Tuesday, June 2, 2015

A few spell families

This is sort of a proof-of-concept post.  The gist of the system is that the entire spell family is memorized as one spell and the caster may choose at which level to cast it within the limits of his available spell slots.  Number of spells which can be memorized is equal to the number of 1st level spells the magic-user can cast; thus a level 5 magic-user in a B/X-based game can memorize two spells, and cast them at the 1st, 2nd, or 3rd level of magnitude by expending a corresponding slot.

The 0-level line represent a minor at-will powers that a magic-user may access while having that spell memorized, i.e. a cantrip.  Presented for your examination, three popular magic-user spells:



Invisibility
Range: 120' Duration: See below
0
Minor Vanishing
Makes a small object, weighing no more than ½ pound, invisible for 1 round (10 seconds.)
1
Lesser Invisibility
Subject is made invisible for 2d6 rounds. Attacking or spellcasting ends the effect.
2
Invisibility
Subject is made invisible for 2d6 turns. Attacking or spellcasting ends the effect.
3
Circle of Invisibility
Caster and all within 15' radius become invisible for 2d6 turns. Attacking or spellcasting ends the effect for that individual only. Stepping outside spell radius ends the effect for that individual. Subjects can see each other.
4
Indefinite Invisibility
As Invisibility, but the effect is permanent until the subject attacks, casts a spell, or voluntarily cancels the effect. If cast on an object, effect ends when the object is touched.
5
Intermittent Invisibility
As Invisibility, but effect may be toggled on and off at will. Attacking or spellcasting renders the subject visible, but may become invisible again in one round.
6
Improved Invisibility
As Invisibility, but attacking and spellcasting will not end the effect.  After initial attack, the subject may be attacked at -4.




Charm
Range: 120' Duration: Special
0
Charming Presence
Character is treated as one row higher on the Charisma adjustment table for 1 round. Makes a good first impression, but any given creature may be affected only once per day.
1
Charm Person
Single living humanoid of no more than 4 HD treats the caster as a trusted friend and ally.  Receives another save in 1 day, 1 week, or 1 month, for high, average, or low intelligence.
2
Charm Animal
Charms a single normal or giant mammal, bird, reptile, amphibian, or fish.
3
Charm Group
Charms up to 6 humanoids or animals of no more than 2 HD each.
4
Charm Monster
Charms a single living (not undead, construct, or extraplanar) creature of unlimited HD.
5
Mass Charm
Charms up to 18 living creatures of 4 HD or less.
6
Charm Enchanted
Charms one construct or extraplanar creature whose HD do not exceed twice the caster's level.



Illusion
Range: 120' Duration: Concentration +1d6 rounds (if not permanent)
0
Miniscule Phantasm
Create an illusion affecting one sense, which must fit within a 1' cube and lasts 1 round.
1
Lesser Phantasm
Illusion affecting one sense in a 20' cube within spell range.
2
Phantasm
Illusion affecting up to two senses in a 20' cube, which may be moved at will within the spell's range.
3
Mass Phantasm
Illusion affecting up to three senses, which may fill the entire spell range, i.e. a diameter of 240'.
4
Permanent Phantasm
Illusion affecting up to four senses, which may fill the entire 240' diameter of the spell's range, permanent until dispelled.
5
Programmed Phantasm
Illusion affecting up to five senses, which may fill the entire 240' diameter of the spell's range, triggered by a specific event of the caster's choosing, permanent until dispelled.
6
Grand Delusion
Affects all within a 20' cube. Alters the target creatures' perceptions of themselves, e.g. they believe themselves to have grown or shrunk, been polymorphed into toads, lost a limb, gone blind or deaf, changed sex, etc. Save vs. spells to avoid; thereafter permanent until dispelled.

1 comment :

  1. These are great I would love to see all the B/X spells done like this

    ReplyDelete