Sunday, January 3, 2016

Simple Fantasy System Pre-playtest spell list



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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