I enjoy level 0 spells in my fantasy role-playing games.
As a Judge, I enjoy “petty magicks” being sold by exotic merchants at the
market. Many are not actually magical, but some are! Level 0 spells power these
peddlers’ charms. Also, I like magical characters that do magical things.
Impressing an interested paramour with a level 1 spell may be too much,
especially when you only have one per day. But a cantrip may do the trick. Finally,
a talent for cantrips or a blessing of orisons can add just a dash of magic to
an otherwise nonmagical character.
I applied the Player’s Companion Spell Power Guidelines
to recreating the most familiar level 0 spells. I was pleasantly surprised that
many of these spells came in at one-quarter to one-third of one spell point (a
1st level spell is a spell costing 1 to 10 spell points). I decided to define
level 0 spells as costing less than 0.5 spell points. Should a spellcaster
actually research a level 0 spell, any breakthrough might produce a level 0
spell costing up to less than 1 spell point, but would more likely
inadvertently produce a new 1st level spell, at the character’s and Judge’s
discretion. Level 0 spells are inherently of limited power and scope. Most have
a very short range, a small area of effect and a brief duration.
But how to implement level 0 spells into my games? Arcane
class (Arcane Value 1+) characters gain level 0 spells and spell repertoire the
same as level 1 spells. Divine class (Divine Value 1+) characters gain level 0 spells
the same as level 1 spells. Unlike with other level spells, a divine
spellcaster's level 0 spell repertoire consists of five spells, which are the
same for every divine class:
Cure Minor Wounds*
Detect Magic
Guidance
Light
Resistance
Additionally, any spellcaster may expend a level 1 spell slot
to power up to three level 0 spells. This choice may be made when casting a
level 0 spell, with the remaining level 0 spells being available to cast later,
up until all of the spellcaster's spell slots are renewed upon resting.
When implementing level 0 spells into existing Adventurer
Conqueror King rule systems using spell level, I equate a level 0 spell to
one-half spell level, rounded up. For example, a level 0 spell single use magic
item has a base cost of 250gp (500gp x 0.5) and a time required to create of 1
week (1 week x 0.5, rounded up). True spellcasters rarely expend their valuable
time creating such minor items! However, as a “petty magicks” campaign rule, I
further divide by twenty the base cost to create a level 0 spell magic item, to
reflect the increased number of petty spellcasters and alchemists creating such
items. Incapable of creating more powerful items, such hedge mages and shysters
have no alternative to investing their time in petty magicks, selling the successful
and unsuccessful items to the gullible for the same price.
New Proficiencies
Cantrips: Choose any three arcane level 0 spells. The
character may cast each spell once per day. The same spell may be chosen more
than once. If the character does not already have an arcane caster level, the
character will cast the spells gained with a caster level of 1.
Non-Divine class characters with Prestidigitation as a
class proficiency or any class characters with Arcane Dabbling as a class
proficiency may select this proficiency as a class proficiency. At the Judge’s
discretion, other characters may select this proficiency as a class or general
proficiency.
Orisons: Choose any three divine level 0 spells. The
character may cast each spell once per day. The same spell may be chosen more
than once. If the character does not already have a divine caster level, the
character will cast the spells gained with a caster level of 1.
Divine class characters with Prestidigitation as a class
proficiency or any class characters with Divine Blessing as a class proficiency
may select this proficiency as a class proficiency. At the Judge’s discretion,
other characters may select this proficiency as a class or general proficiency.
A character not of a divine class selecting this
proficiency must follow a code of behavior consistent with a lay member of his
or her religious faith.
New Spells
Acid Splash
Arcane 0
Range: 10’
Duration: instantaneous
When this spell is cast, a small orb of acid strikes its
target for 1d3 points of damage. The spellcaster must make a successful attack
throw against the target, using the target values for a fighter of his level.
Arcane Mark
Arcane 0
Range: 0’
Duration: permanent
This spell allows you to inscribe your personal rune or
mark, which can consist of no more than six characters. The writing can be
visible or invisible. An arcane mark spell enables you to etch the rune upon
any substance without harm to the material upon which it is placed. If an
invisible mark is made, a detect magic
spell causes it to glow and be visible, though not necessarily understandable.
Detect invisible,
true seeing or similar magic likewise
allows the user to see an invisible arcane mark. A read languages spell reveals the words, if any. The mark cannot be
dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal
wear gradually causes the effect to fade in about a month.
Cure Minor Wounds*
Divine 0
Range: touch
Duration: instantaneous
This spell functions similarly to cure light wounds, except that it cures 1d4 points of damage. This spell
may be used when treating an unconscious creature's wounds. When this occurs, a
+1 modifier applies on the Mortal Wounds table for healing magic used in
treatment. This spell is only effective on an individual once every 24 hours. Further
uses have no effect until 24 hours have passed. This spell may not be used to
cure paralysis.
Dancing Lights
Illusion
Arcane 0
Range: 120’
Duration: 6 rounds
Depending on the version selected, you create up to four
lights that resemble lanterns or torches (and cast that amount of light), or up
to four glowing spheres of light (which look like will-o’-wisps), or one
faintly glowing, vaguely humanoid shape. The dancing lights must stay within a
10-foot-radius area in relation to each other but otherwise move as you desire
(no concentration required): forward or back, up or down, straight or turning
corners, or the like. A light winks out if the distance between you and it
exceeds the spell’s range.
Daze
Enchantment
Arcane 0
Range: 10’
Duration: 1 round
This enchantment mesmerizes one humanoid creature of up
to 4+1 hit dice for 1 round, unless it succeeds on a saving throw versus Spells.
An affected creature will stand motionless and take no action, even to defend itself.
Detect Magic
Arcane 0, Divine 0
Range: 10’
Duration: instantaneous
This spell targets 1 small area/creature/object within
range. Except as noted above, this spell is identical to the 1st level spell of
the same name.
Detect Poison
Arcane 0
Range: 10’
Duration: instantaneous
This spell targets 1 small area/creature/object within
range. Except as noted above, this spell is identical to the 1st level spell of
the same name.
Disrupt Undead
Necromancy
Arcane 0
Range: 10’
Duration: instantaneous
When this spell is cast, a ray of disruptive energy strikes
an undead target for 1d6 points of damage. The spellcaster must make a
successful attack throw against the target, using the target values for a
fighter of his level.
Flare
Arcane 0
Range: 10’
Duration: instantaneous
This spell creates a burst of light. If you cause the
light to burst directly in front of a single creature, that creature is dazzled
for 6 rounds (1 minute) unless it succeeds on a saving throw versus Blast. A dazzled
creature suffers -1 on attack throws and proficiency/skill throws involving
sight. Sightless creatures, as well as creatures already dazzled, are not
affected by flare.
Ghost Sound
Illusion
Arcane 0
Range: 10’
Duration: 1 round per level
Ghost sound allows you to create a volume of sound that
rises, recedes, approaches, or remains at a fixed place. You choose what type
of sound ghost sound creates when casting it and cannot thereafter change the
sound’s basic character.
The volume of sound created depends on your level. You
can produce as much noise as four normal humans per caster level (maximum
twenty humans). Thus, talking, singing, shouting, walking, marching or running
sounds can be created. The noise a ghost sound spell produces can be virtually
any type of sound within the volume limit. A horde of rats running and
squeaking is about the same volume as eight humans running and shouting. A
roaring lion is equal to the noise from sixteen humans, while a roaring sabre-toothed
tiger is equal to the noise from twenty humans.
Guidance
Divine 0
Range: touch
Duration: 6 rounds or until discharged
This spell imbues the target with a touch of divine
guidance. The creature receives +1 on a single attack throw, saving throw, or proficiency/skill
throw. It must choose to use the bonus before making the throw to which it
applies.
Light
Arcane 0, Divine 0
Range: 10’
Duration: 6 rounds plus 1 round per level
This spell targets a location or object within range. The
spell cannot target a creature or be used in any way to blind a creature. Except
as noted above, this spell is identical to the 1st level spell of the same
name.
Luck
Arcane 0
Range: self
Duration: 6 rounds or until discharged
This spell brings you a touch of magical luck. You receive
+1 on a single attack throw, saving throw, or proficiency/skill throw. You must
choose to use the bonus before making the throw to which it applies.
Mage Hand
Arcane 0
Range: 60’
Duration: 6 rounds
By concentrating (ACKS Rulebook p. 104), you point your
finger at an unattended object weighing ½ stone or less and can lift it and
move it at will from a distance. You can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object
ever exceeds the spell’s range.
Open/Close
Arcane 0
Range: 10’
Duration: instantaneous
You can open or close (your choice) a door, chest, box,
window, bag, pouch, bottle, barrel, or other container. If anything resists
this activity (such as a bar on a door or a lock on a chest), the spell fails.
In addition, the spell can only open and close things weighing 3 stone or less.
Thus, doors, chests, and similar objects sized for enormous creatures may be
beyond this spell’s ability to affect.
Prestidigitation
Arcane 0
Range: self
Duration: Concentration, maximum 1 round per level
Prestidigitations are minor tricks that novice
spellcasters use for practice. Once cast, a prestidigitation spell enables you
to perform simple magical effects for up to 1 round per level. The effects are
minor and have severe limitations. You must be free to speak and gesture. You
may use magical sleight-of-hand to pick pockets as a thief of one half your
class level. A prestidigitation can slowly lift 1 pound of material. It can
color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or
flavor 1 pound of nonliving material. It cannot deal damage or affect the
concentration of spellcasters. Prestidigitation can create small objects, but
they look crude and artificial. The materials created by a prestidigitation
spell are extremely fragile, and they cannot be used as tools, weapons, or
spell components. Finally, a prestidigitation lacks the power to duplicate any
other spell effects. Any actual change to an object (beyond just moving,
cleaning, or soiling it) persists for the duration of the spell only.
Ray of Frost
Elemental (air, water)
Arcane 0
Range: 10’
Duration: instantaneous
When this spell is cast, a ray of freezing air and ice strikes
its target for 1d3 points of damage. The spellcaster must make a successful
attack throw against the target, using the target values for a fighter of his
level.
Read Languages
Arcane 0
Range: self
Duration: instantaneous
This spell allows comprehension of a single phrase or
sentence. Except as noted above, this spell is identical to the 1st level spell
of the same name.
Resistance
Arcane 0, Divine 0
Range: touch
Duration: 6 rounds
You imbue the target with magical energy that protects it
from harm, granting it a +1 on saving throws.
Touch of Fatigue
Death
Arcane 0
Range: touch
Duration: 2 rounds
You channel the shadow of death through your touch,
fatiguing the target. A successful attack throw is required. The target is
immediately fatigued for the spell’s duration. A fatigued creature is -1 on
attack throws and damage rolls, and may only walk at the normal combat movement
rate. This spell has no effect on a creature that is already fatigued (ACKS
Rulebook p. 92 rest, p. 94 forced march, and p. 101 running). Unlike with
normal fatigue, the effect ends as soon as the spell’s duration expires.
Definitely giving me something to think about.
ReplyDeleteI emailed you some more detailed thoughts but, in general, I like the idea. I also like the relatively low cost to make a few of these magic items.
ReplyDeleteOne could almost imagine a pretender to magic passing himself off as a mage with a Ring of Prestidigitation and Gloves of Mage Hand!