My First Level Spells
Jul. 13th, 2013 11:47 amSo the idea was this- make a spellbook.
A satisfying enterprise! I got 5 first level spells and here they are.
First up -
Magic Missile

A missile of magical energy shoots forth from
the caster’s fingertip and strikes its target,
dealing damage equal to 1d4 per level of the
caster (so a second level Magic-User deals 2d4
points of damage). The missile strikes unerringly,
even if the target is in mêlée combat or
has less than total cover or total concealment.
Specific parts of a creature can’t be singled out.
The caster can throw the full force of the
missile at a single target, but if the caster is 2nd
level or higher, may divide the dice of damage
between targets as he wishes. Dice must be
assigned to targets before any damage is rolled,
and targets of these divided dice are allowed a
saving throw versus magic, with success
meaning the target takes half damage.
Each Magic-User’s Magic Missile is unique in
appearance and always looks the same. When
the caster writes a scroll, the resulting Missile
looks identical to the normally cast version.
When using a scroll written by another Magic-
User, or memorizing a spell out of another’s
spellbook, the resulting spell will look like that
other caster’s Missile. Each different ‘signature’
for a Magic Missile must be researched and/or
transcribed as if it were a different spell.
Identify

This spell allows the Magic-User to discern the
magical properties of an item. The spell
requires one uninterrupted day in a laboratory
worth at least 1,000sp to cast. At the end of the
day, the Magic-User will have successfully
determined one magical property of an item.
The character will not know if there are additional
properties unless the spell is cast one
more time after all properties have been discovered;
this “wasted” day will confirm no further
properties. Note that a cursed item will not
identify as cursed, but as the item it pretends
to be. This spell does not reveal command
words. Each casting of the spell, successful or
not, requires the expenditure of 100sp worth of
ingredients.
Shield

Magic-Users are masters of matter and as such
can command objects racing towards them to
stop. The objects are sometimes impertinent, it
is true, but this spell will protect the caster from
many attacks which would otherwise harm him.
Against missile attacks, the spell grants the
caster AC 19, and an effective AC 17 for all other
attacks. Even if an attack hits, it does one less
point of damage than it otherwise would have.
Charm Person

The Charm Person spell makes a single subject
utterly enamored with the caster and desperate
to please him if the saving throw versus magic
is failed. This is not mind control, as the subject
retains their personality and controls how they
act but for their utter fascination with the
caster, and the caster must articulate their
desires if they expect the subject to fulfill them.
Any request which is not against the subject’s
interests or personality will be followed. Any
request which is against the subject’s interests
or personality triggers a saving throw to refuse
the request (but this will not break the Charm!).
If the caster promises the subject something the
subject is normally inclined to want, then this
saving throw is not necessary and the subject
will comply.
This spell works on all humans and human-like
creatures (except Elves); other (non PC class)
humanoids are not affected if they have more
than four Hit Dice. Abuse or neglect of the
subject will trigger another saving throw to
negate the Charm, and murderous violence
triggers a save but with a +5 bonus to the roll.
The subject, if intelligent, will realize they have
been victims to mesmerism
Floating Disc

The caster creates a slightly concave, circular
plane of force that follows him about and carries
loads. The disk is 3 feet in diameter and 1 inch
deep at its center. It can hold 500 pounds. If
used to transport a liquid, its capacity is 2
gallons. The disk floats approximately 3 feet
above the ground at all times and remains level.
It floats along horizontally within spell range
and will accompany the caster with an equal
movement rate. If not otherwise directed, it
maintains a constant interval of 6 feet between
itself and the caster, and will follow the caster
without prompting to maintain a minimum of
6’ distance. When the disk winks out at the end
of the spell’s duration, whatever it was supporting
falls to the surface beneath it.
You know - I'm happy with these, I can see that it would take a long time to really commit these to memory - but I just can't imagine that I would ever possibly forget something that cost me $100 every time I used it. And really- while Charm Person is maybe the coolest and most useful of the first level spells, I bet it'd be really hard keeping up with all of my acolytes and hangers-on if I started using it all willy-nilly (note: Do not prepare Magic Missile or Charm Person when you know you're going out)
Truthfully, in civilization, the handiest spell I have is probably floating disc - which is spectacularly dull - even if it is really spectacularly overt. "I made a magical disc of force that follows me and carries my stuff!" Impressive.
Ah who am I kidding. I'd charm every politician and celebrity - just to see the looks on their faces afterward 'The subject will realize that they have been victims of mesmerism' - Dick Move
A satisfying enterprise! I got 5 first level spells and here they are.
First up -
Magic Missile

A missile of magical energy shoots forth from
the caster’s fingertip and strikes its target,
dealing damage equal to 1d4 per level of the
caster (so a second level Magic-User deals 2d4
points of damage). The missile strikes unerringly,
even if the target is in mêlée combat or
has less than total cover or total concealment.
Specific parts of a creature can’t be singled out.
The caster can throw the full force of the
missile at a single target, but if the caster is 2nd
level or higher, may divide the dice of damage
between targets as he wishes. Dice must be
assigned to targets before any damage is rolled,
and targets of these divided dice are allowed a
saving throw versus magic, with success
meaning the target takes half damage.
Each Magic-User’s Magic Missile is unique in
appearance and always looks the same. When
the caster writes a scroll, the resulting Missile
looks identical to the normally cast version.
When using a scroll written by another Magic-
User, or memorizing a spell out of another’s
spellbook, the resulting spell will look like that
other caster’s Missile. Each different ‘signature’
for a Magic Missile must be researched and/or
transcribed as if it were a different spell.
Identify

This spell allows the Magic-User to discern the
magical properties of an item. The spell
requires one uninterrupted day in a laboratory
worth at least 1,000sp to cast. At the end of the
day, the Magic-User will have successfully
determined one magical property of an item.
The character will not know if there are additional
properties unless the spell is cast one
more time after all properties have been discovered;
this “wasted” day will confirm no further
properties. Note that a cursed item will not
identify as cursed, but as the item it pretends
to be. This spell does not reveal command
words. Each casting of the spell, successful or
not, requires the expenditure of 100sp worth of
ingredients.
Shield

Magic-Users are masters of matter and as such
can command objects racing towards them to
stop. The objects are sometimes impertinent, it
is true, but this spell will protect the caster from
many attacks which would otherwise harm him.
Against missile attacks, the spell grants the
caster AC 19, and an effective AC 17 for all other
attacks. Even if an attack hits, it does one less
point of damage than it otherwise would have.
Charm Person

The Charm Person spell makes a single subject
utterly enamored with the caster and desperate
to please him if the saving throw versus magic
is failed. This is not mind control, as the subject
retains their personality and controls how they
act but for their utter fascination with the
caster, and the caster must articulate their
desires if they expect the subject to fulfill them.
Any request which is not against the subject’s
interests or personality will be followed. Any
request which is against the subject’s interests
or personality triggers a saving throw to refuse
the request (but this will not break the Charm!).
If the caster promises the subject something the
subject is normally inclined to want, then this
saving throw is not necessary and the subject
will comply.
This spell works on all humans and human-like
creatures (except Elves); other (non PC class)
humanoids are not affected if they have more
than four Hit Dice. Abuse or neglect of the
subject will trigger another saving throw to
negate the Charm, and murderous violence
triggers a save but with a +5 bonus to the roll.
The subject, if intelligent, will realize they have
been victims to mesmerism
Floating Disc

The caster creates a slightly concave, circular
plane of force that follows him about and carries
loads. The disk is 3 feet in diameter and 1 inch
deep at its center. It can hold 500 pounds. If
used to transport a liquid, its capacity is 2
gallons. The disk floats approximately 3 feet
above the ground at all times and remains level.
It floats along horizontally within spell range
and will accompany the caster with an equal
movement rate. If not otherwise directed, it
maintains a constant interval of 6 feet between
itself and the caster, and will follow the caster
without prompting to maintain a minimum of
6’ distance. When the disk winks out at the end
of the spell’s duration, whatever it was supporting
falls to the surface beneath it.
You know - I'm happy with these, I can see that it would take a long time to really commit these to memory - but I just can't imagine that I would ever possibly forget something that cost me $100 every time I used it. And really- while Charm Person is maybe the coolest and most useful of the first level spells, I bet it'd be really hard keeping up with all of my acolytes and hangers-on if I started using it all willy-nilly (note: Do not prepare Magic Missile or Charm Person when you know you're going out)
Truthfully, in civilization, the handiest spell I have is probably floating disc - which is spectacularly dull - even if it is really spectacularly overt. "I made a magical disc of force that follows me and carries my stuff!" Impressive.
Ah who am I kidding. I'd charm every politician and celebrity - just to see the looks on their faces afterward 'The subject will realize that they have been victims of mesmerism' - Dick Move