Author's Note: This is a complete player character class. It may or my not fit in with every Dungeonmaster's idea of how a class should be created or used. Extreme care should be used in inserting this class into any existing campaign as it could easily disrupt the game balance of that campaign. Be warned, until you have completely read this class, including any spells, do not say yes to it being used in your game. The spell selection also has page numbers in it that refer to my player's manual, not the standard AD&D manuals. I will try to locate are remove these references but I might not get them all.

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First Level Craft Spells

Anti-Vermin Barrier Detect PoisonNight Wards
Cat Spirit Divining Rod Pattern Weave
Charm Creature Easy Death Purify Item
ComelinessFind Familiar Sleep
Comfort 1 Identify Speak with Animals
Comprehend Language Improve Fertility Stinking Cloud
Continual Light Know Direction Tingling Limb
Detect Evil/Good Locate Animal or Plant Unseen Servant
Detect Invisible Meditation Write
Detect Magic Magic Aura
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Anti-vermin Barrier (Abjuration)
Level: 1
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: 10' cube/level
Saving Throw: None

       With this spell the caster creates an invisible force field that repels non-magical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 hit die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 hit die. The barrier affects summoned creatures, such as those called by a summon insects spell. Any Vermin within the area of effect when the spell is cast will move out of the area and will not attempt to return.
       The spell affects a cubic area whose sides are 10 times the caster's level (for instance, a second level practictioner could affect a 20' cube. The area of effect can not be moved. The material component is a rodent's whisker.

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Cat Spirit (Alteration)
Level: 1
Range: Touch
Components: S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates

       The cat spirit spell grants many of the abilities traditionally associated with cats, though it does not significantly alter the features of the recipient. The spell grants a +2 bonus to stealth, as the recipient's tread will be absolutely quiet for the duration. The spell also halves all damage taken from falls and allows the recipient to land on his feet. Finally, it grants the ability to grow claws, allowing each hand to do 1d3 damage. It does not, however, improve singing ability. The material component is whiskers from a cat.

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Charm Creature (Enchantment/Charm)
Level: 1
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates

       This spell affect any single creature it is cast upon. The creature receives a save vs. Spell to avoid the effect, with any adjustments due to Wisdom. If the Creature receives damage from the caster's's party in the same round the charm is cast an additional bonus of +1 per hit point lost is added to the victim's saving throw.
       If the spell recipient fails his save, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it where an automation, but any word or action of the caster will be viewed in the most favorable way.
       The duration of the spell is a function of the charmed creature's intelligence and is tied to the saving throw. The spell may broken if a successful save is made, and this save is checked on a periodic basis according to the creature's intelligence. If the caster harms or attempts to harm the creature or a dispel magic spell is cast on the creature the charm is broken.

Intelligence Score
Time Between Checks
3 or less
3 months
4 to 6
2 months
7 to 9
1 month
10 to 12
3 weeks
13 to 14
2 weeks
15 to 16
1 week
17 to 18
3 days
19 to 20
2 days
21 or more
1 day

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Comeliness (Illusion/Phantasm )
Reversible
Level: 1
Range: Touch
Components: V, S
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None (Negates )

       A comeliness spell will increase a creatures charisma score (or decrease it if the reverse is cast) by means of illusion. The change in points is decided by the caster when the spell is cast. A change of greater than 6 points will add +1 to the disbelieve attempts of onlookers. Any attempt to raise charisma above 22 will add a +2 to disbelieve attempts.
       The reverse lowers a person's charisma by the same factors. Any chance that lowers a persons charisma below 3 adds a +2 to disbelieve attempts.
       An unwilling victim receives a saving throw, which, if successful, will negate the spell.

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Comfort 1 (Alteration )
Level: 1
Range: 10 yards
Components: V, S
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 12 persons
Saving Throw: None

       When comfort 1 is cast the recipients require no food or drink for the duration of the spell. While under the effect of the spell the recipients will feel nourished as if they had eaten and drunk normally. At the end of the spell duration the recipients will feel no more hungry or thirsty than when the spell was cast.
       This spell can not be used more than three times in a row to replace normal consumption. Should a fourth time be attempted the recipients will be ravenous and thirsty at the duration's end as if all four spells had neve been cast.

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Comprehend Language (Alteration )
Reversible
Level: 1
Range: Touch
Components: V, S
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

       When this spell is cast the recipient is able to understand, read, and speak the language of the first person he touches, or writing he attempts to read. The ability to read does not imply understanding on the part of the reader. The recipient can not write the language, but can write a translation in their own tongue of what they are reading or hearing. The spell will not make clear magically protected writing.
       The reverse of this spell confuse language cancels a comprehend language spell or renders a writing or a creature's speech incomprehensible for the same duration.

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Continual Light (Alteration )
Reversible
Level: 1
Range: 60 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 60' radius
Saving Throw: Special

       This spell produces a luminous glow that is bright as daylight and will last until negated by magical darkness or a dispel magic spell. Creatures who suffer penalties in bright light suffer them in this spell's area of effect. The spell can be cast into the air, onto an object, or at a creature. In the third case, the spell affects the space about one foot behind a creature that successfully rolls its saving throw vs. spell. Note that this spell can also blind a creature if it is successfully cast upon that creature's visual organs. This worsens the creature's attack rolls, saving throws, and armor class by 4.

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Detect Evil/Good (Divination )
Level: 1
Range: 120 yards
Components: V, S
Duration: 1 turn + 5 rounds /level
Casting Time: 1 round
Area of Effect: 10 foot path
Saving Throw: None

       This spell discovers emanations of evil or of good, depending on the intent of the caster when cast, from any creature, object, or area. The degree of evil/good (faint, moderate, strong) and possibly its general nature (expectant, gloating, etc.). Note: mortal creatures, unless strongly aligned with a greater power, such as high level priests, or dealing with magic that is strongly good or evil will not show good or evil with this spell.

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Detect Invisible (Divination )
Level: 1
Range: 10 yards/level
Components: V, S
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 10 foot path
Saving Throw: None

       When the practitioner cast a detect invisible spell he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase.

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Detect Magic (Divination )
Level: 1
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 10" path 60" long
Saving Throw: None

       When this spells is cast the practitioner detects magical radiations in a path 10 feet wide and 60 feet long, in the direction he is facing. The intensity of the magic can be determined (strong, mild, weak), and the nature of the magic (abjuration, alteration, etc.). In the case of strong magics the intent can be determined as well (expectant, malevolent, etc.). Individual objects in the open can be verified to be magical. The caster can turn scanning a 60O arc per round. Stone a foot thick, a yard of wood or earth, or an inch of metal will block the spell.

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Detect Poison (Divination )
Level: 1
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: None

       With this spell a practitioner can detect the presence and location of poisons in the area of effect. Poisons from both living and non-living sources will be detected. The caster will be aware of the type and strength of the poison.

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Divining Rod (Divination )
Level: 1
Range: 30 yards + 10 yards per level
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       This spell enables the caster to enchant the branch of a fruit bearing tree to locate a common item that is hidden from view. Unlike locate object the caster does not need to have a specific mental image of a particular item; rather he only needs to state the name of the general type of item he wishes to find, such as buried treasure, edible plants, or fresh water. However divining rod will not locate invisible or magical items, nor will it locate items protected by obscure item or a similar spell.
       Once the branch is enchanted, the caster holds the branch with both hands, if the desired item is within the spell range the branch points in the direction of the item and gently pulls the caster along. The spell is not blocked by lead or any other substance. However, if an impenetrable obstacle is reached, such as the ground or a wall the branch will press against the obstacle and stop. If there is no item in the spell range that matches the description the branch does not react, although the caster can move about and continue to search.        The material component is a forked branch from a fruit bearing tree.

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Easy Death (Enchantment/Charm )
Level: 1
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

       This spell will calm a dying creature and ease all pain and discomfort. It can also be used on wounded creatures that can be saved. Just because the spell is used does not mean they must die. The spell will not slow or speed the creature's dying, merely comfort them in their final hours. The spell will last until the creature dies, 1 day has passed, or a second spell of healing nature is cast on them. This does not force the creature to take dying calmly, but will relieve panic.

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Find Familiar (Summoning )
Level: 1
Range: 1 mile per level
Components: V, S, M
Duration: Special
Casting Time: 1 to 12 hours
Area of Effect: 1 familiar
Saving Throw: Special

       This spell enables the caster to attempt to summon a familiar creature to act as aide and companion. Familiars are typically small creatures such as cats, ferrets, crows, hawks, and the like. A creature acting as familiar can benefit the practictioner conversing with him, and serving as guard/scout/spy as well. A practictioner can have only one familiar at a time, and can not control what sort of creature is summoned, if any come at all.
       The creature is always more intelligent than others of its kind, but will share all other traits in common. Its bond with the practictioner grants it exceptionally long life. If treated well the familiar will serve willingly even eagerly. A mistreated familiar can become a thorn the side of the master, becoming sulky and twisting commands by following only the law not the spirit. A sulky familiar can't be simply disposed of. Arranging the death of one's own familiar breaks the balance. That practictioner will never be able to gain another familiar.
       The longer the relationship with the practictioner the more intelligent the creature grows. In a few years the creature will be able to read and aid in small ways. After many years some even learn cantrips.
       The spell can only be attempted on the nights of the equinox. It requires a brazier of incense and herbs worth at least 1000gp. The spell incantation is begun at sunset and can continue till dawn. The spell ends when either a familiar comes or the dawn ends the enchantment. The DM should secretly roll the characters saving throw. Success indicates some manner of familiar has been gained.

d20 roll
Familiar
d20 roll
Unusual Familiars
1-2
Common Cat
1-4
Wolf
3-4
Crow
6-8
Large Cat
5-6
Hawk
9-11
Bear
7-8
Ferret
12-15
Primate (monkey)
9-10
Owl
16-18
High Hawks
11
Raven
19
Pseduodragon
12
Raccoon
20
Fay Creature
13-14
Weasel
15-16
Fox
17
Snake, venomous
18
Snake, constrictor
19-20
Unusual

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Identify (Divination )
Level: 1
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 item
Saving Throw: Special
       When the identify spell is cast, the practictioner may examine a single magical item to determine its nature, purpose and method of use. Upon examining the item the DM secretly rolls the practictioner's saving throw vs. spell. If successful some or all the information about the item is revealed. If unsuccessful, nothing is learned, or false information is given. The degree by which the saving throw is made, or failed, determines what information is given to the player. A successful roll that matches or is 1 better than needed will reveal 1 function of the item, 2-3 above reveals 2 or more, 4 or more above the needed roll reveals all the correct information. Conversely failure can reveal false information. At 1-2 points under the needed score, no information is given. Lower rolls will reveal functions that do not exist, but the caster will believe them to be the correct identification of the item. The caster need not use the item, but it must be handled. Any consequences that arise from merely handling the item (contact poison?) are the only risk. Note that some items such as tomes cannot be identified with this spell.

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Improve Fertility (Alteration )
Reversible
Level: 1
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

       This spell will restore to normal the reproductive function of any creature it is cast upon. It does not matter whether the disfunction is of mundane or magical origin. The spell will not correct the effects of a curse. The spell will restore damaged or missing sex organs if necessary.
       The reverse remove fertility will render the target creature completely infertile, without interfering with sexual function.
       The material component is a fertile egg, for the reverse an egg shaped cinder.

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Know Direction (Divination )
Level: 1
Range: 0
Components: V, S
Duration: 1/2 round/level
Casting Time: 1
Area of Effect: Self
Saving Throw: None

       Know direction allows the caster to instantly know the direction of North. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness).

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Locate Animal or Plant (Divination )
Level: 1
Range: 100 yards + 20 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 20 foot wide path range long
Saving Throw: None

       The caster can find the direction and distance of any one type of animal or plant they desire. The caster facing in a direction thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration the caster can face in only one direction, i.e. only a 20 path can be known. The spell lasts one round per level of experience.
       While the exact chance of locating a specific type of animal or plat depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline; common = 50%, uncommon = 30%, rare = 15%, and very rare = 05%. Results of the spell are always determined by the DM.

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Meditation (Abjuration )
Level: 1
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Personal
Saving Throw: None

       This spell protects the practictioner from the detrimental effects of having their meditation disturbed before they are finished. If cast before the practictioner begins the session of meditation they will suffer no system shock if disturbed mid-session. The beneficial effect of meditation are still lost however.
       The material component is a pinch of incense burned at the start of the spell.

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Magic Aura (Illusion )
Reversible
Level: 1
Range: Touch
Components: V, S
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: One item
Saving Throw: Special

       By means of this spell any one item can be given an aura that will be noticed by someone using magic detection. The caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any. An artifact or other very powerful item cannot be successfully masked. If the affected item has an Identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that that aura has been placed to mislead the unwary. Otherwise the aura is believed and no amount of testing reveals what the true magic is.
       The reverse, hidden aura, conforms to the above except that no magic can be detected.

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Night Wards (Abjuration )
Level: 1
Range: 0
Components: V, S, M
Duration: 6 hours + .5 hours/level
Casting Time: 1 turn
Area of Effect: 100 sqyrds + 2 sqyrds/level
Saving Throw: None

       When cast this spell creates a circle of protection around a campsite or house. Any creature larger than a small dog that enters the circle after it is cast will cause the practictioner to wake (if sleeping) to full alertness and be aware of the direction of the intrusion. Any creature within the circle when it is cast will not cause it to alarm even if they leave and return at a later time.
       The material component of the spell is flour or salt that must be spread on the edge of the circle during the casting. This forms the border of the circle.

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Pattern Weave (Divination )
Level: 1
Range: 10 yards
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: 10 foot square
Saving Throw: Special

       Pattern weave allows the practictioner to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. After casting the spell the practictioner studies the seemingly random elements; broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible; coded flashing lights, garbled speech, or thoughts of any kind cannot be studied.
       The practictioner must study the random elements for one round, after which the DM secretly makes a saving throw vs. spell for the caster. If the saving throw is failed, the spell fails. However, if the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained.
       After the caster has visualized the pattern he can attempt to reassemble the parts into their original form. The amount of time required and the quality of the restoration will vary according to the complexity of the task and the skill of the practictioner. Reassembling a shredded map may be easy; rebuilding a broken clock, or a shattered art object will depend on the skills possessed by the practictioner.

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Purify Item (Abjuration )
Level: 1
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 item
Saving Throw: None

       This spell removes foreign psychic influences from items that the practictioner wishes to use in their own magic. The caster must meditate before casting this spell to cleanse themselves of any influences. They cannot be under the affects of any drug or spell. Once done the item retains its purity of purpose unless handled by another person. The only exception is if that handling is required in the casting of a spell.

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Sleep (Enchantment/Charm )
Level: 1
Range: 30 yards
Components: V, S
Duration: 5 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

       When the practictioner cast the sleep spell he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the spell must be within 30 feet of each other. The number of creatures that can be affected is a function of hit dice or levels. The spell affects 4d4 hit dice or levels of creatures. Creatures with 4+3 hit dice, or 4 levels are unaffected. The center of the area is determined by the caster. The creatures with the least hit dice or levels are affected first, and partial effects are ignored.
       Slapping or wounding awakens affected creatures, but normal noise does not. Awakening requires one round. Magically sleeping opponents can be attacked with substantial bonuses.

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Speak with Animals (Alteration )
Level: 1
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: 1 animal within 30'
Saving Throw: None

       This spell allows the practictioner to comprehend and communicate with any warm or cold-blooded normal or giant animal that is not mindless. The practictioner may ask questions of, and receive answers from the animal. Note that the answers will be from the point of view of the animal. While most natural creatures are friendly with the craft even the right questions might not get the wanted answer.

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Stinking Cloud (Evocation )
Level: 1
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 20 foot cube
Saving Throw: Special

       When a stinking cloud is cast the practictioner creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be rendered reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud. Those that make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each and every round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18mph) and is dispersed in one round by a stronger breeze.

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Tingling Limb (Enchantment/Charm )
Level: 1
Range: Touch
Components: S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Special

       This spell causes a given limb in the target creature to go completely numb and useless. The caster chooses the limb they wish to deaden and rolls an attack at -4 vs the target's Armor Class. Success indicates that the desired limb is affected. A failed roll that would hit normally indicates the spell is successful, but a random limb has been numbed. The caster can also choose to not target a given limb, in this case the target's normal armor class is ignored except for dexterity bonuses and a random limb is automatically chosen. The spell can be cast multiple times on a single target, but not in excess of the number of limbs possessed.

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Unseen Servant (Conjuration/Summoning )
Level: 1
Range: 0
Components: V, S
Duration: 1 hour + 1 hour/level
Casting Time: 1
Area of Effect: 1 room
Saving Throw: None

       The unseen servant is a non-visible, mindless, and shapeless force. It is used to step and fetch, open doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the practictioner. It can carry out only one activity at a time and can move only light-weight items; carry a maximum or 20 pounds or push/pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 point of damage from area effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed area, the spell ends immediately.

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Write (Enchantment )
Level: 1
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Personal
Saving Throw: None

       A practictioner of the Craft does not carry spell books as does a magician. Rather they use this spell to impress new spells on their memory. The spell requires a tablet of pure bee's wax for each spell to be memorized and a silver stylus. The practictioner copies the spell they wish to memorize from their master books into the wax of the tablet. When the spell tablet is finished it is cast on a fire built for the purpose. When consumed the new spell is memorized. The spell takes one turn for each level of the spell being written. If they are disturbed before finishing, the spell is lost and the tablet ruined.

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The Above is a work of fiction. All professions are fictional, any resemblance to professions living or dead is coincidental.

Copyright © Garry Stahl: December 2000. All rights reserved, re-print only with permission.

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