Sunday, May 5, 2024

d12 LVL 1 Wizard spells


I bet I could make like 9 more posts in this series. Can you guess which one I almost wrote "finger up the bum" for but chickened out?


Wizards have mana equal to their level, and may spend d6 HP as emergency mana. The player may entreat the DM to use a mana to boost or alter a spell in some manner, such as an extra die of effect, an extra time unit of duration, or a different kind of target or effect.

1st level spells

  1. Flame control: you may start a fire, keep a campfire or torch going for LVL turns, or scald a foe with your touch.
  2. Charm person: Target becomes friendly towards you, not wanting to consider harming you and now is willing to help you out as long as they don’t risk their own safety too much.
  3. Detect magic: You can smell whether a close item or being is magic, enchanted, or bewitched.
  4. Hodor: You instruct a door, window, aperture, &c to hold firm. The barrier will effectively resist LVL successful attempts to be knocked down.
  5. Yew Pew: You need a sprig, cane, or stick. From this wand issues out a blast that does LVLd4 damage, spread out as you like amongst one or more targets (each target has one or more of the d4s rolled against them).
  6. Read: You can use this spell to decipher one spell text, speed-read a mundane book, or translate one page of text from any language to a hologram projection that everyone can ooh and ah over.
  7. Shield: You can pull this up immediately with a DEX check. For the duration of one battle, you have a pool of LVL d8s. Any time you take damage, roll one of the d8s and reduce the damage by that amount.
  8. Sleep Dust: All within LVL yards except you have to roll a Willpower type check or fall into slumber for a turn. Sound won’t wake one from this, but a wet-willy will.
  9. Seeing things: Make a sound, voice, shadow, or fleeting illusion. This spell can be cast mentally if you spend a mana.
  10. Jeeves: Summon a creature to existence. It will carry something heavy for you for a session. It could carry you. Or you could tell it to do anything an octogenarian could do. If you spend a mana, it could answer a question or put forth a theory. Will that be all, sir? May I not exist now sir?
  11. Summon Devil: Foolishly, you draw a pentagram and summon a being from beyond. Oh, you want to make a bargain? Too bad you didn’t etch the pentagram into something permanent, and this demon is breaking it now.
  12. Ink Cloud: You fill a LVL meter sphere with darkness. Anyone wanting to hit a melee target in the sphere will need to make a WIS check first.  Arrows into the darkness will hit nothing 80% of the time and a random target in or behind it otherwise.

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