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Magical Spells of 1st to 3rd level- Living in any AD&D world can be tough for low level mages. The problem is they often make good goblin fodder prior to at least being 7th level. Here are a few spells to help you 1st to 6th level mages survive long enough to make the goblins cringe when they see you coming their way. These spells are brought to you by Pendragon Productions, producers of fine quality shareware products. If you like the spells you see listed below, consider a donation to three young starving software developers. Your donation of five dollars or more will gain you a list of 10 additional spells for each spell level 1-3. Send your donations to: Pendragon Productions c/o John Marchetti PO Box 8147 Foster City, CA 94404 If you send a check please make it payable to John Marchetti. Now that we have the begging portion of this text file done, sit right back and enjoy a few spells designed to make your low level wizard a happy camper. -Andrew Del Monte, Heather MacMillan, & John Marchetti of Pendragon Productions P.S. If you need to get in touch with one of us for any reason, please check out the CATALOG.TXT file for info on how to do that. 1st Level- Grondor's Magic Meteors (Evocation) Range: 10 yards/level Components:V,S Duration:instantaneous Casting Time:3 Area of Effect:1 creature Saving throw: 1/2 This spell created by the great wizard Grondor is basically a toned down version of the third level spell fireball. This spell releases a small ball of fire that lazily floats to its target and when it reaches it's destination it explodes into a ball of flame that engulfs just the one object targeted. Damage from the spell is 1d3 per level of the caster. For each level the caster gains he or she may cast one additional magic meteor up to a total of 12 per spell cast. All of the meteors cast must be done in one round and all must be aimed at the same target. Create Rats (Conjuration/Summoning) Range:0 Components:V,S,M Duration:1 turn Casting Time:1 Area of effect:Special Saving Throw:None This spell summons to the defense of the caster a horde of 25 regular sized rats. These rats arrive within 2 rounds if any rats at all inhabit the surround area;otherwise none arrive at all. When these rats arrive they will swarm at the feet of the creature attacking the spell caster in an attempt to distract the attacker. This distraction amounts to a -2 penalty to hit for the attacker. The rats will not attack and can be easily scattered using a torch or other small source of fire. The component for this spell is a rat's tail. Moe's Spell of Burping (Enchantment/Charm) Range:0 Components:V,S Duration:1 round/level Casting time:1 Area of Effect:Creature Touched Saving Throw:Neg. This spell was created by a gnomish spell caster with a streak of humor in him. When this spell is cast and then the spellcaster makes a successful to hit roll in combat, the creature struck must make a saving throw vs spells or start burping uncontrollable for the duration of the spell. This burping makes the creature affected unable to do anything other then try to stop burping. This spell will not effect any creature of more then 4HD. Staff Summoning (Conjuration/Summoning) Range:0 Components:V,S,M Duration:Permanent Casting time:1 round Area of Effect:Spell caster Saving Throw:None This spell will summon for the user a quarterstaff that the wizard can wield in combat. This staff is completely non-magical and will not hit creatures only affected by magical weapons. The staff is exactly the same as the one described in the Player's Handbook. The material compoent for this spell is a toothpick which the caster must throw to the ground and then say the magic words to get the toothpick to change into the staff. 2nd Level- Slick of Oil (Evocation) Range:10 yards Components:V,S,M Duration:2 turns Casting time:1 round Area of effect:5 yards/level Saving Throw:Special This spell creates a 3 inch thick puddle of oil in the area of effect. This oil makes all movements by anyone except the spellcaster very difficult. Anyone standing still gets a normal saving throw vs spells to remain on their feet. Anyone walking at more than 1/4 of their movement rate must save vs spells at -2 or fall down. Anyone moving faster than that rate must save vs spells at -4 or fall. If someone falls they may attempt to get up once per round by making a normal save vs spells. Anyone wearing any armor heavier then leather must add an additional -1 to any save they make. The material component of this spell is a flask of oil that the caster must hurl at the spot he wishes the spell to be cast. Tracking (Divination) Range:0 Components:V,S Duration:2 turns/level Casting time:1 round Area of effect:Spell caster only Saving Throu:None This spell gives the caster the ability to track like a ranger as described in the Player's Handbook. All penalities and bonuses are the same as if the wizard were actually a ranger. Once the spell ends the caster no longer gains any benefits from the Tracking ability until the spell is recast. Flashstrike (Alteration) Range:Touch Components:V,S Duration:2 rounds/lvl Casting Time:2 rounds Area of effect:Creature touched Saving Throw:Neg This spell grants the person who it is cast on the ability to attack one additional time per round for the duration of the spell. The attack must be a hand to hand type attack and cannot involve missle weapon or spell attacks. At the end of the spell the recipent must rest for one full turn or suffer a temporary -3 to hit due to exhaustation. Weapon Enhancement (Alteration) Range:Touch Components:V,S Duration:4 rounds Casting Time:1 Area of effect:Weapon touched Saving Throw:None This spell will temporarily alter the structure of any non-magical melee weapon touched. This alteration effects the weapon in such a way that for the duration of the spell the weapon does 1d6 additional damage on top of whatever other damage it may normally do. This spell will not affect any weapon used for missile purposes. 3rd Level- Iron Bolt (Evocation) Range:20 yards + 5 yards/level Components:V,S,M Duration:1 turn Casting Time:2 Area of effect:30 yards Saving throw:Neg This spell creates a strand of magical iron that shoots from the hand of the caster towards it's target. This bolt of iron will go through any substance less dense than metal including flesh. Any creature struck by this spell must save vs spells to dodge the attack or be impaled on the bolt as it continues on it's way to the edge of it's area of effect. The damage from this spell is 1d8 for inital impalment and then 1d4 per round thereafter until 1 turn has gone by or the person impaled has somehow broken free of the iron bolt. This spell will permanently damage any non metal item it strikes if that item does not save. The material component for this spell is a iron spike. Essence of Onion (Evocation) Range:10 yards Components:V,S,M Duration:1 round/level Casting Time:2 Area of effect:50 ft cube Saving Throw:Neg This spell creates a vapor in the area of effect in which all creautes that can smell must save vs spells or start crying uncontrollable and be unable to see due to a severe stinging in the eyes. All attacks made by the effected creautres are at -4 to hit until the spell ends. Creatures that remain in the area of effect must keep saving once per round until they get away from the vapor. The material component of this spell is a large onion that must be bitten into by the spellcaster and then spit onto the ground. Spot Removal (Alteration) Range:Touch Components:V,S Duration:Permanent Casting time:3 Area of effect:item touched Saving Throw:None This spell will clean any one item touched and return to it's original clean form. It will remove any stain including such things as green slime and other animals that cling to items to dissolve them. The only types of stains it will not remove are those of a magical nature. Spider Bite (Necromancy) Range:Touch Components:V,S,M Duration:4 rounds Casting Time:1 Area of effect:creature hit Saving Throw:Neg This spell will create a small sac of venom inside the caster's mouth. The caster then must run up and successful hit the creature it is attacking. Upon a successful hit the spell caster bites the opponent and injects poison into it. The creature bitten must save vs poison or die as poison courses through their system. The material component of the spell is a sack of spider poison.