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
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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.
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Temperance is usually nothing more than a lack of motivation.
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