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Author Topic: Starter Spell Lists!  (Read 1922 times)
Catodon
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« Reply #15 on: June 17, 2011, 06:06:11 PM »

I wrote the following last night now it is is obselete  Cry:

The Romans used various war machines to create shock and awe. The Hathvar have no such engines, they have the War Mages of the noble families. Recently, the mages have discovered that their libraries of spells, very effective against tribal armies, are almost useless against dragons.
Typical Spell Choices
The follow spell list is intended as a guide to choosing spells and is not intended to bind players choices.
Theme: War Mage
This list is designed for bolstering the massed legions and panicing the enemy. A canny mage also learns a few defenses too.
Level 0 – 4: Dancing Lights, Touch of Light, Magic vestment I, Polar Ray I
Level 1 – 3: Entangle, Magic Missile, Shield
Level 2 – 3: Blindness/Deafness, Brawn I, Resist Energy
Level 3 – 2: Fireball I, Call Lightening I
Level 4 – 2: Lightening Bolt I, Wall of Fire
Level 5 – 2: Brawn I Mass, Heal
Level 6 – 1: Blindness/Deafness Mass
Level 7 – 1: Fire Storm
Level 8 - 1: War Cry
Level 9 - 1: Heal Mass


http://www.crafty-games.com/forum/index.php?topic=3946.msg95601;topicseen#new
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Catodon
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« Reply #16 on: June 18, 2011, 07:22:04 PM »

Sorry but I really enjoy doing these (big thanks to Morgenstern).  Perhaps someone out there will find them useful. I've decided to add one of these to each culture of my world as non-binding examples. All my lists (including those posted earlier) are compliant with my Arcane Roads Campaign Quality.

Wizards are rare in Braitumn; a close fellowship of wizards restricts arcane training to carefully chosen successors. Kings seek out wizards as advisors and protectors; foreign fire wielding sorcerors are considered dangerous and potential usurpers.
Typical Spell Choices
The follow spell list is intended as a guide to choosing spells and is not intended to bind players choices.
Theme: King’s Advisor
This list mixes magic for protecting the sovereign, enhancing his lands, and information gathering.
Level 0 – 4: Detect Alignment, Read Magic, Magic Vestment I, Whispers
Level 1 – 3: Detect Magic, Shield, Scrye I
Level 2 – 3: Shield Other, Locate Object, Control Weather I
Level 3 – 2: Scrye II, Verdure
Level 4 – 2: Detect Lies, Resiliant Sphere I
Level 5 – 2: Wall of Counter-Magic, True Seeing
Level 6 – 1: Anti-Magic field I
Level 7 – 1: Hindsight
Level 8 - 1: Protection from Spells
Level 9 - 1: Anti-magic Field II

Though some dragon mages study the passage of time to bring a clearer understanding of their god, most are more pragmatic finding magical means to improve themselves and their terratories by ‘looking within’ and contemplating nature. Dragons also seek self-sufficiency and see magic as superior to the pathetic tools of the folk.
Typical Spell Choices
The follow spell list is intended as a guide to choosing spells and is not intended to bind players choices.
Theme: Dragon Mage
Level 0 – 4: Create Water, Endure Elements, Glow I, Touch of Light.
Level 1 – 3: Control Weather I, Scare I, Cure Wounds I
Level 2 – 3: Brawn I, Scare II, Mage Armor
Level 3 – 2: Control Weather II, Haste
Level 4 – 2: Brawn II, Geas
Level 5 – 2: Control Weather III, Natural Attunement
Level 6 – 1: Brawn III
Level 7 – 1: Control Weather IV
Level 8 - 1: War Cry
Level 9 - 1: Control Weather V

The elves of the Star Courts can uncover their own divine heritage and learn the secrets of creation from the gods themselves.
Typical Spell Choices
The follow spell list is intended as a guide to choosing spells and is not intended to bind players choices.
Theme: Small God
This list includes creation, displays of divinity, and curses as appropreate for a small god
Level 0 – 4: Detect Alignment, Touch of Light, Endure Elements, Flare
Level 1 – 3: Bless, Command I, Divine Favour
Level 2 – 3: Ailgn Weapon, Consecrate, Righteous Aura
Level 3 – 2: Wish I, Bestow Curse
Level 4 – 2: Castigate I, Divine Power
Level 5 – 2: Mark of Justice, Resurection I
Level 6 – 1: Wish II
Level 7 – 1: Resurection II
Level 8 - 1: Castigate II
Level 9 - 1: Wish III


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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
the331st
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« Reply #17 on: June 26, 2011, 12:55:47 PM »

I do Love these. Hats off to you all!  Grin
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aegis
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« Reply #18 on: June 27, 2011, 02:46:17 AM »

Theme: Magicien de Portι
Level 0 – 4: Create Water, Detect Secret Doors, Expeditious Retreat, Feather Fall
Level 1 – 3: Entropic Shield, Jump, Unseen Servant
Level 2 – 3: Blur, Levitate, Resist Energy
Level 3 – 2: Haste, See Invisible
Level 4 – 2: Dimension Door, Freedom of Movement
Level 5 – 2: Call from Beyond III, Teleport I
Level 6 – 1: Power Word: Recall
Level 7 – 1: Phase Door

Montaigne's wizards in the 7 Seas setting.
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Morgenstern
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« Reply #19 on: July 15, 2011, 05:57:26 PM »

Cool. &th sea was filled with tightly focused theme effects. I could see it leading to a number of starter lists.

I'd like to see someone try their hand at a set of 4 - the four regions of sunchasers: a Riddlemaster, Magister, Vessa, and Warchanter starter list based on what you can glean from the text.
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Catodon
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« Reply #20 on: August 23, 2011, 03:30:32 PM »

There is a spot for these on the database now.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Fortinbras
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« Reply #21 on: August 30, 2011, 10:23:44 PM »

I'm working on a warhammer-to-fantasycraft conversion atm so I thought I'd nab this format to write up lists for the various colleges of magic in that setting. They could be handy if you want a generic druid or alchemist or another take on the pyromancer though, if you don't mind a few quirks like no summoning anywhere and an obligatory side helping of lightning with your divination.

Quote
Amber College – the Lore of Beasts
Level 0: Endure Elements, Expeditious Retreat, Orient Self, Whispers
Level 1: Jump, Pass Without Trace, Scare I
Level 2: Brawn I, Hold Animal, Wild Side I
Level 3: Haste, Water Breathing
Level 4: True Strike II, Freedom of Movement
Level 5: Fly II, Wild Side II
Level 6: Brawn III
Level 7: Cause Wounds III, Mass

Amethyst College – the Lore of Death
Level 0: Detect Alignment, Endure Elements, Polar Ray I, Whispers
Level I: Bless, Deathwatch, Sleep
Level 2: Death Knell, Dominate Undead I, Scare II
Level 3:  Cause Wounds III, Speak With the Dead
Level 4: Polar Ray II, Spell Immunity I
Level 5: Power Word: Harm, Resurrection I
Level 6: Status, Mass
Level 7: Finger of Death

Bright College – the Lore of Fire
Level 0: Dancing Lights, Endure Elements, Flare, Magic Vestment
Level 1: Color Spray, Magic Missile, Winter’s Domain
Level 2: Mirror Images, Resist Energy, Scorching Ray
Level 3: Fireball I, Glow II
Level 4: Elemental Shield, Wall of Fire
Level 5: Cloudkill, Winter’s Domain II
Level 6: Blinding Ray
Level 7: Fire Storm

Celestial College – the Lore of the Heavens
Level 0: Detect Secret Doors, Feather Fall, Orient Self, Read Magic
Level 1: Control Weather I, True Strike I, Scrye I
Level 2: Gust of Wind, Levitate, Locate Object
Level 3: Call Lightning I, Wall of Wind
Level 4: Detect Traps, Lightning Bolt I
Level 5: Fly II, Scrye III
Level 6: Find the Path
Level 7: Control Weather IV

Gold College – the Lore of Metal
Level 0: Endure Elements, Glow I, Magic Vestment, Water Walk
Level 1: Magic Weapon I, Ray of Enfeeblement, Shield
Level 2: Arcane Lock, Mage Armour, Repair II
Level 3: Shape Stone, Slow
Level 4: Magic Weapon II, Rusting Grasp
Level 5: Living Library II, Wall of Stone
Level 6: Disintegrate
Level 7: Phase Door

Grey College – the Lore of Shadows
Level 0: Feather Fall, Magic Vestment, Read Magic, Whispers
Level 1: Command I, Disguise Self, Illusionary Image I
Level 2: Blur, Darkness I, Obscure Object
Level 3: Charm Person II, Invisibility
Level 4: Illusionary Image IV, Flawless Fib
Level 5: Command II, Insanity II
Level 6: Illusionary Image VI
Level 7: Shadow Walk

Jade College – the Lore of Life
Level 0: Create Water, Endure Elements, Orient Self, Polar Ray I
Level 1: Concealing Countryside I, Entangle, Goodberry
Level 2: Cure Wounds II, Restoration I, Status
Level 3: Neutralise Poison, Verdure
Level 4: Concealing Countryside II, Move Water
Level 5: Cure Wounds I, Mass;  Natural Attunement
Level 6: Tree Walk
Level 7: Regenerate

Light College – the Lore of Light
Level 0: Dancing Lights, Flare, Glow I, Touch of Light
Level 1: Bless, Color Spray, Cure Wounds I
Level 2: Hold Person, Restoration I, Shield Other
Level 3: Glyph of Protection, Searing Ray
Level 4: Detect Lies, Wit II
Level 5: Heal, Mark of Justice
Level 6: Repelling Wave I
Level 7: Sunlight I

If I end up using these I think I'd strip down the number of level 0 spells for one extra at level 1 and/or 2. There just aren't enough cantrips to make this many distinctive lists.
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Catodon
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« Reply #22 on: August 31, 2011, 04:17:28 AM »

yeh I noticed that too, though for a low level character esp starting at 1st a good selection of zero level spells would be nice in play
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Morgenstern
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« Reply #23 on: August 31, 2011, 07:15:30 PM »

Welll, 4 0-lavel spells was included in the template because those are given by the Mage's core ability and the goal was to help starting characters get set up and running with less fuss. With Spellbound looming, we'll have more tools to populate the lists quite soon now (I hope).
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At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
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