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On the Wizards Panopoly: Rules & Talismans

A few months ago +Benjamin Baugh created a post about the accoutrements of wizards on Google+. It's a great idea and I wanted to examine the suggestions in greater depth, both providing more options and ideas, collecting some of the articles written about the items so far, and expanding on the general idea.

The objects presented are talismans, foci, familiars, cabals, raiments, servants, pacts, and sanctums, in order of difficulty of acquirement.

Humans themselves are relatively poor conduits of magical or elemental energy.

The basic conceit of this system is that humans are incapable of safely wielding any magic beyond the first level of power. 

Attempts to cast a second level spell or higher roll 1d6 plus spell level on the following table. If you have exceptional intelligence (13+) you may subtract 1 from the roll. If an effect is rolled more than once a session, move up to the next higher effect on the list.

2. Spell functions normally.
3. Spell functions normally, but magical energies have warped your aura. -2 or disadvantage on all saving throws for 1 session.
4. Spell fails and is lost from memory.
5. Spell functions normally, but magical backlash occurs. Take 1d6 damage per spell level.
6. Spell functions normally, but magical explosion occurs. Take 1d6 damage per spell level in 30 foot radius.
7. Spell fails, but magical explosion as above.
8. Spell nominally fails, wild magical energy is released, roll on wild magic table.
9. Spell fails, and you have attracted the attention of an extraplanar being who has taken offense at your arrogance. It begins hunting you.
10. Spell fails and you suffer an immediate brain aneurysm and die.
11. Spell fails and you are immediately and irrevocably lobotomized.
12. Spell functions normally, but your spirit and personality are annihilated and you are possessed by a demon
13. Spell fails. Magical energies fluxuate out from the caster, instantly slaying the caster and all living creatures and beings within 60 feet.
14. Spell fails. Magical devastation strikes the surrounding lands, in a radius of 1d10 miles + 1d4 miles per spell level.
15. You are instantly erased from existence as if you never lived.

Designer's note: Why bother with the table? 
Clearly, we could just say "No, you can't cast second level spells or above." but there are several good reasons to include such a table. 
Firstly, the entries help define the setting. In the setting above, magic is likely viewed with suspicion, because of the devastation it can cause. If you change and replace entries with polymorphs and mutations, the fear becomes not of devastation, but of corruption of the soul. If anyone could attempt a ninth level spell, and cause magical devastation out to 9-46 miles, that might make the unregulated practice of magic something to pay attention to (e.g. restrict, legislate, or criminalize). 
Secondly, it allows players to make stupid insane risks that really affect the campaign world. You aren't saying no, you are saying "this is the way the world works". 
1d6 with two modifiers (spell level and a one point adjustment for high intelligence) is just about as complicated as you would want to get with something that should only come up very rarely. 

This drawback makes the acquisition of a panoply meaningful (I can cast higher level spells) without immediately increasing the power of the wizard, who is already plenty powerful.

System Adjustments

I'm going to note that in my B/X style games, I use a Bell Curve Magic System where casters have a pool of dice to cast spells and very limited spell lists (no more than 8 spells of each level). In that particular system, only allowing additional dice instead of higher level spells from the panoply works. In 5e style games since nearly every single class is a spellcasting class (Every class excepting the Barbarian class has a spellcasting option and there are three pure spellcasting classes) I'd avoid using such a system. I haven't played enough 5e to know for sure, but so far at level 6, fighting classes seem completely on par with spellcasters.

Rules


  • Attempts to cast magic of a level higher than 1st require a roll on the table above. 
  • This limit can be increased by the acquisition of accoutrements. They may be acquired in any order.
  • Each accoutrement acquired increases the level of spells the caster can cast by one. 
  • No type of accoutrement can be applied more than once, even if you own more than one. Each one only counts towards spell levels you can cast once. 
  • These are generally acquired and lost during play. 
  • If lost or destroyed, that type of thing can't be used again until you have gained a level or a year and a day have passed. 

Talismans 

A small personal object used to concentrate magical power.  You can only have a single talisman, but can make one for yourself with time and tools.   Each spell level invested in a Talisman grants a +1 bonus to saving throws.  -Benjamin Baugh

The first item suggested is a relatively simple one. The talisman allows the caster to cast second level spells, in addition to allowing/requiring them to sacrifice spell spells for a small bonus. What other types of talismans and items can their be? Satyre over on the idle blog Fame & Fortune made a post describing some common minor bonuses available on talismans. These include effects like bonuses to reactions, slow magical healing, a small bonus to stealth, rerolling saves, and protections from a specific type of attack. Any of these would be reasonable bonuses for an item such as a talisman.

Adding in the cost of a spell level for an effect or increased effect (or in the Bell Curve system, assigning a die) seems like an excellent trade off for a "magic item" that isn't really magic. Some other ideas for effects from Talismans include: preservation of youth, a continuous minor protection effect from extraplanar creatures, an immunity against a specific type of effect (poisons, charms, etc.), minor damage reduction, or a small bonus to a specific knowledge or skill.

Drawbacks to talismans can include: A malaise that affects nearby people with ennui and fatigue, a corruption of your aura, an odd smell or scent, minor physical changes (nails of iron, or pupiless eyes, for example), minor psychological effects such as hypo-mania, minor delusions, mild paranoia or phobia, increased anxiety, intrusive thoughts, or unusual visual phenomena.

Another fascinating use of talismans for higher level casters, is as a phylactery or soul storage device, providing a way for the spellcaster to take over another persons body, while leaving their own body in stasis.

Talismans can be created at a cost of 100 gold pieces per level of the spell or per hit die they are expected to contain. It takes 1 week per 100 gold pieces of the cost, and the time to create can be cut in half by doubling the expense.

Note that the spell levels invested at attunement or creation cannot be recovered without the destruction of the talisman. If lost it will require "great struggle" to regain the invested power.

Examples

Talisman of the Domino: This talisman prevents the touch of living things. It requires a third level spell slot to function and costs 300 gold and three weeks to create. Plants and underbrush are shoved aside at the users passing, allowing travel through brambles and briars without hinderance. Attacks and magic spells by the claws and tendrils of living creatures and plants are treated as if the user has a +1 bonus to their armor class. The users skin is affected with a black and white large checkered pattern, with a division down the center of their face, one-half white and one-half black.

Talisman of Magical Warding: This talisman protects the mage from enchantments and spells. It can be created providing a bonus to saving throws versus magic from +1 to +5. It requires an invested spell slot equal to the value of the bonus. A +4 bonus to saves versus magic requires a fourth level spell slot. It costs 100 gold and takes 1 week per spell slot invested. As a side effect, this talisman disrupts your magical aura. If your save bonus is +2 are higher and you are not already subject to spell mishaps/surges you now are. If you are affected by spell mishaps, you roll twice and the Dungeon Master selects the result of the effect.

footnote: my one reservation about this series is that wizards already have enough nice things. I wouldn't implement a system like this, without drawbacks or a similar system and opportunity for fighters specifically (and other classes secondarily) to have options to acquire similar effects.


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On a Disdain for Vance

There was a time when I held a disdain for Vancian magic.

It was before I had read Vance.

On the surface, it doesn't make sense. How can you put one spell into your brain? How can you forget it after you cast it? Shouldn't magic be like a force or a tool? Once you know how to do something, how do you unknow it?

I work in a building built in 2008, state of the art. I've worked there since they opened in 2009.

It is very cold on my unit, always. 64 degrees (17c) at the floor, around 68 (20c) at chest level. They say "adjust the thermostat". Adjusting the thermostat does nothing. Room 200 is 74 (23c) degrees, pretty much constantly. Room 201 is 58 degrees (14c). Yes, they are across the hall from each other.

Did a diagram exist of the building at some point? The building was built so I assume it must. But there isn't a copy in the building. I know this, because before we were open, I had a large part in preparing for our opening. I had to count and mark the exit signs and sprinkler nozzles because there was no document containing their number.

The position of building manager has changed hands at least 4 times in the intervening years. Whatever knowledge one had, had to be relearned from another, from arcane texts, oral history, and inductive reasoning.

We continue to complain about the temperature. Why is it so cold? 
They go to reference their books, to seek out the answer. They return. 
It is because of the baffles in the building! says the balding man, with the shirt opened down to his belly, greying hair curling out from his chest. Some are open, he says, and others are closed. His cologne stinks of a different fallow age.
Well, I ask, can you fix them? 
No. He says. We don't know where they are or how to get to them. The baffles in our buildings are lost.
See, the only way for him to find the baffles to correct the problem is empirical and arbitrary. He has to literally poke around and attempt to find where they are and how to adjust them inside the buildings superstructure. He has no idea how many there are nor how they are controlled or adjusted. Any knowledge he acquires and passes on is didactic, oral secrets passed from one person to another.

This building was built less then 7 years ago, and already the knowledge of how it works is lost.

Soon, our power and control over our environment will become even greater. And our knowledge of how it works will be lost even faster.

I think Jack Vance is a visionary, because in a few short paragraphs, he managed to foresee that this is the way of power in the far future. Yes, if you know engineering, you could rig a vacuum to give an electric shock or alter its construction from pulling air to blowing air, but the most anyone will ever know is to turn it on or off. Those who use it frequently might find some setting switches. Many of those who experiment without knowing the principles will shock themselves or break the vacuum beyond all repair. This is the future, the way of all technology. didactic, empirical, arbitrary.

In Vance's own words:

"In this fashion did Turjan enter his apprenticeship with Pandelume. Day and far into the opalescent Embelyon night he worked under Pandelume's unseen tutelage. He learned the secret of of renewed youth, many spells of the ancients, and a strange abstract lore that Pandelume termed "Mathematics". 
"Within this instrument," said Pandelume, "resides the Universe. Passive in itself and not of sorcery, it elucidates every problem, each phase of existence, all the secrets of time and space. Your spells and runes are built upon its power and codified according to a great underlying mosaic of magic. The design of this mosaic we cannot surmise; our knowledge is didactic, empirical, arbitrary. Phandaal glimpsed the pattern and so was able to formulate many of the spells which bear his name. I have endeavored through the ages to break the clouded glass, but so far my research has failed. He who discovers the pattern will know all of sorcery and be a man powerful beyond comprehension." 
So Turjan applied himself to the study and learned many of the simpler routines. 
"I find herein a wonderful beauty," he told Pandelume. "This is no science, this is art, where equations fall away to elements like resolving chords, and where always prevails a symmetry either explicit or multiplex, but always of a crystalline serenity." - The Dying Earth by Jack Vance
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On Dungeons & Dragons, the Spells of the Fifth

This isn't your father's magic system.

Literally.

It's a spell point system, but with chunked points or mana. You have "Spell Slots" of various levels and use them to pay for spells. Once these power tokens are spent, you are out of spells.

Spellbook

Let's start at the beginning. Like classic games, you have a spellbook and can put any spell in it. Adding a spell to your spellbook takes 2 hours and 50 gold per level.

Spell Preparation

Then you pick a list of spells to prepare. You can prepare a number of spells equal to your level + Intelligence modifier. For a first level character that is likely 4 spells. For a fifth level character, that is likely 9 spells.

You never lose these spells. They can be of any level and any combination. You could pick all first level spells if you wanted, or any combination of spells that you know.

Cantrips, of course, are at-will powers. Light, Ghost Hand, 1d10 flame burst (2d10 at 5th etc.)

Casting

To cast a spell, you use a spell slot equal to the level of the spell. But wait! There's more! Spells never increase in power based on your level. Do you want to do more damage? You have to use a higher level Power Token Spell Slot. How many spell slots do you get?

Not many. A first level caster has 2. A third level caster has 4 first and two second. You never get more than 4 first level spell slots. You never get more than three second to fifth level spell slots.

So fewer spells, right? But a close reading of the rules indicates that you can no longer interrupt spellscasters. If a spellcaster uses an action to cast a spell, they are going to get that spell off -- there is no way to stop them.

Ready an action you say?

"When the trigger [for the readied action] occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember, you can only take one reaction per round."

The only detriment to casting spells in melee is that you have disadvantage on a ranged attack roll. No attack roll? Casting a melee spell? No problem!

However, it's not all bad. . .

Concentrate now

Many, many more spells require concentration. While concentrating, you can move and attack and cast spells -- as long as you don't cast another concentration spell. If you get hit, it could dispel the concentration (You must make a constitution save vs. DC 10 + 1/2 damage dealt, which is actually a pretty difficult target to hit). Also, it ends if you die. 

Here are a list of all the spells that require Concentration:
Antimagic Field, Arcane Eye, Beacon of Hope (Advantage on Wisdom & Death saves, max hit points regained from healing), Blade Barrier, Bless, Blur, Dancing Lights, Darkness, Delayed Blast Fireball, Detect Magic, Dominate Monster/Person, Earthquake, Find the Path, Faerie Fire, Flaming Sphere, Fly, Gate, Globe of Invulnerability, Greater Invisibility, Guidance (+1d4 to ability check), Haste, Hold Person, Holy Aura (Advantage on saves, Opponents disadvantaged on attacks), Invisibility, Levitate, Locate Creature, Magic Weapon, Major Image, Maze, Mordenkainen's Sword, Otto's Irresistible Dance, Protection from energy, Resistance (+1d4 to a save), Shield of Faith, Silence, Silent Image, Spider Climb, Spirit Guardians, Stoneskin, Suggestion, Wall of Stone, Web

No more than one of those spells can ever be active for a single caster*. 43 out of 126 spells or over 1/3 the spell list (34%)

No more flying invisible wizards!

No, It's the Same Magic Missile

The other major change is that the power of the spell no longer increases with caster level. Magic missile fires 3 darts that always hit a target doing 1d4+1 damage each at level 1 and at level 20. You want more darts? Use a higher level spell slot. 

This is true for most spells. Want more targets? Use a higher level slot. Some spells allow using a higher level slot to obviate the need for concentration (but very few). 

However, cantrips can increase in power. A Fire Bolt does 1d10 fire damage within 120 feet on a successful attack roll (Proficiency + Spell-casting stat). At 5th level it does 2d10. At 11th? 3d10, and all the way up to 4d10 at 17th. No higher level spell slot necessary. Evokers even get to add their Intelligence modifier to the damage after level 10. At level 14, if you are an evoker, you can overchannel the cantrip! The other cantrips, Ray of Frost and Shocking Grasp are similar, but do 1d8 damage and have a special effect.

Does it Get Results?

Wizards are difficult to balance. And I don't mean in that "Everything has to be fair" sort of way, but in the way where people can play at the same table with the wizard and feel like they can contribute solutions besides helping the wizard pick which spell to solve the problem. 

Concentration quite aptly deals with the stacking buffs issue prevalent in 3.X/PF. It requires them to make choices. They have more flexibility and staying power due to cantrips and the fact they spend slots to cast what they have prepared. Their very existence obviates several factors of old school play (Light at will, Ghost hand at will), but this isn't a game made for me. This is a game for 12 year-olds and up, who after a lifetime of Harry Potter, have reasonable expectations that wizards can fling bolts of whatever around pretty much at will. 

I'll have more to say after I play the game a bit. Feats also might provide interesting options for Wizards, we will have to wait and see if they dominate the game to the degree they have in the past. 


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On the Effects of Magic, 9th Level

The magical energies contained in the brain cause side effects. When the wizard acts as a conduit, there are risks. When a wizard memorizes a 9th level spell, she gains the ability to take on a specific named aspect. This replaces part of her soul with the soul of the spell and has the effects listed below. Once taken, this aspect can only be dismissed with a successful save versus paralyzation, which at first can be attempted at the end of a turn. The next time is the end of an hour. The time after that is at the end of the day, then a week, then a month, then a year. If the wizard fails at that point, his essences has been subsumed by the spell itself and rejoins the weave of magic.

View the entire series here. When reading these, recall the caster must be at least 18th level to even memorize one of these spells.


  • Astral Spell
    • Aspect of the Star: Casters body becomes translucent and surrounded by a glowing outline. The interior appears filled with galaxies and star stuff. Caster can fly and is immune to normal weaponry. When struck, star material pours from the gash, damaging all targets in a 3" x 3" cone for 2d8 damage in a random direction. 
  • Bigby's Crushing Hand
    • Aspect of the Fist: The caster doubles in size and his muscles grow to huge proportions. Her Strength is raised to 19, and her intelligence and wisdom decrease by the same amount her strength increased. Her armor class improves 4 places from natural armor and her fist attacks do 1d8 damage as a base. She may jump up to 4 times her normal jumping distance. Her skin may turn a different color. 
  • Gate
    • Aspect of the Overworld: The casters skin turns either obsidian or ivory colored, and her eyes become pools of a solid color. The wizard gains the ability to open up portals between locations in time a space. She may summon small objects or open up a pair of portals that link to each other.
  • Imprisonment
    • Aspect of the Warden: The casters body becomes more dense, gaining an increase of 2 to armor class and doubling in weight. Spending a round concentrating the caster can raise a permanent stone wall 5' thick, 10' high, and 20' long.
  • Meteor Swarm
    • Aspect of the Meteor: Caster gains a fire aura that does 3d6 damage to adjacent creatures and acts as a fire shield (hot). She can throw balls of fire, one per round, doing 5d6 damage to any target she hits. 
  • Monster Summoning VII
    • Aspect of the Summoner: The caster has a number of floating arcane symbols that act as satellites. They can be used to attack a monster within 40', doing 4d8 damage, or they can be used defensively protecting the caster from ranged weapons and raising the casters armor class by 8 as a shield bonus, or they can be used to support the caster allowing her to walk through the air. 
  • Power Word, Kill
    • Aspect of the Black Bolt: The casters voice is a wave of destruction. She may shatter any object with her voice up to 100 pounds per caster level using the spell in this way expends the spell. Using the voice to harm a creature kills it as the definition of the spell. Otherwise the caster may not speak.
  • Prismatic Sphere
    • Aspect of the Universal Shaman: The caster gains a limited ability to transmute objects into other objects. Rain can be turned into flower petals, fire can be turned into streaming paper, blood can be changed into insects. Doing so takes a full round, but the caster is limited to changing small objects into other objects. 
  • Shape Change
    • Aspect of the Mutable Form: Your form becomes liquid and malleable. You may spend a turn to form part of your body into a certain trait, gaining you an animals or creatures natural ability. Attacks against you do 3 points less damage than normal because of the nature of your body. 
  • Temporal Stasis
    • Aspect of the Eternal Form: Your skin becomes gleaming and speckled and you lightly glow a golden color. You do not age while this spell is prepared and your touch causes sleep to all creatures of 4 hit dice or less. Higher level creatures receive a saving throw versus the sleep effect. 
  • Time Stop
    • Aspect of the Hourglass: While this spell is prepared, you instantly experience the moment it is cast, and then live backwards from that moment. at any given time you have no idea what has just happened, but have a clear understand of what will happen. The Dungeon Master informs you of what is ahead privately and any attacks or actions you take have a +4 bonus on the roll. 
  • Wish
    • Aspect of the Quantum: This aspect is too powerful to be maintained for long. If the spell is not cast, every molecule of the casters body vibrates with energy with appropriate effects. 

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On a Guide to Illusions: Figment Creativity

General Guidelines


A good rule of thumb is that a figment effect has its subdual damage limited by caster level.

Phantasmal Force (or Silent Image) might be limited to 1d4 subdual damage per two caster levels.
Improved Phantasmal Force (Or Minor Image) Might be limited to 1d6 subdual damage per two caster levels.
Spectral Force (or Major Image) might be limited to 1d8 subdual damage per two caster levels, or a minor or temporary status effect.

Having a Spectral Force of a Medusa would cause a save versus spell because seeing a Medusa is interacting with it. But if that saving throw failed, a viewer would save versus the gaze and believe themselves turning to stone perhaps actually acting as if they are being held. Even on a success, the victim would avert their eyes. Of course a shout from their friends that "it's an illusion" would quickly reveal it to be nothing more than an image. (Hold Person is a third level spell, requiring a third level illusion for this to work)

Often players will attempt or want to use a figment to mirror the effect of a more powerful spell, e.g. making a stairway appear infinite so the person just keeps stepping on the same step. But that spell is Maze and figment isn't designed to replace other spells. Figment spells make non-solid holograms and that is their strength and weakness.

The original intent of Figment spells was to create illusionary soldiers and troops (the apocryphal 'force' from Phantasmal Force) -- so using it for that purpose should be encouraged and successful.

Other Creative Figments


Figments, even if disbelieved, still generate or block light, sound and temperature. An illusionary fire can light a room or keep you warm. Out of light? Phantasmal Forces works in a pinch. A Phantasmal Forces parasol won't protect you from the rain, but it will cast a shadow.

An impromptu wall can hide an entire party.

An image of a bucket over a monster's head might give him some problems (first level light can grant a -4 to hit, which is equivalent to blindness)

Pits, crevasses, brambles, and walls and other obstructions can provide battlefield control that is rarely tested. Even better if the battlefield is split, allowing you to make ranged attacks with impunity.

A low level image of silent roiling gasses can appear both mobile, threatening, and obscuring.

Outside, a shadow of a dragon or a bird of prey is all that is needed to spook most humanoid groups. You don't even need to bother to create an illusion of the creature.

An illusionary bridge won't be disbelieved until it's interacted with, but by that point it might not matter to the target.

Making it appear that doors and walls are further away than they are could cause people to run or walk into walls, seriously creating chaos during a retreat.

A combination of Change/Alter Self and one of the Figment spells can create halos, glowing lights, subtle music, glowing eyes, etc. providing excellent bonuses or triggering morale rolls.

An Illusionary opponent can engage with someone, but when hit, a save must be made for interaction. (Concentration allows the illusionist to make the creature appear to react realistically). A good rule of thumb for the maximum AC of such an opponent is 10 - the illusionists level - the level of the spell (or + for ascending AC systems) Or armor class 0 (20) whichever is worst. Most require at least some auditory components to be believed, requiring an Improved Phantasmal Force (Minor Image) or greater.

Creating an illusion of a dangerous creature (dragon head, tentacle, giant hand) reaching out from a door or pit to scare opponents, into an actual dangerous area.

The Figment spells are specifically used to enhance things that are already happening. You can trigger a morale roll earlier by making the party and number of attacks appear greater than they are (archers or people throwing javelins). You can use it to make it appear that more enemies (illusory ones) are dying, or that the players are more powerful or dangerous than they are making the morale roll less likely to succeed.

A visual only spell can make an existing force look larger or more dangerous. A visual spell with sound can convincingly create opponents. A figment with visual, sound, and other qualities can create extremely convincing opponents. Making it look like the creatures are summoned provide a good excuse for them to be on the battlefield.

Silent or unusually dangerous opponents (shriekers, undead, or hazardous plants) often make good subjects for an image illusion.

History


In 1st edition, illusions are more powerful then the guidelines given in this series. There is precedent for the illusion turning characters to actual stone (ToEE, Page 86), and stories from older games contain instances of illusionary dragons breath burning people alive. The DMG specifically notes illusionists creating illusions of  monsters the caster has never seen.


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On a Guide to Illusions: Spell Types

A FLAILSNAILS and Campaign guide


Illusionists are the most powerful class in the game bar-none, but you won't play them because your Dungeon Master will screw you.

Well, it's 2014, and it's past time for illusions to be screwing over players and dungeon masters. It's powerful, but it's not nearly powerful enough to unbalance a campaign, any more than any other kind of wizard. Illusionists have their power limited by locality. An illusion has to be seen, after all, to be believed. And in order to be one, you're giving up the fireball/teleport/ real ultimate power path of the traditional mage.

Shouldn't you actually be good at illusions?

The cardinal rule of the illusionist is this: An Illusionist can be more flexible, but not more powerful than a Magic-User of his level.

An illusionist can be more flexible than an equivalent mage of his level, but should never be more powerful than a mage of his level. You have literally hundreds of spells to use as guidelines for power levels. What the illusionist gains in battlefield control and target influence, they give up in utility and raw damage. ("I can summon an illusionary ladder you can't climb?")

An Overview of Illusionist Magic 


Figments
Example Spells: Phantasmal Force, Audible Glamer, Spectral Force
These use light and force to trick the senses. They may create sensations of light, heat, sound, ot ysdyr. However, they are not real. It is very much like a hologram. They are images and cannot be touched. They cannot change the nature of something -- A real sound cannot be altered, though a figment could make noise.

In order to produce a figment you must be familiar with the creature, object, sound or whatever you are producing. Familiar means you've experienced it with the sense you're trying to trick in real life.

Being unreal, means that they cannot damage creatures, support weight, feed people, or various other effects. This does not mean people cannot believe they are hurt, but any damage they think they have taken is simply subdual damage.

Glamour
Example Spells: Change Self, Invisibility
Glamours use light and force to affect an object, making it somehow look, feel, or taste differently. Otherwise it works as a figment that appears to change the nature of an object. Like figments, they are not real. It changes appearance and sensation only.

Patterns
Example Spells: Color Spray, Hypnotic Pattern
Patterns create visual displays of light and color, but these directly affect the mind. Belief is a non-factor in these spells -- they are handled much like charms.

Phantasm
Example Spells: Fear, Phantasmal Killer
A phantasm creates an illusion that exists only in the mind of a target. It is a magical effect targeting their mind and is not perceivable to anyone in the real world, other than by the effects it has.

Shadow
Example Spells: Shadow Monsters, Shadow Magic
These spells are not entirely illusions, but are partially real! They have real effects just like normal magic user spells, as noted in their description.

Concentrating: Some spells last as long as you concentrate on them. This prevents you from casting spells or making attacks [Standard Actions], but allows you to move or take other actions [Move Actions].

Adjudicating Illusions (Figments and Glamours)


Most illusions are simple to adjudicate. Shadow spells, phantasms, patterns, and more traditional magics all have their results spelled out in the spell.

But the pièce de résistance of the illusionist is the Figment and the Glamour: The spells most open to creativity and most likely to be shut down by the Dungeon Master. What is a fair way to adjudicate these spells? (Figments below refers to figments and glamours in every case). Super simple guidelines and rules follow:

Figments look real: Any creature (player or monster) that can perceive a figment or glamour receives no saving throw and believes that it's real and acts accordingly. If a player casts a phantasmal force of a 20' x 20' pit that's 20' deep in a room, and then a bunch of hobgoblins enter the room, each hobgoblin will treat the pit as if it is real.

Figments can't do real damage: If one of those hobgoblins is knocked into the "pit", that hobgoblin would receive a saving throw versus spells to disbelieve the illusion. On a successful save they would disbelieve the illusion. On a failed save, they would take 2d6 subdual damage from the "fall" and then realize after that the pit was an illusion, because even though they can see it, they are still clearly lying on the 'floor' level.

Figments continue to exist after being disbelieved: All the other hobgoblins see the hobgoblin "fall" and just hit the floor, they don't need a saving throw to disbelieve. At this point, every hobgoblin can clearly tell that the pit is an illusion. The figment is still visible as a translucent outline to those that know it is false.

Often people might descend into arguments like "The hobgoblins were fighting! They wouldn't see!" or trying to get very specific about the fictional reality. The important fact is we are playing a game. Figment spells are usually low level (generally 1-3) and exist primarily for the purpose of battlefield influence and control or trickery. Generally they are not expected to last much beyond their first interaction. The trick is in creating a situation where their influence won't be tested and will continue to assist the party.

Figments and Glamours inhibit behavior: If the figment is believed, then the subject will act as if the figment is real. If there is some question about taking a risk versus an illusion a morale roll is a good method for adjudicating the subject behavior. This is especially useful because this method means that undead and constructs are generally unlikely to let illusions modify their behavior.

Figments are not mind control: If a figment does not successfully duplicate the effects of its representation, then it is disbelieved without a saving throw. I can use Phantasmal Force to create the illusion of a wall of fire across the room, but anyone approaching within 10' will instantly disbelieve the illusion because there is no thermal component. Creating an illusion of a pit falling open in front of a monster with no sound? Instant disbelief for everyone in hearing range of the pit. Pits don't fall open with a clatter or bang.

Figments can trick the target: You can create an illusion of a wall over a hallway, and unless touched the illusion will be believed. If your illusion of fire is a Spectral Force, then getting close enough to feel the heat forces a save, not automatic disbelief. On a failed save, passing through the fire causes subdual damage from the imagined pain. If you fail a save versus a figment, you believe it, until you are provided new evidence to the contrary or told that it's an illusion, both forcing new saves.

Figments are expected follow normal rules: A Spectral Force of a fire subject to a deluge of water will be automatically disbelieved if the fire continues to burn.

Figments cannot duplicate spells: You cannot create a figment of a 'fireball', for several reasons -- primarily because fireball is instantaneous, consisting of heat and force (which figments cannot produce). Figments and glamours produce primarily images, along with sounds, smells and temperature changes. The illusionists ability to mimic magic user spells are covered by the shadow spells. Attempting to use a Figment to do so will fail.

Interacting with Figments provides a save: Whenever you have an opportunity or chance to interact with a figment a saving throw is made. This saving throw may be modified by a number of factors, but is usually only modified from -4 to +4. Factors that may modify a save include:


  • +1 for every hit die the subject has higher than the level of the illusionist
  • -1 for every level the illusionist is higher than the subject
  • +4 (or more) if the illusionist is not familiar at all with the image produced by his illusion
  • -1 to -4 for the degree of familiarity the illusionist has with the image produced by the illusion 
  • No modifier at all if the illusion is familiar (i.e. has seen or studied for a turn) the subject of the figment. 
  • Situational modifiers that may increase or decrease the likely-hood that the illusion is believed. 
  • Dumb or gullible creatures are more likely to believe illusions. Smart, genius, canny, or skeptical individuals may be less likely to believe illusions, though they are not immune. (reference wisdom defense bonus)

Illusionists are skilled at producing figments: This means that, in general, reasons that the DM might think of that the illusion won't work outright are also things that the illusionist is aware of. The illusionist is assumed to be skilled. When the illusion is being described, the players and DM should discuss any obvious problems or issues with the illusion. The object is not to 'trick', stymie, or remove the power of the illusionist -- the goal is to understand what is being produced so it can be adjudicated fairly.

These should provide clear guidelines for adjudicating illusions fairly.



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On the Effects of Magic, 8th Level

The magical energies contained in the brain causes side effects. When the wizard acts as a conduit, there are risks. As these are eighth-level side effects, they are quite powerful.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

View the entire series here.

  • Antipathy/Sympathy: The wizard exerts a strong influence on anyone nearby. If a reaction roll is made and the wizard is visible, any result over 7 adds 2 to the reaction roll, and any result under 7 subtracts 2. If the wizard actually deigns to speak, the increase for any rolls above 7 increases to +4 and the penalty for any rolls under 7 increases to -4.
  • Bigby's clenched Fist:  The casters hands double in size, and his arms become larger to support them. He is considered to have a strength of 18, as normal for thrusting damage and bludgeoning damage, but has his normal strength for slashing weapons.
  • Clone: While this spell is prepared, the caster frequently hallucinates that he is talking and seeing himself. 
  • Glassteel: The caster turns completely transparent, looking much like a crystal statue of himself while this spell is prepared. This effect is intermittent. His armor class is improved by 1 while the spell is prepared.
  • Incendiary Cloud: Smoke billows out from beneath the casters robe and sleeves. His eyes, mouth and nose glow when he breathes. A strong smell of sulpher permeates the space around him.
  • Mass Charm: The wizard becomes influential. Add 1 to all bell curve social rolls that the wizard attempts, and add 2 to all flat die rolls to influence, bluff, lie or convince someone.
  • Maze: The pupils of the casters eyes become a shifting maze. Anyone who locks eyes with the caster for a segment or more must save versus Paralyzation or become confused.
  • Mind Blank: While this is prepared the caster gains a +2 bonus to resist all attempts to mentally, psychically, or otherwise charm, damage or influence her. Also, it makes detecting and scrying on the caster more difficult.
  • Monster Summoning VI: The caster is surrounded by free-floating glowing pentagrams. They shed light to 30' and hum. Anyone attacking the wizard will take 1d6 + 2 damage from the electrical energy discharged by the pentagrams.
  • Otto's Irresistible Dance: The wizard can no longer walk normally. She either floats, dances, glides, or in some way travels unnaturally when she attempts to move. 
  • Permanency: There is a 1% chance while this is memorized that any spell the caster casts never ends. Note that this can be very bad and usually is.
  • Polymorph any object: Objects that the caster is holding or wearing change shape without warning. Once released or given away, they usually return to their basic form.
  • Power Word, Blind: The casters voice becomes loud, raising in volume by 30-40 decibels (About the level of a chainsaw). Even if attempting to whisper, her voice is loud.
  • Serten's Spell Immunity: While prepared this grants the caster a +2 bonus versus the spells it protects against.
  • Symbol: When speaking or attacking, there is a 1% chance that a random symbol floats from the casters mouth, affecting a single target. 
  • Trap the Soul: The caster makes everyone uneasy.


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On the Effects of Magic, 7th Level Wizard

The magical energies contained in the brain causes side effects. When the wizard acts as a conduit, there are risks. As these are seventh level side effects, they are quite powerful.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.


  • Bigby's Grasping Hand: The casters hands double in size, and his arms become larger to support them. He is considered to have a strength of 18, as normal for thrusting damage, but has his normal strength for bashing and slashing weapons.
  • Cacodemon: While prepared, the caster is connected to the planes of hell. This has many and varied effects, causing a penalty versus saves from extra-dimensional entities, to being overheard by extra-planar creatures. 
  • Charm Plants: Plants are drawn to the caster, turning towards him as if he is the sun
  • Delayed Blast Fireball: Caster can shoot out bolts of flame to 20'. These require a normal to hit roll, take a full round to aim and fire, and do 2d8+2 points of damage
  • Drawmij's Instant Summons: The planar connection makes the wizard easy to locate using scrying spells. 
  • Duo-Dimension: The casters dimensions are somewhat unstable while this spell is cast. At any given moment, their girth, weight, and thickness is between 20% and 200% of normal
  • Limited Wish: Powerful energy is trapped in the casters mind. Electricity arcs off their hair and body, and their eyes glow with power. Various unusual magical phenomena manifest nearby. 
  • Mass Invisibility: The casters skin and clothing fades in and out of sight.
  • Monster Summoning V: The caster is surrounded by free-floating glowing pentagrams. They shed light to 10' and hum. Anyone attacking the wizard will take 1d4 + 1 damage from the electrical energy discharged by the pentagrams
  • Mordenkainen's Sword: The sword struggles to manifest. While memorized, it appears, phasing in and out on the casters body. Nearby swords drift and tug on their scabbards, pointing to the sword of force. Anyone attacking the caster with a sword has a +1 to hit and damage with such a weapon due to the pull of the magic. 
  • Phase Door: Space near the caster bends and twists, other dimensions slightly different then this one fade in and out nearby. Often walls, doors, or corridors appear where another is. 
  • Power Word, Stun: The casters voice becomes loud, raising in volume by 20-30 decibels.Even if attempting to whisper, his voice is loud
  • Reverse Gravity: The caster floats, and can levitate and "fly" as long as she remains within 8" of a solid surface
  • Simulacrum: The wizards features become waxy and indistinct.
  • Statue: The wizards complexion become stone like, and her armor class is increased by 1
  • Vanish: Objects appear and disappear near the caster. 30% chance anyone within 10' finds whatever they are holding has gone missing, only to re-appear a few moments later.



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On the Effects of Magic, 6th level Wizard

The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit, there are risks. As these are sixth level side-effects, the results should be noticeable.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

The list of side effects follows:

  • Anti-Magic Shell: The wizard receives a +4 bonus on saves versus magic or spells, but has a 10% chance of spell failure any time she casts a spell
  • Bigby's Forceful Hand: The wizard's hands elongate to three times their normal length. The wizard is unable to wear rings while his hands appear this way, unless he keeps them closed in awkward fists.
  • Control Weather: The sky rumbles and cold winds blow. When the caster speaks lightning may flash, clouds may roll, and thunder may punctuate his sentences. This gives her a 20% bonus on any social intimidation rolls. Occasionally a small cloud may appear and rain over the caster or someone nearby
  • Death Spell: The casters eyes become tiny skulls and anyone touching or being touched by the caster must save or lose a life energy level. 
  • Disintegrate: Any normal, unmagical object held or used by the wizard must save versus disintegration or crumble apart while being held or used. The wizards clothes are immune to this effect until removed (when they likely will be destroyed). The wizards pack, weapons, and equipment are not.
  • Enchant an Item: Emotions and events are enhanced around the user. Scary events are terrifying, critical hits are more critical, wounds are greater, and healing is more powerful. Everyone within 120' of the wizard gets +1 to all rolls, ally, enemy, and neutral alike.
  • Extension III: Spells cast by the caster last an additional 3 rounds while this is memorized.
  • Geas: The wizard's voice is more influential, any statement he makes has a 50% chance to be treated as a command, as the cleric spell. The target receives a saving throw. 
  • Glassee: The wizards skin becomes translucent, becoming ghoul or ghast-like in appearance.
  • Globe of Invulnerability: While prepared, spells the wizard casts have a 4 - level chance of failure on a d6, i.e. a 2nd level spell fails when the wizard casts it or has it cast against them 2 in 6 times. A 3rd level spell fails on a 1 in 6 chance.
  • Guards and Wards: The wizard causes bad luck to surround him. Bedpans and flowerpots fall from windows, mud splashes bystanders, people trip and fall, horses go wild, adventurers slip on stairs, etc.
  • Invisible Stalker: Objects nearby float in the air, move of their own accord and dance wildly. Occasionally nearby objects will smash into a wall or the ground. While concentrating for a round and taking no other action, the wizard can control this force as the spell Unseen Servant.
  • Legend Lore: The wizard constantly has a voice explaining and describing things to him in his head. It talks about what happened, what the past was, who has died in this place, what their lives were like, untold, uncounted, useless information. This affects the wizard causing him difficulty hearing and giving him a 20% of spell failure (excepting the Legend Lore spell itself).
  • Lower Water: The caster causes water to run down nearby surfaces, leaving the entire area damp.
  • Monster Summoning IV: The pentagrams now float free of the wizards skin and body. They provide no protection but they glow providing light out to 2" and his and hum. The spark slightly as other planes come into contact with this one and the smell of ozone is strong in the air.
  • Move Earth: When the mage walks, dirt is kicked up, and stone cracks and crumbles, leaving a trail of rough and difficult terrain over both stone and earth.
  • Otiluke's Freezing Sphere: All water within 10" of the caster freezes over the course of 1 round.
  • Part Water: The caster and the space around him is hydrophobic. Small droplets and dampness will be banished, but larger bodies of water will just move away slightly. Any exposure to water will not cause the caster to become damp.
  • Project Image:The appearance of the wizard trails a second ahead or behind of the caster whenever she speaks or moves. The effect is unnerving like feedback and makes it difficult for the caster to speak. 
  • Reincarnation: Occasionally when speaking to the caster, they appear to be a different race or creature. The caster may find his hands have become hooves for a few moments, or that he has difficulty speaking as his form shifts transitionally to that of another creature.
  • Repulsion: The caster is repugnant to nearby creatures, -4 on all social rolls. Even if the caster isn't speaking, this grants the party speaker a -2 on all rolls due to the intense dislike of the caster.
  • Spiritwrack: The caster attracts demonic attention. Any random encounter has a 1% of being a demon while this spell is known.
  • Stone to Flesh: Nearby rock and stone seems to writhe and shift. In addition to being disturbing, it causes all stone terrain within 3" of the wizard to be considered difficult terrain.
  • Tenser's Transformation: The wizards strength if less than 17 becomes 17 and he gains a slight Austrian accent.

On the Effects of Magic, 5th level Wizard

The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit, there 
are risks. As these are fifth level side-effects, the results should be noticeable.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.


  • Airy Water: The wizard emits bubbles when he speaks, that only release his words when they pop. 
  • Animal Growth: This has a side effect of increasing the size of all skin parasites and bacteria between 10 and 100x their normal size. This causes the skin of the wizard to appear to crawl and large disgusting parasites constantly fall off the wizard.
  • Animate Dead: The wizards face appears to be a skull with two glowing points of light where the eyes are. He smells of freshly turned earth.
  • Bigby's Interposing Hand: The casters hand increase in size 50% and his grip strength increases as if he had a Strength of 17. This doesn't affect any damage, only the casters ability to grapple and hold on to things
  • Cloudkill: A noxious odor and haze surrounds the caster. Anyone within 5' must save or become ill.
  • Conjure Elemental: Elemental forces affect the casters clothes. A patch may catch aflame, another might become wet, some are covered in dirt, others in salt or ooze.
  • Cone of Cold: This allows the caster to fire a ray of freezing cold at any target within 20'. It requires a normal to hit roll and does 1d6+1 damage. This can be done once a round. Also, anyone within 5' of the caster takes 1 point of freezing cold damage a round.
  • Contact Other Plane: The caster is subjected to voices while this spell is memorized. They command him to do things and disrupt his concentration. Space around the caster seems to bend and warp. 
  • Distance Distortion: The caster's movement speed doubles.
  • Extension II: Spells cast by the caster last an additional 2 rounds while this spell is prepared.
  • Feeblemind: The caster must save versus spell when casting any spell, otherwise they forget what they are doing and stand confused for 1 round.
  • Hold Monster: Ghostly chains surround the magic user. When the spell is cast they lash out towards the targets, binding them
  • Leomund's Secret Chest: While prepared, the magic user is able to smell valuables, as well as disturbances in the astral and ethereal plane.
  • Magic Jar: The casters eyes are unable to focus, and she takes a -2 penalty on any attack rolls that must be made. Her skin also takes on a glassy sheen.
  • Monster Summoning III: Pentagrams begin to exude themselves from the wizards skin and clothing. They hum and hiss making it impossible to move silently.
  • Mordenkainen's Faithful Hound: The caster smells like a wet dog, and happens to arouse all nearby canines
  • Passwall: The caster becomes translucent.
  • Stone Shape: Any stone within 2' of the caster begins to bubble and turn to liquid, hardening in it's new shape as soon as the caster moves on.
  • Telekinesis: Objects nearby the caster unexpectedly rise up and float. The caster may fling one nearby object up to 1/10 the maximum weight the caster can move with the spell a round at a target doing 1-4 through 1-8 damage. The damage is dependent on the type and size of the object.
  • Teleport: The caster will occasionally teleport a few inches in a random direction. There is no danger of being high or low, but occasionally the caster will stumble or become a little stuck in the ground or air.  
  • Transmute Rock To Mud: Any rock within 5' of the wizard maintains it's hardness, but changes color and texture to that of mud. the casters clothes look filthy.
  • Wall of Force: The caster's clothing becomes translucent and exudes a purple light.
  • Wall of Iron: The caster's clothing appears to be made from iron.
  • Wall of Stone: The caster's clothing appears to be made from stone.

On the Magic Bell (Curve)

So I've been using Chainmail style roll to cast in my games for a while now. It was originally mentioned in a post here by Jeff, and followed up with these posts by Brendan.

The 2d6 curve is a real thing of beauty.

But there are problems.

First, there is add level + stat bonus and subtract armor worn value. This is easy enough, it becomes a 'magic bonus' which works very much like a 'to hit bonus'. The real issue comes in when you have to subtract both the level of the spell and the number of times you have cast per day! That double subtraction option is a real tough pill to swallow.

Here is my new idea.

You get 2d6. You get an additional d6 to your pool for ever level you have and every bonus for your statistic.

Table stays the same, you may roll as many as you wish to cast a spell.

Any die that comes up with a number equal to or less than the level of the spell you are casting is lost and cannot be regained till you rest. Armor reduces the number of dice you have available.

2Spell fails. Lose the spell
3-5Spell goes off at end of the round. Lose the spell
6-8Spell goes off at the end of the round, you can cast the spell again
9-11Spell goes off at the start of the round, you can cast the spell again
12Spell goes off at the start of the round, you can cast the spell again
As in the current system, doubles are wild surges, boxcars are spell surges, and snake eyes are spell mishaps.

If you get hit, the spell for that round is canceled, it is only lost on a roll of 5 or less.

On the Effects of Magic, 4th level Wizard

The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit there
are risks. As these are fourth level side-effects, the results should be noticeable.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

Here is a listing of those side effects:


  • Charm Monster: All reactions with non-sentient creatures are improved by 1, however sentient creatures detect something monstrous within you, and have their reaction penalized by the same amount.
  • Confusion: There is a 1 in 6 chance per spell cast while confusion is memorized, that the lowest-level spell memorized is actually a different spell then the one the wizard prepared.
  • Dig: Where the wizard walks dirt is kicked up leaving holes. These holes make rough terrain. Stone is unaffected, but eventually cracks and crumbles if repeatedly crossed
  • Dimension door: When objects are retrieved by anyone standing near the wizard, there is a 1 in 6 chance that it is any random object, and there is a 2 in 6 chance that it is a random object possessed by the party. This roll is made any time the Dungeon Master wishes to roll, not every time an object is retrieved.
  • Enchanted Weapon: Any weapon held by the wizard for a single round, acts as a +1 magical weapon for the purposes of damaging monsters only damaged by magical weapons. This lasts 1 turn after the wizard releases the weapon.
  • Extension I: All spells possessed by the wizard last an additional round while cast while this is memorized.
  • Fear: The caster no longer has a penalty when engaged in social combat and attempting to scare an opponent. Alternately, the caster receives a a +4 bonus versus fear saves, while those around him receive a -2.
  • Fire Charm: The magic user's eyes turn into fire. This allows them to either cast 10' of light, or see 30' in the dark. It does not otherwise affect vision
  • Fire Shield: Flames lick from the bottom of the wizards robe or pants. They will unintentionally catch things on fire.
  • Fire Trap: A flaming tattoo of a magical rune floats underneath the caster's skin.
  • Fumble: Any one rolled on an attack causes a critical failure.
  • Hallucinatory Terrain: Strange weather follows the caster, covered in sunlight in the dungeon, snowing when at the inn, etc.
  • Ice Storm: The caster's clothes are covered in frost. When they walk, the leave little patches of ice. This does not alter the terrain, but does create puddles of water that trail after the caster. They receive a +1 to saves versus fire effects.
  • Massmorph: The caster becomes stiff and loses 1" of movement. Everyone nearby constantly finds leaves in their clothing and armor.
  • Minor Globe of Invulnerability: While prepared, spells have a 3 - level chance of failure on a d6, i.e. a 1st level spell fails when the wizard casts it or has it cast against them 2 in 6 times. A 2nd level spell fails on a 1 in 6 chance.
  • Monster Summoning II:  Pentagrams float on the surface of the wizards clothing and flesh, moving freely between them.
  • Plant Growth: When near plants they visibly move to face the caster. Sprouts and grass grow up in the footprints of the wizard.
  • Polymorph Other/Self: The casters form becomes unstable. He may smell like a elk, have claws momentarily, have his hair turn into feathers, or various other transitory effects. These have the side effects of attracting predators and unnerving sentient opponents. +1 on wandering monster checks and -1 on reactions.
  • Rary's Mnemonic Enhancer: There is a 4-level chance per spell cast on a d10 that a spell when cast will not be forgotten. A first level spell has a 3 in 10 chance of being retained, a third level spell has a 1 in 10 chance of being retained.
  • Remove Curse: Caster receives a +1 bonus on saving throws. Magic items and spells have a 2% malfunction/mishap chance.
  • Wall of Fire: Caster's clothing appears to be coated in licks of fire.
  • Wall of Ice: Caster's clothing appears to be coated in sheets of ice and frost.
  • Wizard Eyes: The wizards eyes begin to bulge, and occasionally float out of their sockets.


On the Effects of Magic, 3rd level Wizard


The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit there are risks. As these are third level side-effects, the results should be noticeable.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

Here is a listing of those side effects:


  • Blink: Bits of the caster phase out of reality. He must make a saving throw versus Wands every six turns or a small item he is carrying drops to the ground unnoticed.
  • Clairaudience: Casters hearing is slightly better, +1 on hear noise checks, but -4 on any saves versus sonic effects
  • Clairvoyance: Caster's vision is better, can detect secret doors with a +1, but -4 on any saves versus illusionary figments or other gaze or visual attacks
  • Dispel Magic: While memorized, any magic item used by the caster has a 25% failure chance
  • Explosive runes: Caster has flaming rune appear beneath the skin on his palm.
  • Feign Death: Caster is narcoleptic while this spell is memorized. During any non-active activity (sitting, reading) there is a 2 in 6 chance the caster will fall asleep.
  • Fireball: Caster can shoot a bolt of flame out to 15'. It requires a normal to hit roll and does 1d6 damage. This can be done once a round.
  • Flame Arrow: Temperature is raised 15 degrees around the caster
  • Fly: The casters feet no longer touch the ground. Any falls are affected as if the first 10' are covered by feather fall. The caster gets a -4 save versus any attacks or saves that move or push around the caster and gets knocked back a foot for every point of damage they take
  • Gust of wind: Caster is followed by gusting winds that blow hats off, knock papers around and generally make a mess of things
  • Haste: Casters speech becomes pressured and he begins exhibiting signs of mania
  • Hold Person: Parts of the casters body grow numb at inconvenient times. -2 on all Dexterity related checks.
  • Infravision: While memorized, casters eyes glow red and they have low-light vision, doubling the range they can see of light.
  • Invisibility 10' Radius: The casters skin is now transparent, and objects held or worn by the caster are translucent.
  • Leomund's Tiny Hut: The caster feels comfortable in any temperature range between 0 and 105 degrees. His clothing and items are impervious to rain and water, repelling it for several millimeters.
  • Lightning Bolt: The caster can shock any adjacent creature without a to-hit roll and do 1-3 damage.
  • Monster Summoning I: Pentagrams float on the surface of the wizards clothing.
  • Phantasmal Force: The wizard's clothing becomes more fancy in appearance, and his voice and footsteps echo slightly, and subtle sparkles appear in the light around the caster. If this spell is frequently memorized, the caster will begin to gain a halo, light shining from behind his head.
  • Protection from Evil 10' Radius: Silver filings, chalk dust and miniscule blue flames swirl around the caster, forming shapes of protective circles and pentagrams.
  • Protection from Normal Missiles: Anyone who approaches the caster feels a slight resistance. +1 to armor class.
  • Slow: The caster always acts last in the round. His speech is also slightly slow and uneducated observers might believe he was depressed.
  • Suggestion: The casters voice is hypnotic. +1 on reaction rolls.
  • Tongues: The casters accent becomes flawless on any language he actually speaks
  • Water Breathing: The caster drools uncontrollably.

On the Effects of Magic, 2nd level Wizard


The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit there are risks. As these are second level side-effects, the results should be minor. But higher levels of spells could certainly have more powerful or more far reaching side effects.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

Here is a listing of those side effects:


  • Audible Glamer: When the wizard walks, his footsteps echo, when he talks, his voice reverberates. This is somewhat intimidating
  • Continual Light: The caster radiates light enough to illuminate his space
  • Darkness 15' Radius: The caster's eyes turn solid pitch black, and he can see twice as far in low light conditions
  • Detect Evil: An orange flame appears above your head. Anyone who's aura you check shows you and any other magically aware observers a blue flame (if evil) or orange (if good). This is in addition to the effects of the spell
  • Detect Invisibility: Once prepared the talc and silver swirl around the caster through the air.
  • ESP: The caster's skull increases in size
  • Fool's Gold: The casters nails and hair turn a rich golden hue. She can also identify real gold on sight
  • Forget: The caster will repeat himself occasionally when he speaks
  • Invisibility: The casters skin turns translucent
  • Knock: The casters arm is inscribed with images and runic symbols that represent keys
  • Leomund's Trap: The caster gains the ability to determine if an object is locked or not via sight. The iron pyrite is absorbed into the skin when prepared and is visible on the caster's palm
  • Levitate: The caster floats an inch off the ground
  • Locate Object: An eight pointed star appears on the top of the skin on the caster's crown. If the caster has hair, only the point of the star is visible on the forehead
  • Magic Mouth: The casters lips either increase in size or turn an odd color
  • Mirror Image: A short tracer of the caster follows all his movements within about an inch
  • Pyrotechnics: Smoke comes from the casters nostrils and ears when he is agitated
  • Ray of Enfeeblement: The caster shrinks one inch in high and takes a mild stooped posture
  • Rope trick: Any rope held by the caster becomes agitated, moving about in unnatural ways
  • Scare: When the caster talks or smiles his face appears lit from below
  • Shatter: The casters voice becomes more high-pitched and increases slightly in volume while this spell is prepared
  • Stinking Cloud: The caster smells like a skunk
  • Strength: The caster grows one inch in height and appears to stand up more straight
  • Web: Cobwebs cover the casters form
  • Wizard Lock: The caster's nails sharpen and look like a substance resembling iron