Closed Grammarsalad closed 4 years ago
Mage 0 Level Cantrips
Burning Hands (Alteration)
Level: 1 Range: 5 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame shoots from
Chill Touch (Necromancy)
Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The creature Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses
Larloch's Minor Drain (Necromancy)
Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
With this spell, the wizard drains the life force from a target and adds it to
Infravision (Divination)
Level: 1 Range: 30 ft. Duration: 2 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.
Shocking Grasp (Alteration)
Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.
Friends (Enchantment/Charm)
Level: 1 Range: 0 Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None
A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with
Find Familiar (Conjuration/Summoning)
Level: 1 Range: n/a Duration: Special Casting Time: 9 Area of Effect: 1 familiar Saving Throw: None
This spell enables the caster to attempt to summon a familiar to act as
(Note: This spell may only be cast by the protagonist.)
The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat
Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting
Here is a list of the familiars that the player receives according to alignment:
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 12 – Armor Class: 0 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp – Armor Class: 4 – Hit Points: 9 – Magic Resistance: 15% – Combat: 1 attack per round at 17 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit – Hit Points: 12 – Armor Class: 3 – Magic Resistance: 45% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
NEUTRAL EVIL: Dust Mephit – Hit Points: 12 – Armor Class: 8 – Magic Resistance: 10% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon – Hit Points: 12 – Armor Class: 6 – Magic Resistance: 25% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit – Hit Points: 12 – Armor Class: 4 – Magic Resistance: 15% – Combat: 2 attacks per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Nahal's Reckless Dweomer (Invocation/Evocation)
Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special
This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
Reveal/Detect Magic:
Also gives a +x bonus to dispel magic checks cast in the next round. (because it gives the caster an insight into the nature of magics to be unraveled or something)
Implementation: apply custom spellstate to self, then if have that spellstate, cast stronger dispel
(Evocation)
Upon casting this spell a ray of ice appears at the caster's fingertips and shoots toward a target of the caster's choice. The ray causes 1d4 points of cold damage, +1/level (Max 1d4+10) to the target and anyone in the ray's path. Targets can save vs. breath +2 to avoid the ray.
Targets receive a -1 penalty to their save at levels 10 and 20.
Notes:
Sneeze Quick cast (1) save interrupts spells if no save vs. spell (with +2 bonus, as norm)
Certain cantrips can have a duration of 'concentration'. Indefinite, but only one can be active at a time.
Dancing lights cantrip
(Evocation)
You create up to four torch-sized lights within range, which combine into one glowing vaguely humanoid form. You can move this form, and while it appears threatening, it cannot attack. However, it distracts enemies within melee range imposing a -1 penalty to their attack rolls. If this form takes 1 point of damage, it vanishes and the spell ends. Note that the light of this creature is not strong enough to illuminate an area.
//inspired by the 5e spell of the same name //notes maybe use animation 0x7313 elemental_fire_small_purple.
(Enchantment/Charm)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (though it need not understand you), it must save vs. spell +2 or take 1d4 magic damage and suffer -2 to hit for 1 round.
This spell is ineffective against undead and constructs, or any creature that cannot hear.
At levels 6, 12, and 18, this spell does an additional 1d4 points of magic damage.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
//inspired by the 5e spell of the same name
(Conjuration/Summoning)
By means of this spell, you summon a single small critter, such as a squirrel or a rat. This is just a normal creature, and so is not effective in combat, but it can serve as an effective spy (especially in conjunction with other spells).
//mage and druid (and nature priest) cantrip
(Conjuration/Summoning)
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a death saving throw (+2) or take 1d8 poison damage.
This cantrip causes an additional 1d8 points of poison damage, at levels 6, 12, and 18.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Notes:
//inspired by the 5e spell of the same name //use ankheg spit pro
Break
You snap your fingers, generating a thunderclap of sound that can be heard up to 100 feet away. You inflict 1d10 magic damage to a construct that you can see.
This spell is ineffective against non constructs.
This spell inflicts an additional 1d10 points of damage at levels 6, 12 and 18.
Inspiration: https://totally.fandom.com/wiki/Break
(Enchantment/Charm)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a save vs. Spell saving throw or take 1d6 magic damage and suffer -4 to its attack rolls and AC for 1 round.
You deal an additional 1d6 points of magic damage, and enemies suffer a -1 penalty to their saves, at levels 10 and 20.
Revision Notes: Revision notes if a revised spell
Specific Additions 1) variable names in b_spells_settings.ini
Notes: Compatibility notes
//Inspired by the 5e spell of the same name
Many first level spells can be converted to 0-Level if this component is enabled. However, many of these same spells are modified by the Revisions component. Many of these revisions may make the spell too powerful for a 0-level cantrip (or a 1st level cantrip, for that matter!) As such, in these cases, the spell will not receive all (or any) of the revisions if it is converted to a 0-Level spell, even if they are selected in that section. That said, in all of these cases, you have an option to avoid converting the spell to a 0-Level by setting a particular variable in b_spells_settings.ini (see the individual entry for each cantrip below).
//Note: Thinking about making alarm a cantrip
(Conjuration/Summoning)
By means of this spell, the wizard creates a glob of acid that propels at an enemy of
This cantrip lasts for an additional round, doing an additional 1d3 points of damage, at levels 6, 12, and 18.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Notes:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/Alarm.png' style='width:50px' /> (Divination)
Specific Additions 1) Add Alarm: If b_alarm is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_ALARM_SPELL
(Illusion/Phantasm)
With this spell, the caster surrounds a creature with illusory sounds of disturbing whispers for 3 rounds. That creature must make a save vs. spell or be distracted by the sounds, suffering a -1 to attack rolls and a 5% spell failure chance.
As the caster levels up, the illusory sounds become more distracting and more difficult to ignore. They inflict a -1 penalty to attack and an additional 5% spell failure at levels 6 and 18.
Creatures without minds, such as golems, are unaffected by this cantrip (though, undead creatures are not immune). Deaf creatures are also immune.
Notes:
(Conjuration/Summoning)
This spell brings forth a splash of water to drench a single target. If the creature is a cold or fire-dwelling creature, it takes 2d6 points of magic damage. This damage increases by 1d6 at levels 6, 12, and 18. Flame Blade, Shroud of Flame, and salamander auras are extinguished by Drench if the target fails their save vs. breath +2.
Additionally, the target becomes somewhat more vulnerable to electricity (resistance -15%) for 2 rounds.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Notes:
(Enchantment)
This cantrip causes the target to drift off into a very brief slumber, slumping to the ground for 3 seconds before regaining full consciousness, unless they may a save vs. spell +2.
The mage cannot affect any creature with more hit dice than
A creature affected by this spell becomes immune to it for 1 turn.
The duration increases to 1 round at 8th level, and 2 rounds at 16th level.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
(Necromancy)
This spell instantaneously snuffs out the life forces of animals in the area of effect, including such normal pests as flies, mice, beetles, rats, spiders, and the like. Specifically, it affects the targeted animal and up to 3 animals within 20 ft. of it. Animals with 1 or fewer Hit Die are instantly slain with no save. Animals with more hit die are allowed a save vs. death.
Animals that succeed the save receive 2d8 points of damage but do not (necessarily) die. Only non-humanoid animals can be affected by this spell, including large spiders, stirges, poisonous snakes, and giant or huge centipedes. If the targeted creatures are extremely small (1 hp or less), then an area up to 5 cubic can be cleansed of pests. This spell can counter the summon insects or summon swarm spells, but it is not powerful enough to counter stronger summoning spells, such as creeping death. The caster has such control that
Notes:
New Spells: This spell is a 1st level spell (unchanged) if 0-level spells is Not installed. 1st-Level Cantrips: This spell is installed if 1st level spell (unchanged) if 1st-level Cantrips is installed.
(Alteration)
This simple spell removes dirt, grime, and impurities from any surface or person it is cast upon. While this spell doesn't specifically remove diseases and poisons, the purifying magic can give a victim of these afflictions a fighting chance. If the target saves vs. death with a -4 penalty, any poisons or diseases they are afflicted with are removed.
A creature can only benefit from this spell once per 8 hours.
Notes:
New Spells and 1st Level Cantrips: This spell is a 1st level spell if 0-level spells is Not installed. In that case, creatures do not suffer a -4 penalty to saves. Also, if 1st-Level Cantrips is also Not installed, this spell can also affect a given creature any number of times.
1st-Level Cantrips: Targeted creatures do not suffer the -4 penalty to save if 1st-level spells installed.
(Evocation)
By means of this spell, the wizard fires a bolt of flame at a target of
This cantrip does an additional 1d8 points of fire damage at levels 6, 12, and 18.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
(Evocation)
Upon casting this spell a ray of ice appears at the caster's fingertips and shoots toward a target of the caster's choice. The ray causes 1d4 points of cold damage to the target to anyone in the ray's path. Targets can save vs. breath +2 to avoid the ray.
Damage is increased by 1d4 at levels 6, 12, and 18.
Targets receive a -1 penalty to their save at levels 10 and 20.
Notes:
(Illusion/Phantasm)
This cantrip banishes feelings of weariness. For the duration, the subject takes no penalties no matter how much fatigue they are under. The effect, however, is merely an illusion, and is no substitute for actual rest. When the spell ends, the subject will take 1d6 points of non-lethal damage, and is fatigued until they can get a proper rest. In addition, for the rest of the day, they cannot benefit from another invigorate nor any other effect that restores fatigue.
Revision Notes: Revision notes if a revised spell
Specific Additions 1) variable names in b_spells_settings.ini
Notes: Compatibility notes Internal Name: WIZARD_SPELL_NAME
//inspired by the pathfinder 1e spell of the same name.
(Alteration)
Upon casting this cantrip, the caster generates a jolt of electricity in the body of a nearby enemy. The jolt causes 1d4 points of electrical damage, and halves their speed for a crucial 6 seconds if they do not save vs. polymorph +2.
Damage is increased by 1d4 at levels 6, 12 and 18. Opponents suffer a -1 penalty to their save at levels 10 and 20.
Notes:
Revised Spells: If revised spells is installed, and 0-level cantrips is Not installed, then this spell generally replaces Shocking Grasp and is a bit more powerful (see the revised section for details).
(Evocation)
By means of this spell, the wizard fires a bolt of magic at a target of
This cantrip does an additional 1d6 points of magic damage at levels 6, 12, and 18.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
(Universal)
This spell repairs broken objects in the caster's inventory. It will completely repair an object that would seem to be broken beyond repair. This spell repairs a single object at level 1 and one additional object every two levels after that (max 5 objects at level 9). Note that any broken objects must be in the caster's inventory for this spell to work.
Notes:
New Spells: This spell is installed (unchanged) if as a 1st level spell if New Spells are installed.
1st-level cantrips: This spell is installed (unchanged) if 1st-level cantrips is installed.
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location they were when this spell was cast.
Credit for this spell implementation belongs to Kjeron
Notes:
New Spells: This spell is installed as a first level spell is 0-Level spells is Not installed. In this case, the duration is 1 round +1 round/2 levels.
1st-level cantrips: This spell is installed (unchanged from the 0-level version) if 1st-level cantrips is installed.
(Divination)
When this spell is cast, the caster gains a sixth sense that alerts
Sixth Sense cannot be cast in the presence of enemies.
A mage cannot have more than one Sixth Sense active at any one time.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Specific Additions 1) Add Sixth Sense: If b_six_sense_cantrip is set to 1 in b_spells_settings.ini (set to 1 by default)
TO DO: 1st level Cantrip and 1st level 'normal' spell (See Anticipation--maybe we can have both)Notes:
New Spells: This spell retains its effect for the entire 8 hours if it is installed as a normal 1st level spell.
1st-Level Cantrips: This spell is installed as a 1st level spell, and lasts for 3 rounds if 1st-Level Cantrips is installed.
(Illusion/Phantasm)
By means of this spell, the wizard creates an illusion of a dagger that hurls toward a target
This spell is ineffective against undead, constructs, or any other creature immune to non-lethal damage.
At levels 6, 12, and 18, this spell does an additional 1d4 points of non-lethal damage.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Specific Additions 1) Add Shadow Dagger: If b_shad_dagger_cantrip_0 is set to 1 in b_spells_settings.ini (set to 1 by default)
TO DO: 1st level Cantrip and 1st level 'normal' spellNotes:
New Spells: ??? 1st-Level Cantrips: ???
Break
You snap your fingers, generating a thunderclap of sound that can be heard up to 100 feet away. You inflict 1d10 magic damage to a construct that you can see.
This spell is ineffective against non constructs.
This spell inflicts an additional 1d10 points of damage at levels 6, 12 and 18.
Inspiration: https://totally.fandom.com/wiki/Break
(Conjuration/Summoning)
By means of this spell, you summon a single small critter, such as a squirrel or a rat. This is just a normal creature, and so is not effective in combat, but it can serve as an effective spy (especially in conjunction with other spells).
//mage and druid (and nature priest) cantrip
(Conjuration/Summoning)
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a death saving throw (+2) or take 1d8 poison damage.
This cantrip causes an additional 1d8 points of poison damage, at levels 6, 12, and 18.
Opponents receive a -1 penalty to their saves at levels 10 and 20.
Notes:
//inspired by the 5e spell of the same name //use ankheg spit pro
(Enchantment/Charm)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a save vs. Spell saving throw or take 1d6 magic damage and suffer -4 to its attack rolls and AC for 1 round.
You deal an additional 1d6 points of magic damage, and enemies suffer a -1 penalty to their saves, at levels 10 and 20.
Revision Notes: Revision notes if a revised spell
Specific Additions 1) variable names in b_spells_settings.ini
Notes: Compatibility notes
//Inspired by the 5e spell of the same name
MOved to IE Designs
Template
### Level 1 #### **Spell Name** (New) ___ (School) - **Level**: 1 - **Range**: 0 - **Duration**: 5 turns - **Casting Time**: 1 - **Area of Effect**: The Caster - **Saving Throw**: None Description >_**Revision Notes**_: Revision notes if a revised spell >_**Specific Additions**_ >1) variable names in b_spells_settings.ini >***Notes***: Compatibility notes **Internal Name**: WIZARD_SPELL_NAME\page