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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Second Level Craft Spells

Alter SelfFrisky Chest Personal Reading
Circle of Power False TrapPlant Growth
ClairaudienceForgetPredict Weather
ClairvoyanceHesitation Protection form Normal Missiles
Cure Light WoundsHold CreatureSeduction
Detect Spirit InvisibilitySpeak With Plants
Dispel MagicLighten Load Weighty Chest
Dumbness LotsWhispering Wind
FastidiousnessNap
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Alter Self (Alteration)
Level: 2
Range: 0
Components: V, S
Duration: 3d4 rounds + 2 round/level
Casting Time: 2
Area of Effect: Personal
Saving Throw: None

          When this spell is cast, the practictioner can alter his appearance and form, including clothing and equipment, to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster's body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the practictioner can fly, but only at a third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breath underwater as long as the spell lasts. However, any multiple attack routines or additional damage allowed to an assumed form are not gained by the caster.
       The caster's attack rolls, armor alass, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen it remains for the duration of the spell. The caster can return to his own from at will, ending the spell immediately. A caster that is slain automatically returns to his normal form.

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Circle of Power (Evocation)
Level: 2
Range: Special
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None

       This powerful spell allows a group of practictioners to work in conjunction to create a special area of effect (the circle) into which one practictioner may enter and have their working level of experience increased. A minimum of four practictioners is required to initiate the spell, and the spell must be cast by the practictioners of the circle, not read or used from any device.
       First, the practictioners form a circle and begin casting the spell. The spells from each practictioner must then synchronize into a rhythmic chanting effect. This means that it will take as many rounds as the highest level member of the circle to make the circle synchronize and become operative. From that point on, a practictioner may enter the circle and have his working level of experience increased by the total combined levels of the circle spellcasters minus one level for each member of the circle. Once entered, the central practictioner cast spells as a higher level Craft but may not use new spell levels, just the higher capabilities, spell range, duration increases, etc.
       Any members of the circle who are injured immediately fall away from the circle's synchronization and the central practictioner lose the benefits of that member's levels one turn later. A new practictioner may join into the circle at any time (taking an equal number of rounds as their experience level to synchronize with the circle), though, and since the effects of being in a circle will not wear off for one full turn other circles may be formed which the practictioner may enter to retain his current working level (or increase of decrease it according to the levels of the new circle). Should the number of circle members ever drop below four the circle is immediately broken and all benefit lost. Members of the circle may chant (from the synchronization point) for a period of turns equal to the combination of their intelligence and constitution scores divided by two and then added to their current experience level. The circle members (but not the central practictioner) gain a magic resistance to any attacks against the circle which would silence the spell equal to the total experience levels of the circle members.

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Clairaudience (Divination)
Level: 2
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

       The clairaudience spell enables the practictioner to concentrate upon some locale and hear in his mind any noise within a 60 foot radius of the spell's casting point. Distance is not a factor, but the locale must be known, or currently seen. Only sounds that are normally heard by the practictioner can be detected. Magical protection can prevent the spell from working and the caster will have some indication that the spell is so blocked. The spell only functions in the caster current plane of existence. The spell creates a invisible sensor that can be dispelled.
       The material component is a horn of natural origin. It is not consumed by the spell.

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Clairvoyance (Divination)
Level: 2
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

       Similar to the clairaudience spell, the clairvoyance spell empowers the practictioner to see in his mind whatever is within sight range from the spell locale chosen. Distance is not a factor but the locale must be known, familiar or obvious. Light is also a factor, as the spell does not enable the use of magical enhancements. The practictioner can see only what their own eyes would naturally see. Magical protection can prevent the spell from working and the caster will have some indication that the spell is so blocked. The spell only functions in the caster current plane of existence. The spell creates a invisible sensor that can be dispelled.
       The material component is a piece of rock crystal. It is not consumed by the spell.

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Cure light Wounds (Necromancy)
Level: 2
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

       When casting this spell and laying on the hands the practitioner causes 1d8 points of wound or other injury to the creature's body to be healed.
       The material component is a wad of raw cotton or soft cloth.

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Detect Spirit (Divination)
Reversible
Level: 2
Range: 20 yards + 5 yards per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature or object
Saving Throw: None
       This spell detects the presence of a soul, spirit or mentality in any body or object (enchanted swords, etc.), and whether or not the mind controlling the body is its "native". Thus, it will not detect charming or hypnosis but will detect possession. Only the fact that a soul or spirit is detected will be known, not its nature. If it is cast on a normally invisible spirit (such as an Invisible Stalker or Aerial Servant), the caster can see the creature as a visible force for one turn per level.
       The reverse, obscure spirit, has a range of touch and conceals a single mind or spirit from detection by this spell or other means for 24 hours.

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Dispel Magic (Abjuration)
Level: 2
Range: 120 yards
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 30 foot cube
Saving Throw: None

       When cast this spell has a chance to neutralize or negate magic it comes in contact with, as follows.
       First it removes spells and spell like effects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third it destroys magical potions.
       Each magic effect or potion in an area has a base 50% chance to be dispelled, plus or minus 5% for each level the caster is above or below the casting level of the effect.
       A dispel magic spell does not affect a specially enchanted item such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield ,or armor unless it is cast directly on the item. This renders the item nonoperational for 1d4 rounds. An interdimensional interface (such as a bag of holding) rendered non-operational is temporarily closed. An item carried by a creature gains the creature's saving throw against this effect. Note, an item's physical properties are unchanged, a sword is still a sword.
       Artifacts and relics are not subject to this spell. Some of their effect might be. Certain other spells or effect cannot be dispelled, these are listed in the spell or item description.

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Dumbness (Illusion/Phantasm)
Level: 2
Range: 3"
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates

       This spell causes the recipient creature to become completely dumb, believing that she or he is unable to speak by means of voice in any way (cf. Blindness, Deafness). This effect can only be removed by dispel Illusion, or by the will of the caster, and is permanent until such time. If by some means the victim is forced to speak the effect will end. They must be truly coerced however, under no circumstances will they speak of their own will. The victim does get a saving throw vs. spells to avoid the effect.

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Fastidiousness (Enchantment/Charm)
Level: 2
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: One person
Saving Throw: Negates

       The "recipient" of this spell will become the Felix Unger from Hell, in the matter of personal hygiene and habits. His person must be at all times immaculate, nails clean and manicured, hair perfect, etc. He will be unwilling to dirty himself in any manner. The very idea of willingly dirtying his person is totally repugnant. While this obsession will not prevent the victim from defending themselves, they will bemoan the state of their person after the battle. They will be far more concerned with appearance than actual wounds. "Oh, that? A mere flesh wound, how will I EVER get the blood out of this shirt?" While the matter of defense is not subject to debate, the victim will not willingly engage in any action that will spoil their appearance, if given any choice. They will spend all their free time on fussing with their person and clothing. They will spend money on new clothing and cosmetics to the exclusion of anything else but food and shelter.
       he victim is entitled to a saving throw vs. spells, that will negate any effect if successful. The effects of the spell are permanent unless dispelled.

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Frisky Chest (Enchantment/Charm)
Level: 2
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: 10 foot cube
Saving Throw: None

       With this spell the caster can enchant a chest, book, or any other nonliving object no larger than a 10' cube. When any creature other than the caster comes within three feet of the enchanted object, it sprouts appendages and moves away from the creature as quickly as possible. The object will move until it is at least ten feet from the nearest creature in the area.
       After it has moved a satisfactory distance from the nearest creature the appendages disappear. This process will repeat every time a creature moves within three feet, or until the enchantment is negated by dispel magic, or similar spell, or the object is subdued or destroyed.
       The enchanted object can sprout feet (Mv 24) wings (Fl 24B) or fins (Sw 24). The enchanted object can freely trade appendages as necessary.
       The enchanted object will move only through open spaces. It will not crash through windows or crash through closed doors. It can not attack or take any action other than movement. If surrounded the enchanted object moves in random directions until it is restrained or destroyed.
       The enchantment end if the caster voluntarily negates it, if the enchanted object is destroyed, or the object is restrained for 2-5 rounds.
       The material components are a dried frog's leg, a feather, and a fish scale.

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False Trap (Illusion/Phantasm)
Reversible
Level: 2
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Object touched
Saving Throw: None

       The false trap is designed to fool a thief or other character attempting to pilfer the caster's goods. The practictioner places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, etc. Any character able to detect traps or who uses any spell or device enabling trap detection, is 100% certain that a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung.
       The reverse conceal trap will prevent a find traps spell or a thief from detecting the trap it is cast upon. A detect magic spell will reveal that the magic is present.

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Forget (Enchantment/Charm)
Level: 2
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 20 foot cube.
Saving Throw: Negates

       By means of this spell the practictioner causes creatures within the area of effect to forget the events of the previous round (the one minute previous to the casting of the spell). For every three levels of experience of the practictioner another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest or similar spells, but it is possible that the caster who placed the spells can be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the target saves vs, spell with a -2 penalty, if two, they save with a -1 penalties, if three or four they save normally. All saving throws are adjusted by wisdom. A clerical heal or restoration, if cast specially for this purpose will restore the lost memories, as will a wish or limited wish. No other means will do so.

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Hesitation (Enchantment/Charm)
Level: 2
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: 20' radius circle
Saving Throw: Negates

       Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round the hesitation is cast.
       The spell effects 2-16 hit dice or level of creatures. All possible victims are allowed saving throws vs. spells; those failing modify their initiative rolls by +4 for a number of round equal to the casters level.

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Hold Creature (Enchantment/Charm)
Level: 2
Range: 120 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: 1 to 4 creatures
Saving Throw: Negates

       This spell holds one creature immobile for the duration of the spell. The hold creature spell will affect any living creature. Undead and animate objects are not affected.
       Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, disease or poison. The caster can end the spell with a single utterance at any time; otherwise the spell runs to the end of it's duration.

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Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

       This spell causes the creature touched to vanish from sight and be undetectable by any vision. The creature effected remains audible and smellible, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear unless they can normally see invisible things or they employ magic to do so. Items dropped or put down by the creature become visible, items picked up disappear if tucked into clothing or pouches worn by the creature. Note however that light never becomes invisible, although a source of light can become invisible. This gives the effect of light with no source.
       The spell remains in effect until it is magically broken or dispelled, the practictioner or recipient cancels it, the recipient attacks any creature, or 24 hours have passed.

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Lighten Load (Alteration)
Level: 2
Range: 30 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 10 foot cube
Saving Throw: None

       This spell reduces the weight of equipment supplies and other objects by 50%. Weapons, provisions, and even disabled characters can be made more portable by this spell.
       The spell affects one pile of objects whose volume is equivalent to a 10 foot cube or less. After the spell is cast the items can be divided among several characters or pack animals. The spell has no effect on magic items.
       Any items affected may be used normally; the spell has no effect on an objects mass, size, strength or other physical features.

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Lots (Divination)
Level: 2
Range: 0
Components: V, S, M
Duration: Special
Casting Time:1 round
Area of Effect: Special
Saving Throw: None

       This spell provides a means of gauging the wisdom of an action in the near future. A question is asked that can be answered by means of opposites (yes/no, hot/cold, left/right, etc.) The spell reveals only matters of fact; Is the castle to the right or the left. Are enemies on the five miles of road ahead. Etc. It answers the question as applies to the hear and now. No future event can be determined. If a question is asked that is a matter of opinion, or cannot be answered in the described fashion, the question is not answered and lost. The practictioner casts the spell while tossing a specially prepared set of sticks, stones, or bones. He then reads the result in the pattern of the lots and can give an answer to the question. The accuracy of the casting is 60% plus the level of the caster, in no case can a greater than 90% accuracy be achieved.
       For every 5 level the practictioner possess he can cast the lots an additional time I.E. twice at 6th level, three time at 11th, etc.
       The material component of the spell is the set of lots. They can be made of stone, bone, or wood. The practictioner must prepare the set in advance and let no other person handle them. Should the lots be mishandled they must be cleansed and re-keyed to the caster before they can be used again. The lots are not consumed in the spell.

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Nap (Alteration)
Level: 2
Range: Touch
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature/level
Saving Throw: None

       Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers hit points as if he rested for a full night. Wizards can recover spells as if real time had passed.
       Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18 hour period are ineffective. Only willing subjects can be affected by nap. The down side is that creatures under the effect of a nap cannot be wakened by any means short of wounding. The are totally helpless until the spell expires.

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Personal Reading (Divination)
Level: 2
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 turns
Area of Effect: One person
Saving Throw: None

       This spell allows the practictioner to divine personal information about one sentient being and learn valuable facts about that person. To cast the spell the practictioner must have at least two of the following; the subject's birth name or true name should it differ, the date and place of the persons birth, a personal item belonging to the person in question, the person themselves. If present the subject need not be conscious or willing, they don't even have to be alive. The more of these things the practictioner has the better the information the spell will give.
       The historical information discovered through this spell is generally vague. For example the practictioner might learn that the subject was born in the wood and moved to the city only after hardship made his life untenable. Specific information is up to the DM. The DM might provide some or all of the following information.

       If the spell is cast using an alias or incorrect birth information, the reading will be inaccurate. The DM should develop a history and personality at odds with the truth. This might allow the practictioner to to determine whether the name or birthdate of the subject is correct. A reading giving information that conflicts with what is known should be a clue that the name or birthdate is incorrect.

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Plant Growth (Alteration)
Reversible
Level: 2
Range: 160 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

       The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger than man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes saplings and other plants become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of the caster, in any square or rectangular shape that he caster decides upon at the time of casting. The spell's effects persist in the area until it is cleared by labor, fire, or rot.
       The second use of the spell effect up to a 1 mile square area. The DM rolls the casters save vs. spell, it successful the spell renders the plants more vigorous and fruitful, and hardy, increasing yields by 20% to 50% percent. The spell will not prevent disaster in the form of natural, or man made effects, but even then the plants will survive better than those not affected. This effect only lasts through one yearly cycle.
       The reverse of the spell wither plant causes all plants in up to a one square mile area of effect to weaken and die. A dispel magic, or remove curse spell will halt the damage, but not repair it. A plant growth will recover lost crops, but not increase the yield.

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Predict Weather (Divination)
Level: 2
Range: Special
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

       This spell allows the practictioner to gain some fore-knowledge into what the weather will be in the near future. The greater the span of days the caster tries to predict the less accurate the forecast.
       The caster has a 75%+INT chance of accurately predicting the weather for the next 24 hours. The accuracy drops by half for every 24 hours farther afield the caster tries to predict. I.e. a practictioner with an intelligence of 16 will have a 91% chance of predicting the next days weather, a 45% chance of predicting two days in advance, and only a 22% chance for the third day.
       The spell will give general information on temperature, wind speed and direction, cloud cover, and precipitation, if any. All terms should be general i.e.. Warm, with fair winds from the east, clear skies, no chance of rain.

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Protection form Normal Missiles (Abjuration)
Level: 2
Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

       By means of this spell, the caster bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die does less than 1 point damage) inflicted by large or magical missiles such as ballista missiles, catapult stones, hurled boulders, and magical arrows, blots javelins, etc. Note however that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts or magic missiles.

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Seduction (Enchantment/Charm)
Level: 2
Range: 0
Components: V, S
Duration: 24 hours
Casting Time: 2
Area of Effect: One person
Saving Throw: Negates

       This spell causes one person of the opposite sex to become enamored of the caster. They will be willing to do anything for the caster, give them all they own, defend them, leave proven companions, etc. The caster must be careful not to abuse this willingness and generosity. If they are circumspect in their demands and reward the charmed person with their loving attention, the charmed person will bear no ill will toward them when the spell wears off. Should they take blatant advantage of the situation with great demands, and or jilt the charmed one they will be bitter, and possibly seek revenge for the casters actions.

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Speak With Plants (Alteration)
Level: 2
Range: 0
Components: V, S
Duration: 1 round/Ievel
Casting Time: 1 round
Area of Effect: 30 foot radius
Saving Throw: None

       A speak with plants spell enables the practictioner to converse, in very rudimentary terms, with all sorts of living vegetables (including fungi, molds, and plant-like monsters such as shambling mounds) and to exercise limited control over normal plants. Thus the caster can question plants as to whether or not creatures have passed through them, cause thickets to part easing passage, require vines to entangle pursuers, and other like services. The spell does not enable plants to up-root and move about, but any movements within the plants' normal capabilities are possible. All vegetation within the area of effect is affected by the spell.

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Weighty Chest (Alteration)
Level: 2
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: 10 foot cube
Saving Throw: None

       This spell enables the caster to enchant a chest, book or any other nonliving object no larger than a 10 foot cube. When the enchanted object is touched by anyone other than the caster the apparent weight of the object increases, becoming 2-5 times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally.
       The material component is a lead ball.

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Whispering Wind (Alteration/Phantasm)
Level: 2
Range: 1 mile/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: 2 foot radius
Saving Throw: None

       By means of this spell the practictioner is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the practictioner has levels of experience, to a specific location within the range that is familiar to the practictioner. The whispering wind is a gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. A message of up to 25 words, or sounds lasting one round can be send via the wind. The wind can move as slow as a mile per hour or as fast as a mile per turn. When the spell reaches its objective it swirls and remains until the message is delivered. The whispering wind cannot be used to cast spells.

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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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