Roleplaying Resources

Magic

Spell Scribingplugin-autotooltip__default plugin-autotooltip_bigSpell Scribing

Rudimentary Spell Scribing; a Scientific Approach

Excerpt from chapter two: Materials

Ink

The majority of the cost involved in spell-scribing comes from the quality of the ink. Spell-quality ink can be made in several different ways, some of which may be better than others, but it is always of the darkest black, and lies on the paper with hardly any bleeding at all, and it lasts practically forever. Although black, it is slightly irridescent, reflecting light in any number of …
: A treatise on the materials used in spell scribing.

Creative Spell Useplugin-autotooltip__default plugin-autotooltip_bigCreative Spell Use

Compiled and formatted by from various posts to rec.games.frp.dnd.

Make-Shift Regeneration

By cyrano@pcisys.net

I wanted to find out if any DM's or players out there know of any particularly clever use of sometimes ordinary spells and combination of spells. I'm not looking for a debate on whether or not the desired effect should have worked (since if the groups DM has declared it should work, there really is no cause for debate) but rather some contributions of interesti…
(AD&D 2E): Creative uses for spells, from posters to rec.games.frp.dnd

House rules for magic can be found in the house rules sectionplugin-autotooltip__default plugin-autotooltip_bigHouse Rules

Low-level or low-magic campaigns

The Normal Person (D&D 3.5): I got tired of the idea that the king's master chef also had to be able to take on half an army single-handed, so I wrote up this new set of rules for NPCs.

Starting before level 1 (D&D 3.x): Rules for an extraordinarily low-powered adventure.
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FidoNet Spellsplugin-autotooltip__default plugin-autotooltip_bigSpells

These spells were created for the Great FidoNet Compendium.

Wizard Spells

This section is HUGE! Thank you, Fidonet! :)

* First Level Wizard Spells * Second Level Wizard Spells * Third Level Wizard Spells * Fourth Level Wizard Spells * Fifth Level Wizard Spells * Sixth Level Wizard Spells * Seventh Level Wizard Spells * Eighth Level Wizard Spells * Ninth Level Wizard Spells * Tenth Level (munchkin) Wizard Spells * Unknown Level Wizard Spells

Cleric Spells

We're …
(AD&D 2E): Spells from the Fidonet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1

The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.

Introduction

The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'…
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World of Sulerin (D&D 3.x): This complete campaign world has a ton of custom spells.

Epic Metamagic (D&D 3.x): Feats designed to replace the epic spellcasting rules.

Other Spells

  • Bad Omenplugin-autotooltip__default plugin-autotooltip_bigBad Omen

    School Necromancy? Author IceFractal on wizards.com Level Sor/Wiz 3 Components V, S Casting Time 1 standard action Range Short/Unlimited; see text Target one creature Duration permanent Saving throw Will Negates Spell Resistance
  • Barque of the Deadplugin-autotooltip__default plugin-autotooltip_bigBarque of the Dead

    School Necromancy Author IceFractal on wizards.com Level ? Components V,S,M Casting Time 1 minute Effect Magical vessel Duration 1 hour/level (D) This spell can only be cast at night, next to a large body of water. During the casting, a vessel appears in the distance, moving closer until it eventually reaches the caster as the spell is completed. The vessel is a black barque, with 6 skeletal oarsmen, and torches that burn with a green sulfurous glow. The barque has ro…
  • Continual Spinplugin-autotooltip__default plugin-autotooltip_bigContinual Spin

    2/14/01 From “Drew Id” :

    This is nice spell for gnome inventors or tinkerers, if you have them in your campaign:

    Continual Spin School Evocation Level Clr 3, Sor/Wiz 2 Components V, S, M Casting Time 1 minute
  • Darkbolt (2E)plugin-autotooltip__default plugin-autotooltip_bigDarkbolt (2E)

    From Raymond Q Starrborough (tiercel@yahoo.com), 26 Aug 1999 on rec.games.frp.dnd

    Darkbolt (2E) Darkbolt* (Necromancy 3?) Range 30 yd + 10 yd/lvl Area of effect One creature Duration Instantaneous Components VSM Casting time 3 Save Special
  • Detect Life (2E)plugin-autotooltip__default plugin-autotooltip_bigDetect Life (2E)

    From Raymond Q Starrborough (tiercel@yahoo.com), 26 Aug 1999 on rec.games.frp.dnd

    Detect Life (2E) Detect Life (Necromancy, Divination 1) Range 0 Area 60 degree cone, 120' long Duration 1 turn/level Components VS Casting time 1 Save None This spell allows the caster to detect the presence of living things within the area of effect. Concentrating for one round will tell the caster the number and approximate direction of living beings. A second round of concentration gives a 10%/level …
  • Expell the Plague Spiritplugin-autotooltip__default plugin-autotooltip_bigExpell the Plague Spirit

    School Necromancy [Evil] Author IceFractal on wizards.com Level 2nd Components V,S Casting Time Standard action Range Touch Target Creature touched Duration Instantaneous Saving Throw Fortitude negates (harmless)
  • Faerie Cordplugin-autotooltip__default plugin-autotooltip_bigFaerie Cord

    School Enchantment [Mind-Affecting] Author IceFractal on wizards.com Level ? Components V,S,M Casting Time Standard action Range Close Target 1 creature Duration 1 round/level (D) Saving Throw Will special (see text) SR
  • frp.dnd Priest Spells (2E)plugin-autotooltip__default plugin-autotooltip_bigfrp.dnd Priest Spells (2E)

    These 2nd edition priest spells are from rec.games.frp.dnd

    frp.dnd Priest Spells (2E)

    Level 1

    Animal/Bird Call School Conjuration/Summoning Level 1 Sphere Animal, Summoning Range 0 Components VS Duration 1 round per level Casting Time
  • frp.dnd Wizard Spells (2E)plugin-autotooltip__default plugin-autotooltip_bigfrp.dnd Wizard Spells (2E)

    These 2nd edition priest spells are from rec.games.frp.dnd

    frp.dnd Wizard Spells (2E)

    Cantrips

    Dancing Vermin School Necromancy cantrip Range Touch Components V, S Duration 1 round/level Casting Time 1 Area of Effect Special Saving Throw
  • Least Magicplugin-autotooltip__default plugin-autotooltip_bigLeast Magic

    This is a revised version of the 3rd edition D&D spell Prestidigitation. I've made it more explicit, and fit it better into the schools of magic.

    Least Magic

    At the core of every wizard's repertoir is a basic understanding of all schools of magic. That understanding comes from this spell. An apprentice who fails to master it will remain an apprentice forever. In fact, this is sometimes the only spell taught to an apprentice until the very end of his training.
  • Malaise (2E)plugin-autotooltip__default plugin-autotooltip_bigMalaise (2E)

    From Raymond Q Starrborough (tiercel@yahoo.com), 26 Aug 1999 on rec.games.frp.dnd

    Malaise (2E) Malaise (Necromancy 2) Range Touch Area of effect One living creature Duration Special Components VS Casting time 1 round Save Neg. A touched creature which fails its saving throw falls ill with an unpleasant non-magical malaise. The caster may choose one of two effects at casting:
  • Quell the Spirit (2E)plugin-autotooltip__default plugin-autotooltip_bigQuell the Spirit (2E)

    From Raymond Q Starrborough (tiercel@yahoo.com), 26 Aug 1999 on rec.games.frp.dnd

    Quell the Spirit (2E) Quell the Spirit (Necromancy 1) Range 30 yd Area of effect One living creature Duration 1 round + 1 round/3 levels Components VS Casting time