[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: (TFT) TFT d20: The Heresy Continues...



Sample D&D 3rd Spells Converted to TFT:

0 Level Wizard Spells

Acid Splash
Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Effect: One missile of acid
Duration: Instantaneous
Description: You fire a small orb of acid at the target. You must succeed at
a ranged touch attack to hit your target. If you miss, there is no splash
effect. The spell deals 1d3 points of acid damage.

Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: One personal rune or mark, all of which must fit within 1 ft. square
Duration: Permanent
Description: This spell allows you to inscribe your personal rune or mark,
which can be no taller than 6 inches in height and consist of no more than
six characters. The writing can be visible or invisible. An arcane mark
spell enables you to etch the rune upon any substance (even stone or metal)
without harm to the material upon which the mark is placed. If an invisible
mark is made, a detect magic spell causes it to glow and be visible (though
not necessarily understandable). See invisibility, true seeing, a gem of
seeing, or a robe of eyes likewise allows their users to see an invisible
arcane mark. A read magic spell reveals the words, if any. The mark cannot
be dispelled, but it can be removed by the caster or by an erase spell. If
cast on a living being, normal wear gradually causes the mark to fade in
about a month.
Arcane mark must be cast on an object prior to casting Drawmij's instant
summons on the same object (see that spell description for details).

Dancing Lights
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Medium (20 hexes + 2 hexes/level)
Effect: Up to four illusionary lights, all within a 2 hex radius area
Duration: 1 minute
Saving Throw: IQ
Description: Depending on the version selected, you create up to four lights
that resemble lanterns or torches (and cast that amount of light), or up to
four glowing spheres of light (which look like will-o-wisps), or one faintly
glowing, vaguely humanoid shape. The dancing lights must stay within a 2-hex
radius area in relation to each other but otherwise move as you desire (no
concentration required): forward or back, up or down, straight or turning
corners, etc. The lights can move up to 20 hexes per turn. A light winks out
if the distance between you and it exceeds the spells range.

Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (5 hexes +1 hex/2 levels)
Target: One person
Duration: 1 turn
Saving Throw: IQ
Description: This enchantment clouds the mind of a humanoid of Medium-size
or smaller so that he takes no actions. Humanoids with 38+ attribute points
are not affected. The dazed subject is not stunned (so attackers get no
special advantage against him), but he can't move, cast spells, use mental
abilities, etc. Material Component: A pinch of wool or similar substance.

Detect Magic
Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 12 hexes
Area: 2 hex arc emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Description: You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject:
 1st Turn: Presence or absence of magical auras.
 2nd Turn: Number of different magical auras and the strength of the
strongest aura.
 3rd Turn: The strength and location of each aura. If the items or creatures
bearing the auras are in line of sight, you can make 3/IQ checks to
determine the school of magic involved in each. (Make one check per aura).
 Magical areas, multiple types of magic, or strong local magical emanations
may confuse or conceal weaker auras.
 Aura Strength: An aura's magical power and strength depend on a spell's
functioning spell level or an item's caster level.

   Functioning   Item
    Spell    Caster
Strength   Level    Level
Dim    0-level or   Lingering
     lingering aura  aura
Faint     1st-3rd   1st-5th
Moderate  4th-6th   6th-11th
Strong    7th-9th   12th-20th
Overwhelming   Artifact or   Beyond
    deity-level   mortal
     magic    caster

If an aura falls into more than one category, detect magic indicates the
stronger of the two.
 Length Aura Lingers: How long the aura lingers depends on its original
strength:
Aura Strength    Duration
Faint      1d6 minutes
Moderate      1d6 x 10 minutes
Strong     1d6 hours
Overwhelming    1d6 days

 Note: Each turn, you can turn to detect things in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and elementals
are not magical in themselves, but if they are conjured, the conjuration
spell registers.

Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Target or Area: One creature, one object, or a 1 hex cube
Duration: Instantaneous
Description: You determine whether a creature, object, or area has been
poisoned or is poisonous. You can determine the exact type of poison with a
successful 3/IQ check. A character with the Alchemy skill may try a second
IQ check if the first check check fails. Note: The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt blocks it.

Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Effect: Ray
Duration: Instantaneous
Description: You direct a shock wave of positive energy. The ray hits an
undead creature, it deals 1d6 points of damage to it, ignoring physical
armor.

Electric Jolt
Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Target: One creature or object
Duration: Instantaneous
Description: You release a small stroke of electrical energy. The spell
deals 1d3 points of electricity damage. Leather or cloth armor protects;
shields do not and metal armor does not protect.

Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Effect: Burst of light
Duration: Instantaneous
Description: This cantrip creates a burst of bright light. If you cause the
light to burst directly in front of a single creature, that creature is
dazzled. A dazzled creature suffers a -1 penalty on attack rolls. The
creature recovers in 1 minute. Sightless creatures are not affected by
flare.

Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: 3/IQ
Description: Ghost sound allows you to create a volume of sound that rises,
recedes, approaches, or remains at a fixed place. You choose what type of
sound the spell creates when casting the spell and cannot thereafter change
its basic character. The volume of sound created, however, depends on your
level. You can produce as much noise as four normal humans per caster level
(maximum twenty humans). Thus, talking, singing, shouting, walking,
marching, or running sounds can be created. The noise a ghost sound spell
produces can be virtually any type of sound within the volume limit. A horde
of rats running and squeaking is about the same volume as eight humans
running and shouting. A roaring lion is equal to the noise from sixteen
humans, while a roaring dire cat is equal to the noise from twenty humans.
Note that ghost sound can enhance the effectiveness of a silent image spell.
Material Component: A bit of wool or a small lump of wax.

Horizikaul's Cough
Evocation [Sonic]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: 3/IQ partial
Description: You create a brief but loud noise adjacent to the target.
Horizikaul's cough strikes unerringly, even if the target is in melee or has
anything less than total cover or concealment. The target takes 1 point of
sonic damage and must succeed at a 3/IQ saving throw or be deafened for 1
turn. This spell has no effect if cast into the area of a silence spell.

Launch Bolt
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Medium (20 hexes + 2 hexes/level)
Target: One crossbow bolt in your possession
Duration: Instantaneous
Description: You cast this spell on a crossbow bolt, causing it to fly at a
target of your choice as if you had fired it from a light crossbow. Any
properties of the bolt (such as magical abilities, high quality, and so on)
apply. Base damage is 2d6, plus any bonuses due the bolt.

Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Description: This spell causes an object to glow like a torch, shedding
light in a 4 hex radius from the point you touch. The effect is immobile,
but it can be cast on a movable object. Light taken into an area of magical
darkness does not function.
Arcane Material Component: A firefly or a piece of phosphorescent moss.

Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Description: You point your finger at an object and can lift it and move it
at will from a distance. As a move-equivalent action, you can move the
object up to 3 hexes in any direction, though the spell ends if the distance
between you and the object ever exceeds the spells range.

Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 2 hexes
Target: One object of up to 1 pound
Duration: Instantaneous
Description: Mending repairs small breaks or tears in objects (not warps).
In metallic objects, it will weld a broken ring, a chain link, a medallion,
or a slender dagger, providing but one break exists. Ceramic or wooden
objects with multiple breaks can be invisibly rejoined to be as strong as
new. A hole in a leather sack or wineskin is completely healed over by
mending. The spell can repair a magic item, but the items magical abilities
are not restored. The spell cannot mend broken magic rods, staffs, or wands.

Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Target: Portal or object that can be opened or closed
Duration: Instantaneous
Description: You can open or close (casters choice) a door, chest, box,
window, bag, pouch, bottle, or other container. If anything resists this
activity (such as a bar on a door or a lock on a chest), the spell fails. In
addition, the spell can only open and close things that are of standard
weight. The lid of a big chest or an oversized door is beyond the spell's
capability. Focus: A brass key.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 2 hexes
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Desription: Prestidigitations are minor tricks that novice spellcasters use
for practice. Once cast, the prestidigitation spell enables you to perform
simple magical effects for 1 hour. The effects are minor and have severe
limitations. Prestidigitations can slowly lift 1 pound of material. They can
color, clean, or soil items in a 1-foot cube each round. They can chill,
warm, or flavor 1 pound of nonliving material. They cannot inflict damage or
affect the concentration of spellcasters. Prestidigitation can create small
objects, but they look crude and artificial. The materials created by a
prestidigitation spell are extremely fragile, and they cannot be used as
tools, weapons, or spell components. Finally, a prestidigitation lacks the
power to duplicate any other spell effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it) persists only 1 hour.
 Characters typically use prestidigitations to impress common folk, amuse
children, and brighten dreary lives. Common tricks with prestidigitations
include producing tinklings of ethereal music, brightening faded flowers,
creating glowing balls that float over your hand, generating puffs of wind
to flicker candles, spicing up aromas and flavors of bland food, and making
little whirlwinds to sweep dust under rugs.

Ray of Frost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Effect: Ray
Duration: Instantaneous

A ray of freezing air and ice projects from your pointing finger. You must
succeed at a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d4 (or 1-1 if not using polyhedrals) points of cold damage
(armor protects from this damage).

Read Magic
Universal
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Description: By means of read magic, you can read magical inscriptions on
objects - books, scrolls, weapons, and the like - that would otherwise be
unintelligible. This deciphering does not normally invoke the magic
contained in the writing, although it may do so in the case of a cursed
scroll. Furthermore, once the spell is cast and you have read the magical
inscription, you are thereafter able to read that particular writing without
recourse to the use of read magic. You can read at the rate of one page (250
words) per minute. The spell allows you to identify a glyph of warding with
a successful 3/IQ roll or a symbol with a successful 4/IQ roll. Focus: A
clear crystal or mineral prism.

Repair Minor Damage
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Description: When laying your hands upon a construct that has at least 1 hit
point remaining, you transmute its structure to repair damage it has
suffered. The spell repairs 1 point of damage +1 point per caster level (up
to +5).

Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Description: You imbue the subject with magical energy that protects her
from harm, granting her a +1 resistance bonus on saves (i.e., any roll to
avoid harm, whether on ST, DX or IQ). Arcane Material Component: A miniature
cloak.

Silent Portal
Illusion (Glamer)
Level: Asn 1, Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (5 hexes + 1 hex/2 levels)
Target: Any single portal
Duration: 1 hour/level (D)
Description: This simple cantrip negates the sound of opening and closing a
single portal (door, window, gate, drawer, chest lid, and so on). Even the
squeakiest door opens without a sound when under the effect of this spell.
Silent portal covers only normal means of opening and closing the targeted
portal. Breaking a window or kicking a door in still makes noise, but
opening a door that is falling off its hinges does not (since this is the
normal way a door would open). Portals composed of magical energy are not
affected by this spell. In the case of magic or even intelligent portals, a
modifier to the casters DX roll will apply. Suggestions are 2 DX for
slightly magical doors; -8 DX for highly magical doors.


Some Other Favorites

Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (20 hexes + 2 hexes/level)
Targets: Up to five creatures, no two of which can be more than 3 hexes
apart
Duration: Instantaneous
Description: A missile of magical energy darts forth from your fingertip and
unerringly strikes its target. The missile deals 1d4+1 points of damage (1d
if not using polyhedrals) and ignores physical nonmagical armor.
 The missile strikes unerringly, even if the target is in melee or has
anything less than total cover or concealment. Specific parts of a creature
cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by
the spell.
 For every two levels of Mage talent past 1st, you gain an additional
missile. You have two at Mage-3, three at Mage-5, four at Mage-7, and the
maximum of five missiles at Mage-9+. If you shoot multiple missiles, you can
have them strike a single creature or several creatures. A single missile
can strike only one creature. You must designate targets before you roll to
hit.

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (80 hexes+ 8 hexes/level)
Area: 4 hex radius spread
Duration: Instantaneous
Description: A fireball spell is a burst of flame that detonates with a low
roar and deals 1d6 points of fire damage per two caster levels or fraction
thereof to all creatures within the area. So a Mage-3 will do 2d6 damage
with a fireball. Unattended objects also take this damage. The explosion
creates almost no pressure. Maximum damage is 6d6 and armor protects against
a fireball.
 You point your finger and determine the range (distance and height) at
which the fireball is to burst. A glowing, pea-sized bead streaks from the
pointing digit and, unless it impacts upon a material body or solid barrier
prior to attaining the prescribed range, blossoms into the fireball at that
point (an early impact results in an early detonation). If you attempt to
send the bead through a narrow passage, such as through an arrow slit, you
must make your DX roll by at least 4 points or else the bead strikes the
barrier and detonates prematurely.
 The area of effect is 4 hexes around the aim point. If cast into a
constrained area, the fireball will conform to the shape and will affect a
total area of 61 hexes (be *very* careful casting this in a narrow tunnel!).
 The fireball sets fire to combustibles and damages objects in the area. It
can melt metals with a low melting point, such as lead, gold, copper,
silver, or bronze. If the damage caused to an interposing barrier shatters
or breaks through it, the fireball may continue beyond the barrier if the
area permits; otherwise it stops at the barrier just as any other spell
effect does.
 Material Component: A tiny ball of bat guano and sulfur.
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"