Wednesday, September 28, 2011

RACES

[more races will be possible in future, but for now, here you have...]
DWARF - Dwarves are about four feet tall, stocky of build and weigh 150 pounds, shoulders very broad, their skin a ruddy tan, brown or gray. They wear long beards. They are sturdy fighters and are especially resistant to magic as shown by their better saving throws against magical attack. They have infravision and can see 60 feet in the dark. Underground, they can detect slanting passages, traps, shifting walls and new construction about one-third of the time. Dwarves can all speak the languages of gnomes, kobolds and goblins.

More info.

ELF - Can use all the weapons and armor of the fighting man*, including all magical weapons, and can also cast spells like a magic-user. They can detect secret hidden doors about one-third of the time. They have infravision; like dwarves, they can see 60 feet in the dark. They are not paralyzed by the touch of ghouls. Elves can speak the languages of orcs, hobgoblins and gnolls as well as Elvish and the Common speech they share with men, dwarves, and halflings. Thus, they have the advantages of both fighting men and magic-users as well as certain special capabilities of their own*. Elves progress in level as both fighting men and magic-users*, but since each game nets them experience in both categories equally, they progress more slowly than other characters.

*This is true, unless a player decides their elf is a magic-user only, or in place of fighting man, choose a different class, like thief, which has its own limitations, e.g. cannot wear plate armor, etc.

More info.

GNOMES - Gnomes are similar to dwarves, whom they resemble. They are smaller, have longer noses and beards and inhabit low-land and hill burrows rather than mountains. They favor crossbows. Gnomes have well-developed infravision, with a 90' range... Gnomes are excellent metalsmiths and miners. They love gold and gems and have been known to make bad decisions just to obtain them. They love machinery of all kinds and prefer crossbows and war hammers as weapons. Gnomes like most dwarves... war with goblins and kobolds who steal their precious gold. They usually attack kobolds on sight. Currently, a gnome character can be either a fighter, magic-user, thief, paladin, or healer. A gnome may multi-class among the basic four classes if they'd like, e.g. fighter/thief, magic-user/thief, though they may not multi-class as a paladin or healer. Lastly, if they do multi-class, they will be restricted to the wearing of leather armor, and must split experience equally between each class.

More info.
HALFLING - Halflings are short, 3 feet high, little folk with several special abilities. Out-of-doors they are difficult to see, having the ability to vanish into woods or undergrowth. They are like dwarves in their resistance to magic. Halflings are extremely accurate with missiles and fire any missile at +1. They can use all the weapons and armor of a fighting man as long as it is "cut down" to their size.

More info.

PUNK ESKIMO - Punk Eskimos are found in the far northern reaches of Furthermoor & the southern regions of Kush. They are immune to freezing temperatures & their saving throws for freeze & cold spells, etc. are very good. They can track like a ranger & they cannot wear metal armor (this is mainly b/c they only choose to pad themselves w/ animal hides & such, i.e. fur of their own victims). Punk Eskimos can also create a flame & fire w/ the tips of their fingers. Generally to light something else, though in emergency, they can let their finger flame for up to 1d12 turns w/o consequence. The flame puts off light like a candle.

Monday, September 26, 2011

DICE

If you need dice to roll up your character, but don't have any, you can use this digital dice roller. Also, we use a program called Twiddla while playing, which has a built-in roller in the chat screen as well. That said, as you probably know, it's more fun to own & roll your own freaky dice. The above are the ones I use.

Sunday, September 25, 2011

CHARACTER GENERATION

Below you will find instructions on creating a character that lives somewhere in Furthermoor.
I can either email PDF charsheet for printage, or share digi on Google Drive

1. Roll 3d6 for each ability, in this order: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma (STR INT WIS DEX CON CHA), one after the other, record your results.

2. Roll once more for gold: 3d6 x 10 is how much gold you've saved up to buy items for your adventure.

3. Choose a Class: Generally your highest ability roll(s) will best determine what class you should be, or as Holmes says: "this decision is based on the character's strongest abilities & the player's preferences." That said, if you roll 3 scores below 7 & none of your scores are 15+, you may declare this character hopeless & start-over.
More info on CLASSES can be found here, but here's what you need to choose:

CLERIC - religious dude/tte, some magical powers, turn undead; best w/ high WISDOM score
FIGHTING MAN (or WOMAN) - generally warrior-type, strong; best w/ high STRENGTH
MAGIC-USER - bookish dabbler in magic; best w/ high INTELLIGENCE
THIEF - sneaky dude, can remove traps, pick locks, etc; best w/ high DEXTERITY

more options if you qualify (for these re: "adjusting ability scores" move around as if Monk & Paladin=Cleric, Ranger & Punk Eskimo=Fighting men, & Healer=Magic-user):

MONK - mix of cleric & thief, no magic, martial arts/jedi; must have 15+ in both WIS & DEX, 12+ STR
PALADIN - religious fighter, some magic abilities; must have CHARISMA of 17+
RANGER - lurker of woods, loner, tracker, protector; must have 12+ INT & WIS, 15+ CON
HEALER - dr. who?; must have 15+ INT, WIS & DEX
PUNK ESKIMO - DIY natives of the northern icey regions; must have 13+ STR & 15+ CON.

4. Now that you have chosen a class, if your class will allow it, you may be demi-human: dwarf, elf or halfling. If you want to be human (or your class determines it, like a Cleric, can only be human), skip this step. Demi-human races offer extra abilities, so it is best to consider your options (keep in mind that certain restrictions apply to classes & race, so make sure to keep in mind restrictions for both to your character). Also, if halfling, or dwarf, you may be able to "adjust ability scores" (see above) not available to your class choice:

DWARF - if you chose to be a FIGHTER, PALADIN, or THIEF you can also choose to be a Dwarf, if your CON is 9+. For benefits of being a dwarf, see hyar.
ELF - All classes except Cleric, Monk & Ranger can be an Elf; however, the best possibility is when one has both high STR & high INT as an Elf is a mix of Fighter & Magic-user, here.
GNOME - if you choose ti be a FIGHTER, MAGIC-USER, THIEF, PALADIN or HEALER, you can choose to be a Gnome, if your CON is 9+. Gnomes can also multi-class. More info here.
HALFLING - if you choose to be a FIGHTER, PALADIN, RANGER, or THIEF, you can choose to be a Halfling, if both your CON & DEX are 9+. For Halfling benefits, it's all here.

Otherwise, one is HUMAN, unless PUNK ESKIMO, which is a class/race combo.

5. Now that you have chosen your CLASS & RACE, double check here & here, for your SPECIAL ABILITIES, & note them under the appropriate section of your Character Sheet.

6. If any of your attribute scores are below 9 or above 12, you will need to note any penalties or bonuses. Use the following charts to determine so, & then put the "bonus/not so bonus" value next to the corresponding attribute score on your Character Sheet in the space provided. Note that where it says "Prime requisite" it is referring to the BOLDED abilities listed for each class in #3. Also, outside of INT & CHA which have their own chart below, you will use the generic "Ability Score Bonuses & Penalties" chart for every other ability. The character sheet specifies what a bonus or penalty means in regard to each ability (e.g. 15 STR = +1 to melee to-hit, melee damage, or to open doors).
7. If you did not earlier, roll 3d6 & multiply your result by 10, do so now. This is how many gold pieces you begin w/, note in MONEY & TREASURE section.

8. Moving to the 2nd column of your Character Sheet, considering your Class & Race, write in your Saving Throws (Monk=Thief, Paladin=Cleric, Ranger (unless demi-human) & Punk Eskimo=Fighting men, & Healer=Magic-user). IF YOUR CHARACTER IS DEMI-HUMAN, record the demi-human saving throws vs. their class.
9. Choose Alignment: Lawful, Chaotic or Neutral. Generally, a lawful character will act in the betterment of all species, whereas a Chaotic character will only be concerned w/ the betterment & survival of themselves. A Neutral character is between, figures it takes both order & chaos to spin the world. Keep in mind, some classes must be Lawful only. If so, this should be in the CLASS section.

10. Roll for Hit Points:

Die to use when rolling HP (dwarf rolls 1d8 no matter their class, elf & halfling roll 1d6):
PUNK ESKIMO - 1d10
FIGHTER, HEALER, PALADIN & DWARVES - 1d8
CLERIC, ELF, HALFLING, RANGER (x2) - 1d6
MAGIC-USER, MONK & THIEF - 1d4

Note result on Character Sheet. Also, if you have high or low CONSTITUTION, please add/subtract your "bonus" to result, e.g. if you are a Fighter & roll a 1d8 result of "6" & have a CON score of 15 (+1 bonus to each hit die), write in a "7" for Hit Points.
11. Languages: generally each character will know the Common tongue, as well as their alignment language. The alignment language is a secret language of hand signs & suggestion, maybe a password or two. Those w/ high INTELLIGENCE will know more languages. If you gain bonus languages (see #6), choose these languages from any known species (see HERE for suggestions). Also, make sure to note your race for any automatic languages as well (you will not need to use bonus from INT for these, any added for high INT will be in addition to).

12. If you are a Cleric you need to pick one 1st level spell from the appropriate list. See here for the choices. Write the spell you choose under SPELLS on your Character Sheet.

As for Magic-users, or Elves, you will need to roll for what spells are available in your 1st Level Spell Book. The info is in this post, though if necessary, I can guide you through this. For appropriate spell lists see link in side bar (Elves have a spell list of their own).

13. With the gold you have, you will now want to purchase items for your character. Consult the list below. Please note however that certain classes/races may limit what items you may possess. Make sure to read your class & race description fully before buying any weapons or armor.

14. Now that you have armor & possibly a shield, note your Armor Class in the appropriate circle in the middle column. An unarmored adventurer would be a 9. Then, your armor & additional bonuses (shield or Dexterity bonus, for instance) will bring it down from here (see ARMOR TABLE below). E.g. you buy Leather Armor (-2) & a shield (-1), you will write down 6 as your Armor Class.

15. Lastly, you want to name your character & add any other details you want about them, whether it is a deity they worship, their age, gender, background story, etc. Go nuts.

16. As for the "Experience" square, dont worry about this. I will tell you what to put there once we begin.

17. Finally, you will want to roll on the ORIGIN chart to see what community your adventurer comes from in Furthermoor. You do not HAVE to do this. If you would like to make it all up you can, that's fine.

EQUIPMENT & WEAPONS
-------------------------------------

ARMOR TABLE
---------------------

Unarmored     9
Leather Mail     -2 to AC
Chain Mail     -4 to AC
Plate Mail     -6 to AC
Shield     -1 to AC
Helmet*     death blow will allow helmet saving throw, possibly saving 1HD of HP

*not sure how to deal w/ helmets, but this for now.

Saturday, September 10, 2011

CLASSES

[Class descriptions will change in time, but the necessary to get you going is here now]

BASIC FOUR CLASSES:

CLERIC: Spiritual dude, you come up w/ the religion (even a name helps as DM can play off it & will turn into fun). Can be either Lawful or Chaotic; WISdom is cleric's prime requisite, 16+ brings 10% XP bonus, 13-15 awards 5%.

Special Abilities or limits: Each day, clerics can pray for a spell from the appropriate SPELL LIST. A 1st level cleric gets one spell a day. Can only use blunt weapons (club, flail, mace, etc.) & only missile weapons allowed are sling, oil or holy water. No armor restrictions.

Reach 2nd Level (Adept) w/ 1500 XP.

More info.

FIGHTING MAN: STRength is prime req. Any alignment. 16+ in STR grants 10% XP bonus, 13-15 awards 5%.

Special Abilities & limits: No weapon or armor restrictions.  

Reach 2nd Level (Warrior) w/ 2000 XP.

More info.



MAGIC-USER: INTelligence is prime req. Any alignment. 16+ INT grants 10% XP bonus, 13-15 awards 5% XP bonus.

Special Abilities & limits: Can only wield daggers or staves & cannot wear armor, but gets to memorize/cast one 1st level spell a day @ 1st level. 1st level M-U will have a number of 1st Level Spells available in their spell book (which spells inside dependent on process & INT). Can use & generate scrolls & all other magical items (except specific magical weapons).

Reach 2nd Level (Seer) @ 2500 XP.

More info.

THIEF: DEXterity is prime requisite. Can be either Neutral or Chaotic. 16+ DEX brings 10% XP bonus, or 13-15 awards 5%.

Special Abilities & limits: Can only wear leather armor & no shield action. Only magical weapons allowed are daggers & swords - abilities equal Open Locks, Remove Traps, Listen, Move w/ stealth, Pick pockets, Hide in shadows, Backstabbing & Climb walls. Can read scrolls, magic & 80% of languages @ higher levels.

Reach 2nd Level (Footpad) @ 1200 XP.

More info.


SUBCLASSES:


MONK: Mix of thief & fighter & some spirituality. You can only be a monk if you have WISdom of 15+, STRength 12+ & DEXterity 15+; can only be human; you can be any alignment but usually Lawful (20% Neutral, 5% Chaotic); receives 10% XP bonus.

Special Abilities & limits: Cannot wear armor, but can use any weapon; also, can fight w/ out weapons, Ninja style! Can stun opponents & get multiple attacks, can Open Locks, Listen, Climb, Remove Traps, Move Silently, & Hide in Shadows like thieves. Monks cannot use scrolls, however.  Also, monks must donate excess treasure, generally to a worthy cause, over what they need to keep up their mission.

Reach 2nd Level @ 2,235 XP.


PALADIN: Spiritual fighter w/ righteous mission. Must be Lawful & have CHArisma of 17+. Can never do any chaotic act or lose paladin status forever. If one has a STR of 15+ & WIS of 15+, gets 10% XP bonus, otherwise, if just one of those 15+, 5%.

Special Abilities & limits: Can cure wounds & diseases w/ laying of hands; w/ a "holy sword" is immune to magic. Receives a horse from the church. Must gift all treasure to the poor etc., except that which keeps his mission going.

Reaches 2nd Level (Keeper) w/ 2751 XP.


RANGER: Must be Lawful. STRength is prime req, but must have INT & WIS of 12+ each as well as CON of 15+.

Special Abilities & limits: Can use any weapons & armor. Able to cast spells @ higher levels (though not while wearing metal armor). Cannot hire henchmen etc., cannot own anything more than what they carry, excess treasure & goods must be donated to worthy cause - Have ability to Track creatures, & also to Surprise. More details here.

Reach 2nd Level w/ 2500 XP.


HEALERS see HERE.


PUNK ESKIMOS see HERE.

Wednesday, September 7, 2011

MAGICAL ITEMS


[This is not a comprehensive list of magical items in the game, but will be updated over time - let me know if you need anything identified added]

POTIONS
------------
Potions will affect any creature that imbibes them.  If no one has a detect magic spell, then a tiny sip is possible to get some idea of effect, though if poison, creature must make saving throw.  Also, potions can sometimes be "halved" @ DM's discretion.  Generally, the effects of potions will last 7-12 turns (1d6+6).

DELUSION: Causes user to think effect is of any potion he desires, though in fact nothing happens.

DIMINUTION: Full dose reduces user to 6" height.

FLYING: User can fly up to 120' per turn.

GASEOUS FORM: User's body takes the form of a gas cloud.  Anything the user is carrying or wearing will fall behind.  The user "retains cohesion" over their new gaseous body & can move into any place that isnt air tight.

GIANT STRENGTH: Gives user strength of a Giant, doing 2 dice damage on any hit.

GROWTH: This potion causes user to grow up to 30' in height.  Partial are possible.  Will temporarily increase Strength & give damage bonuses to any successful hit.  User's HP do not increase, however.

HASTE: User can move twice normal speed & deliver twice amount of blows in combat.

HEALING: Like Cure Light Wounds spell, potion heals 1d6+1 HP to drinker.

INVISIBILITY: Same as invisibility spell except duration as potion.

POISON: If swallowed, the character is allowed a saving throw against poison, or else.

WANDS & STAVES
---------------------------
Unless wand or stave is brand new, wands will be found w/ d100 charges & staves w/ d200.  Certain wands & staves will not use charges, however.  Projectiles or rays from either generally do regular 1d6 damage.  All wands & staves can be used by magic-users, or by clerics, when specified.

ROD OF CANCELLATION: Any character can use.  About 4' long, only functions once.  When struck against any magical item, it drains all magic from it forever.  Also, gets a +2 to-hit.

SNAKE STAFF: Clerics only.  Has +1 chance to-hit & does 1d6+1 damage.  When commanded, will coil around hit creature, preventing counterattack for 1-4 turns.

STAFF OF HEALING: Clerics only.  Heals 1d6+1 points of damage per use. Can only be used once a day on any specific character, though can heal any number of persons in that day. Does not use charges.

STAFF OF STRIKING: Magic-user only. When it hits a monster, it does 2-12 damage.

STAFF OF WITHERING: Magic-user or chaotic cleric only. When hit, scores 1d6 damage + ages victim 10 years.  No effect upon undead (except damage).

WAND OF COLD: Creates freezing temps within cone area in front, 60' x 30' @ base.  Creatures that make their save only take 1/2 damage.

WAND OF FEAR: Effects all in cone shaped area emanating forth from it, 60' long & 30' wide @ base.  All effected must save or flee in panic, dropping everything & running for their life @ top speed for 1-3 turns.

WAND OF FIRE BALLS: Produces fire ball that will travel distance desired by user, up to 240', then explode in 20' radius, doing 1d6 damage to all in range (1/2 damage for making saving throw).

WAND OF MAGIC DETECTION: Wand causes any magical item within 20' to glow or make its presence known.

WAND OF PARALYZATION: Shoots ray in cone dimensions of fear & cold wands.  Those not making save are paralyzed for 6 turns.

WAND OF SECRET DOORS: When wand is held within 20' of any hidden door or passage, it will be revealed.  No charges.

WAND OF TRAP DETECTION: This wand, w/ each charge used, will cause any traps within 20' to glow.

MISC MAGIC ITEMS
---------------------------
BAG OF DEVOURING: Anything placed within will disappear within 7-12 turns.

BAG OF HOLDING: Normal looking sack that holds up to 10K gp or an object up to 10' x 5' x 3 '.  When full, will weigh equal to 600 gp in weight, or 300 in weight if only gold.

BAG OF TRICKS: When character reaches inside, can pull out a beast that will fight for them, only one @ a time. 1. bear 2. lion 3.bull 4. ram 5. wolf 6. jackal

BOOTS OF LEAPING: Wearer can jump up to 20' vertically & 40' horizontally.

BOOTS OF LEVITATION: Like levitation spell, except there's no time limit!

BOOTS OF SPEED: Wearer can travel as a Light Horse for up to a day continuous, must rest for same time as traveled.

BROOM OF FLYING: If user speaks "word of command" broom will carry them up to 240' per turn or arrive from 240'.  Carrying additional body reduces speed to 180'.

CRYSTAL BALL: Magic-user can only use it 3 times per day or be driven mad.  Can try to view anywhere/anything, though the more familiar the object or area, the clearer the picture will be.

DISPLACER CLOAK: Makes wearer seem 1 foot away from where they are standing.  Add +2 to defense & saving throws.

ELVEN BOOTS: Allows a person to move silently.

ELVEN CLOAK: Makes wearer almost invisible.  Seen on 6 of 1d6 or w/ see invisible spell.

FLYING CARPET: Carries up to 3 persons @ 180' per turn.  If only 1 person, 300' per turn.

GAUNTLETS OF OGRE POWER: When wearing these one adds 2-8 damage.  Wearer can also grasp & crush things w/ ease, as if an ogre (18 STR).  Also, can carry add'l 1K gp in hands w/o penalty.

HELM OF EVIL/GOOD: Helmet causes wearer's alignment to flip to opposite.  If neutral, wearer will do nothing to help anyone at all.  Can only be removed w/ remove curse.  Wearer will do everything they can to keep it on.

HELM OF READING MAGIC & LANGUAGES: Wearer can read any magic or language.  Does not provide any armor bonus, however.  If hit in combat, 10% helmet is hit & ruined.

HELM OF TELEPATHY: Wearer can read thoughts within 90'.  If more intelligent, wearer can try to impress his will upon creatures.  Monsters get -2 saving throw, characters get -1.

HORN OF THE BESERKER: Summons beserkers to fend for owner til dead if...  Usable once a week. Silver - summons 2-8 berserk warriors, Bronze - 2-8 berserk swordsmen, Iron - 2-8 beserk heroes

JUG OF ALCHEMY:  Will pour forth whatever is desired (water, wine, oli, acid, poison, etc.) seven times a day, one type.  Each pour can be up to 10 gallons water, 5 gallons wine, 2 gallons oil, 1 gallon acid, 1 qt poison.

MEDALLION OF ESP: Any character can use item, which functions like an ESP spell; however, chance of malfunctioning (roll of 6).

ROPE OF CLIMBING: Thin, strong, 50' line that obeys certain commands from owner.  Can bear up to $10K gp w/o breaking.  Takes up only small amount of space when folded/coiled, appearing to be only about 10' long.

SPELLS
----------
If a Spell is to be cast during combat, character needs to alert DM before Initiative rolls are made.

Once a specific spell is cast, it is lost to the caster, however it can be regained once the caster is well-rested (one night's sleep) + about an hour of uninterrupted "game time" to study (magic-user or elf) or pray (cleric). Magic-users & elves must also have their spell books w/ them to regain spells (for low level characters I am ok w/ being able to carry around yr spell book; however, once you have 10 or more spells within, we need to talk).

AFFECT NORMAL FIRES: Range: 1/2'/level, Duration: 1 round/level; This spell enables the caster to cause small fires - from as small as a torch or lantern to as large as a normal bonfire of 3' max diameter - to reduce in size & light to become match-like or increase in light so as to become as bright as a light spell.  Reducing the fire will cut fuel consumption to half normal, & increasing the fire will double consumption.  Note that heat output is not altered in either case.

CHARM MONSTER: Range: 120', Duration: special; This spell affects all creatures except undead like a charm person spell.  If the monsters charmed have 3 or less HD, roll 3d6 to see how many are affected.  Otherwise, only one monster will be affected.

CHARM PERSON: Range: 120', Duration: See below; This spell can be used on any human, or human-like creature (such as bugbears, gnolls, gnomes, goblins, hobgoblins, kobolds, lizard men, ogres, pixies, or sprites).  It will not affect undead, nor creatures larger than an ogre.  If the victim fails to make a saving throw vs. Spells, the victim will believe that the spell caster is its "best friend" and will try to defend the caster against any threat (real or imagined).  If the caster speaks a language that the charmed creature understands, commands may be given to the victim.  Any commands given will usually be obeyed, except that orders against its nature (alignment & habits) may be resisted, and an order to kill itself will be refused.  Creatures w/ above average intelligence (13-18) may make a new saving throw each day.  Creatures w/ avg INT (9-12) may save again once per week, & creatures w/ below avg INT (3-8) may save again once each month.  (A charm may be removed by a dispel magic spell.)

COMPREHEND LANGUAGES: Range: Touch, Duration: 5 rounds/level; Caster is able to read an otherwise incomprehensible written message such as a treasure map (but not magical writing, other than to know it is "magic") or understand the language of a speaking creature.  Either case the caster must touch the itemor creature to understand them & the spell does not enable the caster to write or speak the language himself.  The reverse spell, confuse languages, prevents comprehension or cancels a comprehend languages spell.

CURE LIGHT WOUNDS: Range: 0, Duration: permanent; This spell will heal 2-7 points (1d6+1) of damage done to any living creature when the cleric touches the individual.  This spell may also be used to cure paralysis, but will not then cure any points of damage.  The spell may be cast on the cleric's own body.  The spell's effect will not, in any case, increase a creature's HP over their maximum.

DANCING LIGHTS: Range: 4' + 1'/level, Duration: 2 rounds/level; When cast, @ his or her option, from 1 to 4 lights which resemble either a) torches and/or lanterns (& cast that amt of light), b) glowing spheres of light (such as evidenced by will-o-wisps), or c) one faintly glowing, vaguely man-like shape...  The dancing lights  move as the spell caster desires, forward or back, straight or turning corners, w/ concentration upon such movement by the spell caster. The spell will wink out if the range or duration is exceeded.

DETECT EVIL: Range: 120', Duration: 6 turns; This spell can be used to detect evil intentions, or evilly enchanted objects within 120' causing the creatures or objects to glow.  Actual thoughts are not detected; only the "feeling of evil".  The exact definition of "evil" is left to each referee, and players should discuss this point so that all are in agreement; "Chaotic" is not always "evil".  Poison and physical traps are neither good nor evil.

DETECT MAGIC: Range: 60', Duration: 2 turns; This spell determines if there has been an enchantment laid upon a person, place, or thing, causing any magic item within 60' to glow.  Several items may be tested until the spell's duration has ended.  It is useful, for example, to discover if some item is magical, if a door has been magically held or wizard locked (see Magic-user & Elf Spells), and so forth.

ELVISH SPEARS: Range: 150', Duration: 1 continuous turn of combat; An elvish spear is a thick splinter of wood that magically chips from a tree or trees when the spell is cast, causing 2-9 (1d8+1) damage per spear.  Elvish spears automatically hit their target, as long as the target is visible.  Caster must be within 150 yards of a forest of trees, or within 75 yards of a lone tree to cast this spell. For every three levels the caster has gained, he or she may direct an additional spear when casting the spell (ie. 4th level Elf would direct two spears).  Numerous spears may be shot @ one target, or many.

ENLARGEMENT: Range: 30', Duration: 1 + level of spell caster in turns; This spell increases the size & mass of the object upon which it is cast.  It doubles the size of non-living matter, & it increases the size of living matter by one-half (example: a 6' man would become 9' tall).  Only one object or thing can be affected by the spell, & the caster must be able to see or touch the object or thing in order to make the spell work.  Note it will not add to the magical nature of any object, so a potion enlarged will simply be a single potion w/ a greater volume.  It will, for example, make a door stronger, however, as an enlargement spell will cause it to be twice as thick.  In cases where the object is very large, the spell is limited by a volume equal to 12 cubic feet/-level of the spell caster, i.e. a 10th level magic-user could enlarge an object up to 120 cubic feet in volume. 

ENTANGLING VINES: Range: 8', Duration: 1 turn; The caster is able to cause plants in the area of effect to entangle creatures within the area.  The grasses, weeds, bushes, trees, etc will sprout vines that wrap & twist & entwine about creatures, thus holding them fast for the duration of the spell.  If a saving throw is made, the effect of the spell is to slow the creatures movement by 50% for spell duration.

ESP: Range: 60', Duration: 12 turns; This spell will allow the caster to "hear" thoughts.  The spell caster must concentrate for one full turn in one direction to "hear" the thoughts (if any) of a creature within range.  Any single creature's thoughts may be understood (regardless of the language), but if more than one creature is in the line of "hearing", a confused jumble of thoughts will be "heard".  In this case, the caster may concentrate in that direction for an extra turn to sort out the jumble & concentrate on one creature.  The spell caster may "hear" through 2 feet of rock, but a thin coating of lead will block the ESP.  The thoughts of the undead (if any) cannot be "heard" by means of this spell.

FLOATING DISC: Range: 6', Duration: 6 turns; This spell creates an invisible magical platform about the size & shape of a small round shield which can carry up to 5000 coins (500 pounds) of weight.  It cannot be created in a place occupied by another object.  The floating disc will be created @ the height of the caster's waist, & will remain @ that height, following the caster wherever he or she goes.  If the caster goes further than 6 feet from the disc, it will automatically follow, w/ a movement rate = to the caster's.  When the spell duration ends, the floating disc will disappear, suddenly dropping anything that was on it.

HOLD PORTAL: Range: 10', Duration: 2-12 turns; This spell will magically hold shut a door, gate, or similar portal.  A knock spell will open the held portal.  A creature of 3+ hit dice greater than the caster may break open the held portal in one round.

LIGHT: Range: 120', Duration: 6 turns + the level of the caster, in turns; This spell casts light in a circle, 30' in diameter.  It is bright enough to read by, but not equal to full daylight.  It may be cast on an object.  The light may be cast @ a creature's eyes.  The creature may make a Savig Throw vs. Spells, but if it fails, the victim will be blinded for the duration of the spell.  A blinded creature may not attack.  [for CLERICS this spell lasts 12 turns automatically]

MAGIC MISSILE: Range: 150', Duration: 1 turn; A magic missile is a glowing arrow, created & shot by magic, which does 2-7 (1d6+1) damage to any creature it strikes.  It will automatically hit any visible target.  For every 5 levels the caster has gained, he or she may shoot two more missiles when casting the spell.  These may be shot @ one target, or many targets.

MASS CHARM: Range: 120', Duration: special; This spell functions the same as charm person except that it can affect any number of monsters or individuals within range up to a maximum of 30 HD worth.  All individuals affected suffer -2 on their Save vs. Spells to resist.

PASS WITHOUT TRACE: Range: Touch, Duration: 1 turn/level; When cast recipient can move through any type of terrain - mud, snow, dust, etc - & leave neither footprint nor scent.  Thus, tracking the caster is impossible.

PROTECTION FROM EVIL: Range: 0 (caster only), Duration: 12 turns; This spell circles the cleric w/ a magic barrier.  This barrier will move w/ the caster.  The spell serves as some protection from "evil" attacks (attacks by monsters of some alignment other than the cleric's) by adding 1 to the cleric's saving throws, and subtracting 1 from the "to hit" die roll of these opponents.  The spell will also keep out hand-to-hand attacks from enchanted (summoned or created) monsters (such as living statues), but not missile fire attacks from these creatures.  The cleric may break this protection by attacking the monster in hand-to-hand combat, but still gains the bonus "to hit" and saves.

PURIFY FOOD & WATER: Range: 10', Duration: indefinite; This spell will make spoiled or poisoned food & water usable.  The spell will purify one ration of food (iron or standard), 6 skins of water, or enough normal food to feed a dozen people.

READ LANGUAGES: Range: 0 (caster only), Duration: 2 turns; This spell allows caster to read (not speak) any unknown language or code, including treasure maps, secret symbols, etc.

READ MAGIC: Range: 0, Duration: 1 turn; By casting this spell, magical words or runes on an item or scroll may be read.  W/o this spell unfamiliar magic cannot be read or understood, even by a magic-user.  Once looked @ w/ read magic, the item can be read later w/o the spell.  A magic-user's or elf's spell book is written so that only the owner may read them w/o using this spell.

REMOVE FEAR: Range: 0, Duration: 2 turns; When the cleric casts this spell & touches a creature, the spell will calm the creature & remove all fear.  If the recipient is running away due to magical fear, he or she may make a saving throw vs. Spells, adding a bonus to the roll equal to the level of the cleric (for example, a 3rd level cleric will give a bonus of +3 to the roll).

RESIST COLD: Range 30', Duration: 6 turns; This spell allows a creature to resist the effects of cold.  Freezing temps will not harm a creature w/ this spell cast on it.  This spell gives all creatures within the spell range a bonus of +2 on saving throws vs. "cold attacks" (such as white Dragon Breath).  Any damage from cold is also reduced by -1 point per die of damage rolled (or per hit die of the white dragon).  However, any cold attacks will still inflict at least 1 point of damage per die (or hit die) rolled.

SHIELD: Range: 0, Duration: 2 turns; This spell circles the spell caster w/ a magical barrier b/w the caster & his or her enemies. It moves w/ the spell caster. It gives the caster an Armor Class (AC) of 2 against missiles & AC 4 against other attacks.

SLEEP: Range: 240', Duration: 4-16 turns; This spell will put creatures to sleep for 4d4 turns. The caster can only effect creatures w/ 4 +1 Hit Dice or less. [There is more specific info on this spell I will add later]

SPEAK IN TONGUES: Range: 0 (caster only), Duration: 1 turn; This spell allows the caster to speak in a magical language that may or may not be understood by others within earshot.  During an encounter w/ a monster, casting the spell will grant the caster +3 on the Monster Reaction table.  Also, there is a 35% chance that any other clerics, magic-users or elves present (roll for each) will understand what is said, usually a prophecy, tip, or some sort of divinely inspired wisdom or insider info determined by the DM.  This "wisdom" is not known to the caster & is only to be told to one who understands it.  What is told to the remainder of the party, etc. is up to the player.

SPEAK WITH ANIMALS: Range: 30', Duration: 6 turns; The caster can talk to any normal or giant form of animal life.  It will not affect intelligent animal races or fantastic creatures.  This spell will allow the caster to speak to one type of animal (like a dog) within the given range.  The animal may be talked into doing a favor if the monster's reaction so indicates.  The favor requested must be understood by the animal & it must be possible for the creature to do.

VENTRILOQUISM: Range: 60', Duration: 2 turns; This spell will allow the caster to make the sound of his or her voice come from someplace else, such as a statue, animal, & so forth.

WEB: Range: 10', Duration: 48 turns; Web creates a many-layered mass of strong, sticky strands. Creatures caught within a web become entangled among the gluey fibers. Entangled creatures can't move, but can break loose depending on their strength. Any being with strength in a human range can break free of the webs in 2d4 turns. Creatures of higher strength or magically augmented strength above 18 can break free in 4 rounds. The strands of a web spell are flammable. All creatures within flaming webs take 1d6 points of fire damage from the flames for 2 rounds. After this time surviving creatures are free of the webs.

SPELL LISTS

Particulars of spells found HERE.

FIRST LEVEL CLERICAL SPELLS
---------------------------------------------

1. Cure Light Wounds*
2. Detect Evil*
3. Detect Magic
4. Light*
5. Protection from Evil*
6. Purify Food & Water*
7. Remove Fear*
8. Resist Cold
9. Speak In Tongues

*these spells can be "reversed" but the cleric must specify their intention to do so when learning/praying...  or be a chaotic cleric - Example: Cause Light Wounds, Darkness, Cause Fear, etc. - Casting reversed spells can ripple your alignment, so keep in mind your character when doing so.


FIRST LEVEL MAGIC-USER SPELLS
-------------------------------------------------

1. Charm Person
2. Detect Magic
3. Floating Disc
4. Hold Portal
5. Light
6. Enlargement
7. Protection from Evil
8. Read Languages
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism

FIRST LEVEL ELF SPELLS
------------------------------------

1. Charm Person
2. Detect Magic
3. Dancing Lights
4. Entangling Vines
5. Affect Normal Fires
6. Elvish Spears
7. Pass w/o Trace
8. Read Languages
9. Read Magic
10. Comprehend Languages
11. Sleep
12. Speak w/ Animals

SECOND LEVEL MAGIC-USER SPELLS
-----------------------------------------------------

1. Continual Light
2. Detect Evil
3. Detect Invisible
4. ESP
5. Invisibility
6. Knock
7. Levitate
8. Locate Object
9. Mirror Image
10. Phantasmal Force
11. Web
12. Wizard Lock

SECOND LEVEL ELF SPELLS
----------------------------------------

1. Continual Light
2. Cure Light Wounds
3. Detect Invisible
4. Stinking Cloud
5. Invisibility
6. Knock
7. Barkskin
8. Locate Animals
9. Mirror Image
10. Phantasmal Force
11. Crystal Web
12. Warp Wood