Showing posts with label level 3. Show all posts
Showing posts with label level 3. 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.

Wednesday, 1 September 2010

Sacred Magic: Level 3 Spell List

Okay. After a sojourn in Spain, and being laid low by a nasty bug, I'm back on the case. In actual play news, rumor has it a couple of local friends are looking to get into some roleplaying, including a girlfriend who has never played before and is rarin to go. Stay tuned...

Some notes:

Animate Dead spells are always hard to balance. The 4 zombie/8 skeleton max per level is a decent compromise, letting lair-sized armies accumulate without being ridiculously strong.

There ain't no disease rules like Runequest disease rules, attacking stats directly (Yet another reason why 3E D&D can also be subtitled "Runequest Wins!").

The full writeup will have a table of suggested curses. Things like "Misses the first time in combat against any opponent," the old reliable charisma busters, "takes double damage from swords/animals/fire/etc." At this level, the black magic diseases and curses are nasty, more about vengeful NPCs than combat effective PC's. 

Protection from Disease: Your friend under carousing rules ...


1
Animate Dead
Black
30'
None
None
Animates 2 skeletons or 1 zombie per caster level. Caster may control undead equal to two castings of the spell, and have undead equal to four castings.
2
Hallow Dead
White
30'
None
Monster
Protects 1 corpse per caster level from animation or conversion to undead, and does 1d6 damage/caster level to all undead in 30' radius, save for half.
3
Curse
Black
30'
None
Mind (Wis)
Target either does 1 worse on all his or her rolls until dispelled, or some other curse approved by GM (not more powerful than other 3rd level Black magic)
4
Remove Curse
Gold
0'
None
None
Removes a supernatural curse from target
5
Fortune
White
0'
1 day
None
Target is protected from supernatural curses, does 1 better on all his or her rolls, and gets 1 reroll this day (as Prayer)
6
Protection from Disease
White
0'
1 day
None
Target is immune from contracting new diseases
7
Cure Disease
Gold
0'
None
None
Target is healed of one disease
8
Cause Disease
Black
30'
Until cured
Body (Con)
Target contracts a disease (choose random ability, lose 1d6 points/day if save fails, until dead at 0; 3 saves in a row heal disease)
9
Circle of Protection
White/[Black]
10'
1 hour
None
Unholy [holy] beings cannot cross 10' radius circle
10
Cure Serious Wounds
Gold
0'
None
None
Heals 4d8+4 damage
11
Protection from Serious Wounds
White
0'
30 min
None
Gives 4d8+4 temporary hit points (unholy sources do half damage against them)
12
Cause Serious Wounds
Black
30'
None
Body (Con)
Harms for 4d8+4 damage

Friday, 16 July 2010

Level 3 Magic Spells

Last d20 table. I'm particularly fond of the reversal of Water Breathing, which formerly had an Aquaman-like niche in the spell library.


 1
Blink
Silver
0
3 rd
None
Caster teleports through air up to 90’ each round
2
Breathe/Choke
Yellow
30’
3 hrs
(Con)
Allows up to 6 people to breathe without air, or choke for 3 rounds if fail save, unable to act
3
Summon Lesser Being
Silver
30’
18 hours
None
As Summon Monster, but 1 3rd level or 2x 2nd level monsters.
4
Complete Illusion
Purple
30’
30 min
None
Creates full scene for all senses in 20’ cube
5
Damage Ward
Blue
30’
3 min
None
Absorbs 50% or 5hp of 1 damage type (sharp, impact, fire, etc.)
6
Dispel Magic
Gray
90’
None
None
Dispels most recent magic effect; 5% failure chance/caster level lower than dispelled effect’s caster
7
Fireball
Red
90’
None
(Dex)
All in 20’ radius take 6d6 damage, save for half
8
Fly
Yellow
30’
30 min
None
One being can fly at a move of 6
9
Gaseous Form
Yellow
30’
30 min
(Con)
Turns target being into a moving gas, only 3 rounds if unwilling
10
Group Invisibility
Purple
30’
3 hr
None
All beings in 10’ square affected by Invisibility spell
11
Haste/Slow
Yellow
30’
3 min
(Con)
Double or halve move and attacks for one being
12
Hold Persons
Green
90’
3 min
(Wis)
Up to 3 human-like beings are paralyzed
13
Lightning Bolt
Red
30’
None
(Dex)
All in 10’ x 60’ bolt area take 6d6 damage, save for half
14
Detect Emotions
Orange
30’
3 min
(Wis)
Detect presence of emotions in beings; save or reveal specific emotion
15
Speak with Object
Orange
30’
3 min
None
Holds a conversation with the spirit of an inanimate object
16
Stinking Cloud
Blue
90’
10 rd
(Con)
Breathing beings in four 10’ cubes choke 3 rounds (1 if save), then flee cloud
17
Suggestion
Green
30’
3 hr
(Wis)
Intelligent creature accepts one belief not directly harmful to self
18
Magic Circle
Silver
0
1 hr+
None
Planar and magic beings may not cross 5’ radius circle; lasts +1 hr/minute of preparation
19
Create Material
Blue
30'
Perm.
(Dex)
Creates 3’ cube of any common raw material, including food; acid does 4d6 direct hit and 2d6 splash damage within 10', solids as Create Rock, save to dodge.
20
Wandering Senses
Orange
90’
3 min
None
Sends one of caster’s senses wandering within the spell’s range.