Level 1 Spells
1. Light/Darkness
2. Lure
3. Flame
4. Lesser Curse
5. Charm Person
6. Sleep
7. Shield
8. Nauseate
9. Push
10. Evil Eye
11. Gift of Tongues
12. Hold Portal
Level 2 Spells
1. Continual Light/Darkness
2. Subdue/Revive
3. ESP
4. Knock
5. Hunger 30' Radius
6. Mind Sight
7. Serpent Staff
8. Magic Lock
9. Wrack
10. Protection from Undead
11. Shadow Walker
12. Strength (Weakness)
1. Clairvoyance
2. Hold Person
3. Hold Undead
4. Ignite
5. Infravision
6. Necrotic Touch
7. Reveal
8. Lightning Bolt
9. Protection from Normal Missiles
10. Steal Magic
11. Sticks to Snakes
12. Choke
1. Alchemy
2. Beguile
3. Changling (Ritual)
4. Control Undead
5. Curse
6. Mind Weave (Telepathy)
7. Poison Cloud
8. Poison Water
9. Raise Undead
10. Snakebite
11. Shadow Ally
12. Summon Familiar (Ritual)
1. Beautify / Disfigure
2. Beguile
3. Changling Other (Ritual)
4. Curse Object
5. Destroy Undead
6. Enchant/Disenchant Object (Ritual)
7. Necrotic Blast
8. Shocking Wave
9. Shroud
10. Summon Lesser Demon (Ritual)
11. Wall of Fire
12. Wither
1. Banish
2. Become Lich (Ritual)
3. Bind Demon
4. Disintegrate
5. Protection from Demons
6. Possess (Ritual)
7. Raise Undead Army (Ritual)
8. Soul Cage (Ritual)
9. Spectral Form
10. Steal Body (Ritual)
11. Summon Demon (Ritual)
12. Wraith Touch
2 comments:
Could you explain the spell Alchemy? In your game is the abilty to create potions limited to Sorcerers? Have you filled in the blank spots on the lists?
As with many of my homebrew spell, I've not yet written the effects of Alchemy. At the moment, it's a placeholder for an idea. However, I envisage, the spell enabling the transmutation of 1lb of lead into 10 gold coins. Where I have not written up spell or filled in blanks is purely down to my available time. Therefore, I tend to write them as they are required. The creation fo potions is not limited to Sorcerers. It is practised by magic users from all three disciplines. Having said that, Hedge Mages are less likely to create potions, and more likely to focus on herbalism.
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