AG RC Spells: Difference between revisions
Jump to navigation
Jump to search
Line 162: | Line 162: | ||
|+ 1st Level Spells | |+ 1st Level Spells | ||
|- | |- | ||
| 1. Analyze | | 1. [[Analyze]] | ||
|- | |- | ||
| 2. Charm Person | | 2. [[Charm Person]] | ||
|- | |- | ||
| 3. [[Detect Magic]] | | 3. [[Detect Magic]] | ||
|- | |- | ||
| 4. Hold Portal | | 4. [[Hold Portal]] | ||
|- | |- | ||
| 5. [[Light]] | | 5. [[Light]] | ||
|- | |- | ||
| 6. Magic Missile | | 6. [[Magic Missile]] | ||
|- | |- | ||
| 7. [[Protection from Evil]] | | 7. [[Protection from Evil]] | ||
|- | |- | ||
| 8. Read Languages | | 8. [[Read Languages]] | ||
|- | |- | ||
| 9. Read Magic | | 9. [[Read Magic]] | ||
|- | |- | ||
| 11. Shield | | 11. [[Shield]] | ||
|- | |- | ||
| 12. Sleep | | 12. [[Sleep]] | ||
|} | |} | ||
Latest revision as of 04:41, 12 June 2025
Back to: AGRC Cleric
Back to: AGRC Mage
Back to: Agrimoor Homebrew Rules
Arcane Spells
Spell Books
Mages and arcane spell casters record their spells known in a spell book.
Adding Spells
When a spell caster is able to increase the number of arcane spells memorized, they also increase the selection of spells in their spell book. This is possible in one of two ways:
- Mentoring: The character may consult an arcane guild or mentor to learn new spells. This process takes a week of game time.
- Research: Adding spells to your spell book may be done by magical research.
Lost Spell Books
A spell caster can rewrite the spells in a lost or destroyed spell book:
- Cost: The cost per spell to be recovered is 1 week of game time and 1,000 gp per level of the spell.
- Sole Activity: This requires complete concentration. The character may not engage in any other activity for the required period.
Captured Spell Books
Each arcane spell caster's spell book is written so that only the owner is able to read the spells without the use of magic.
Cleric Spell List
1. Cure Light Wounds* |
2. Detect Evil |
3. Detect Magic |
4. Light* |
5. Protection from Evil |
6. Purify Food and Water |
7. Remove Fear* |
8. Resist Cold |
1. Bless* |
2. Find Traps |
3. Hold Person* |
4. Know Alignment* |
5. Resist Fire |
6. Silence 15' Radius |
7. Snake Charm |
8. Speak with Animals |
1. Continual Light* |
2. Cure Blindness |
3. Cure Disease* |
4. Growth of Animal |
5. Locate Object |
6. Remove Curse (Curse) |
7. Speak with Dead |
8. Striking |
1. Animate Dead |
2. Create Water |
3. Cure Serious Wounds* |
4. Dispel Magic |
5. Neutralize Poison |
6. Protection from Evil 10' radius |
7. Sticks to Snakes |
1. Commune |
2. Create Food |
3. Cure Critical Wounds* |
4. Dispel Evil |
5. Insect Plague |
6. Quest* |
7. Truesight |
1. Aerial Servant |
2. Animate Objects |
3. Barrier* |
4. Create Normal Animals |
5. Cureall |
6. Find the Path |
7. Speak with Monsters* |
8. Word of Recall |
1. Earthquake |
2. Holy Word |
3. Restore* |
4. Survival |
5. Travel |
6. Wizardry |
Arcane Spell List
1. Analyze |
2. Charm Person |
3. Detect Magic |
4. Hold Portal |
5. Light |
6. Magic Missile |
7. Protection from Evil |
8. Read Languages |
9. Read Magic |
11. Shield |
12. Sleep |
1. Continual Light* |
2. Detect Evil |
3. Detect Invisible |
4. Entangle |
5. ESP* |
6. Invisibility |
7. Knock |
8. Levitate |
9. Locate Object |
10. Mirror Image |
11. Phantasmal Force |
12. Web |
13. Wizard Lock |
1. Clairvoyance |
2. Create Air |
3. Dispel magic |
4. Fireball |
5. Fly |
6. Haste* |
7. Hold Person* |
8. Infravision |
9. Invisibility 10' Radius |
10. Lightning Bolt |
11. Protection from Evil 10' Radius |
12. Protection from Normal Missiles |
13. Water Breathing |