Showing posts with label level 2. Show all posts
Showing posts with label level 2. Show all posts

Thursday, 18 August 2011

Three Spell Salad: Levels 2 and 3

In our quest to strip down the classic spells of D&D to the essentials, we have a new contributor, JD Jarvis, whose picks don't change our 1st level selection smuch but get added in to the next 2 levels.

Invisibility is the clear winner for super wizards everywhere, with 4 out of 6 desert-island spellbook compilers choosing it. Behind it we have a pack of four, each tied at two picks: Web, Levitate, Mirror Image and ESP.

Mirror Image is cool ... but it serves much the same function as Invisibility. Some people would give ESP the heave-ho on the grounds it's a plot spoiler. I just nerf it into Detect Thoughts, and if the being fails a Mind save the caster gets to sample one thought from its stream of consciousness. Levitate and Web, together with Flaming Sphere, are the more physical spell effects that would anchor the Day list if I picked three "Day" (straightforward) and three "Night" (arcane) spells. But with Feather Fall being expanded to Weightlessness, Levitate is too much like that and too much like a certain spell coming up next level. So the final three are:

ESP: Overnight recovery at (caster) level 3
Invisibility: Overnight recovery at level 3
Web: Overnight recovery at level 3

By the way, I'd probably pick Knock/Wizard Lock for the third of the level 2 Night list.

I'm not sure of the wisdom of allowing turn recovery for some of these, but the levels in question are high enough that the "Basic" rules don't have to worry about that.

The level 3 spells ... well, Fireball and Dispel Magic are clearly the A-listers, with all 5 contributors choosing them.  This is where the limitations begin to grate; Fly gets 2 votes but there are some other strong contenders, like Haste, Clairvoyance and Monster Summoning. The Day list would really start to shine here with Fireball, Fly and Haste, while for Night effects, the ability to summon a stronger monster, dispel magic and use clairvoyance would have to do. For now, let's go with:

Fireball: Overnight recovery at level 5
Dispel Magic: Turn recovery at level 5 (with no re-tries to dispel any one effect)
Fly: Overnight recovery at level 5

Next: up some comments on how this approach would fit into a class system, plus spell cards!

Tuesday, 21 September 2010

Brown Magic Supplement

Turns out Brown Magic really needs 4 spells/level at the high levels.

So here are the 4th spells for the first three levels.

All three of these, in my view, really add to the problem solving and creative use potential of this magic school.

Level 1
4
Heat Metal
Brown
30’
6 rounds
None
Metal weapon does 1d3 extra damage; metal armor burns wearer in 1 round for 1d3 damage/round; metal held objects dropped

Level 2
4
Command Wood
Brown
30’
Perm.
None
A non-magical section or piece of wood up to 3’ square is bent or reshaped

Level 3
4
Aid of the Waters
Brown
90’
3 hours
None
Water in 10’ radius rises or recedes up to 10’, supports walking, or becomes breathable

Thursday, 16 September 2010

Brown Magic: Levels 1-3

"A strange race of  people ... the Druids ..." Although some of these spells also show up in the clerical lists. The main theme is somewhat different from the other color schools - it is the realm of what is affected, rather than functionally what is done, that unites these spells. This sets up Brown magic to be the primal, original, shamanic form of nature magic, and represent the control over natural forces that's present in many conceptions of magic - from Merlin's ravens to Elisha's bears.

As with sacred magic, the Brown spells are only a core for any possible druid, nature cleric, or hedge witch character class. Certainly there are forms of healing, protective, charm, attack, etc. magic that fit very well into those classes.

Yes, Brown's better in the outdoors ... but I've tried to include more spells of general utility and jettison some of the more notorious clunkers (um ... Shillelagh anyone?)

LEVEL 1
               Name                                Color           Range      Duration       Save
1
Animal Friends
Brown
30’
1 hr
Will (Wis)
Calms 1d6 HD of animals, +1 HD/ level; keep 1 with HD <= level as pet
2
Aid of the Earth
Brown
90’
3 min
None
Plants and earth hide or halve move along 100’ x 10’ trail
3
Speak with Animal
Brown
30’
3 min
None
Hold conversation with normal animal

LEVEL 2
1
Aid of the Meek
Brown
90’
12 hrs
None
Up to 6 tiny animals appear in 1-3 rounds and act as familiars
2
Aid of the Trees
Brown
0
1 hr
None
Caster can merge with a tree, remaining aware, and talk with it
3
Call Animals
Brown
30’
1 hr
None
4 HD of friendly animals appear in 1d20 rounds and follow commands

LEVEL 3
1
Aid of the Sky
Brown
90’
Special
Speed (Dex)
Only open sky, 1 minute to summon clouds if needed, then 1 bolt / round for rounds = caster level strikes for 6d6 damage, save for half
2
Aid of the Stones
Brown
30’
30 min
None
Rock underfoot ensnares or damages (1d4/round of travelling) beings travelling on foot over it in 30’ square area
3
Insect Cloud
Brown
90’
30 min
Body (Con)
Stinging insects make all in 30’ square area take 2 hp damage/round, -2 to hit rolls and no casting, save or flee.

Thursday, 19 August 2010

Sacred Magic: Level 2 Spell List

And now, back to magic. A few notes.

Prayer is a less wimpy buff even as a level 2.
Sympathetic Healing is inspired by Meditations on the Tarot (for that matter, so is Constraint/ Break Constraint) and is an attempt at a powerful but more strategic healing spell for level 2.

1
Evoke Auras
Black/White
30’
3 min
None
Causes visible light or darkness to outline holy or unholy beings, places and objects within sight range
2
Constraint
Black
90’
1 min
Mind (Wis)
Stops one being from moving or speaking
3
Drain Light Wounds
Black
30’
None
Body (Con)
Living being takes 1d6+1 hp damage, heal the same amount of caster’s hp damage.
4
Prayer
[Black]/White
30’
3 min
None
Allows target's controller to reroll one die for an attack, save or action within the spell’s duration
5
Restore Object
Gold
0
None
None
Physically mends a broken or corroded object
6
Slow Ailment
Gold
0
1 day
None
Delays the effects of poison or disease
7
Sympathetic Healing
Gold
0
None
None
Heals 3d6+3 hp, caster takes the middle die rolled as hp damage; or transfers poison or disease to caster, new saving throw
8
Break Constraint
White
90’
None
None
Loosens physical or magical restrictions on movement or speech; if magic, 5% to fail per level of difference vs. higher level caster

Tuesday, 13 July 2010

Level 2 Magic Spells

A couple of notes:

I've done my usual thing of combining spells, making less useful ones more useful, and curbing some spells that can be used in an un-fun way. No more pettifogging legalese question-asking with Augury; no more plot ruination with ESP if you don't want it (Detect Thoughts). Also note that some cleric spells are folded in here. They're not out of reach for clerics, though, depending on the options in your campaign.

The spells with a (+) are not actually spells, but ... what should I call them? Modifiers? Meta-spells (ugh)? Codicils? Pervulsions? You don't memorize them, but they go on your list of known spells. You can roll them when you level up, and learn them out of books. They represent the ability to memorize a spell at 1 level higher and improve its effect somehow. The spell still is the same spell, so by the rules I discussed last time you can't have a level 1 Sleep and a level 2 super-Sleep memorized at the same time. Taking this approach has let me trim a lot from the higher level spell lists, which is good because I go to a d12 table after 3rd level.

I actually like these ultra-brief descriptions. They have that white box feel. They call up the image of a referee ruling on the fly, players thinking up their own uses, wizards experimenting and trying to "break" some spell they only have a scribbled note describing. If you write all of the details down people are going to find their way to them and some of the fun is gone. The fruits of the Internet, I guess, even more ridiculous now than in 1979 to try and forbid your players to read the DMG or Monster Manual.

Any final product I release will probably have more specific notes on implementation, but I expect an experienced game-runner should be able to hold their own with these brief notes, especially with some knowledge of the original and fuller descriptions in O and AD&D.


1
Augury
Orange
30’
3 min
None
Get literal yes/no answer to up to 10 word question, 1/6 chance of being wrong
2
Complex Illusion
Purple
30’
30 min
(Int)
Illusion in 2 senses, with motion/ speech; save if depicting living being
3
Conjure Wind
Red
90’
30 min
(Str)
All in 90' x 30' area save to advance (man size) or hold position (smaller); bipedal beings fall on failed save
4
Detect Thoughts
Orange
30’
3 min
(Wis)
Detect presence of self-aware beings; they save or you overhear 3 random words
5
Fear
Green
30’
3 min
(Wis)
One mammal must save or flee
6
Find Dangers
Orange
30’
None
None
Detect presence of danger from inanimate things in up to 4 10’ squares
7
Flaming Sphere
Red
30’
10 rounds
(Dex)
Rolls at 5’/round doing 2d4 damage in 5’ square
8
Hiding Place
Silver
0
30 min
None
Create extra-dimensional hiding place for up to 6 human-sized beings
9
Improved Spell (+)
Gray
-
-
-
Adding 1 to spell’s level, can triple range, or double effect or duration
10
Invisibility
Purple
30’
3 hr
None
Being or object up to 10’ square stays invisible until it attacks or casts
11
Levitate/Root
Yellow
30’
3 min
(Con)
Raises a willing being 100’, unwilling 30’ (3d6 fall damage); rooted being can’t move legs or be knocked down
12
Lock/Unlock
Yellow
0
1 day
None
Locks an opening magically, or opens a magic or normal lock
13
Multiply Matter
Blue
0
Perm
none
Doubles up to a 3’ cube of raw non-precious mineral or vegetable matter
14
Shatter
Red
30’
None
*
Item up to 1’ thick breaks; save as creator if magic item
15
Locate Object
Orange
90’
None
None
Caster becomes aware of direction of specific object or object type
16
Summon Familiar
Silver
0
Permanent
(Int)
Summons small creature who can communicate with caster, gives 1-4 extra HP while alive, caster permanently loses 1 HP if killed
17
Tonguetie/
Tongueloose
Green
90’
3 min
(Wis)
Strikes victim dumb (no casting) or makes victim babble
18
Triggered Spell (+)
Gray
-
1 day
-
Adding 1 to spell’s level, it’s triggered automatically by event
19
Web
Blue
0
1 day
(Str)
Creates binding webs in 3 10’ cubes or 30’ square sheet; save to move 5’
20
Zone of Silence
Purple
0
30 min
None
20’ radius moving zone that blocks sound coming out