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22:56, 23rd April 2024 (GMT+0)

Magic-User Spells.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 50 posts
Wed 4 Oct 2017
at 13:51
  • msg #1

Magic-User Spells

Level 1

Charm Person
Range: 120
Duration: 1 day, 1 week or 1 month
Effect: One living “person”
One human, demi-human, or humanoid believes that the magic-user is its “best friend,” and will defend the magic-user to the death, unless the target saves vs. spells.  If the magic-user and victim speak the same language, the magic-user may give orders. Orders contrary to the victim’s nature are resisted.  The victim makes a save every day (high Int), week (normal), or month (low Int) to end the spell.

Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60’
The magic-user sees magical objects, creatures, and places within range glow.

Floating Disc
Range: 0
Duration: 6 turns
Effect: Disc remains within 6'
An invisible, round horizontal disc that carries up to 5000 cn. is created at the height of the caster’s waist, staying at that height within 6’ at all times.

Hold Portal
Range: 10’
Duration: 2-12 (2d6) turns
Effect: One door, gate, or similar portal
Any 1 door, gate or other opening is magically held shut. Creatures 3+ HD greater than the caster may open a held portal in 1d4 rounds.

Light*
Range: 120’
Duration: 12 turns
Effect: Volume of 30’ diameter
A large ball of light appears, as if a bright torch were lit. If cast on an object, the light moves with the object. If cast at a creature’s eyes, the creature must Save vs. Spells or be blinded. A blinded creature may not attack.
The reverse, darkness, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. It may be cast at a creature's eyes.

Magic Missile
Range: 150
Duration: 1 turn
Effect: Creates 1 or more arrows
A glowing arrow appears next to the magic-user and hovers there until shot. It automatically hits any visible target for 1d6+1 damage. For every 5 levels of experience of the caster, 2 more missiles are created, which may be shot at different targets.

Protection from Evil
Range: 0
Duration: 12 turns
Effect: The magic-user only
An invisible magical barrier forms around the magic-user’s body, penalizes attacks by -1 to their Hit rolls, the magic-user gains a +1 bonus to all Saving Throws, and “enchanted” creatures cannot touch the magic-user. Ranged attacks and spells may be used. If the magic-user attacks, enchanted creatures are then able to touch the magic-user, but the Hit roll and Saving Throw adjustments still apply.

Read Languages
Range: 0
Duration: 2 turns
Effect: The magic-user only
The magic-user can read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth.

Read Magic
Range: 0
Duration: 1 turn
Effect: The magic-user only
The magic-user can read any magical words or runes, such as those found on magic scrolls. Unfamiliar magic script cannot be read without this spell. Once a magic-user reads a scroll or runes with this spell, that magic can be read or spoken later without using a spell.

Shield
Range: 0
Duration: 2 turns
Effect: The magic-user only
A magical barrier forms around the magic-user. The magic-user is AC 18 vs. missiles, and AC 16 vs. melee.  If a magic missile is shot at a shield, save vs. spells (once per missile) to negate it.

Sleep
Range: 240’
Duration: 4-16 (4d4) turns
Effect: 2d8 HD of creatures in a 40’ x 40’ area
This spell puts creatures with 4+1 Hit Dice or less to sleep, with no saving throw.  Any sleeping creature can be awakened by force, but not noise. Sleeping creatures may be killed automatically.

Ventriloquism
Range: 60’
Duration: 2 turns
Effect: One item or location
The magic-user can make the sound of his or her voice to come from somewhere else, such as a statue, animal, dark corner, and so forth.
Dungeon Master
GM, 51 posts
Wed 4 Oct 2017
at 13:54
  • msg #2

Magic-User Spells

Level 2

Detect Evil
Range: 120’
Duration: 6 turns
Effect: Everything within 120’
The magic-user sees evilly enchanted objects and creatures that wish the magic-user harm glow.

Detect Invisible
Range: 10’ per level
Duration: 6 turns
Effect: The magic-user only
See all invisible creatures and objects in range.

ESP*
Range: 60’
Duration: 12 turns
Effect: All thoughts in one direction
The magic-user “hears” thoughts of one creature by concentrating for 6 rounds, regardless of language. ESP is blocked by lead.
The reverse, mindmask, may be cast by touch, making 1 creature immune to ESP and telepathy.

Invisibility
Range: 240’
Duration: Permanent until broken
Effect: One creature or object
One creature, with all items, becomes invisible until it attacks or casts a spell. Items become visible again if they leave the target's possession.

Knock
Range: 60’
Duration: See below
Effect: One lock or bar
Opens any locked door, gate, window, chest, etc.

Levitate
Range: 0
Duration: 6 turns + 1 turn per Level
Effect: The magic-user only
The magic-user moves up or down in the air at the rate of 20' per round.

Locate Object
Range: 0
Duration: 6 turns
Effect: Detects one object within 120’
The magic-user senses the direction, but not distance, of one specific known object. A common object or feature, such as stairs, can be detected.

Mirror Image
Range: 0
Duration: 6 turns
Effect: The magic-user only
ld4 illusions which look and act exactly like the magic-user appear. Attacks on the magic-user first strike images, causing the image to disappear.

Phantasmal Force
Range: 240
Duration: Concentration
Effect: A volume 20’ x 20’ x 20’
The magic-user creates an illusion. If the illusion does not attack, it disappears when touched. If creating a monster, it is AC 11 and disappears when hit. If used to attack, the victim saves vs. spells or believes the attack to be real. “Slain” victims fall unconscious for ld4 turns.

Web
Range: 10’
Duration: 48 turns
Effect: A volume 10’ x 10‘ x 10’
A mass of sticky strands block the area. Strong creatures break through in 2d4 rounds. An average human takes 2d4 turns. Flames destroy the web in 2 rounds, creatures in it take ld6 dmg each round.

Wizard Lock
Range: 10’
Duration: Permanent
Effect: One portal or lock
As hold portal, but works on any lock. A wizard locked door may be opened easily by the caster.
Dungeon Master
GM, 52 posts
Wed 4 Oct 2017
at 13:56
  • msg #3

Magic-User Spells

Level 3

Clairvoyance
Range: 60’
Duration: 12 turns
Effect: See through another’s eyes
The caster sees through the eyes of 1 creature in range. The spell is blocked by 2' of rock or any amount of lead. Each Turn a new direction and creature can be chosen.

Dispel Magic
Range: 120’
Duration: Permanent
Effect: Destroys spells in a 20’ cube
Magic effects in a 20' cube area end. Magic items are unaffected. Spells created by a higher level caster have a 5% chance/level difference to remain.

Fire Ball
Range: 240’
Duration: Instantaneous
Effect: Explosion in a sphere 40’ diameter
A missile explodes in a 20’ radius inflicting 1d6 points of fire damage per caster level to all creatures, save vs. spells for ½ damage.

Fly
Range: Touch
Duration: 1-6 turns + 1 turn per level
Effect: One creature may fly
The recipient can fly at up to 360’ (120’) by concentration, hovering without concentrating.

Haste*
Range: 240’
Duration: 3 turns
Effect: Up to 24 creatures move double speed
Up to 24 creatures in a 30’ radius circle move at x2 speed, and x2 attacks. Spell casting speed is unaffected.
The reverse, slow, causes the victims to move and attack at ½ speed.  Save vs. Spells to avoid.

Hold Person*
Range: 180’
Duration: 9 turns
Effect: Paralyzes up to 4 creatures
Up to 4 humans, demi-humans, or humanoids are paralyzed. Undead and creatures larger than ogres are unaffected. Victims may Save vs. Spells to avoid this. If only 1 target is selected, a -2 penalty applies to the Save.
The reverse, free person, removes the paralysis of up to 4 victims.

Infravision
Range: Touch
Duration: 1 day
Effect: One living creature
The recipient can see in the dark, to a 60’ range.

Invisibility 10‘ radius
Range: 120‘
Duration: Permanent until broken
Effect: All creatures within 10’
As invisibility, affecting all within 10'.

Lightning Bolt
Range: 180’
Duration: Instantaneous
Effect: Bolt 60‘ long, 5’ wide
A 60' bolt of lightning causes 1d6 points of damage per caster level, save vs. spells for ½ damage.

Protection from Evil 10’ Radius
Range: 0
Duration: 12 turns
Effect: Barrier 20’ diameter
An invisible magical barrier forms 10' away from the caster. Each creature within the barrier gains the benefits of protection from evil.

Protection from Normal Missiles
Range: 30’
Duration: 12 turns
Effect: One creature
Non-magical missiles automatically miss. Large missiles like catapult stones are unaffected.

Water Breathing
Range: 30‘
Duration: 1 day
Effect: One air-breathing creature
The recipient can breathe water as if it were air.
Dungeon Master
GM, 53 posts
Wed 4 Oct 2017
at 14:03
  • msg #4

Magic-User Spells

Level 4

Charm Monster
Range: 120’
Duration: Special
Effect: One or more living creatures
As charm person, but on any non-undead creature. 3d6 victims of 3 HD or less, or 1 monster of 3+1 HD or more is affected.

Confusion
Range: 120‘
Duration: 12 rounds
Effect: 3-18 creatures in an area 60’ across
Creatures in a 30’ radius become confused. Victims with 2+1 or more HD may save vs. spells every round, or act randomly (roll 2d6):
2-5Attack the spell caster’s party
6-8Do nothing/random nonthreatening action
9- 12Attack the creature’s own party

Dimension Door
Range: 10’
Duration: 1 round
Effect: Safely transports one creature
1 creature teleports to any place up to 360’ away. Distance and direction may be selected if a location is not known. Victims may save vs. spells to avoid.

Growth of Plants*
Range: 120’
Duration: Permanent
Effect: Enlarges 3000 square feet of plants
Normal plants becomes overgrown. Only very large creatures, like giants, may pass through the area.
The reverse, shrink plants, shrinks normal plant growth. It has no effect on plant-like monsters.

Hallucinatory Terrain
Range: 240’
Duration: Special
Effect: Changes or hides terrain
Creates an illusion of terrain or a structure, in or out doors, hiding the real features.  Permanent until touched by an intelligent creature.

Ice Storm/Wall
Range: 120’
Duration: Storm 1 round or Wall 12 turns
Effect: 20’ cube (storm) or 1200 square feet (wall)
Ice storm causes 1d6 points of damage per caster level, save vs. spells for ½. Fire creatures Save at -4. Cold creatures are unaffected.
A wall of ice is a thin, opaque wall of any shape, up to 1200 square feet. Creatures with 4 HD or more can break through, taking 1d6 damage. Fire creatures take 2d6 damage.

Massmorph
Range: 240’
Duration: Permanent until dismissed
Effect: Causes illusion of trees
Up to 100 willing humanoids appear to be trees. Larger creatures count as 2 or more men each. Each target returns to normal if they leave the area.

Polymorph Other
Range: 60‘
Duration: Permanent until dispelled
Effect: Changes one living creature
The target changes into a creature with up to x2 the HD of the original, save vs. spells avoids. The target's hit points remains the same, but is in all other ways that creature. The victim believes itself to be the creature, with no memory of its former life.

Polymorph Self
Range: 0 (Caster only)
Duration: 6 turns + 1 turn per level of the
Effect: Caster may change shapes
The caster takes the form of a creature with HD equal to the caster's level or less. The caster gains gross physical abilities of the new form, but not hit points, special or magical abilities. Spells cannot be cast while polymorphed.

Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse
A curse is eliminated. Curses on items are removed temporarily, unless the caster is 11th level or higher.
The reverse, curse, causes a misfortune or penalty unless a Save vs. Spells is made. Common curses include: -4 penalty on Hit rolls; -2 penalty on Saves; 1 ability score reduced to ½ normal.

Wall of Fire
Range: 60‘
Duration: Concentration
Effect: Creates 1200 square feet of fire
A thin opaque wall of flame of any shape, up to 1200 square feet, appears. Creatures with 4 HD or more can pass, taking 1d6 damage. Undead and cold creatures take 2d6 damage.

Wizard Eye
Range: 240’
Duration: 6 turns
Effect: Creates movable invisible eye
The caster sees through an invisible floating eye, which flies at a rate of 120’ (40').
Dungeon Master
GM, 54 posts
Wed 4 Oct 2017
at 14:15
  • msg #5

Magic-User Spells

Level 5

Animate Dead
Range: 60’
Duration: Permanent
Effect: Creates zombies or skeletons
The caster makes skeletons or zombies from corpses within range. The Undead will obey the magic-user until they are destroyed. For each level of the magic-user, one HD of undead may be animated. A skeleton has the same HD as the original creature, but a zombie has one HD more than the original.

Cloudkill
Range: 20’
Duration: 6 turns
Effect: Creates a moving poison cloud
Creates a cloud of poisonous gas, 15' radius x 20’ tall. It moves 60‘ (20‘). The cloud stays on the ground and will go down holes or ditches. Living creatures take 1 damage each round, and any with 4+1 HD or less must Save vs. Poison or die.

Conjure Elemental
Range: 240’
Duration: Concentration
Effect: Summons one 16 HD elemental
Summons one elemental. The elemental follows orders as long as the caster concentrates. If the caster loses control, the elemental attacks its summoner. Uncontrolled elementals can be sent back by dispel magic or dispel evil.

Contact Outer Plane
Range: 0
Duration: See below
Effect: 3-12 questions may be answered
Question one being from an Outer Plane. The caster chooses the distance. Check for insanity once, check for knowing and lying for each question.
Distance & No. of  QuestionsChance of InsanityChance of KnowingChance of Lying
35%25%50%
410%30%45%
515%35%40%
620%40%35%
725%50%30%
830%60%25%
935%70%20%
1040%80%15%
1145%90%10%
1250%95%5%
The distance is the number of weeks needed to recover from insanity.

Dissolve*
Range: 120’
Duration: 3-18 days
Effect: Liquefies 3000 square feet
An area of rock, up to 3,000 square feet in surface area and 10’ deep or thick, turns to mud. The caster chooses the dimensions, as long as the area of effect is within range. Creatures in the mud are slowed to 1/10th speed, and may become stuck.
The reverse, harden, permanently changes an area of mud to rock. Creatures in the mud may Save vs. Spells to escape being trapped.

Feeblemind
Range: 240’
Duration: Permanent until dispelled
Effect: Lowers Intelligence score to 2
A magic-user, bard, illusionist, or spell-casting creature's Intelligence is reduced to 2, preventing more than instinctive actions. Dispel magic or cureall are the only ways to restore the victim.

Hold Monster*
Range: 120’
Duration: 6 turns + 1 turn per level of the caster
Effect: Paralyzes 1-4 creatures
As hold person, on any non-undead creatures.
The reverse, free monster, removes the paralysis of up to 10 creatures.

Magic Jar
Range: 30’
Duration: See below
Effect: Possess one body
The caster's life force enters an inanimate object then may possess a creature within 120', save vs. spells avoids. A possessed victim's life force enters the magic jar and the caster controls the victim's gross physical abilities, but not magical or supernatural abilities. Dispel evil forces the caster back to the magic jar. Destroying the magic jar kills life force in it. The caster returns to the magic jar and the victim's body dies. If the caster's body is destroyed, the caster is trapped in the magic jar. This spell lasts until the caster returns to its original body.

Pass-Wall
Range: 30’
Duration: 3 turns
Effect: Creates a hole 10’ deep
A vertical or horizontal hole, 10' long and 5' across, appears in a stone surface or natural rock.

Telekinesis
Range: 120‘
Duration: 6 rounds
Effect: 200 cn of weight per level of caster
Move objects or creatures by concentration at 20' per round. Unwilling targets can save vs. spells to avoid. If an item held by another is targeted, the holder may save with a -2 penalty. If the object is carried but not held, save with a -5 penalty. If the caster loses concentration, the objects fall.

Teleport
Range: 10‘
Duration: Instantaneous
Effect: Transports one creature with all equipment
One creature, with all equipment carried, instantly transports to any unoccupied location, save vs. spells avoids. The caster's knowledge of the spot affects the chance of success:
CasualGeneralExactResult
01-5001-8001-95Success
51-7581-9096-99Too High
76-0091-0000Too Low
If the teleport is off mark, the recipient arrives 1d10×10 feet above or below the target destination. If a creature teleports into a solid object, it dies.

Wall of Stone
Range: 60’
Duration: Special
Effect: Creates 1000 cubic feet of stone
A stone wall, 2‘ thick and up to 500 square feet appears. The wall cannot be cast in the same area as another object. It lasts until dispelled or physically broken. If the wall topples, it causes 10d10 points of damage and shatters.
Dungeon Master
GM, 55 posts
Wed 4 Oct 2017
at 14:30
  • msg #6

Magic-User Spells

Level 6

Anti-Magic Shell
Range: 0 (Caster only)
Duration: 12 turns
Effect: Personal barrier which blocks magic
An invisible barrier blocks all spells or spell effects, including the caster’s. Except for a wish, no magical power can cancel the barrier.

Death Spell
Range: 240’
Duration: Instantaneous
Effect: Slays 4d8 HD of creatures in a 60’ cube area
4d8 HD of living creatures die, save vs. death ray avoids. Normal plants and insects get no save, but do not count for HD affected unless they have hit points. Creatures with 8+ HD are not affected.

Disintegrate
Range: 60‘
Duration: Instantaneous
Effect: Destroys one creature or object
One creature or non-magical object turns to dust, save vs. death ray avoids.

Geas
Range: 30’
Duration: Until completed or removed
Effect: Compels one creature
The target must perform or avoid some special action or be cursed, save vs. spells avoids.  Dispel magic and remove curse will not affect a geas.
The reverse, remove geas, will dispel an unwanted geas or quest and related penalties, 5% chance of failure per level lower than the original caster.

Invisible Stalker
Range: 0 (Caster only)
Duration: Until mission is accomplished
Effect: Summons one creature
An invisible stalker appears and performs one task for the caster.  Dispel evil banishes the creature.

Lower Water
Range: 240’
Duration: 10 turns
Effect: Cuts depth to ½ normal
An area of water up to 10,000 square feet is reduced to ½ depth. Boats or ships in the area may be stuck. When the spell ends, the wave that fills the gap sweeps loose items off of ship’s decks and causes ld12+20 hull damage.

Move Earth
Range: 240’
Duration: 6 turns
Effect: Moves soil
Dirt, clay and loose rock move at 60' per turn. A hole may be dug up to 240' deep or until rock is reached. The effect is permanent.

Projected Image
Range: 240’
Duration: 6 turns
Effect: Creates one image
A perfect illusion of the caster appears with no need to concentrate. Spells cast seem to come from the illusion, which is only destroyed by a melee hit.

Reincarnation
Range: 10’
Duration: Permanent
Effect: Creates a new body
A new body is created for a slain character.  The character is bound to the limits of that race.  If a monster body is created, it may not gain levels.
Roll 1d8Result
1Human
2Human
3Human
4Dwarf
5Elf
6Halfling
7Original race
8Monster (by alignment)
Monster Reincarnation
Roll 1d6LawfulNeutralChaotic
1Blink DogWhite ApeBugbear
2GnomeBlack BearGnoll
3CavemanCentaurKobold
4Giant OwlGriffonManticore
5PegasusLizard ManOrc
6TreantPixieTroglodyte

Stone to Flesh*
Range: 120’
Duration: Permanent
Effect: One creature or object
One statue or section of stone (10' cube) becomes flesh.  Petrified characters return to life.
The reverse, flesh to stone, petrifies one living creature, save vs. turn to stone avoids.

Wall of Iron
Range: 120’
Duration: Permanent
Effect: Creates 500 square feet of iron
An iron wall, 2” thick and up to 500 square feet appears. The wall cannot be cast in the same area as another object. It lasts until dispelled, disintegrated, or physically broken. If the wall is made to topple, it causes 10d10 points of damage and shatters. Giant creatures can damage the wall, taking one hit per caster level to destroy.

Weather Control
Range: 0
Duration: Concentration
Effect: All weather within 240 yards
Rain: -2 penalty to missile fire. After 3 turns, mud reduces movement to ½.
Snow: 20’ visibility; movement is ½. Water freezes.
Fog: 20’ visibility, ½ movement.
Clear: This cancels bad weather.
Intense Heat: Movement ½. Mud dries up.
High Winds: No missile fire or flying. Movement ½. Ships move +50%. In deserts, a sandstorm ½ movement, 20' visibility.
Tornado: A whirlwind as a 12 HD Air Elemental. At sea, treat as a “storm or gale”.
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