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Wednesday, August 21, 2019

Tenkar's Alternate Incantations - 5 First Level Magic-User Spells for Swords & Wizardry

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

I was reminded of something in last night's Frog Chat - the Swords & Wizardry spell lists are pretty light. I figured I'd start writing some new spells to add as GM's feel fit to do. Note, not all are inspired by earlier editions of "the one true game" but some certainly are. These spells are suitable for all OSR games, usable at the GM's discretion. Tenkar's Alternate Incantations will be an irregular feature here at The Tavern. Here are five First Level Magic-User Spells.

Alarm
Spell Level: M-U 1
Range: 10' radius per level
Duration: 2 hours

     This spell protects an area of the size described above. Should anything of note enter the said area during the duration of the spell, the caster is made instantly aware.

Feather Fall
Spell Level: M-U 1
Range: 10'
Duration: 1 round
     This spell makes the target as light as a feather. Note, this spell, when memorized, can be cast instantaneously - for example, in response to suddenly falling off a cliff or into a pit. It can be cast on others. Unwilling recipients get a Saving Throw.

Identify
Spell Level: M-U 1
Range: Touch
Duration: Instantaneous

     This spell allows for the identification of the properties of magic items. When the spell is cast, the caster must hold the item to be identified. The spell will then randomly reveal one magic property of the item (some items only have one property). If the caster makes a Saving Throw, the item will reveal a second random property. This process can continue to a Saving Throw is failed or there are no more properties to reveal.

Imbue Weapon
Spell Level: M-U 1
Range: Touch
Duration: 1 hour

     This spell places a temporary enchantment on a weapon of the casters choosing. Although the weapon gains no bonuses for the purposes of to hit or damage rolls, the weapon is considered magical for the purpose of striking creatures that are immune to non-magical weapons

Zap
Spell Level: M-U 1
Range: 30 feet
Duration: 1 round

     This spell sends a spark of electricity at 1 (2 targets at level 5, 3 targets at level 9) target. The target must make a Saving Throw or take 1 point of damage. If the first save was failed, the target must make a second Saving Throw or be stunned for one round, losing all actions.

OGL

Art used with permission. Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games. Publisher's Choice - Black & White: Filler Art

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