ‘)ut between</p><p>friends.” These orders will usually</p><p>be obeyed, but orders that are contrary</p><p>to the victim’s nature (alignment and</p><p>habits) may be resisted. A victim will</p><p>refuse to obey if ordered to kill itself.</p><p>A Charm may last for months. The</p><p>victim may make another Saving Throw</p><p>every day, week, or month, depending</p><p>on its Intelligence. If you are Charmed,</p><p>your DM will tell you when to make the</p><p>new Saving Throw.</p><p></p><p>The Charm is automatically broken if</p><p>the magic-user attacks the victim,</p><p>whether by spell or by weapon. The</p><p>victim will fight normally if attacked by</p><p>the magic-user’s allies.</p><p></p><p>Detect Magic</p><p>Range: 0</p><p>Duration: 2 turns</p><p>Effect: Everything within 60’</p><p>When this spell is cast, the magic-user</p><p>will see all magical objects, creatures,</p><p>and places within range glow. This effect</p><p>will not last very long, and should be</p><p>saved until the magic-user wants to see if</p><p>something found during an adventure</p><p>is, in fact, magical. Example: Shortly</p><p>after casting this spell, a magic-user</p><p>walks into a room containing a door</p><p>locked by magic, a magical potion laying</p><p>nearby, and a treasure chest containing a</p><p>magic wand. All the magic will glow, but</p><p>only the door and potion will be seen;</p><p>the light of the glowing wand is hidden</p><p>by the treasure chest.</p><p></p><p>Floating Disc</p><p>Range: 0</p><p>Duration: 6 turns</p><p>Effect: Disc remains within 6’</p><p>This spell creates an invisible magical</p><p>horizontal platform about the size and</p><p>shape of a small round shield. It can</p><p>carry up to 5000 cn (500 pounds). It</p><p>cannot be created in a place occupied by</p><p>a creature or object. The floating disc is</p><p>created at the height of the magic-user’s</p><p>waist, and will always remain at that</p><p>height. It will automatically follow the</p><p>magic-user, remaining within 6’ at all</p><p>times. It can never be used as a weapon,</p><p>because it has no solid existence and</p><p>moves slowly. When the duration ends,</p><p>the floating disc will disappear, suddenly</p><p>dropping anything upon it.</p><p></p><p>Hold Portal</p><p>Range: 10’</p><p>Duration: 2-12 (2d6) turns</p><p>Effect: One door, gate, or similar portal</p><p></p><p>This spell will magically hold shut any</p><p>“portal” - for example, a door or gate.</p><p>A Knock spell will open the Hold Portal.</p><p>Any creature 3 or more hit dice</p><p>greater than the caster (including characters)</p><p>may break open a held portal in</p><p>one round’s time, but the portal will</p><p>relock if allowed to close within the</p><p>duration of the spell.</p><p></p><p>Light</p><p>Range: 120’</p><p>Duration: 6 turns + 1 turn per Level of</p><p>the magic-user</p><p>Effect: Volume of 30’ diameter</p><p>This spell creates a large ball of light, as</p><p>if a bright torch were lit. If the spell is</p><p>cast on an object (such as a coin), the</p><p>light will move with the object. If cast at</p><p>a creature’s eyes, the creature must</p><p>make a Saving Throw. If the Saving</p><p>Throw is failed, the victim will be</p><p>blinded by the light until the duration</p><p>ends. A blinded creature may not attack.</p><p>If the Saving Throw is successful, the</p><p>Light appears in the air behind the</p><p>intended victim.</p><p></p><p>Magic Missile</p><p>Range: 150’</p><p>Duration: 1 round</p><p>Effect: Creates 1 or more arrows</p><p>A Magic Missile is a glowing arrow,</p><p>created and shot by magic, which inflicts</p><p>2-7 (ld6+ 1) points of damage to any</p><p>creature it strikes. After the spell is cast,</p><p>the arrow appears next to the magicuser</p><p>and hovers there until the magicuser</p><p>causes it to shoot. When shot, it will</p><p>automatically hit any visible target. It will</p><p>move with the magic-user until shot or</p><p>until the duration ends. The Magic Missile</p><p>actually has no solid form, and</p><p>cannot be touched. A Magic Missile</p><p>never misses its target and the target is</p><p>not allowed a Saving Throw.</p><p></p><p>For every 5 levels of experience of the</p><p>caster, two more missiles are created by</p><p>the same spell. Thus a 6th Level Magicuser</p><p>may create three missiles. The missiles</p><p>may be shot at different targets.</p><p></p><p>Protection from Evil</p><p>Range: 0</p><p>Duration: 6 turns</p><p>Effect: The magic-user only</p><p>This spell creates an invisible magical</p><p>barrier all around the magic-user’s body</p><p>(less than an inch away). All attacks</p><p>against the magic-user are penalized by</p><p>- 1 to their Hit rolls, and the magic-user</p><p>gains a + 1 bonus to all Saving Throws,</p><p>while the spell lasts.</p><p></p><p>In addition, “enchanted” creatures</p><p>cannot even touch the magic-user! If a</p><p>magic weapon is needed to hit a creature,</p><p>that creature is called “enchanted.”</p><p></p><p>However, a creature that can be hit by a</p><p>silver weapon - a lycanthrope (werecreature),</p><p>for example - is not an “enchanted”</p><p>creature. The barrier thus</p><p>completely prevents all from attacks</p><p>from those creatures unless they use</p><p>missile weapons.</p><p></p><p>This spell will not affect a Magic Missile</p><p>spell. If the Magic-user attacks anything</p><p>during the spell’s duration, the</p><p>effect changes slightly. “Enchanted”</p><p>creatures are then able to touch the</p><p>magic-user, but the Hit roll and Saving</p><p>Throw adjustments still apply until the</p><p>spell duration ends.</p><p></p><p>Read Languages</p><p>Range: 0</p><p>Duration: 2 turns</p><p>Effect: The magic-user only</p><p>This spell will allow the magic-user to</p><p>read, not speak, any unknown languages</p><p>or codes, including treasure maps, secret</p><p>symbols, and so forth, until the duration</p><p>ends.</p><p></p><p>Read Magic</p><p>Range: 0</p><p>Duration: 1 turn</p><p>Effect: The magic-user only</p><p>This spell will allow the magic-user to</p><p>read, not speak, any magical words or</p><p>runes, such as those found on magic</p><p>scrolls and other items. Unfamiliar</p><p>magic writings cannot be understood</p><p>without using this spell. However, once a</p><p>magic-user reads a scroll or runes with</p><p>this spell, that magic can be read or</p><p>spoken later (without) using a spell. All</p><p>spell books are written in magical words,</p><p>and only their owners may read them</p><p>without using this spell.</p><p></p><p>Shield</p><p>Range: 0</p><p>Duration: 2 turns</p><p>Effect: The magic-user only</p><p>This spell creates a magical barrier all</p><p>around the magic-user (less than an inch</p><p>away). It moves with the magic-user.</p><p>While the duration lasts, the magic-user</p><p>becomes Armor Class 2 against missiles,</p><p>and AC 4 against all other attacks.</p><p></p><p>If a Magic.Missile is shot at a magicuser</p><p>protected by this spell, the magicuser</p><p>may make a Saving Throw VS.</p><p>Spells (one Saving Throw per missile). If</p><p>successful, the Magic Missile will have</p><p>no effect.</p><p></p><p>Sleep</p><p>Range: 240‘</p><p>Duration: 4-16 (4d4) turns</p><p>Effect: 2-16 Hit Dice of living creatures</p><p>within a 40’ square area</p><p>This spell will put creatures to sleep for</p><p>up to 16 turns. It will only affect creatures</p><p>with 4 + 1 Hit Dice or less - generally,</p><p>small or man-sized creatures. All the</p><p>creatures to be affected must be within a</p><p>40’ x 40’ area. The spell will not work</p><p>against Undead or very large creatures,</p><p>such as dragons. Any sleeping creature</p><p>can be awakened by force (such as a slap</p><p>or kick). A sleeping creature may be</p><p>killed with a single blow of any edged</p><p>weapon, regardless of its hit points.</p><p>Your Dungeon Master will roll to find</p><p>the total Hit Dice of monsters affected,</p><p>using 2d8. The victims get no Saving</p><p>Throw.</p><p></p><p>Ventriloquism</p><p>Range: 60’</p><p>Duration: 2 turns</p><p>Effect: One item or location</p><p>This spell will allow the magic-user to</p><p>make the sound of his or her voice to</p><p>come from somewhere else, such as a</p><p>statue, animal, dark corner, and so forth.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 4697475, member: 34958"] Thanks Fenris! 1st level Magic-User Spells [sblock] FIRST LEVEL MAGIC-USER SPELLS 1. Charm Person 2. Detect Magic 3. Floating Disc 4. Hold Portal 5. Light 6. Magic Missile 7. Protection from Evil 8. Read Languages 9. Read Magic 10. Shield 11. Sleep 12. Ventriloquism Charm Person Range: 120’ Duration: See below Effect: One living “person” (see below) This spell will only affect humans, demihumans, and certain other creatures. The victim is allowed a Saving Throw vs. Spells. If the Saving Throw is successful, the spell has no effect. If it is failed, the victim will believe that the magic-user is its “best friend,” and will try to defend the magic-user against any threat, whether real or imagined. The victim is “Charmed.” As a general rule, the “persons” affected by this spell are all creatures which look similar to humans in various ways. It will not affect animals, magical creatures (such as living statues), or human-like creatures larger than ogres. You will learn, through trial and error, which monsters can be charmed. If the magic-user can speak a language that the Charmed victim understands, the magic-user may give orders to the victim. These orders should sound like suggestions, as if ‘)ut between friends.” These orders will usually be obeyed, but orders that are contrary to the victim’s nature (alignment and habits) may be resisted. A victim will refuse to obey if ordered to kill itself. A Charm may last for months. The victim may make another Saving Throw every day, week, or month, depending on its Intelligence. If you are Charmed, your DM will tell you when to make the new Saving Throw. The Charm is automatically broken if the magic-user attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the magic-user’s allies. Detect Magic Range: 0 Duration: 2 turns Effect: Everything within 60’ When this spell is cast, the magic-user will see all magical objects, creatures, and places within range glow. This effect will not last very long, and should be saved until the magic-user wants to see if something found during an adventure is, in fact, magical. Example: Shortly after casting this spell, a magic-user walks into a room containing a door locked by magic, a magical potion laying nearby, and a treasure chest containing a magic wand. All the magic will glow, but only the door and potion will be seen; the light of the glowing wand is hidden by the treasure chest. Floating Disc Range: 0 Duration: 6 turns Effect: Disc remains within 6’ This spell creates an invisible magical horizontal platform about the size and shape of a small round shield. It can carry up to 5000 cn (500 pounds). It cannot be created in a place occupied by a creature or object. The floating disc is created at the height of the magic-user’s waist, and will always remain at that height. It will automatically follow the magic-user, remaining within 6’ at all times. It can never be used as a weapon, because it has no solid existence and moves slowly. When the duration ends, the floating disc will disappear, suddenly dropping anything upon it. Hold Portal Range: 10’ Duration: 2-12 (2d6) turns Effect: One door, gate, or similar portal This spell will magically hold shut any “portal” - for example, a door or gate. A Knock spell will open the Hold Portal. Any creature 3 or more hit dice greater than the caster (including characters) may break open a held portal in one round’s time, but the portal will relock if allowed to close within the duration of the spell. Light Range: 120’ Duration: 6 turns + 1 turn per Level of the magic-user Effect: Volume of 30’ diameter This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as a coin), the light will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded by the light until the duration ends. A blinded creature may not attack. If the Saving Throw is successful, the Light appears in the air behind the intended victim. Magic Missile Range: 150’ Duration: 1 round Effect: Creates 1 or more arrows A Magic Missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (ld6+ 1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magicuser and hovers there until the magicuser causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The Magic Missile actually has no solid form, and cannot be touched. A Magic Missile never misses its target and the target is not allowed a Saving Throw. For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th Level Magicuser may create three missiles. The missiles may be shot at different targets. Protection from Evil Range: 0 Duration: 6 turns Effect: The magic-user only This spell creates an invisible magical barrier all around the magic-user’s body (less than an inch away). All attacks against the magic-user are penalized by - 1 to their Hit rolls, and the magic-user gains a + 1 bonus to all Saving Throws, while the spell lasts. In addition, “enchanted” creatures cannot even touch the magic-user! If a magic weapon is needed to hit a creature, that creature is called “enchanted.” However, a creature that can be hit by a silver weapon - a lycanthrope (werecreature), for example - is not an “enchanted” creature. The barrier thus completely prevents all from attacks from those creatures unless they use missile weapons. This spell will not affect a Magic Missile spell. If the Magic-user attacks anything during the spell’s duration, the effect changes slightly. “Enchanted” creatures are then able to touch the magic-user, but the Hit roll and Saving Throw adjustments still apply until the spell duration ends. Read Languages Range: 0 Duration: 2 turns Effect: The magic-user only This spell will allow the magic-user to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, until the duration ends. Read Magic Range: 0 Duration: 1 turn Effect: The magic-user only This spell will allow the magic-user to read, not speak, any magical words or runes, such as those found on magic scrolls and other items. Unfamiliar magic writings cannot be understood without using this spell. However, once a magic-user reads a scroll or runes with this spell, that magic can be read or spoken later (without) using a spell. All spell books are written in magical words, and only their owners may read them without using this spell. Shield Range: 0 Duration: 2 turns Effect: The magic-user only This spell creates a magical barrier all around the magic-user (less than an inch away). It moves with the magic-user. While the duration lasts, the magic-user becomes Armor Class 2 against missiles, and AC 4 against all other attacks. If a Magic.Missile is shot at a magicuser protected by this spell, the magicuser may make a Saving Throw VS. Spells (one Saving Throw per missile). If successful, the Magic Missile will have no effect. Sleep Range: 240‘ Duration: 4-16 (4d4) turns Effect: 2-16 Hit Dice of living creatures within a 40’ square area This spell will put creatures to sleep for up to 16 turns. It will only affect creatures with 4 + 1 Hit Dice or less - generally, small or man-sized creatures. All the creatures to be affected must be within a 40’ x 40’ area. The spell will not work against Undead or very large creatures, such as dragons. Any sleeping creature can be awakened by force (such as a slap or kick). A sleeping creature may be killed with a single blow of any edged weapon, regardless of its hit points. Your Dungeon Master will roll to find the total Hit Dice of monsters affected, using 2d8. The victims get no Saving Throw. Ventriloquism Range: 60’ Duration: 2 turns Effect: One item or location This spell will allow the magic-user to make the sound of his or her voice to come from somewhere else, such as a statue, animal, dark corner, and so forth. [/sblock] [/QUOTE]
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