Vanilla Spells for Cairn
Spellbooks
Spellbooks contain a single spell. Anyone can cast a spell by holding a Spellbook in both hands and reading its contents aloud. Casting a spell adds one (1) fatigue. If they are in danger, a WIL save may be required to avoid terrible consequences. Some spells allow multiple levels of fatigue to be taken to enhance their effect.
Scrolls are similar to Spellbooks, however:
- They do not cause fatigue, nor can additional fatigue be taken to enhance their effect.
- They disappear after one use.
Casting
Unless otherwise specified, spells take 1 action to cast. Spells cannot be cast when encumbered.
Duration
Unless otherwise specified, spell effects last for 10 minutes per fatigue taken.
Casting Interruptions
A spellcaster who is in melee range of an enemy while casting a spell must make a WIL saving throw. If he fails, no effect takes place.
Spell Descriptions
Animate Dead
Animate a number of undead equal to fatigue taken (have d6 HP each). Roll d6 when spell ends: (1-3) undead become hostile, (4-5) undead collapse into dust, (6) undead serve the caster permanently.
Augury
Perform a divination to determine whether a given course of action will result in “weal” or “woe”. The caster may ask one question per level. DM rolls a d6 secretly: on a 4+, the answer is truthful. Sacrifice 1d6 STR in blood to guarantee a truthful answer.
Bless
Affected creatures gain +1 to damage rolls, saving throws, and morale checks. This can affect 1 target per fatigue taken.
Charm
Hostile creatures become neutral, neutral become friendly, and friendly creatures become infatuated. Affects a number of creatures equal to fatigue taken.
Circle of Protection
Draw a circle on the ground with chalk, salt, or blood. Undead, fey, demons, or other unnatural creatures cannot cross the boundary. Protects one (1) creature per fatigue taken.
Control Weather
Control the weather, causing clear skies, storms, winds, etc as desired. Effects last for 1 day per fatigue taken.
Dominate
Release control of your own body and domineer that of a nearby creature. Subject saves to prevent.
Fireball
Deals 1d6 fire damage per fatigue taken to all targets in a small area (such as a melee or a room). Targets save for half damage.
Fly
Fly at walking speed. Affects one (1) creature per level. Spell is reliable for 10 minutes per fatigue taken, then has a chance to end on each subsequent turn on a roll of 5+ on a d6.
Haste
Targets automatically gain initiative for the duration of the next combat. Affects one (1) creature per fatigue taken.
Heal Sickness
Heal all injuries, diseases, poisons, and curses currently affecting a creature. This spell automatically cures any mundane injury or ailment (such as wounds sustained in battle, or poison from nonmagical creatures), but merely grants an additional saving throw to those afflicted by magical ailments.
Hold Person
Paralyzes a number of creatures equal to fatigue taken. Subjects save to avoid.
Invisibility
Turn a number of creatures equal to your level invisible.
Knock
Open one stuck or locked door within arm’s reach.
Lightning Bolt
Deals 1d6 lightning damage per fatigue taken to all targets in a line. Targets save for half damage.
Scry
Requires a mirror, crystal ball, still water, or similarly reflective surface. Remotely see and hear events that are up to 10 miles away per fatigue taken.
Sleep
Puts all within a small area (such as a melee, or a room) into a deep slumber. Subjects save to avoid.
Slow
Targets automatically lose initiative for the duration of the next combat. Affects one (1) creature per fatigue taken.
Speak with Animals
Speak with animals for 10 minutes per fatigue taken. Reaction rolls apply.
Speak with Dead
Ask 1d6 questions of the corpse of a deceased intelligent creature. Reaction rolls apply and negotiation may be required. Corpse may be dead for a period of time based on fatigue taken…
Fatigue taken | Deceased for… |
---|---|
1 | 10 minutes |
2 | 1 day |
3 | 1 week |
4 | 1 month |
5 | 1 year |
6 | 10 years |
7 | 100 years |
8 | 1000 years |
9 | No limit |
Third Eye
You can see all invisible, ethereal, and shapechanged creatures in their true form. You also see the auras of spells (both cast and prepared) and enchanted objects.
Tongues
You can comprehend all written and spoken languages.
Water Breathing
Can breathe under water for 10 minutes per fatigue taken. Affects one (1) creature per fatigue taken.
Wind Barrier
Buffeting winds prevent missile attacks from harming those within. Protects one (1) creature per fatigue taken.
Wizard Lock
Locks one door, chest, window, or similar portal. Requires a knock spell or similar magic to open.