In other words - let's see more of the approach taken by the 1st edition Dungeon Master's Guide, when it presented the abilities of its legendary artifacts as blanks, waiting to be filled in idiosyncratically for each campaign.
Anyway, the comments gave me some neat ideas for how to suggest designing magical schools and societies. And this makes me realize that the most helpful thing I can do is provide tools for people to customize, rather than dictate how everything works exactly, because magic systems are so inevitably tied up with a GM's own ideas about the setting.
And now, the last spells you learned about in any kind of detail from your classes at wizard school.
1 | Chain Lightning | Red | 30’ | None | (Dex) |
12d6 damage, drop 1’s and damage another in 30’, etc.; save for half damage | |||||
2 | Force Field | Blue | 90’ | 1 day | None |
Creates up to 60 sq. ft. of invisible, invincible wall in any shape | |||||
3 | Legend Lore | 0 | 0 | None | |
Reveals history of item or place at hand | |||||
4 | Hand of Doom | Blue | 90’ | 1 hr | None |
Creates 6’ floating hand to block, hit or crush foes for 4d10 damage | |||||
5 | Major Summoning | Silver | 90’ | 1 day | None |
Summons 1 monster of 7th level, or two 6th level monsters. | |||||
6 | Meteor Swarm | Red | 90’ | 3 rds | (Dex) |
Creates 4 6d6 damage fireballs, each 40’ radius; save for half damage | |||||
7 | Petrification | Yellow | 30’ | (Con) | |
Turns living being to stone or reverses petrification | |||||
8 | Plane Walk | Silver | 3’ | None | None |
Caster takes self and up to 5 other beings to another plane | |||||
9 | Power Word (+) | Gray | 90’ | - | - |
Adding 2 to spell’s level, a spell effect originally on 1-3 beings affects all within 60’ arc. | |||||
10 | Reverse Gravity | Yellow | 0 | 1 hr | None |
Things fall up, up to 100’ square; damage = 1d6 / 10’ fallen, max. 10d6 | |||||
11 | True Seeing | Sight | 3 min | None | |
Cuts through all visual illusion and concealment | |||||
12 | Perfect Disguise | Purple | 0 | 1 day | None |
Perfectly duplicates appearance, garb, voice, manner of known person |
As you gain character levels past, um, whatever level your version of the rules has you learn your first 6th level spell at, you still gain spell slots at level 7, 8 and so on. But those are just so you can memorize powered-up versions of level 6 and below spells, using the Gray School booster effects. New spells at those rarefied levels are not so easy to gain ...
I like that idea... very very flavorful...
ReplyDelete