Starting Spell Selection: Wizards in Myth & Magic start the game knowing a number of spells equal to 1/2 their Intelligence, rounded down. In practice this means that you always start knowing between 5 and 10 spells.
All Wizards start play knowing Read Magic and Detect Magic. Use the guidelines and tables below to determine the rest of the spells in your spellbook.
5 Spells: Roll one time each on the Offense, Control, and Utility tables.
6 Spells: Roll once each on the Offense and Control tables, and twice on the Utility table.
7 Spells: Roll one time each on the Offense, Control, and Defense tables. Roll twice on the Utility table.
8 Spells: Roll once on the Offense and Defense tables, and twice on the Control and Utility tables.
9 Spells: Roll once on the Defense table. Roll twice on the Control, Utility, and Offense tables.
10 Spells: Roll once on the Defense table. Roll twice on Control and Offense tables. Roll three times on the Utility table. Enjoy being a Gnome.
Table 1: Offense Spells
1d10 Roll | Spell |
1-2 | Burning Hands |
3-4 | Chill Touch |
5-6 | Gull’s Stone Storm |
7-8 | Magic Missile |
9-10 | Shocking Grasp |
Table 2: Control Spells
1d8 Roll | Spell |
1 | Charm Person |
2 | Color Spray |
3 | Deflate |
4 | Frighten |
5 | Grease |
6 | Hypnotism |
7 | Sleep |
8 | Unhinge |
Table 3: Defense Spells
1d4 Roll | Spell |
1 | Arcane Armor |
2 | Protection from Evil |
3 | Thermoc’s Reflective Disc |
4 | Thermoc’s Shield |
Table 4: Utility Spells
1d20 Roll | Spell |
1 | Alarm |
2 | Change Self |
3 | Comprehend Languages |
4 | Dancing Lights |
5 | Detect Undead |
6 | Enlarge |
7 | Feather Fall |
8 | Floating Disc |
9 | Hold Portal |
10 | Jump |
11 | Light |
12 | Manipulate Flames |
13 | Mending |
14 | Message |
15 | Minor Cantrip |
16 | Audible Illusion |
17 | Phantasmal Image |
18 | Spider Climb |
19 | Unseen Servant |
20 | Ventriloquism |
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