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 |
No comments:
Post a Comment