Level 1 Spells
1. Light/Darkness
2. Lure
3. Flame
4. Magic Missile
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. Invisibility
5. Knock
6. Levitate
7. Mind Sight
8. Serpent Staff
9. Wizard Lock
10. Wrack
11. Protection from Undead
12. Strength (Weakness)
1. Clairvoyance
2. Dispel Magic
3. Fireball
4. Hold Person/Free
5. Hold Undead
6. Infravision
7. Reveal
8. Lightning Bolt
9. Protection from Normal Missiles
10. Steal Magic
11. Shadow Ally
12. Choke
1. Alchemy
2. Blast
3. Charm Monster
4. Curse / Remove Curse
6. Invisibility 10' Radius
7. Polymorph Self
8. Raise Undead
9. Shroud Power
10. Sticks to Snakes
11. Telepathy
12. Wall of Fire
1. Beautify / Disfigure
2. Control Undead
3. Destroy Undead
4. Enchant/Disenchant Object
5. Hold Monster
6. Poison Air
7. Polymorph Other
8. Summon Familiar
9. Summon Lesser Demon
10. Telepathy
11. Wall of Ice
12. Wither
1. Banish
2. Curse Object
3. Disintegrate
4. Hold Greater Monster
5. ?
6. ?
7. Raise Undead Army
8. Soul Cage
9. Spectral Form
10. Steal Body
11. Summon Demon
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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