In this version of D&D, you play with a coin instead of a dice and Character Sheets! Heads for a win, tails for a loss!
For beginners, and the fact that this is probably the first time you'll play with me, try these:
You pick spells and items, races and classes, appearance, riding animal(s) and whether or not you live in or lead a town. You pick how many people live in the town and your type of government.
You may also be a Legendary Hero! Oh, or pick a name! Or a combo.
Town name, too! And riding animal(s), too!
I would start it with races and classes.
I believe this first campaign should be mostly for beginners. You have a pet Unicorn and it's stolen away by a Griffon for a snack.
How will you get your Unicorn back? That is up to you!
Here's all the usable spells from , "Wizards and Spells".
The schools don't really matter here, but it shows which ones are Necromantic, which bothers some people. No Rouges, a class are in here. No demons or devils, either.
You may only pick one spell for each level!
We won't go by amounts or times. Unless it's teleportation or party members are in a dungeon.
To find more about them, look online or ask.
Cantrips.
1. Message. School: Transmutation.
a. Point a finger at somebody and they'll hear it.
b. Works even again barrier.
c. Will be blocked by stone, metal or wood, except for gaps.
d. Will not work if they don't know the language.
2. Light. School: Evocation.
a. Brings forth a light of any color.
b. May be covered with cloak to darken it.
3. Prestidigitation. School: Transmutation.
a. May attack with up to three of these spells at once.
b. A harmless shower of sparks, a puff of wind, faint musical notes or a strange spell.
c. Light or snuff up a candle, torch or small campfire.
d. Have an object clean or dirty.
e. Chill, warm up, or add flavor to a food.
f. Mark with a symbol or add color to an object.
g. Create a trinket or a small magical illusion.
4. Shocking Grasp. School: Evocation.
a. A low-level electrical spell.
b. Only works if adventurer meets target.
c. Works better if hits metal armor.
Level 1.
1. Cure Wounds. School: Evocation.
a. A low-level healing spell.
b. Heals burns or other traumas, but cannot halt poison or cure disease.
2. Disguise Self. School: Illusion.
a. Allows you to change your appearance. Includes yourself, clothes, armor and possessions.
b. If someone grabs your illusion, they'll touch you instead.
c. You cannot change your race or how tall you are or aren't.
d. Stay out of reach, or people will figure you out.
e. Voice, scent and other physical cues give you away.
3. Magic Missile. School: Evocation.
a. Throw 3 glowing darts to a target at once. You have three chances of hitting.
b. THESE darts move through wind, rain or armor.
4. Speak with Animals. School: Divination.
a. Druids may already have the ability to this.
b. Most animals aren't very smart.
c. Some animals aren't friendly. They could be angry, hungry or want to be left alone.
Level 2.
1. Barkskin. School: Transmutation.
a. You or another willing creature have armor from bark.
b. Less bulk and weight as normal armor. Good for rogues, rangers and sneaky adventurers.
c. Barkskin camouflages you in a forest.
d. No need to worry about termites!
2. Invisibility. School: Illusion.
a. You or a target are invisible and anything they are carrying.
3. Mirror Image. School : Illusion.
a. Three copies are created. They are gradually are rid of until the caster is the only one left.
4. Web. School : Conjuration.
a. A giant web is created. Creatures get stuck.
b. Anchor the web to surfaces, or else it will fall.
c. Setting the web on fire may burn anything caught in the web.
d. It's possible to save somebody by using the web or detect an invisible creature.
Level 3.
1. Fly. School: Transmutation.
a. Fly as fast as you may walk.
2. Call Lightning. School: Conjuration.
a. A lightning spell.
b. Only works outside.
c. If a storm is already raging, it's possible to combine the two and add to the power.
3. Speak with Dead. School: Necromancy.~
4. Water Breathing. School: Transmutation.
a. A party of up to ten creatures may breath underwater.
b. May move slowly.
c. You cannot communicate with underwater.
Level 4.
1. Fire Shield. School: Evocation.
a. A barrier of fire appears around an adventures's body for protection.
b. May active a "warm shield" to protect against ice, snow, and cool climate.
c. Bad in a snowstorm or a volcano.
b. Use for light.
2. Ice Storm. School: Evocation.
a. Rocky ice chunks appear from the sky, freezing those around.
b. Slows down enemies as well.
c. May put out fires, as long as those don't worry about the area.
3. Polymorph. School: Transmutation.
a. Polymorph is when a creature is turned into a non-magical beast.
b. Turn enemies into something harmless or turn your team mates into something like a bat to fly away.
c. Transformed things can't speak, cast spells, perform complex hand gestures or speech. This stops spell casters.
4. Stone Shape. School: Transmutation.
a. Turn any stone to any object of choice.
b. Get creative! Create weapons!
Level 5.
1. Animate Objects. School: Transmutation.
a. Choose up to ten objects to bring to life.
b. Objects can't speak or have a personality.
c. Smashing an object brings it to normal.
2. Flame Strike. School: Evocation.
a. Flame Strike summons a vertical column of fire from above. It works as good against twice on the undead, like vampires.
3. Tree Stride: School: Conjuration.
a. Step inside tree after tree.
b. Forest creatures, fairy folk, some druids and rangers know this spell.
c. Sneak up on an enemy or climb a tree faster than normally.
4. Hold Monster. School: Enchantment.
a. Paralyze a creature.
b. Good against powerful foes.
c. Bad against smart foes.
Level 6.
1. Create Undead. School: Necromancy.~
2. Flesh to Stone. School: Transmutation.
a. Petrify an enemy.
b. Damage is the same before and after petrified.
3. Heroes' Feast. School: Conjuration.
a. A feast for a dozen creatures cures them of sickness and will have them healthy.
a. An adventurer and eight others are teleported to another dimension.
b. Not very accurate.
c. Banish unwilling targets as well.
d. There's many different planes.
4. Divine Word. School: Evocation.
a. A piece of creation.
b. May deafen, blond or stun.
c. Creatures from other dimensions may be sent back.
Level 8.
1. Clone. School: Necromancy.~
2. Dominate Monster. School: Enchantment.
a. Control a creature's mind.
b. If damaged under this spell, the creature is easier to control.
c. Does not work on inanimate objects.
3. Earthquake. School: Evocation.
a. Creatures may be knocked off their feet, be thrown into the air, fall into fissures that are the ground beneath them. Buildings cause more damage.
4. Maze. School: Conjuration.
a. Confuse monsters.
b. Minotaurs solve these mazes quickly.
Level 9.
1. Meteor Storm. School: Evocation
a. Blazing orbs of burning stone fall from the sky.
2. Time Stop. School: Transmutation.
a. A version of D&D spells that last 30 seconds.
b. Cannot stop time for anyone else.
3. Shapechange. School: Transmutation.
a. May turn into any monster you've encountered on your travels.
b. Decide if clothes and equipment merges into your body. Will not if they don't fit.
4. Weird. School: Illusion.
a. Gives enemies horrible nightmares.
b. Cannot see what nightmares your targets are fighting.
b. If they die or are injured, they will also in the real world.
Level 10.
Wild. (Only available to Sorcerers, except for here!) (Many of these aren't listed because most of the spells aren't for time or amounts unless there's teleportation or if someone is in a dungeon.).
a. A long beard of feathers grows until a sneeze happens.
b. You turn blue until someone with magic helps.
c. Cast a fireball on yourself.
I won't tell you all the weapons and items, but to name a few that might interest you are the Sunsword, the Bag of Holding, an Animated Shield, a Ring of Regeneration and a Cloak of Arachnida.
A Sunsword or a Sunblade does double the damage to the undead.
A Bag of Holding can hold a lot of items.
An Animated Shield floats in the air for protection. Allows for handling two objects at ounce.
A Ring of Regeneration heals normally, but also broken bones.
A Cloak of Arachnida may have you climbing walls as well as easily as ground. Resistance to poison and may not get caught in webs.
Reiz16 put this mark on Necromancy spells because she doesn't want anyone to use them.~ Or be rouges. And no demons or devils.
In this version of D&D, you play with a coin instead of a dice and Character Sheets! Heads for a win, tails for a loss!
For beginners, and the fact that this is probably the first time you'll play with me, try these:
You pick spells and items, races and classes, appearance, riding animal(s) and whether or not you live in or lead a town. You pick how many people live in the town and your type of government.
You may also be a Legendary Hero! Oh, or pick a name! Or a combo.
Town name, too! And riding animal(s), too!
I would start it with races and classes.
I believe this first campaign should be mostly for beginners. You have a pet Unicorn and it's stolen away by a Griffon for a snack.
How will you get your Unicorn back? That is up to you!
Here's all the usable spells from , "Wizards and Spells".
The schools don't really matter here, but it shows which ones are Necromantic, which bothers some people. No Rouges, a class are in here. No demons or devils, either.
You may only pick one spell for each level!
We won't go by amounts or times. Unless it's teleportation or party members are in a dungeon.
To find more about them, look online or ask.
Cantrips.
1. Message. School: Transmutation.
a. Point a finger at somebody and they'll hear it.
b. Works even again barrier.
c. Will be blocked by stone, metal or wood, except for gaps.
d. Will not work if they don't know the language.
2. Light. School: Evocation.
a. Brings forth a light of any color.
b. May be covered with cloak to darken it.
3. Prestidigitation. School: Transmutation.
a. May attack with up to three of these spells at once.
b. A harmless shower of sparks, a puff of wind, faint musical notes or a strange spell.
c. Light or snuff up a candle, torch or small campfire.
d. Have an object clean or dirty.
e. Chill, warm up, or add flavor to a food.
f. Mark with a symbol or add color to an object.
g. Create a trinket or a small magical illusion.
4. Shocking Grasp. School: Evocation.
a. A low-level electrical spell.
b. Only works if adventurer meets target.
c. Works better if hits metal armor.
Level 1.
1. Cure Wounds. School: Evocation.
a. A low-level healing spell.
b. Heals burns or other traumas, but cannot halt poison or cure disease.
2. Disguise Self. School: Illusion.
a. Allows you to change your appearance. Includes yourself, clothes, armor and possessions.
b. If someone grabs your illusion, they'll touch you instead.
c. You cannot change your race or how tall you are or aren't.
d. Stay out of reach, or people will figure you out.
e. Voice, scent and other physical cues give you away.
3. Magic Missile. School: Evocation.
a. Throw 3 glowing darts to a target at once. You have three chances of hitting.
b. THESE darts move through wind, rain or armor.
4. Speak with Animals. School: Divination.
a. Druids may already have the ability to this.
b. Most animals aren't very smart.
c. Some animals aren't friendly. They could be angry, hungry or want to be left alone.
Level 2.
1. Barkskin. School: Transmutation.
a. You or another willing creature have armor from bark.
b. Less bulk and weight as normal armor. Good for rogues, rangers and sneaky adventurers.
c. Barkskin camouflages you in a forest.
d. No need to worry about termites!
2. Invisibility. School: Illusion.
a. You or a target are invisible and anything they are carrying.
3. Mirror Image. School : Illusion.
a. Three copies are created. They are gradually are rid of until the caster is the only one left.
4. Web. School : Conjuration.
a. A giant web is created. Creatures get stuck.
b. Anchor the web to surfaces, or else it will fall.
c. Setting the web on fire may burn anything caught in the web.
d. It's possible to save somebody by using the web or detect an invisible creature.
Level 3.
1. Fly. School: Transmutation.
a. Fly as fast as you may walk.
2. Call Lightning. School: Conjuration.
a. A lightning spell.
b. Only works outside.
c. If a storm is already raging, it's possible to combine the two and add to the power.
3. Speak with Dead. School: Necromancy.~
4. Water Breathing. School: Transmutation.
a. A party of up to ten creatures may breath underwater.
b. May move slowly.
c. You cannot communicate with underwater.
Level 4.
1. Fire Shield. School: Evocation.
a. A barrier of fire appears around an adventures's body for protection.
b. May active a "warm shield" to protect against ice, snow, and cool climate.
c. Bad in a snowstorm or a volcano.
b. Use for light.
2. Ice Storm. School: Evocation.
a. Rocky ice chunks appear from the sky, freezing those around.
b. Slows down enemies as well.
c. May put out fires, as long as those don't worry about the area.
3. Polymorph. School: Transmutation.
a. Polymorph is when a creature is turned into a non-magical beast.
b. Turn enemies into something harmless or turn your team mates into something like a bat to fly away.
c. Transformed things can't speak, cast spells, perform complex hand gestures or speech. This stops spell casters.
4. Stone Shape. School: Transmutation.
a. Turn any stone to any object of choice.
b. Get creative! Create weapons!
Level 5.
1. Animate Objects. School: Transmutation.
a. Choose up to ten objects to bring to life.
b. Objects can't speak or have a personality.
c. Smashing an object brings it to normal.
2. Flame Strike. School: Evocation.
a. Flame Strike summons a vertical column of fire from above. It works as good against twice on the undead, like vampires.
3. Tree Stride: School: Conjuration.
a. Step inside tree after tree.
b. Forest creatures, fairy folk, some druids and rangers know this spell.
c. Sneak up on an enemy or climb a tree faster than normally.
4. Hold Monster. School: Enchantment.
a. Paralyze a creature.
b. Good against powerful foes.
c. Bad against smart foes.
Level 6.
1. Create Undead. School: Necromancy.~
2. Flesh to Stone. School: Transmutation.
a. Petrify an enemy.
b. Damage is the same before and after petrified.
3. Heroes' Feast. School: Conjuration.
a. A feast for a dozen creatures cures them of sickness and will have them healthy.
4. Otto's Irresistible Dance. School: Enchantment.
a. A creature may dance around.
b. Similar to Hold Monster.
c. May still attack, but the damage is halved.
Level 7.
1. Prismatic Spray. School: Evocation.
a. Seven different spells of color and attacks.
b. Red. Fire.
c. Orange. Acid.
d. Yellow. Lightning.
e. Green. Poison.
f. Blue. Ice.
g. Indigo. Paralysis.
h. Violet. Blindness.
i. Not all spells are effective. Do research.
j. Have allies not be in range.
2. Resurrection. School: Necromancy.~
3. Plane Shift. School: Conjuration.
a. An adventurer and eight others are teleported to another dimension.
b. Not very accurate.
c. Banish unwilling targets as well.
d. There's many different planes.
4. Divine Word. School: Evocation.
a. A piece of creation.
b. May deafen, blond or stun.
c. Creatures from other dimensions may be sent back.
Level 8.
1. Clone. School: Necromancy.~
2. Dominate Monster. School: Enchantment.
a. Control a creature's mind.
b. If damaged under this spell, the creature is easier to control.
c. Does not work on inanimate objects.
3. Earthquake. School: Evocation.
a. Creatures may be knocked off their feet, be thrown into the air, fall into fissures that are the ground beneath them. Buildings cause more damage.
4. Maze. School: Conjuration.
a. Confuse monsters.
b. Minotaurs solve these mazes quickly.
Level 9.
1. Meteor Storm. School: Evocation
a. Blazing orbs of burning stone fall from the sky.
2. Time Stop. School: Transmutation.
a. A version of D&D spells that last 30 seconds.
b. Cannot stop time for anyone else.
3. Shapechange. School: Transmutation.
a. May turn into any monster you've encountered on your travels.
b. Decide if clothes and equipment merges into your body. Will not if they don't fit.
4. Weird. School: Illusion.
a. Gives enemies horrible nightmares.
b. Cannot see what nightmares your targets are fighting.
b. If they die or are injured, they will also in the real world.
Level 10.
Wild. (Only available to Sorcerers, except for here!) (Many of these aren't listed because most of the spells aren't for time or amounts unless there's teleportation or if someone is in a dungeon.).
a. A long beard of feathers grows until a sneeze happens.
b. You turn blue until someone with magic helps.
c. Cast a fireball on yourself.
I won't tell you all the weapons and items, but to name a few that might interest you are the Sunsword, the Bag of Holding, an Animated Shield, a Ring of Regeneration and a Cloak of Arachnida.
A Sunsword or a Sunblade does double the damage to the undead.
A Bag of Holding can hold a lot of items.
An Animated Shield floats in the air for protection. Allows for handling two objects at ounce.
A Ring of Regeneration heals normally, but also broken bones.
A Cloak of Arachnida may have you climbing walls as well as easily as ground. Resistance to poison and may not get caught in webs.
Reiz16 put this mark on Necromancy spells because she doesn't want anyone to use them.~ Or be rouges. And no demons or devils.
How about we create replacement spells?