Getting ready to do a playtest for my simple fantasy system this coming Saturday. So I through together a quick list of spells for the magic user types. Instead of DnD 'fire and forget' type of magic I'm using a system that costs the caster stamina points. So the more they cast the weaker they get and more liable to be taken out in combat. Also spell casting requires a roll for them to work, but there are two difficulties, one for doing it from a spell book and the other by casting them from memory. Finally each spell has a necessary object that the magic user has to have in hand in order to cast the spell as well.
Here is the short list I made for the very first playtest. I'm sure it will get lots of modifications from feedback and all that.
Magic User Spell list
Name
stamina cost – cast difficulty from
book – cast difficulty from memory
spell description
object necessary for casting
Detect Magic
1 – 9 – 12
For the next two minutes the caster can
see all magical items and effects within 60' of themselves. They
show up with a faint blue glow around the object or something altered
to look different with magic will appear as it normally does.
Object: A pair of glasses with clear
lenses.
Light
1 – 9 – 12
Cast upon an object which will cause it
glow with light. With a fifteen foot radius and it lasts for two
hours. Can be cast on any object so it can be used to create the
magical equivalent of a torch. Also it emits no heat so a heavy
cloth can be used to cover the light.
Object: A small clear crystal.
Magic Missile
1 – 9 – 12
The caster points at a target while
casting and inflicts two points of damage to them. This damage goes
through cloth and leather armor with no soak. However those with
chain or plate can make soaks as usual.
Object: A short wooden wand painted
black.
Sleep
1 – 9 – 12
Causes up to six creatures within the
casters field of vision to fall asleep. If there are more than six
then it affects those closest to the caster. This WILL affect
friendly party members so be careful when casting. Lasts for one
hour.
Object: A small pouch filled with chalk
dust.
Detect Evil
2 – 9 – 12
Same as 'Detect Magic' except it shows
creatures of an evil nature shrouded in a red glow. Objects created
of an evil magic will glow as well.
Object: A pair of glasses with clear
lenses.
Detect Invisible
Same as 'Detect magic' except it causes
anything invisible to show up the caster as if made from a faint
green light.
2 – 9 – 12
Object: A pair of glasses with clear
lenses.
Knock
2 – 9 – 12
Opens stuck, barred, locked, bolted or
held doors. Will also unlock a secret door IF the secret door has
been already discovered and the caster knows about it. Will not lift
or raise gates or heavy bars that are beyond the normal size.
Object: A short wooden wand painted
black.
Web
2 – 9 – 12
Creates a many layered mass of strong,
sticky strands. Any one caught in the mass is stuck in it almost
immediately. It takes five minutes for someone caught within to get
loose, one minute if they use a sharp object to cut through. The
webs are flammable and anyone caught within while they are burning
suffers two points of damage each round with no armor soak. After
fifteen minutes the mass turns to watery mess and is no longer
sticky.
Object: A vial of sticky glue.
Dispel Magic
3 – 12 – 15
Cancels out all spell effects within a
twenty foot radius of the caster. This lasts for two minutes but the
caster may not cast any more spells during that time either. It has
no effect on magical items.
Object: A pair of glasses with smoked
lenses.
Hold Person
3 – 9 – 12
Same as Sleep except the targets
stopped motionless in front of you and can affect up to eight
creatures. While held they are aware but cannot move. They can,
however, speak if the caster allows it.
Object: A small pouch filled with chalk
dust.
Lightning Bolt
3 – 9 – 12
Caster points at a target and a burst
of lightning leaps towards them. Causes 2d6 damage, cloth and
leather armor makes a normal soak, chain and plate get no soak but
instead receive an additional D6 of damage. If there is another
person with metal armor within a meter of the target the caster rolls
a D6, on a 1 – 5 nothing else happens, on a 6 the lightning leaps
to the person as if they had the spell cast at them.
Object: A small wooden wand that is
burnt on one end.
Water Breathing
3 – 9 – 12
Whoever has this spell cast upon them
can breath underwater. This lasts for twenty four hours.
Object: A bag of small sea shells, a
shell is given to anyone having the spell cast upon them.
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