Level 1 Spells
- Charm Person
- Light/Darkness
- Featherfall - New
- Dazzle - New
- Gift of Tongues - New
- Marsh Lights - New
- Magic Missile
- Push - New
- Shield
- Sleep
- Sounds - New
- Ventriloquism
Level 2 Spells
- Continual Light/Darkness
- ESP
- Invisibility
- Knock
- Levitate
- (Wizard) Lock
- Mirror Image
- Remember/Forget - New
- Spell Ward - New
- Strength/Weakness - New
- Summon Object - New
- Web
Level 3 Spells
- Break/Mend - New
- Cause Fear / Remove Fear
- Clairvoyance
- Dispel Magic
- Fireball
- Hold Person/Free - New
- Infravision
- Lightning Bolt
- Mind Sight - New
- Protection from Enemies 10ft Radius
- Protection from Normal Missiles
- Reveal - New
Level 4 Spells
- Curse/Remove Curse
- Levitate Other - New
- Protection from Normal Weapons - New
- Seal/ Unseal - New
- Shroud Power
- Summon Familiar
- Suggest - New
- Destroy Undead - New
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- Create Golem - New
- Enchant/Disenchant Object - New
- Summon/Banish Elemental - New
- Shapeshift - New
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2 comments:
Did you mean to write the LV1 spell Push twice or are those 2 different spells?
Also I see you have a spell to imbue objects with power, but no spell to make the magic permanent, is yhat on purpose? If so how are magic items created in your game?
The double entry is an error (now fixed - thanks!). All disciplines access to the 5th level spell 'Enchant Object'. (hands-up, I have just moved that from level 4 to level 5 as I wanted it to be less attainable). I haven't yet written the spell description, but this is intended to be a permanent effect. The spell will require a ritual and specific objects with the intention that magic items are very rare. I am building the magic sub-system as I play, so I do occassionally change things as I discover how well they work (or not).
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