https://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=84318&p=2085053#p2085053
Re bonus spells for high INT. I don't much like the idea of an MU-1 starting play with three Sleep spells, but I think it would work well if the MU could choose a School and get specific, curated spells based on their INT (INT 13 1 1st, INT 14 2 1st, INT 15 2 1st & 1 2nd, INT 16 2 1st 2 2nd, INT 17 2 1st 2 2nd 1 3rd, INT 18 2 1st 2 2nd 1 3rd 1 4th). Toss a Magic Missile to your Evoker, oh DM of Plenty!
Bonus Spells Lists by Spell School.
Evocation
1 1st - Magic Missile
2 1st - Shield
3 2nd - Web
4 2nd - Stinking Cloud
5 3rd - Lightning Bolt
6 4th - Fire Shield
Abjuration
1 1st - Protection from Evil
2
3
4
5 3rd - Dispel Magic
6 4th - Minor Globe of Invulnerability
Alteration
1 1st - Feather Fall
2 1st - Comprehend Languages
3 2nd - Continual Light
4 2nd - Darkness 15' Radius
5 3rd - Blink
6 4th - Dimension Door
Conjuration
1 1st - Find Familiar
2 1st - Unseen Servant
3
4
5 3rd - Monster Summoning I
6 4th - Monster Summoning II
Divination
1 - Detect Magic
2 - Identify
3 - ESP
4 - Locate Object
5 - Clairuadience
6 - Confusion
Enchantment
1 1st - Friends
2 1st - Charm Person
3 2nd - Forget
4 2nd - Ray of Enfeeblement
5 3rd - Suggestion
6 4th - Fire Charm
Necromancy
1
2
3
4
5 - Feign Death
6
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