Randomly determining spells for level 1 characters
Posted: Tue Sep 18, 2012 3:48 am
Here's a couple of tables I whipped up, because the "roll a d30" method could lead to some potentially pretty useless results.
Randomly determine Wizard / Elf spells at level 1
Wizard: roll 1d5: 1 = 3 offense, 1 defense; 2 = 2 offense, 1 defense, 1 utility; 3 = 2 offense, 2 utility; 4 = 1 offense, 2 defense, 1 utility; 5 = 2 defense, 2 utility.
Elf: roll 1d3: 1 = 1 offense, 2 defense; 2 = 1 offense, 1 defense, 1 utility; 3 = 1 defense, 2 utility.
[Alternatively, roll based on alignment for Wizards: Lawful = 1 offense, 2 defense, 1 utility; Neutral 1 offense, 1 defense, 2 utility; Chaotic = 2 offense, 1 defense, 1 utility.]
Offense
1. Chill Touch
2. Choking Cloud
3. Color Spray
4. Flaming Hands
5. Magic Missile
6. Sleep
Defense
1. Charm Person
2. Ekim’s Mystical Mask
3. Enlarge
4. Feather Fall
5. Force Manipulation
6. Magic Shield
7. Spider Climb
8. Ward Portal
Utility
1. Animal Summoning
2. Cantrip
3. Comprehend Languages
4. Detect Magic
5. Find Familiar
6. Mending
7. Patron Bond & Invoke Patron*
8. Read Magic
9. Ropework
10. Runic Alphabet, Mortal
11. Ventriloquism
12. Patron Spell**
*: If Patron Bond is rolled, Invoke Patron may be learned automatically as the next spell. If already known (e.g., if character is an elf), the result is a Patron Spell.
**: If Patron Spell is rolled, but Patron Bond/Invoke Patron are unknown, simply re-roll.
Randomly determine Cleric spells at level 1
Roll 1d3: 1 = 3 combat, 1 non-combat; 2 = 2 combat, 2 non-combat; 3 = 1 combat, 3 non-combat.
[Alternatively, roll based on Alignment: Lawful = 1 combat, 3 non-combat; Neutral = 2 combat, 2 non-combat; Chaotic = 3 combat, 1 non-combat.]
Combat
1. Blessing
2. Darkness
3. Paralysis
4. Protection from Evil
5. Resist Cold or Heat
6. Word of Command
Non-combat
1. Detect Evil
2. Detect Magic
3. Food of the Gods
4. Holy Sanctuary
5. Second Sight
Randomly determine Wizard / Elf spells at level 1
Wizard: roll 1d5: 1 = 3 offense, 1 defense; 2 = 2 offense, 1 defense, 1 utility; 3 = 2 offense, 2 utility; 4 = 1 offense, 2 defense, 1 utility; 5 = 2 defense, 2 utility.
Elf: roll 1d3: 1 = 1 offense, 2 defense; 2 = 1 offense, 1 defense, 1 utility; 3 = 1 defense, 2 utility.
[Alternatively, roll based on alignment for Wizards: Lawful = 1 offense, 2 defense, 1 utility; Neutral 1 offense, 1 defense, 2 utility; Chaotic = 2 offense, 1 defense, 1 utility.]
Offense
1. Chill Touch
2. Choking Cloud
3. Color Spray
4. Flaming Hands
5. Magic Missile
6. Sleep
Defense
1. Charm Person
2. Ekim’s Mystical Mask
3. Enlarge
4. Feather Fall
5. Force Manipulation
6. Magic Shield
7. Spider Climb
8. Ward Portal
Utility
1. Animal Summoning
2. Cantrip
3. Comprehend Languages
4. Detect Magic
5. Find Familiar
6. Mending
7. Patron Bond & Invoke Patron*
8. Read Magic
9. Ropework
10. Runic Alphabet, Mortal
11. Ventriloquism
12. Patron Spell**
*: If Patron Bond is rolled, Invoke Patron may be learned automatically as the next spell. If already known (e.g., if character is an elf), the result is a Patron Spell.
**: If Patron Spell is rolled, but Patron Bond/Invoke Patron are unknown, simply re-roll.
Randomly determine Cleric spells at level 1
Roll 1d3: 1 = 3 combat, 1 non-combat; 2 = 2 combat, 2 non-combat; 3 = 1 combat, 3 non-combat.
[Alternatively, roll based on Alignment: Lawful = 1 combat, 3 non-combat; Neutral = 2 combat, 2 non-combat; Chaotic = 3 combat, 1 non-combat.]
Combat
1. Blessing
2. Darkness
3. Paralysis
4. Protection from Evil
5. Resist Cold or Heat
6. Word of Command
Non-combat
1. Detect Evil
2. Detect Magic
3. Food of the Gods
4. Holy Sanctuary
5. Second Sight