244 lines
8.6 KiB
Plaintext
244 lines
8.6 KiB
Plaintext
Magical Spells of 1st to 3rd level-
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Living in any AD&D world can be tough for low level mages. The problem
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is they often make good goblin fodder prior to at least being 7th level. Here
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are a few spells to help you 1st to 6th level mages survive long enough to
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make the goblins cringe when they see you coming their way. These spells
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are brought to you by Pendragon Productions, producers of fine quality
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shareware products. If you like the spells you see listed below, consider
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a donation to three young starving software developers. Your donation of
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five dollars or more will gain you a list of 10 additional spells for each
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spell level 1-3. Send your donations to:
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Pendragon Productions
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c/o John Marchetti
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PO Box 8147
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Foster City, CA 94404
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If you send a check please make it payable to John Marchetti. Now that we
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have the begging portion of this text file done, sit right back and enjoy
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a few spells designed to make your low level wizard a happy camper.
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-Andrew Del Monte, Heather MacMillan, & John Marchetti
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of Pendragon Productions
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P.S. If you need to get in touch with one of us for any reason, please
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check out the CATALOG.TXT file for info on how to do that.
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1st Level-
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Grondor's Magic Meteors (Evocation)
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Range: 10 yards/level
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Components:V,S
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Duration:instantaneous
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Casting Time:3
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Area of Effect:1 creature
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Saving throw: 1/2
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This spell created by the great wizard Grondor is basically a toned
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down version of the third level spell fireball. This spell releases a small
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ball of fire that lazily floats to its target and when it reaches it's
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destination it explodes into a ball of flame that engulfs just the one
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object targeted. Damage from the spell is 1d3 per level of the caster.
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For each level the caster gains he or she may cast one additional magic
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meteor up to a total of 12 per spell cast. All of the meteors cast must
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be done in one round and all must be aimed at the same target.
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Create Rats (Conjuration/Summoning)
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Range:0
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Components:V,S,M
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Duration:1 turn
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Casting Time:1
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Area of effect:Special
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Saving Throw:None
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This spell summons to the defense of the caster a horde of 25
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regular sized rats. These rats arrive within 2 rounds if any rats at all
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inhabit the surround area;otherwise none arrive at all. When these rats
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arrive they will swarm at the feet of the creature attacking the spell
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caster in an attempt to distract the attacker. This distraction amounts
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to a -2 penalty to hit for the attacker. The rats will not attack and
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can be easily scattered using a torch or other small source of fire.
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The component for this spell is a rat's tail.
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Moe's Spell of Burping (Enchantment/Charm)
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Range:0
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Components:V,S
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Duration:1 round/level
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Casting time:1
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Area of Effect:Creature Touched
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Saving Throw:Neg.
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This spell was created by a gnomish spell caster with a streak of humor in
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him. When this spell is cast and then the spellcaster makes a successful
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to hit roll in combat, the creature struck must make a saving throw vs spells
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or start burping uncontrollable for the duration of the spell. This burping
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makes the creature affected unable to do anything other then try to stop
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burping. This spell will not effect any creature of more then 4HD.
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Staff Summoning (Conjuration/Summoning)
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Range:0
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Components:V,S,M
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Duration:Permanent
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Casting time:1 round
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Area of Effect:Spell caster
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Saving Throw:None
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This spell will summon for the user a quarterstaff that the wizard
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can wield in combat. This staff is completely non-magical and will not
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hit creatures only affected by magical weapons. The staff is exactly the
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same as the one described in the Player's Handbook. The material compoent
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for this spell is a toothpick which the caster must throw to the ground and
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then say the magic words to get the toothpick to change into the staff.
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2nd Level-
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Slick of Oil (Evocation)
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Range:10 yards
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Components:V,S,M
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Duration:2 turns
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Casting time:1 round
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Area of effect:5 yards/level
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Saving Throw:Special
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This spell creates a 3 inch thick puddle of oil in the area of effect.
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This oil makes all movements by anyone except the spellcaster very
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difficult. Anyone standing still gets a normal saving throw vs spells
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to remain on their feet. Anyone walking at more than 1/4 of their
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movement rate must save vs spells at -2 or fall down. Anyone moving faster
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than that rate must save vs spells at -4 or fall. If someone falls they
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may attempt to get up once per round by making a normal save vs spells.
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Anyone wearing any armor heavier then leather must add an additional -1 to
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any save they make. The material component of this spell is a flask of oil
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that the caster must hurl at the spot he wishes the spell to be cast.
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Tracking (Divination)
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Range:0
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Components:V,S
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Duration:2 turns/level
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Casting time:1 round
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Area of effect:Spell caster only
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Saving Throu:None
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This spell gives the caster the ability to track like a ranger as described
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in the Player's Handbook. All penalities and bonuses are the same as if the
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wizard were actually a ranger. Once the spell ends the caster no longer
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gains any benefits from the Tracking ability until the spell is recast.
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Flashstrike (Alteration)
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Range:Touch
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Components:V,S
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Duration:2 rounds/lvl
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Casting Time:2 rounds
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Area of effect:Creature touched
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Saving Throw:Neg
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This spell grants the person who it is cast on the ability to attack one
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additional time per round for the duration of the spell. The attack must
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be a hand to hand type attack and cannot involve missle weapon or spell
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attacks. At the end of the spell the recipent must rest for one full
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turn or suffer a temporary -3 to hit due to exhaustation.
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Weapon Enhancement (Alteration)
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Range:Touch
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Components:V,S
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Duration:4 rounds
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Casting Time:1
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Area of effect:Weapon touched
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Saving Throw:None
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This spell will temporarily alter the structure of any non-magical melee
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weapon touched. This alteration effects the weapon in such a way that for
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the duration of the spell the weapon does 1d6 additional damage on top of
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whatever other damage it may normally do. This spell will not affect any
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weapon used for missile purposes.
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3rd Level-
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Iron Bolt (Evocation)
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Range:20 yards + 5 yards/level
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Components:V,S,M
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Duration:1 turn
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Casting Time:2
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Area of effect:30 yards
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Saving throw:Neg
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This spell creates a strand of magical iron that shoots from the hand of the
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caster towards it's target. This bolt of iron will go through any substance
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less dense than metal including flesh. Any creature struck by this spell
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must save vs spells to dodge the attack or be impaled on the bolt as it
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continues on it's way to the edge of it's area of effect. The damage from
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this spell is 1d8 for inital impalment and then 1d4 per round thereafter
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until 1 turn has gone by or the person impaled has somehow broken free of
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the iron bolt. This spell will permanently damage any non metal item it
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strikes if that item does not save. The material component for this spell
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is a iron spike.
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Essence of Onion (Evocation)
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Range:10 yards
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Components:V,S,M
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Duration:1 round/level
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Casting Time:2
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Area of effect:50 ft cube
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Saving Throw:Neg
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This spell creates a vapor in the area of effect in which all creautes that
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can smell must save vs spells or start crying uncontrollable and be unable
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to see due to a severe stinging in the eyes. All attacks made by the
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effected creautres are at -4 to hit until the spell ends. Creatures that
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remain in the area of effect must keep saving once per round until they
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get away from the vapor. The material component of this spell is a large
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onion that must be bitten into by the spellcaster and then spit onto the
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ground.
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Spot Removal (Alteration)
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Range:Touch
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Components:V,S
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Duration:Permanent
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Casting time:3
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Area of effect:item touched
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Saving Throw:None
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This spell will clean any one item touched and return to it's original
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clean form. It will remove any stain including such things as green slime
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and other animals that cling to items to dissolve them. The only types of
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stains it will not remove are those of a magical nature.
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Spider Bite (Necromancy)
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Range:Touch
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Components:V,S,M
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Duration:4 rounds
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Casting Time:1
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Area of effect:creature hit
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Saving Throw:Neg
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This spell will create a small sac of venom inside the caster's mouth.
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The caster then must run up and successful hit the creature it is attacking.
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Upon a successful hit the spell caster bites the opponent and injects poison
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into it. The creature bitten must save vs poison or die as poison courses
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through their system. The material component of the spell is a sack of
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spider poison.
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