randalls
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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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