Here is the list of minor magical effects he listed:
- Charm Person: While memorized, the caster gains a +1 bonus all Charisma-based effects, such as morale, loyalty, and reaction.
- Hold Portal: While memorized, the caster gains the ability to close or shut any open door, window, or other aperture within 10 feet by thought alone.
- Magic Missile: While memorized, the caster treats any weapon he wields as having a +1 bonus for the purpose of overcoming the special defenses of certain creatures. This bonus increases by +1 for every five levels of the caster. The bonus does not apply to attack or damage rolls made with the weapon the caster wields; it applies only to overcoming special defenses.
- Shield: While memorized, non-damaging falling objects and effects (pebbles, leaves, rainfall, etc.) are repelled from the caster's body.
- Sleep: While memorized, the caster is immune to non-magical fatigue and similar effects. In addition, he requires only four hours rest to regain his full complement of spells until he casts this spell, after which he must "pay back" four hours at his next rest period (meaning it takes him 12 hours of rest instead of 8 to regain his spells).
None of these minor magical effects stack. You can't memorize sleep twice and be able to re-memorize spells without any rest, for example.
Using spell slots for minor boosts like this is a great idea. It not only gives Magic Users a bit more versatility, it discourages the 'single use magic item' attitude. None of these are over-powered in the least, and the effect for Shield is only cosmetic anyway. These are perfect for adding a bit of flair to arcane characters.
KenHR has started a thread on the Citadel of Chaos forums of a similar nature, except with magic items instead.
These two ideas mesh very well for a low level or low magic campaign, and are easy enough to create and implement that they can be discarded in the natural progression of levels. Of course, effects for higher level spells are possible, as well as Mr Maliszewski's own suggestion that the effects themselves gain power as the character levels. Taking his example, the Magic User could get a +1 for each Magic Missile they can discharge, or a flat +1 per four levels regardless. Perhaps having fireball memorized allows the caster to ignite flammable items by touch or remotely, possibly up to melting certain metals based on the caster's level. Perhaps a half strength heat metal, which at higher levels would be an appropriate effect.
Here are a few more to ponder, from low to mid-level spells. Of course, these effects are only when the spell is memorized, but not yet cast:
Magic User:
1st level
- Identify: The Magic-User has an uncanny knack for appraisal. The cost of mundane items will be known to within 5%-10% of the actual value. A sword or a horse, for example. Larger constructed items like siege engines or buildings can also be assessed, but each part will be appraised separately, and a running total must be kept.
- Light: The Magic-User's eyes will glow with a pale light only visible at close distances in dark conditions. To a distance of two feet, the caster is able to see as normal daylight; hence studying spellbooks at night or reading runes carved in a dark cave are no difficulty. Further than two feet, normal darkness conditions apply.
2nd Level
- Invisibility: The caster will only be seen when looking directly at them, as they cast no shadow, nor does any reflective surface show their image.
- Locate Object: The Magic-User carrying this spell will never lose track of any personal items within 30'. They will always know precisely in which drawer they left their keys, and always recall that tome buried at the bottom of a pile of junk. A Wand of Fire left in the tavern across town won't be known until they are within 30' of the device, but if it is upstairs under the bed, they can walk directly to it.
3rd Level
- Fireball: The caster is able to heat items by touching them with their hand. The heat produced is enough to eventually boil water after three rounds, but won't generally cause damage to creatures. The heat produced can be intense enough to light kindling or a pipe from the fingertip, or steady enough to heat a pot of stew.
- Gust of Wind: Due to the breeze that constantly swirls around the caster, normal flying insects are unable to come within one foot of the Magic-User. Summoned, crawling, or giant insects are unaffected.
4th Level
- Plant Growth: Mundane plants within 30' (generally a household) of the wizard will grow normally despite lack of sun or water. Normal trimming will still be necessary for certain plants. Therefore, herbs can be kept in their pots hidden away under a table and still grow normally. If the Magic-User leaves the area, the plants will wilt and die at a normal rate as well.
5th Level
- Cone of Cold: Any non-magical, non-living object within 20' of the wizard can be brought to freezing temperatures in just a few seconds. A volume of liquid no more than five gallons, or about 400 coins in weight can be frozen in this manner.
Next up: Why do Magic-Users have all the fun? Clerics, Druids and Illusionists have their turn.
These ideas will definitely make it into Alternate Character Sets.
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