Tuesday, September 25, 2018

My House Rules: Spell List


Here are some basic spells, which are used both for clerics and wizards in my house rules. They're meant to be easily written down on a character sheet.

Level 1

Charm
Target within sight must make a saving throw or believe the caster is their friend.

Detect Magic
All magical effects, items, and creatures glow slightly in the caster’s vision.

Create Fire
A candle-sized fire is created on any object or location the caster can see.

Sleep
2d6 Hit Dice of targets within sight must make a saving throw or fall unconscious.

Magic Missile
Target within line of sight takes 1d6+1 damage.

Translate
The caster or a target within line of sight can speak, read, and write a language they don’t already know for 1d6 hours.

Protection from Supernatural
The caster or a target within line of sight is protected from the supernatural; they make any saving throws against magic with a +2 bonus, and supernatural creatures take a -2 penalty to hit them.

Light
An orb of bright light, with the intensity of a small lantern, is conjured, and will follow the caster, acting as a light source. This effect lasts for 1d6 hours.

Cure Light Wounds
The caster or a target the caster is touching regains 1d6+1 Hit Points.

Hallucinatory Monster
The caster creates the illusion of a horrific and terrifying creature, drawn from their own imagination. The creature is not real, but can be seen, smelled, and heard. The creature obeys the mental commands of the caster, and lasts for 2d6 minutes.



Level 2

Invisibility
The caster or a target the caster touches is unable to be seen for 1d6 hours.

Unlock Door
A door that the caster touches that is locked by a non-magical lock becomes unlocked.

Inflict Weakness
A target the caster can see takes a -2 penalty to attack rolls for 1 day. The target is allowed a saving throw to resist this effect.

Levitate
The caster or an object/creature they touch now floats around 6 inches above the ground, and is capable of hovering their normal movement speed if they could move in the first place.

Erase Memory
A target within sight of the caster forgets something they have learned/experienced in the past day. The target is allowed a saving throw to resist this effect.

Magic Lock
A door the caster touches that has a lock is magically locked, and cannot be opened using the spell Unlock Door.

Blind
A target within sight of the caster can no longer see for 1 day, and as a result takes a -4 penalty to attack rolls. The target is allowed a saving throw to resist this effect.

Deafen
A target within sight of the caster can no longer hear for 1 day. If this effect is combined with the spell Blind, then the victim takes a -8 penalty instead of -4. The target is allowed a saving throw to resist this effect.


Level 3

Fireball
A ball of fire is produced from the caster’s fingertips and is fired like an arrow. Anyone within 5 feet of where the fireball lands takes 5d6 damage.

Summon Monsters
1d6 monsters with 1 Hit Die, Light Armor, and a single attack that deals 1d6 damage appear within 20 feet of the caster. The monsters will obey the casters commands to the best of their ability, and will disappear in 2d6 rounds.

Paralyze
A target within sight of the caster is paralyzed for 2d6 rounds, unable to move or make actions. The target may make a saving throw to avoid this effect.

Prophetic Vision
The caster sees a vision of their future, or the future of someone they are touching. This vision of the future can be altered, and the game master is allowed to be as vague as they want.

Breath Underwater
The caster or a target they are touching grows gills and can breath underwater for 1d6 hours.

Fly
The caster or a target they are touching can magically fly at their speed for 1d6 hours.

Cure Disease
The caster or a target they are touching is instantly cured of a non-magical and non-mental illness. Physical deformities are not affected by this spell.



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