Magic User Spells

 

Some spells have been added, existing ones modified or deleted.

 

New Magic User Spells

First Level

Ray of Paralyzation

Level: 1                                      Components: V; S, M
Range: 30’+10’per level          Casting Time: 1 segment
Duration: 1rd +2d4rds            Saving Throw: Neg.
Area of Effect: One creature

The ray emanates from the caster’s finger and is pale blue in color and pencil-thin. The ray only effects living creatures, including plants. It is useless versus undead, golems and similar.
The Magic User must roll to Hit the target, however the target is treated as AC 10 minus any magical protections, dexterity bonuses and reductions due to cover and concealment. (Per pg64 of the DMG.) If the Magic User misses any character or creature in a direct line behind the target may be struck.
On a successful hit, the victim is allowed a Saving Throw vs Paralysis at -2. If the saving throw is failed the victim is paralyzed for 3 to 9 rounds (1+2d4.) On a successful save the victim is unaffected.

 

Simple Sleep (Enchantment/Charm)

Level: 1                                         Components: V, S,M 
Range: 3″+ I”/level                     Casting Time: I segment 
Duration: 5 rounds/leve1         Saving Throw: None
Area of Effect: One Creature

Explanation/Description: When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one SINGLE creatures other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL) from the spell’s effects. For a creature to be affected by the sleep spell must be within a 3″+1” per level range of the caster. The type of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points. Simple Sleep can affect a single creature of up to 3+1 HD or 3rd level. There is no saving throw for the subject.

Slapping or wounding will awaken the affected creature, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures can be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand.

 

Second Level

Animate Skeleton

Level: 2                           Components: V; S, M
Range: 1”                       Casting Time: 1 turn
Duration: Perm            Saving Throw: None
Area of Effect: Special

This spell creates the lowest of the undead monsters, Arcane Skeletons, from the bones of dead humans, demi-humans or humanoids. (This will NOT animate Monsters.)
The effect is to cause these remains to become animated and obey the commands of the caster casting the spell. The skeletons will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until
they are destroyed or until the magic is dispelled. (See dispel magic spell).
The caster is able to animate 1 skeleton for each level of experience he or she has attained. Thus, a 3rd level magic user can animate 3 of these monsters etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by casters of good alignment. It requires a drop of the caster’s blood, a (relatively intact and complete) skeleton, a piece of human flesh, and a pinch of Grave Yard Dirt to complete the spell.

 

Continual Light (Magic User)

Level: 2                                           Components: V; S
Range: 6”                                       Casting Time: 2 Segments
Duration: Special                         Saving Throw: None
Area of Effect: 6” area globe

This spell is similar to a light spell, except that it lasts 1 Year plus 1d4 months/level of the magic user casting the spell, or until negated (by a continual darkness or dispel magic spell.)
Its brightness is very great, being nearly as illuminating as full daylight. It can
be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. This cannot be reversed.

 

Sleep (Enchantment/Charm)

Level: 2                                          Components: V, S,M
Range: 3″+ I”/level                      Casting Time: I segment
Duration: 5 rounds/leve1           Saving Throw: None
Area of Effect: Special

Explanation/Description: When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures [other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL) from the spell’s effects]. All creatures to be affected by the sleep spell must be within a 3″ diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points.

Creatures Hit Dice

Number Affected By Sleep Spell

up to 1

1 + 1 to 2

24-1 to 3

3+1 to 4

4+1 to 4+4

4-16 (4d4)

2-8 (2d4)

1-4 (ld4)

1-2 (½ d4, round off)

0-1 (d4,3 or4)

The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures can be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

 

 

Third Level

Animate Zombi

Level: 3                              Components: V; S, M
Range: 1”                           Casting Time: 1 turn
Duration: Perm                Saving Throw: None
Area of Effect: Special

This spell creates the second lowest of the undead monsters, Arcane Zombies, from the corpses of dead humans, demi-humans or humanoids. (This will NOT animate Monsters.)

The effect is to cause these remains to become animated and obey the commands of the caster casting the spell. The zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until

they are destroyed or until the magic is dispelled. (See dispel magic spell).

The caster is able to animate 1 zombie for each level of experience he or she has attained. Thus, a 5th level magic user can animate 5 of these monsters etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by casters of good alignment. It requires a drop of the caster’s blood and a (relatively intact and complete) corpse, a shard of human bone, and a pinch of Grave Yard Dirt, to complete the spell.

 

Perpetual Light (Magic User)

Level: 3                                    Components: V; S
Range: 6”                                 Casting Time: 2 Segments
Duration: Perm                       Saving Throw: None
Area of Effect: 6” area globe

Explanation/Description: This spell is similar to a light spell, except that it is Permanent unless or until negated (by a continual darkness or dispel magic spell.)
Its brightness is very great, being nearly as illuminating as full daylight. It can be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. This cannot be reversed.

 

 

Write (Evocation)

Level: 3                                Components: V S, M ,
Range: 0                             Casting Time: I round/1 day*
Duration:                            Special Saving Throw: Special
Area of Effect: One magical spell inscription

The Magic User casts Write and may then begin creating a Scroll using a Memorized spell.

The Mage must cast Write for EACH spell to be inscribed on the scroll, for a maximum of seven per scroll. An item MAY be used to cast the Write spell.

The actual Scribing of the scroll takes 1 day per 1,000gp (rounded up) of Base Cost. Any interruptions during that time period means the scribing failed, the material components are expended and no further spells may be scribed on that scroll.

The Material Components of a scribed spell consists of a Special Ink made from powdered gold and gems, the Quill and the paper of the scroll.

The Ink costs 200gp PLUS 100gp per LEVEL of the spell to be scribed.

The Quill costs 100gp (This may be reused as long as there is no spell failures attached to the Quill. After such occurs it must be discarded as it is Ruined.) Using a Ruined quill guarantees 100% chance of failure.

The paper costs vary by the quality of the material. The better the quality the less chance of failure.

Papyrus costs 2gp per sheet but is -5% to chance of success.
Parchment costs 4gp per sheet. It has no benefit or negative impact on chance of success.
Vellum costs 8gp per sheet and improves the chance of success by +5%.

Success and Failure:

There is a Base 20% chance of failure each time the Write spell is used to scribe a scroll. This is adjusted thus:

+1% per level of the spell being scribed
Minus the level of the Mage employing the Write spell
Plus or Minus the paper material quality.

Example: A 4th level Magic User seeks to scribe a scroll of Unseen Servant on Vellum.
20 + 1 (level of spell) -4 (level of mage) -5 (vellum) = 12% chance of failure.
Cost = 100gp (Quill) + 300gp (Ink for 1st level spell) + 8gp (sheet of vellum) = 408gp
Time to create: 408gp cost rounded up to 1,000gp = 1 day

A Clerical version of Write is Scribe. It is essentially identical in all other particulars.

There is NO DRUID VERSION of this spell.

Protection Scrolls require special ingredients above and beyond these listed here.

(THIS REPLACES THE 1st LEVEL SPELL WRITE AS FOUND IN THE PHB.)

 

Fourth Level

Animate Dead

Level: 4                        Components: V; S, M
Range: 1”                    Casting Time: 1 turn
Duration: Perm         Saving Throw: None
Area of Effect: Special

This spell creates Monsters, skeletons or zombies, from the bones or bodies of dead monsters (Giants, etc) The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell).
The Magic User is able to animate 1 Monster skeleton or 1 Monster zombie for each level of experience he or she has attained. Thus, a 7th level caster can animate 7 of these monsters, at 8th level 8 etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by casters of good alignment. It requires a drop of the caster’s blood, a piece of human flesh or a bone shard and a pinch of Grave Yard Dirt to complete the spell.