Monday, 19 July 2010

Level 5 Magic Spells

The modifier effects really let you cut down on those high-level spell lists. Yes, there's a "Mass X" modifier coming up next level. The rest is a combination of classics and, "What should this color do at this level?" ideas.

Incidentally, the Hold spells are green, so they represent an emotional extreme. The emotion you feel under a Hold spell is the rigid, crippling anxiety of the frozen rabbit in the cobra's sight.

1
Cone of Cold
Red
30’
None
(Dex)
60’ long, 30’ wide cone does 12d6 cold damage, save for half
2
Demi-Real Monster
Purple
90’
10 rds
(Int)
Image of monster with HD up to caster’s level does half damage if no save
3
Grand Illusion
Purple
90’
1 day
(Int)
Complete illusion covers area 1000 feet square, save only if implausible
4
Greater Summoning
Silver
90’
24 hours
(No stat)
Summons 1 monster up to 5th level, or twice that many for each monster level under 5th (e.g. 4 3rd level monsters)
5
Hold Monsters
Green
90’
3 min
(Wis)
Up to 3 beings are paralyzed
6
Permanency (*)
Gray
-
-
-
Adds 2 levels to spell and makes effect permanent
7
Polymorph Other
Yellow
30’
Perm
(Con)
Gives one being another being’s shape
8
Telekinesis
Red
90’
3 rds
(Dex)
Moves up to 300 lb at will; take/do 1d6 damage per 10’ thrown, max 100’
9
Telepathy
Orange
90’
3 min
None
Communicate mentally with being known to be in range, or known person on same plane
10
Teleport Self
Silver
On plane
None
None
Moves self to familiar place safely; if place was only seen, 5% chance of death, 5% 3d6 damage
11
Transmute Material
Yellow
30’
Perm.
None
Turns up to 10’ cube of one simple, non-precious, nonliving material into another
12
Wall of Matter
Blue
30’
1 day
(Dex)
Up to 60’ of 10’ high wall, in any common solid substance; drops for 10d6 damage, save for half

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