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Post by mao on Mar 1, 2023 7:58:12 GMT -5
These are the only spells available to starting mages and are and are the "common" spells
1) Cure light Wounds cures 2d3 2) Magic Missile 2d4+1 damage, +4 to hit 3) Detect Magic 4) Read Magic 5) Shield 6) Shocking Grasp Melee touch attack(+3 to hit for 2d4 damage, lasts for 5 rounds 7) Swift Deflect, at will adds +4 to AC for 1 round,-1 for an additional round 8) Magic Weapon makes a non magic weapon +1/+1 for 4 rounds and is able to hit creatures that require magic to hit.
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Post by mao on Mar 4, 2023 18:39:16 GMT -5
The following spells are from TSR sources
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Post by mao on Mar 4, 2023 18:39:57 GMT -5
Magic Missle auto hit d8+1
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Post by mao on Mar 4, 2023 18:40:40 GMT -5
Sleep
As book but 1d6 creatures
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Post by mao on Mar 4, 2023 18:41:54 GMT -5
Swift Run
Cast before your action, your speed is doubled this round
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Post by mao on Mar 4, 2023 18:42:35 GMT -5
Fast Run
Double move for 6 rouns
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Post by mao on Mar 4, 2023 18:44:55 GMT -5
Hold Portal Unseen Servant
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