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Spells for DC
Earlier today, I decided to make a minor break from FRUA for the DC spells available to magic users - I decided that instead of one level 9 monster summoning spell, I would include all 7 monster summoning spells at their appropriate level. :)
I am also considering getting rid of the 5th level "Iron Skin" spell, as it was made up for FRUA. I will be adding all of the rest though. But, in the spirit of DC being more than FRUA is, I will consider adding additional spells. This is where you come in. :D I would like the community to suggest some spells. Here are the caveats - I reserve the right to reject any suggestion without giving a reason (but of course you can add it yourself); I will only accept suggestions from 1e AD&D and as such they must come from one of the books of that era. What I would like from you for your suggestion is the name, the source (which book, etc), the level and who can use (cleric, druid or magic user). I will consider suggestions form Dragon magazine, but make no promises. :) So, suggest away. |
Re: Spells for DC
Hmm - I don't know what is NOT in FRUA, on the other hand... perhaps all of the Unearthed Arcana tome and of course druid and illusionist spells? Any that are easy to code should definitely be included :D
1e did not have as many new "extra" spells in modules and such as 2e (which had lots), but here are two from Gary Gygax's Greyhawk: Quote:
Pholtus: Dispel Darkness, Glow, Reflect (all are special spells available 1/day after a certain level) (The later Greyhawk Adventures book had more spells, but it is border 1e-2e (it supported both rulesets).) |
Re: Spells for DC
Come to think of it, another thing to think about is spell rarity - does it matter that PCs can just pick Murlynd's Void when they are of a level high enough to cast it? This spell would normally be highly rare, and not known to most casters (except for maybe Murlynd himself).
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Re: Spells for DC
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I would like you to be a bit more specific than "all of them". :D:D:D
I'm thinking of something in the range of 10 to 20 extra spells. I've attached a list of FRUA spells for you non-FURA folk, I'm sorry I didn't do that before. As for rarity of spells, the designer can decide in the spell database if the spell is autoscribed upon gaining a new level or if it can even be scribed at all. This could be a spell that is only known by one NPC, etc. :) |
Re: Spells for DC
Clerics need a version of Prot. From Good, 10' Radius. The magic-user has it and it's supposed to be a reversible spell, so I don't get why clerics don't, considering they can cast the singular version at level 1 too (unless it's some 1e rule that I don't know of).
Honestly, I don't actually have much knowledge of 1e to make suggestions, unless 2e stuff can be downgraded. What new druid spells have you added so far, though? |
Re: Spells for DC
Clerics are limited by alignment, although there is not a hard rule, I think. In general, good clerics should not be granted spells that are not in agreement with their deity's ethos.
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Re: Spells for DC
That's why I like Lawful or Chaotic Neutral clerics. They can bust on either side!
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Re: Spells for DC
Prot. from Good 10' radius is already added for clerics. :)
Here's the list of druid spells I've already got: Druid Spells ===Level 1=== Detect Magic Entangle Faerie Fire Invisibility to Animals ===Level 2=== Barkskin Cause Light Wounds Charm Person Cure Light Wounds Hold Animal ===Level 3=== Cure Disease Neutralize Poison Poison Protection from Fire ===Level 4=== Animal Summoning I Cause Serious Wounds Cure Serious Wounds Dispel Magic ===Level 5=== Animal Summoning II Insect Plague Sticks to Snakes ===Level 6=== Animal Summoning III Cause Critical Wounds Conjure Fire Elemental Cure Critical Wounds Feeblemind ===Level 7=== Confusion Conjure Earth Elemental |
Re: Spells for DC
From 1e PHB
Readable status spells (Require designer incorporation of options) Comprehend Languages (M1) Tongues (C4, M3) Speak With Dead (C3) (maybe) Speak With Monsters (C6) (maybe) Specab Spells Water Breathing (D3, M3) (Immune to Damage Type - Drowning) Airy Water (M5) (Immune to Damage Type - Drowning, Area) True Seeing (C5) (Specab, includes det traps, see invisible) Control Temperature 10' Radius (D4) (Resistant to Heat/Cold) Spider Climb (M1) (Thief - Climb Walls) Self Casting Specab(?) (While memorized, until used) Feather Fall (Immune to Damage Type - Falling/Gravity) More Straightforward Spells Cleric Level 1 Remove Fear Cleric Level 3 Animate Dead (If workable) Glyph of Warding (If workable) Cleric Level 5 Plane Shift (for dumping opponents) Cleric Level 6 Word of Recall (If workable) Conjure Animals Cleric Level 7 Gate? (If workable) (Un)Holy Word Druid Level 1 Detect Snares & Pits Shillelagh (If workable) Druid Level 2 Fire Trap (If workable) Heat Metal (variant) Druid Level 3 Snare Summon insects Druid Level 4 Hold Plant Produce Fire (damage aspect) Protection From Lightning Druid Level 5 Anti-Plant Shell Snakes to Sticks Wall of Fire Druid Level 6 Anti-Animal Shell Fire Seeds Druid Level 7 Animate Rock (Golem-ish) Creeping Doom Finger Of Death Fire Storm Mage Level 1 Identify (If it can cost 1 gem or 100gp pearl) Mage Level 2 Web Wizard Lock (If workable) Mage Level 4 Enchanted Weapon (If Shillelagh works) Rary's Mnemonic Enhancer (If workable) Fire Trap (as D2) Mage Level 5 Animate Dead Conjure Elemental Mage Level 6 Anti-Magic Shell ------------------------ I like passwall, Rock to Mud, & Dig for dungeon use. Walls of Iron, Stone, and Force are great for camping. Unfortunately, I don't see how to incorporate them. |
Re: Spells for DC
How about the 7th level cleric spell/9th level magic-user spell, Gate? :D
One of the 2e spells that I DID like was Conjure Phoenix (or Summon Phoenix, whatever it was called), which was a 6th level druid spell (or priest spell), if I remember correctly. Barring that, maybe we can summon phoenixes with Gate instead :D Of course, Gate is a very free spell, so it may be hard to specify rules for what to summon exactly (demons? planetars? gods?), and whether it will be helpful, neutral, or hostile... Also, note that the druid ability to summon other types of elementals at high levels is not really explained very well in Unearthed Arcana - there are two possibilities, I guess: 1. The abilities can be used to modify a casting of either Conjure Fire Elemental or Conjure Earth Elemental (note that their ability to conjure fire or earth elementals is not listed) into a Water Elemental, Air Elemental, Paraelemental, and so on. Trying to conjure any type of elemental/paraelemental rolls on the tables given for druids in Unearthed Arcana, + or - the level of the druid (they can try to choose what they want to summon). 2. Druids are granted equivalent spells of Conjure Water Elemental, Conjure Air Elemental, Conjure Ice Para-elemental, and so on. (This was sort of the method chosen by later 2e incarnations, although not exactly in this case.) We do have to choose whether the spells are 6th level or 7th level, though. |
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