| Post/Author/DateTime | Post |
|---|---|
| CastTiltowait10-01-06, 02:45 AM | I've got 2 boys, 4 and 8. The older one's been expressing interest in the gaming I go off to do every 2 weeks, so I finally asked him if he was interested in trying it. To my surprise, my 4 year old also wanted in. I went out and bought the new Basic Game box set, and have been running both boys (the 4 year-old's a natural, even doing his character's "voice" when talking to NPC's) an hour at a time for the last few weekends. They just leveled up to 2nd level, and so far the rules are pitch-perfect for them. The problem is that for third level, the Basic Game rule set says "just start using the standard rules." Both boys are bright, but even the 8 year old isn't anywhere near ready to start trying to evaluate which feat of dozens to take, etc. With a lot of work, I'm sure I could put together some kind of set of stripped down rules, spell lists, etc. but I'd hate to have to re-invent the wheel. Has anyone out there developed a level progression past 2nd level using a simplified set of rules? I've tried doing all sorts of searches, but to little avail. The closest I came seemed to be Castles and Crusades, something put together I think by Gary Gygax, but it seems like it might be 1st ed redux, stripping out some of the complexities of 3.5 only to add in some of the old inconsistencies. Well, that and the "My Little Pony" game someone on the D20 design board is cooking up :eek: Any help is greatly appreciated. |
| Thomar_of_Uointer10-01-06, 03:30 AM | Well, you can always show them the full rules and then make recommendations. It may be easier to let him multiclass into something like Barbarian, with a stricter set of abilities. |
| justdmjeff10-01-06, 03:37 AM | The youngest child I DMed for was 9. What I did was come up with 3 or 4 feats,skills, or spells for him to choose from. Is it railroading? Yes. Does a 9 yr old care? No. They just want to be with daddy. As they get older and can grasp the game better, the more freedom they are given. |
| SnowSage10-01-06, 03:40 AM | yeah... just show them the full rules... I made my first 3.0 charracter from scratch at 10 years old... granted that campain died after two sessions and I ddidn't pick up a book again on D&D for four years, but if you help them wade through it, they shouldn't be having too much trouble... especially if they are as bright as you say they are... just point things out like "And this feat would up your AC by four against attacks of opportunity... considering your lack of tumble ranks and tendancy to run from one enemy to another don't you think that would be helpfull?" |
| dizfactor10-01-06, 04:21 AM | I've got 2 boys, 4 and 8. The older one's been expressing interest in the gaming I go off to do every 2 weeks, so I finally asked him if he was interested in trying it. To my surprise, my 4 year old also wanted in. I went out and bought the new Basic Game box set, and have been running both boys (the 4 year-old's a natural, even doing his character's "voice" when talking to NPC's) an hour at a time for the last few weekends. They just leveled up to 2nd level, and so far the rules are pitch-perfect for them. The problem is that for third level, the Basic Game rule set says "just start using the standard rules." Both boys are bright, but even the 8 year old isn't anywhere near ready to start trying to evaluate which feat of dozens to take, etc. With a lot of work, I'm sure I could put together some kind of set of stripped down rules, spell lists, etc. but I'd hate to have to re-invent the wheel. Has anyone out there developed a level progression past 2nd level using a simplified set of rules? I've tried doing all sorts of searches, but to little avail. The closest I came seemed to be Castles and Crusades, something put together I think by Gary Gygax, but it seems like it might be 1st ed redux, stripping out some of the complexities of 3.5 only to add in some of the old inconsistencies. Well, that and the "My Little Pony" game someone on the D20 design board is cooking up :eek: Any help is greatly appreciated. What you need are the OLD "Basic" D&D rules. Back in the 80s, there was "regular" D&D and the 1st and 2nd editions of "Advanced D&D," which was eventually renamed D&D when it was upgraded into its 3rd Edition. The "standard" rules people use now are the heirs of the old "advanced" rules and are waaaay too complicated for younger kids. The "regular" D&D was simplified and more accessible to younger kids (though you could make it more complex with optional rules). It came in a series of boxed sets: Basic for levels 1-3, Expert for levels 4-14, Companion for levels 15-30, Master for levels 30-36). It was a much cleaner system and much more internally consistent than 1st ed AD&D (or 2nd ed, for that matter). The good news is that all those boxed sets were eventually compiled into a hardback called the D&D Rules Cyclopedia, which gave simplified rules for a level progression from level 1 all the way to level 36 in one book. The even better news is that you can download a PDF version of the D&D Rules Cyclopedia for $5.95 from RPGNow.com. The link is here (http://www.rpgnow.com/product_info.php?products_id=1204&). I hope this helps! |
| justdmjeff10-01-06, 04:47 AM | What you need are the OLD "Basic" D&D rules. Back in the 80s, there was "regular" D&D and the 1st and 2nd editions of "Advanced D&D," which was eventually renamed D&D when it was upgraded into its 3rd Edition. The "standard" rules people use now are the heirs of the old "advanced" rules and are waaaay too complicated for younger kids. The "regular" D&D was simplified and more accessible to younger kids (though you could make it more complex with optional rules). It came in a series of boxed sets: Basic for levels 1-3, Expert for levels 4-14, Companion for levels 15-30, Master for levels 30-36). It was a much cleaner system and much more internally consistent than 1st ed AD&D (or 2nd ed, for that matter). The good news is that all those boxed sets were eventually compiled into a hardback called the D&D Rules Cyclopedia, which gave simplified rules for a level progression from level 1 all the way to level 36 in one book. That is a fantastic idea. Does Rpgnow.com have any of the old modules too? If not, Paizo.com does. $4 each. I started playing on those rules. AHH! Those were the days. I had to walk to school 10 miles in 2 ft of snow uphill. Both ways. And we didn't have shoes back then. Just strips of cloth wrapped around our feet. And we liked it. |
| dizfactor10-01-06, 04:55 AM | AHH! Those were the days. I had to walk to school 10 miles in 2 ft of snow uphill. Both ways. And we didn't have shoes back then. Just strips of cloth wrapped around our feet. And we liked it. Strips of cloth? Wow, you were spoiled! I had broken glass taped to the bottom of my feet and I had to carry a midget on my back for the whole 15 mile walk uphill through 6 feet of snow. Didn't see me complainin'. |
| CastTiltowait10-02-06, 07:08 PM | Strips of cloth? Wow, you were spoiled! I had broken glass taped to the bottom of my feet and I had to carry a midget on my back for the whole 15 mile walk uphill through 6 feet of snow. Didn't see me complainin'. Well, heck, none of that new-fangled tape for us, or pre-broken glass, we had to tie bottles to our feet with snakes, and boy, did they hate walking through the snow. Thanks for the pointers towards the pdf of the old Basic/Expert game. Eons ago, I started off w/the Blue Basic box game myself somewhere around 5th grade I think. I was just hoping someone had found/made something that would mesh better w/3.5 since I expect my 8 year old in a year or two will be able to better handle the full on rules. While he's testing at a 6th to 7th grade reading level, there's a difference between being able to read rules and actually understand them (we've all had a DM who's shown that). In reading the comments people posted on the site w/the pdf of the Basic/Expert rules, a lot of the positive comments seemed based on people feeling nostalgic about the rules. In the almost 30 years since I've played w/them myself, I've forgotten most of the specifics. Has anyone actually used them w/young kids today? If so, how much "translating" does it take to get them used to 3.5 eventually? Thanks for everyone's help. |
| Bad_Mike10-02-06, 07:35 PM | Hmm... why not just pull out any rules you think would be too much? No extra work involved for you if you're just dropping stuff. ;) For instance, forget about feats entirely until they get a little older. I haven't seen the basic box you're using, so I don't know what rules you might or might not be playing with at the moment, but you could probably even ignore skills entirely. Handle everything that would normally be resolved with skills through roleplaying and rolls against ability scores. (Ex: rather than rolling using the "jump" skill, you have your boys roll against their dex; rather then rolling against "diplomacy," just have them talk in character and make up a fun result.) Mike |
| Necrosis10-02-06, 08:20 PM | hmm good idea badmike so the stripped down rules would look like BAB/AC system is the same (its much much better than the old one!!! I rember the old with nostalgia, but the 3.5 system ismuch much more user freindly) Saves are good right now-keep em the same Instead of skills use ability checks/roleplaying? Possibly you might want to keep a limited range of skills if they want to play a skill speclist like a rouge. Spells are a problem in 3.5, lots of possiblities its over whealming, I'd suggest you use a real limited spell list if they want to play a caster. Feats-again use a simplified list (e.g. take the most easy and commanlly used ones such as power attack, cleave, improved intitive for example). You could ask them for their vision of their charater and offer them the pick of 2-3 feats. Combat rules, consider removeing attacks of opptunity, sunder bull rush trip if they aren't in the basic rules game (i.e. jsut use the basic rules combat system). |
| CastTiltowait10-02-06, 11:27 PM | I agree with you Badmike/Necrosis, if possible, the stripped down version would be ideal. The Basic Game does start out w/a pretty minimalistic system that keeps the BAB/AC and saves of the standard game. If I can't "research" someone else's stripped down system for past 2nd level (an old art history teacher of mine said if you steal from one source, it's plagarism. If you steal from two, it's "Research"), I've been debating how to do the skills. The pregens they provide have basic skills like Search, Listen, etc. and the Rogue I'm running as an NPC has a bunch of trap related skills, and so far, my boys seem to be handling that. If I kept the skill system, I'd probably get rid of some of the skills and merge hide and move silently into one "Sneak" skill. I'm tempted almost to go w/the ability checks, but I keep thinking about how much fun it was when I was younger to level up and just get better at things. Spells are the biggest stumbling block. The easy thing is to get rid of the material component element of all of the spells, but then it gets harder. -Which spells should be included/excluded? -Should I decide on a case by case basis, or say there's 10 or so spells per level and pick the "best"? If so, any suggestions for 1st thru 3rd level Wizard and Cleric spells? -Range I'd expect to simply group into touch, shortish (if you are in the same room) and long (you can see them) Feats for combat are probably pretty clear: Power Attack, weapon focus, cleave, etc. What general feats would people suggest? Should I include any metamagic? My impression is that would be too complicated. I agree w/you Necrosis, combat should be pretty simple (especially since the 4 year old is the fighter). They suggest in the basic rules adding attacks of opportunity, but I think I'll leave them out for now. Thanks again to everyone for their input |
| MaximumPain10-02-06, 11:40 PM | Strips of cloth? Wow, you were spoiled! I had broken glass taped to the bottom of my feet and I had to carry a midget on my back for the whole 15 mile walk uphill through 6 feet of snow. Didn't see me complainin'. Thanks now I need a new key board cause I just spit my mountain dew all over it:rofl: |
| User512710-03-06, 12:17 AM | the idea of a simplified system is interesting, if i had the basic game i'd look into comming up with more. mabye i'll sit down tomorrow with my phb and come up with something? anyways, if you grab from any books, just keep it to the PHB for now until they get used to all the options. for basics i'd keep it simple and start adding complexity as they level up, so level 3-5 simple, 5-7 more complex, 8-10, 11-15, 15-20, etc. go up in blocks like that. so that way they can grasp the game at the simple end and byt he time the hit lvl 20 they'll have a real grasp of how to play, then you can start over (by retiring their characters) and start at level one in normal dnd (by then they'd be a few years older i think. well, if you level up max once every two weeks then you'd hit level 20 in about a year) but thats a fast paced game. lol ^_^ |
| boozerker10-03-06, 12:43 AM | Don't pull anything out. For spells, use the one-sentence descriptions in the class spell lists in the PHB. Feats need only the small descriptions from table 5:1 on page 90. Skills need only the one-sentence description that each one starts with in the skills chapter. For other maneuvers, just apply the rules for your kids. If they want to grab and trip someone, say "make a grab roll (touch attack) and roll again to throw them to the ground" (trip attack). Warn that "opponents could trip you back" (reverse trip). They wanna pull away an opponent's weapon using a whip, call for the appropriate roll, but warn that opponent could pull them down (trip attack) unless they let go of the whip. They'll learn their PC's limits by trial and error (aka with your help), and will eventually recognize which abilities correspond best with different types of actions. Make simple character sheets, coloring ability score modss and their corresponding skill modifiers the same color. For example, Strength mod 2 would match Climb ranks 5, Ability mod 2. Wisdom mod 3 matches Listen ranks 2, mod 3. Pretty much, you keep track of the big stuff, and let them enjoy play until they're ready for more details. |
| justdmjeff10-03-06, 12:58 AM | In reading the comments people posted on the site w/the pdf of the Basic/Expert rules, a lot of the positive comments seemed based on people feeling nostalgic about the rules. In the almost 30 years since I've played w/them myself, I've forgotten most of the specifics. Has anyone actually used them w/young kids today? If so, how much "translating" does it take to get them used to 3.5 eventually? You are right. I was feeling very nostalgic when I recommended that you go that route. The rules do not translate at all to 3.5. 3.5 is nothing at all like any past rules. If you want your kids to 3.5 rule you need to play 3.5 rules. Give your kids all the help they need. Johnny: I want to jump over the pit. DM: Johnny, you really don't have the ability to try that. Are you sure you don't want to try to find a different way around it? Mike: I want to attack the goblin with my knife. DM: Remember Mike you do have spells you can use. I guess when I taught my kids to play, I helped (railroaded) them in life and death situations. Like don't attack the dragon on 1st level, sneak around it. Don't cast the fireball spell in the old wooden warehouse. Quoting the DMG 3.0 pg 8 "As long as you know the rules, the game can move along and the players can simply worry about their characters and how they react to what happens to them in the game. Have players tell you what they want their caharcters to do, and translate that into game terms for them. Teach them how the rules work when they need to learn them, on a case-by-case basis. For example, if a player wants her wizard to cast a spell or the fighter wants to attack, the player tells you what the character attemps and you will tell her what die to roll, which modifier or modifiers to add, and what happens as a result. After a few times, the player will know what to do without asking." |
| justdmjeff10-03-06, 01:11 AM | To add to my last post: Don't strip it down as much as don't bring up situations. As DM don't bring up an encounter where grapple is an option. They don't need an encounter at this stage where sunder is a viable option. As far as feats , skills, and spells, you have ran your kids to 2nd level, you can narrow down to 3-4 of each that you think that they would enjoy to use and have them pick from there. |
| Zerchai10-03-06, 02:24 AM | The idea of limiting selections isn't a bad idea at all, and would be the way to go, in my opinion (several DMs have already suggested looking back to the old pre-1st edition Red and Blue boxes - I'd suggest using these as a point of reference for what to remove from 3.5) Feats out of the PHB that I'd flat-out remove: All of the Skill Affinity feats (the +2 to one skill / +2 to another skill) - I'd do this not because they are particularly over or under-powered, but mostly because there are a lot of them; too many, in fact. All of the Item Creation feats - these are so much fun to play around with, but they are a little intimidating, and they can be a little confusing when you're new and trying to figure out which spells can be used with which feat. Not only that, but there are a lot of them. Deflect Arrows - I'd just leave this one as a class feature and do away with it as a feat. It's kind of complicated, and its prerequisite (Improved Unarmed Strike) is another feat I'd recommend leaving out. Exotic Weapon Proficiency - There really isn't anything wrong with Exotic Weapon Proficiency except that you are giving them an option on a list that opens up another list of options to choose from. Let them cut their teeth on longswords and greatswords for a while, I'm sure that they'll do fine. Improved Bull Rush, Improved Counterspell, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Shield Bash, Improved Sunder, Improved Trip, and Improved Unarmed Strike - Leave unarmed strikes to the monks, this will make sense to younger gamers as a class feature, and it kind of sucks as a feat anyway. All the other feats listed just open up complicated game mechanics that are sure to bog down young gamers. Leadership - Commanding legions of followers might be a bit too much micro-management for new players; to be honest, it's too much for some experienced gamers. Mounted Combat feats - I've never really seen these used, and if you're sticking with classic dungeon crawl-type adventuring, they won't be missed. Snatch Arrows - For the same reasons as Deflect Arrows; just make it a "class feature". Spell Mastery - Who really uses this anyway? Besides, I doubt you plan on stealing any spellbooks this early. Spell Penetration - These characters aren't likely to run into SR for a while. Stunning Fist - Again, leave this a monk class feature. Trample - For the same reason as Improved Overrun; overrun is another complicated rules set that, while might make for an interesting one-shot, shouldn't be something that should be frequently encountered. So, in summary, the list that I would allow would look something like this: Fighter Feat List: Blind-Fight Cleave Combat Expertise Combat Reflexes Diehard Endurance Far Shot Great Cleave Improved Initiative Manyshot Mobility Point Blank Shot Power Attack Precise Shot Quick Draw Rapid Reload Rapid Shot Shot on the Run Spring Attack Two-Weapon Fighting (and later feats) Weapon Finesse Weapon Focus Weapon Specialization Whirlwind Attack (Obviously, I'd even tailor this list further - if the character doesn't have a ranged weapon, remove all of the ranged feats.) Spellcaster Feat List Augment Summoning Combat Casting Empower Spell Enlarge Spell Eschew Materials Extend Spell Extra Turning Heighten Spell Maximize Spell Natural Spell Point Blank Shot Precise Shot Silent Spell Still Spell Spell Focus Weapon Focus (Ray) All Characters Dodge Great Fortitude Iron Will Lightning Reflexes Run Toughness As for spells, I'd try to limit the spell lists to 10 spells of each spell level for each type of caster; something like: 2nd Level Sorcerer/Wizard Fog Cloud Glitterdust Melf's Acid Arrow Summon Monster II (and a shortened list of creatures to go with it, I'd suggest Celestial Riding Dog, Celestial Eagle, and Fiendish Shark) Web Scorching Ray Invisibility Mirror Image Knock Spider Climb 2nd Level Cleric Aid Augury Bless Bull's Strength Cure Moderate Wounds (of course) Delay Poison Hold Person Make Whole Resist Energy Restoration, Lesser Well, anyway, that's just a quick stab at it from me - in any case, good luck, and I hope you can work something out. |
| tsuyoshikentsu10-03-06, 03:01 AM | I learned 2E at 10. Not 3E. 2E. They'll be fine. What you might want to do, though, is take some of the more complicated items and "cut to the chase" -- tell them what they're supposed to do (running over someone with a horse for Trample, for example) instead of exactly how to do it, and maybe making the appropriate checks for them. |
| dizfactor10-03-06, 05:21 AM | I learned 2E at 10. Not 3E. 2E. They'll be fine. I learned 1E at 10, but there's a big difference between 10 and 8, not to mention 4. Childhood brain development goes really, really fast, and there's a lot packed into a few years. |
| CastTiltowait10-03-06, 07:07 PM | Wow, Zerchai, that was awesome. Looking at what you've done, I find myself agreeing with just about all of your choices. About the only thing I immediately thought I wouldn't include was combat reflexes, but simply because I'm thinking of leaving out attacks of opportunity, at least for awhile. At some point, I'm going to go through the equipment lists and weed out a lot of the equipment. At their age/level of understanding, they don't need a "supermarket's" worth of stuff to buy, they need the 7-11's selection of 10 weapons or less. Heck, I may just go: Staff dagger short sword/rapier long sword 2-handed sword mace/hammer (I'm at work, and the stupid web blocking software is blocking the SRD so I can't look up appropriate blunt trauma weapons) bigger mace Muckin' Huge mace short bow long bow crossbow Especially since the 4 year old is the fighter, to explain to him "it's a bigger sword than you have right now, it does more damage" is pretty easy compared to "well, you could pick a scimitar or a bastard sword or a long sword depending on ..." Other equipment would be similarly slimmed down, and I'll pretend I'm not aware of the need to buy replacement ammo for any ranged weapons. I probably won't even bring up the need to buy things like backpacks, etc. until they start asking about where they put all of their stuff. What do you all think about armor? Should I go the simple route and ignore the max Dex adjustment values of things like plate, or include it? For the sake of simplicity, I'm inclined towards the former. Like many of you have suggested, I'm being pretty heavy handed with my hints as to the right way to go, especially since I'm doing the pre-gen rogue as an NPC ("So, the rogue asks, 'Do you want me to Search the chests to see if they have TRAPS, or do you want to just open them yourselves'") and presenting them with a couple of options of appropriate actions when it's their turn rather than simply asking what they want to do. The 4 year old (Matthew), however, has already figured out that his wizard brother(Ben)'s character is a lot squishier than he is, and has been setting up the miniatures with him in front and his brother in back "to keep him safe". He's the born gamer- when Matthew was barely 2, Ben crawled into the family room under a blanket to try to spook him. Matthew took one look, yelled "MONSTER! KILL!" and jumped on top of the shambling mound of blanket and started beating the crap out of his brother:D |
| pierow3710-03-06, 07:30 PM | The first time i played DND i palyed with my friend who didn't even have books with falf the pages in them... I was 10 at the time.. I have been doing this for YEARS now... An 8 year old can probably get it. a 4 year old... mayb not. When i level up i think of tons of differant options of what my charicter will become. I narrow it down to about 5 then pick from there on which one is "coolest" (by then i am just plain indesisive) I would give him the 5 best whatevers and let him choose. Do differant variations of what YOU would do... |
| Necrosis10-03-06, 08:17 PM | oww I like the short equipment list/feat/spell list, let us know how it goes. |
| konad10-03-06, 08:30 PM | havent read all the posts so this may have been stated already. ask them what they want to improve on their character and then do the hard work for them. give them a few feats to choose from. if you want to throw them into the grinder a bit more then that try giving them just the feats from the 3.0 phb, there arent many to choose from in that book. but the basics are covered. |
| dizfactor10-03-06, 08:39 PM | The 4 year old (Matthew), however, has already figured out that his wizard brother(Ben)'s character is a lot squishier than he is, and has been setting up the miniatures with him in front and his brother in back "to keep him safe". Awwwwww!!! He's the born gamer- when Matthew was barely 2, Ben crawled into the family room under a blanket to try to spook him. Matthew took one look, yelled "MONSTER! KILL!" and jumped on top of the shambling mound of blanket and started beating the crap out of his brother:D Double awwwwwwwww!!! |
| User512710-03-06, 10:43 PM | man that kid rocks! he'll deffinatly grow up to be a hard core gamer :p sounds good with everything so far. if you modify the armor to ignore max dex.. mabye consider raising or lowering the normal AC values for the armor? as well have you thought about spell failure? if you ignore it from the game then of course you might need to have rules like wizards can't wear certain armor and what not (for simplicity sake) *shrugs* but all the simplifying looks awesome from what i've seen, mabye there will one day be a better basic game. designed for the kid who is 4 years old and can figure thing out like marching order and beating up on blanket covered monsters. :p (that was cute.) |
| MaximumPain10-03-06, 10:57 PM | I have run 2 sessions with my 4 year old and I used 3.5 but of course I vastly simplefied it. I talked about the classes with him and he chose a Dwarf Barbarian. Then I ran him in 2 very simple combats and gave him a choice about weather to run out of the burning house or try to grab the treasure chest. Then I gave him a choice of an NPC follower (he chose the Cleric) He was doing great untill I had him run up against a Troglodyte and my discription of the horrable stench made him panic he would not face the trog and almost let his NPC cleric die. I was suprised by his extream reaction but he wants to play again. As far as game mechanics I just told him his options and let him roll the dice he didnt need to know the specifics of damage saves and to hits just what was supposed to be happining and how he would react to it. |
| tsuyoshikentsu10-04-06, 01:30 AM | Matthew took one look, yelled "MONSTER! KILL!" and jumped on top of the shambling mound of blanket and started beating the crap out of his brother:DAnd for bonus cookie pints, he didn't even try to shock it first! (Oh, I can already hear the groaning...) |
| CastTiltowait10-05-06, 01:43 AM | Following Zerchai's suggested spell list, I've written up very simplified versions of the 1st and 2nd level Wizard and Cleric spells, using the SRD as a guide. It was almost painful picking which 1st level spells to keep, trying to stay to the 10 per level. I also made a few changes to his list of 2nd level Cleric spells, trying to keep in mind the kind of game I think young kids would play (I dropped Mend Object, for example, in exchange for Sound Burst). I'd nicely formatted this in a word processor, and in cutting and pasting, all the bullets, bolding, etc. vanished. I'd fix it, but it's already 10:40 pm my time and I'm beat, sorry. If you can manage to slog through this, I'd appreciate any critiques <I've tried to fix up the formatting, but I don't know how well it worked> For spells, I’ve simplified ranges and durations as best I can. For range, I’ve cut it down to: Touch, Close (anywhere within one decent sized dungeon room, on average about 40 feet), Medium (a really long hall or most ranges outside) and Long (as far as the character can see/DM’s option). Duration I’ve tried to classify as just a few rounds (like 1/level), 1 entire “encounter” for those spells that last a few minutes, 2 encounters for a spell lasted 10 minutes or so, or “half a day” for spells that last for hours. 1st Level Sorcerer/Wizard Magic Missile- shoots out darts for d4+1 damage. +1 missile per two levels above 1st (max 5) Range: Medium Mage Armor- +4 AC to person touched Duration: 1/2 day Hold Portal- magically locks door, can only be forced open w/25 DC strength check. Protection From Evil- +2 to AC and saves to person touched. Also, they can’t be magically controlled. Duration: 1 encounter Summon Monster I-summoned creature comes to fight for caster for 1 rd/level 1. Celestial Dog: 6 hp Init=+3 Spd=8 squares AC 15 Bite for +2 to hit Damage 1d4+1 Saves= Fort +4, Ref +5, Will +1 2. Celestial Owl: 4 hp Init=+3 spd= 8 squares flying AC 17 Talons +5 to hit Damage= 1 pt Detect Secret Doors- Detects all secret doors w/in 60 ft and how to open them. Charm Person- makes one humanoid creature your friend unless will saves. Sleep- puts 35 HP worth of creatures (max 4) to sleep unless will save. Range: medium Duration: one encounter Burning Hands- 1d4/level of fire damage to all creatures w/in 15 feet in front of caster. Reflex save for half Shocking Grasp- touch monster (roll to hit ignoring armor) to do 1D6/level damage. You get +3 to hit if they are wearing metal True Strike- +20 to next attack. Grease- object or 10ft square covered w/grease. Anyone in the area falls unless makes reflex save. Can only move 1/2 rate in the area. If cast on an object, if reflex save is failed, object is dropped. Range: Short Duration: One encounter 2nd Level Sorcerer/Wizard Fog Cloud- fog blocks vision in 20’ area, -5 to hit if w/in 5’, otherwise can’t see. Range: long Duration: medium 1 encounter Glitterdust- All creatures in 10 ft radius area must roll Will save or be blinded (50% miss chance and -2AC). Outlines invisible creatures. Range: medium Duration: 1 rd/level Melf's Acid Arrow- shoots an arrow (roll to hit ignoring armor) that does 2d4 pts of damage for 2 rounds. Range: Medium Summon Monster II - Summoned creature comes to fight for caster. Range: medium Duration: 1rd/level. Can instead summon d3 from Summon Monster I list 1.Celestial Riding Dog: HP= 13 Init= +2 Spd= 8 squares AC 16 BAB: +3 to hit Damage d6+3 Saves- Fort+5 Ref +5 Will+1 2. Celestial Eagle: HP=5 Init +2 Spd= fly 16 squares AC 14 BAB= +3 to hit (x2 attacks) Damage d4 Saves= Fort +3 Ref +4 Will +2 Web- 20’ radius web. Reflex save or caught until Str check of 20. Range: medium Duration: long, several encounters Scorching Ray- shoots ray of fire (roll to hit ignoring armor) 4D6 damage Range: Medium Invisibility- Subject is invisible until it attacks Duration: 1 encounter Mirror Image- Creates 1d4+1/3 levels images Duration: 1 encounter Knock- Opens any lock Range: Medium Spider Climb- Can climb on walls and ceilings w/speed of 4 squares. Duration: 3 encounters 1st Level Cleric Bane: Enemies take -1 on attack rolls and saves against fear Range: Close. Duration: 1 encounter Will save Bless: Allies gain +1 on attack rolls and saves against fear. Range Close Duration: 1 encounter Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Range: Medium If rolls Will Save, takes -2 to all roles instead Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Detect Evil: Reveals creatures, spells, or objects of selected alignment. Range: Close Duration: 1 encounter Divine Favor: You gain +1 per three levels on attack and damage rolls. Duration: 1 encounter Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Range: Close Duration: 1 encounter Shield of Faith: Aura grants +2 or higher deflection bonus. Range: touch Duration: 1 encounter Summon Monster I-summoned creature comes to fight for caster for 1 rd/level 1. Celestial Dog: 6 hp Init=+3 Spd=8 squares AC 15 Bite for +2 Damage 1d4+1 Saves= Fort +4, Ref +5, Will +1 2. Celestial Owl: 4 hp Init=+3 spd= 8 squares flying AC 17 Talons +5 to hit Damage= 1 pt 2nd Level Cleric Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Range: touch Duration: 1 encounter Augury-when cast, you can ask the DM one question about whether an action will be good or bad Bear’s Endurance: Subject gains +4 to Con (+2 Fort save, +2 hp/level) Range: touch Duration: one encounter Bull's Strength- gain +4 Str (+2 to hit and damage) Range: touch Duration: 1 encounter Cure Moderate Wounds- cures 2d8 +1/level Range: touch Delay Poison- stops poison from harming a person for half a day Range: touch Hold Person- Paralyzes one humanoid until makes a Will save Resist Energy- Pick an energy type (like fire or electricity) and subtract 10 pts of damage from that kind of damage Range: touch Duration: 2 encounters Sound Burst: Deals 1d8 sonic damage to everyone w/in 10ft radius; may stun them for one round unless makes Fort save. Range: Close Summon Monster II - Summoned creature comes to fight for caster. Range: medium Duration: 1rd/level. Can instead summon d3 from Summon Monster I list 1. Celestial Riding Dog: HP= 13 Init= +2 Spd= 8 squares AC 16 BAB: +3 to hit Damage d6+3 Saves- Fort+5 Ref +5 Will+1 2. Celestial Eagle: HP=5 Init +2 Spd= fly 16 squares AC 14 BAB= +3 to hit (x2 attacks) Damage d4 Saves= Fort +3 Ref +4 Will +2 |