sheriffdance

Treasure Trek (SL1 Spells)

Sep 24th, 2024 (edited)
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  1. ---
  2. TREASURE TREK SPELLS
  3. ---
  4.  
  5. Divine Spells: SL1
  6. - Cure Light Wounds [Inflict Light Wounds]
  7. - Detect Intent
  8. - Detect Magic
  9. - Light [Darkness]
  10. - Protection From Other
  11. - Purify Food & Drink [Spoil Food & Drink]
  12. - Remove Fear [Cause Fear]
  13. - Resist Elements
  14.  
  15. Arcane Spells: SL1
  16. - Charm Person
  17. - Detect Magic
  18. - Floating Disc
  19. - Hold Portal
  20. - Light [Darkness]
  21. - Magic Missile
  22. - Read Magic & Languages
  23. - Shield
  24. - Sleep
  25. - Ventriloquism
  26.  
  27. -DIVINE SPELLS-
  28.  
  29. SL1 - Cure Light Wounds [Inflict Light Wounds]
  30. Duration: Instant
  31. Range: Caster or creature touched
  32. The caster touches a creature and heals it for up to 1d6+1 HP.
  33. The spell can also be used to:
  34. - Cure paralysis in the creature.
  35. - Stabilize a dying creature.
  36.  
  37. REVERSE: Inflict Light Wounds
  38. Inflicts 1d6+1 damage to a touched creature. In combat,
  39. this requires a melee attack roll. This damage cannot
  40. be mitigated by non-magical armor.
  41.  
  42. SL1 - Detect Intent
  43. Duration: 1 hour
  44. Range: 120 ft.
  45. Objects with specific purposes or people display their aura to
  46. the caster. If the intent is evil, they are wreathed in shadow.
  47. If their intent is good, they are wreathed in gold, instead. Those
  48. of neutral alignment do not glow at all.
  49. The Referee decides what "good" or "evil" mean.
  50.  
  51. SL1 - Detect Magic
  52. Duration: 20 minutes
  53. Range: 60 ft.
  54. Enchanted objects, areas and creatures start to glow in the caster's
  55. eyes. Both permanent and temporary enchantments are revealed.
  56.  
  57. SL1 - Light [Darkness]
  58. Duration: Instant or 2 hours
  59. Range: 120 ft.
  60. This spell can be used in three ways:
  61. - [Conjuring Light] A low light wreathes an object of caster's choice,
  62. casting 15 ft. of light, enough for reading by.
  63. - [Blinding a Creature] A flash of bright light is cast into the
  64. eyes of a target. Players must make a Clout check to successfully blind
  65. the creature, or make a Clout save if this is cast upon them. If
  66. blinded, the Base Odds of a creature's attacks start at 80% to avoid.
  67. - [Cancel Darkness] Cast aside magically produced Darkness.
  68.  
  69. REVERSE: Darkness
  70. Creates a 15' radius area of magical darkness, preventing all sight
  71. except infravision. Like 'Light', it may alternatively be used to
  72. blind creatures or to dispel magical light.
  73.  
  74. SL1 - Protection From Other
  75. Duration: 2 hours
  76. Range: The Caster
  77. This spell wards the caster from attacks by creatures of another
  78. alignment, as follows:
  79. - Bonus: The caster gains a 5% bonus to the Base Odds when
  80. making saves or avoiding attacks from such creatures.
  81. - Enchanted, constructed or summoned creatures cannot attack
  82. the caster in melee unless the caster themself engages first.
  83.  
  84. SL1 - Purify Food & Drink [Spoil Food & Drink]
  85. Duration: Permanent
  86. Range: 10 ft.
  87. This spell makes spoiled, rotten, poisonous or otherwise
  88. inedible food and drink pure and sustainable for eating or
  89. drinking, at the cost of them being completely tasteless.
  90. One of the following may be affected:
  91. - Drink: 6 quarts
  92. - Rations: One day of rations
  93. - Unpreserved Food: A quantity sufficient for twelve
  94. human-sized beings.
  95.  
  96. REVERSE: Spoil Food & Drink
  97. Causes food to become completely inedible at same amounts.
  98. Eating it will give the creature food poisoning for 1d4 days.
  99.  
  100. SL1 - Remove Fear [Cause Fear]
  101. Duration: 20 minutes
  102. Range: Caster or a creature touched
  103. The creature touched is calmed and purged of fear. Dispelling a target
  104. of magical fear is also possible, but if the target is a player, they
  105. must make a Clout Save to make it possible. The save has +5% to Base
  106. Odds for every level of caster.
  107.  
  108. REVERSE: Cause Fear
  109. Will cause a target within 120 ft. to flee for duration. Player
  110. must make a successful Clout attack to cause this effect, or if
  111. they are the target, must make a Clout Save to avoid it.
  112.  
  113. SL1 - Resist Elements
  114. Duration: 1 hour
  115. Range: 30 ft.
  116. All creatures within range are protected from taking damage from
  117. natural sources of hot or cold conditions. In addition:
  118. - Every save meant to avoid taking damage from hot or cold breath
  119. attacks gains +10% to its Base Odds.
  120. - Heat or cold-based damage is reduced by 1 point per damage die
  121. rolled, with a minimum of 1 damage.
  122.  
  123. ARCANE SPELLS:
  124.  
  125. SL1 - Charm Person
  126. Duration: 1+Clout Bonus days.
  127. Range: 120 ft.
  128. Make a Clout-based attack toward a creature of your choice.
  129. On a success, they're charmed and treat the caster as a friendly
  130. acquaintance. They'll be open to taking harmless commands, but
  131. won't contradict their alignment or beliefs, and they won't
  132. hurt themselves or others.
  133. Humanoids with 4HD or more are not able to be affected by this spell.
  134.  
  135. SL1 - Detect Magic
  136. Duration: 20 minutes
  137. Range: 60 ft.
  138. Enchanted objects, areas and creatures start to glow in the caster's
  139. eyes. Both permanent and temporary enchantments are revealed.
  140.  
  141. SL1 - Floating Disc
  142. Duration: 1 hour
  143. Range: 6 ft.
  144. The caster conjures a slightly concave disc of magic force that
  145. follows them closely and carries loads. The disc is 3 ft. in
  146. diameter and 1 inch deep at its center.
  147. - It can hold 500 pounds of items. If this is exceeded, the disc
  148. floats gently to the ground until the excess is removed.
  149. - It floats at waist height and remains level as it follows
  150. the caster, floating horizontally within range.
  151. - The disc winks out of existence when the spell ends, dropping
  152. everything it was carrying.
  153.  
  154. SL1 - Hold Portal
  155. Duration: 2d6 x 10 minutes
  156. Range: 10 ft.
  157. This spell magically holds doors, windows or other kinds of portals
  158. shut. They can only be opened with the 'Knock' spell or by great
  159. exertion from a creature with at least 3 Hit Dice.
  160.  
  161. SL1 - Light [Darkness]
  162. Duration: Instant or 2 hours
  163. Range: 120 ft.
  164. This spell can be used in three ways:
  165. - [Conjuring Light] A low light wreathes an object of caster's choice,
  166. casting 15 ft. of light, enough for reading by.
  167. - [Blinding a Creature] A flash of bright light is cast into the
  168. eyes of a target. Players must make a Clout check to successfully blind
  169. the creature, or make a Clout save if this is cast upon them. If
  170. blinded, the Base Odds of a creature's attacks start at 80% to avoid.
  171. - [Cancel Darkness] Cast aside magically produced Darkness.
  172.  
  173. REVERSE: Darkness
  174. Creates a 15' radius area of magical darkness, preventing all sight
  175. except infravision. Like 'Light', it may alternatively be used to
  176. blind creatures or to dispel magical light.
  177.  
  178. SL1 - Read Magic & Languages
  179. Duration: 10 minutes
  180. Range: Caster
  181. The caster can understand the meaning of any code, language or magic
  182. inscription or set of runes. When a magical inscription is read while
  183. this spell is used, such as in a spellbook, it is always able to be
  184. read by the caster afterward. Used to activate scrolls for use later.
  185.  
  186. SL1 - Shield
  187. Duration: 20 minutes
  188. Range: Caster
  189. Creates an invisible force field that protects caster from harm.
  190. Caster has +20% to Base Odds when avoiding attacks.
  191.  
  192. SL1 - Sleep
  193. Duration: 4d4 x 10 minutes
  194. Range: 240 ft.
  195. Causes magical slumber to come upon creatures, excluding constructs
  196. or the undead. The spell may target either:
  197. - A single creature with 4+1 Hit Dice.
  198. - A total of 2d8 Hit Dice of creatures of 4 Hit Dice or less.
  199. When targeting creatures of 4 HD or less with this spell,
  200. the weakest are affected first and rolled Hit Dice not
  201. sufficient to affect a creature are wasted.
  202. Creatures put to sleep in this way are able to be killed instantly
  203. with weapons and can be awakened by slapping or wounding them.
  204.  
  205. SL1 - Ventriloquism
  206. Duration: 20 minutes
  207. Range: 60 ft.
  208. The caster may make their voice appear to come from any location
  209. or source within range.
  210.  
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