Spells

Feb. 21st, 2016 09:35 am
incantatio: (Default)
Knights of Legend
Spells

The Mage must prepare spells ahead of time by resting for 8 hours and spending 1 hour studying his spellbook. While studying, the Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Mage must have an Intelligence score of at least 10 + the spell’s level.

A Mage can prepare a lower-level spell in place of a higher-level one if he desires. place.
The Difficulty Class for saving throws to resist the effects of a Mage’s spells is 10 + the spell’s level + the Mage’s Intelligence modifier.


Complete Spell List

0-Level Spells Per Day 5
1st-Level Spells Per Day 4 + 2
2nd-Level Spells Per Day 3 + 2
3rd-Level Spells Per Day 2 + 1
4th-Level Spells Per Day -
5th-Level Spells Per Day -
Spellbook


0-Level Spells (All)


  • Arcane Graffiti: Inscribes personal rune or short message on object or surface.
  • Daze: Subject takes no actions for 1 round.
  • Detect Magical Aura: Detects spells and magic items within 60 ft.
  • Haywire: Causes a single device to behave randomly and erratically.
  • Light: Object shines like a torch.
  • Mage Hand: 5-pound telekinesis.
  • Magic ID: Creates a false but visually accurate identification card.
  • Mending: Repairs small breaks or tears in objects.
  • Message: Whispered conversation at distance.
  • Prestidigitation: Perform minor tricks.
  • Read Magic: Read scrolls, spellbooks, and magical writing.
  • Resistance: Subject gains +1 on saving throws.

    1st-Level Spells (Six)


  • Burning Hands: 1d4 fire damage/level (max 5d4).
  • Mage Armor: Gives subject +4 Defense bonus.
  • Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
  • Hold Portal: Holds door shut.
  • Change Self: Changes your appearance.
  • Feather Fall: Objects or creatures fall slowly.

    2nd-Level Spells (Six)


  • Web: Fills 20-ft.-radius spread with sticky spider webs.
  • Locate Object: Senses direction toward object (specific or type).
  • Burglar’s Buddy: Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
  • Levitate: Subject moves up and down at your direction.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

    3rd-Level Spells (Four)


  • Flaming Projectiles: Projectiles deal +1d6 fire damage.
  • Invisibility Sphere: Makes everyone within 10 ft: invisible.
  • Vampiric Touch: Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
  • Fireball: 1d6 damage per level, 20-ft: radius.

    None
  • Prepared Spells


    0-Level Spells








  • 1st-Level Spells









  • 2nd-Level Spells








  • 3rd-Level Spells






  • None
  • Profile

    incantatio: (Default)
    Sawyer Kelly

    February 2016

    S M T W T F S
     123456
    78910111213
    14151617181920
    21222324252627
    2829     

    Style Credit

    Syndicate

    RSS Atom
    Page generated Jun. 9th, 2025 07:46 am
    Powered by Dreamwidth Studios

    Expand Cut Tags

    No cut tags

    Page Summary