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Microlite74 (Draft Rules Discussion)

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Author Topic: Microlite74 (Draft Rules Discussion)  (Read 4148 times)
randalls
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« Reply #15 on: June 18, 2008, 09:38:52 pm »

Microlite74 Spell Lists (Public Draft 3)

Arcane (Magic-User) Spells

Unless stated otherwise in the spell description, spells have a duration of level minutes and a range of level x 10 yards.

1st Level                   

Detect Magic: Detects spells and magic items within 60 feet.
Hold Portal: Holds door shut.             
Read Magic: Read scrolls and spellbooks. Duration: one reading.
Read Languages: Read any written language. Duration: Level x 10 minutes.
Protection/Evil: +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters. Affects one target.
Light: object lights up all 30 ft radius, not full daylight.
Charm Person: Makes one person your friend and strong ally. Save again every level days or when asked to do something obviously against the person's interest.
Sleep: Puts 4d6 HD of beings into magical slumber. Creatures with more than 4 hit dice are not affected. Duration: level x 10 minutes.
                     
2nd Level         
Detect Invisible: Detect invisible items and beings within 60 feet.
Levitate: Subject moves up and down at your direction. Speed: level yards per minute.
Phantasmal Forces: Vivid illusions of nearly anything the caster envisions, lasts as long at the caster concentrates. Damage caused is real if target believes illusion.
Locate Object: Senses direction toward an object (specific or type) Duration: level x 10 minutes. Range: level miles.
Invisibility: Subject is invisible until broken by caster, some outside force, or until it attacks     
Wizard Lock: Locks door like Hold Portal. Permenant until dispelled. Knock opens without dispelling. Caster can pass through without lifting spell.
Detect Evil: Reveals evil thoughts/intent or evil items.
ESP: Allows Caster to read surfaces thoughts of target.
Continual Light: object lights circle with 120 ft radius until disspelled, not full daylight.   
Knock: Opens locked or magically sealed door or other door-like barrier.
                 
3rd Level                 
Fly: Subject can fly at a speed of 60 feet per minute
Hold Person: Paralyzes 1-4 targets for 1 minute/level. Cast at single target, save at -2 and double duration.
Dispell Magic: Cancels magic effects and spells. (Magic Attack vs Spell's DC for success) Duration: instant but effects permanent. Range: touch.
Clairvoyance: See at a distance for 1 minute/level.
Clairoudience: Hear at a distance for 1 minute/level.
Fire Ball: 1d6/level fire damage, 20 foot burst, range: 240 feet, duration: instant
Lightning Bolt: 1d6/level electrical damage, range: 240 feet, duration: instant
Protection/Evil, 10' r.: +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters to all within 10 foot circle around subject.
Invisibility, 10' r.: Subject and those within 10 feet of him are invisible until broken by caster, some outside force, or until one attacks
Infravision: See in the dark
Slow Spell: Subjects (up 24 beings in a 60x120 foot area) slowed by 50%. (Counters Haste)
Haste Spell: Subjects (up 24 beings in a 60x120 foot area) double in speed, taking two actions at a time. (Counters Slow)
Protection/Normal Missiles: Non-magical thrown and missile weapons automatically miss.
Water Breathing: Subject can breathe water for 10 minutes/level

4th Level                 
Polymorph Self: Change self to form of another being, does not get special powers but retains own intelligence. Lasts 60 + 10/level minutes.
Polymorph Others: Change another into another being. Change is complete and includes gaining special abilities and mind of creature. Lasts until dispelled.
Remove Curse: Frees subject from a curse.  Duration: instant but effects permanent.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall lasts as long as caster concentrates on it.
Wall of Ice: Creates wall of ice with 15 hp +1/level.  Wall lasts an long as caster concentrates on it.
Confusion: Subjects (up to 2d6 hit dice, only 4+ HD get save) behaves oddly and cannot act effectively for 6 + 1/level minutes.
Charm Monster: Makes one monster of 3+ hit dice (or 3d6 monsters of less than 3 hit dice) believe they are the caster's strong ally. Save again every level days or when asked to do something obviously against the being's interest.
Growth/Plant: Plants in an area up to 30x30 yards become overgrown and nearly impassible. Lasts until dispelled or plants killed.     
Dimension Door: Teleports subject a short distance (20 x level feet). Duration: instant.
Wizard Eye: Allows sending an invisible eye up to 250 feet away which relays all it sees to the caster. Moves up to 10 feet/level each minute. Duration: 5 minutes/level.
Massmorph: Makes large body of humanoids appear to be trees until dispelled or negated by caster. Creatures may move and still appear to be trees.         
Hallucinatory Terrain: Makes one type of terrain appear like another type until dispelled or area entered by an opponent.


5th Level           
Teleport: Instantly transports subject up to 100 miles/level. Caster must known target location exactly.
Hold Monster: As Hold Person, but any creature.       
Conjure Elemental: Conjures one elemental who will serve the caster for up to 10 minutes/level.
Telekenesis: Moves object by mental power. Up to level squared in pounds.     
Transmute Rock-Mud: Transforms a 10 foot cube per level. Duration: permanent.
Wall of Stone: Creates a wall of stone in any shape. 100 square feet (2 feet thick) per level. Lasts until destroyed on dispelled.     
Wall of Iron: creates a thin wall of iron, lasts 10 minutes/level.
Animate Dead: Create undead skeletons or zombies from dead bodies. 1 per level.
Magic Jar: Moves cast's spirit/mind to a fixed object from which caster can try to possess others. Magic Attack vs DC of (10 + Mind bonus + target level or hit dice).  New save every level days. Duration: until dispelled or caster ends spell.
Contact Higher Plane: Lets Caster ask yes/no question of other planar entity, 1 question per level. Chance of correct answer 5% per level, maximum 95%.
Pass-Wall: Creates a passage up to 10 + 1/level feet long through a wood or stone wall.
Cloudkill: creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. 30 feet in diameter. Moves with wind.
Feeblemind: Subject's MIND drops to 1.
Growth/Animal: One animal per two levels grows to giant size. Lasts 1 minute/level.

6th Level
Stone-Flesh: Turns subject into a stone statue (or vice versa). Duration: permanent.
Reincarnation: Restores dead person to life in a random (usually humanoid) form.
Invisible Stalker: Summons an invisible stalker, an extra-dimensional monster, under the control of the Magic-User who may give it a single mission which it will carry out until it is finished.
Lower Water: Lowers bodies of water 50%.
Part Water: Parts bodies of water up to 5 feet/level deep.
Projected Image: Project an image of yourself that can sense and talk as if you were the image. Range: 240 feet. Lasts 10 minutes/level. Other spells cast come from the image.
Anti-Magic Shell: Negates magic within 10 ft.
Death Spell: Kills 2D8 beings with less than 7 hit dice with a 60 by 60 foot area. Duration: instant but effect permanent.
Geas: Force a creature to obey one long-term order. Duration: until order completed or level months pass, whichever comes first.
Disintegrate: Makes one creature or non-magical object vanish, turning it to fine dust.
Move Earth: Move small hills, dig ditches and moats, etc.
Control Weather: Caster can adjust weather.


Divine (Cleric) Spells

Unless stated otherwise in the spell description, spells have a duration of level minutes and a range of level x 10 yards.

1st Level                   
Cure Light Wounds (Reversible): Cure 1d6+(1/level) hits of wounds. Duration: instant but effects permanent. 
Purify Food & Water(Reversible): Purifies 1 cubic foot/level of food or water. Duration: instant but effects permanent.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Evil (Reversible): Reveals evil thoughts/intent or evil items.       
Protection/Evil (Reversible): +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters. Affects one target.
Light (Reversible): object lights circle with 30 ft radius, full daylight.

2nd Level         
Find Traps: Notice traps within 5ft/level.
Hold Person: Paralyzes 1-4 targets for 2 minutes/level. Cast at single target, save at -2 and double duration.
Bless: Allies gain +1 on attack rolls, saves against fear, and morale checks.
Speak with Animals: Can understand and speak with animals.

3rd Level
Remove Curse (Reversible): Frees subject from a curse. Duration: instant but effects permanent.
Cure Disease: Cures any disease. Duration: instant but effects permanent.
Locate Object: Senses direction toward object (specific or type)
Continual Light (Reversible): object lights circle with 120 ft radius until dispelled, full daylight.

4th Leve1                 
Neutralize Poison: Immunizes subject against poison (normal duration) OR detoxifies venom in or on subject (instant but effects permanent).
Cure Serious Wounds (Reversible): Cures 2d6+(2/level) hit points. Duration: instant but effects permanent.
Protection/Evil, 10'r (Reversible): +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters to all within 10 foot circle around subject.
Turn sticks to snakes: Turns up to level sticks into vemonous serpents. (bite: level points of damage. attack: as level/2 hit dice monster)
Speak with plants: Can understand and speak with plants.
Create Water: Creates water, enough for up to 12 people and their horses for one day. Duration: instant but effects permanent.
 
5th Level
Dispell Evil (Reversible): Works like Dispel Magic, but affects any evil sending or evil spell. Duration: instant but effects permanent.
Raise Dead (Reversible): Restores life to subject who died as long as one day/level ago. Duration: instant but effects permanent.
Commune: Cleric's Deity truthfully answers one yes-or-no question/level.
Quest: Force a creature to obey one long-term order. Duration: until order completed or level months pass, whichever comes first.
Insect Plague: Locust swarms attack creatures.
Create Food: Creates food, enough for up to 12 people and their horses for one day. Duration: instant but effects permanent.
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