Professional Documents
Culture Documents
First Level Spell Features
First Level Spell Features
com
I've tried to incorporate interesting draw backs and resource management (usually based on time, which
is precious) wherever possible so that these don't just turn into more character sheet cruft. I'm interested to
hear what anyone thinks.
1
Draft Version: d4caltrops.com
2
Draft Version: d4caltrops.com
1. Avaricious Eyes
If you have this spell prepared, you can instantly enumerate
large sets of the same or very similar items. Most commonly
used with coins, you have but to glance at pile and you know
the exact number of coins (of each varying type) in a pile of
10,000 coins or less (if it's more, you know this fact, but it
will need to be split into smaller piles before you can count
it). You can also carefully study a gem, piece of jewelry,
an objet d'art/de vertu, or a piece of fancy furniture for 1d6
turns and ascertain it's precise value in gold pieces by ex-
pending the spell. Pick a two digit number (or roll d%) and
write it prominently on your character sheet. If you ever end
up “counting” or “appraising” a value that ends in these
numbers, the numerological feedback loop leaves you unable
to utilize this feature or prepare this spell for 1d6 days.
3. Know Lineage
With a sample of blood (at least a vial's worth), you can expend this spell to learn all about the lineage/bloodlines of
a target, going back a number of generations equal to your level. One of your parents is not actually related to you.
3
Draft Version: d4caltrops.com
5. Tea Leaves
You possess some rather interesting tea leaves (enough for 2d6 cups). Brewing a cup's worth takes 1 turn and boil-
ing water. The process smells positively lovely, the tea is delicious, and drinking it even heals 1d6 + HLSS hit points
(quite useful in a pinch). More intriguingly, if you add a single drop of a magic potion to the cup before drinking
(the strength of the tea mitigates any potentially harmful effects, or at least that's what you Master told you), you
can consult the leaves in the bottom of your cup and they will provide you with enough clues to discern the potion's
purpose with certainty. You know where this tea grows (several dozen hexes of ocean away, most likely) in the
event you need to harvest more by the light of a full moon.
4
Draft Version: d4caltrops.com
1. A Loyal Henchmen
Recipient of a Charm Person that you cast and went awry. It's permanent now as long as you spend at least a few
hours a day with your Henchmen (sharing a few meals and conversing/interacting). As long as you have this spell
prepared, the Henchman has max Morale/Loyalty scores and get's a +2 to one Ability Score of your choice. You've
grown quite fond of your Henchman over the years. The Henchman also knows your most terrible secret.
4. Perfume
You have 2d6 doses of a marvelous and magical musk. After applying a dose the recipient will smell pleasant (no
matter what) for a year. If you have this spell prepared and have applied the perfume in the past week, your effec-
tive Charisma Score is 2 higher (max 18), or high enough to engender at least a +1 bonus. You can expend the spell
at any time to cast Charm Person on a target that can smell you, and they save with a penalty equal to your Charis-
ma Bonus. Also, for the purposes of Saving Throw intervals (Rules Cyclopedia, Page 144), this target is treated as
having their Intelligence Score lowered by your level (minimum 3), as long as you are doused in a fresh dose when
the interval arrives. You have only one of these Charms active at any given time. Should you run out of perfume,
manufacture of more requires some pretty extensive reagents, and this is a constant source of study for you. Upon
gaining a level, you may attempt an intelligence check. If you succeed, you may learn one of the 9 reagents neces-
sary to make additional doses, at the cost of your automatic spell gain.
5
Draft Version: d4caltrops.com
5. Language: Harpy/Dryad
You can speak the language of either Harpies, or Nymphs and Dryads (choose one). You are also immune to your
choice's Charms while you have this spell prepared. While out cavorting on your adventures, you try not to think
about one of the following, based on this choice:
I. Somewhere a Willow weeps in the woods, alone with a broken heart. Elsewhere a Brook blubbers be-
tween boulders, ever so patiently wearing down mountains. Both take no comfort in knowing that they aren't the
only one forlornly longing for your return. As each season's snowy and icy-still torpor brings more maudlin mem-
ories, their tears begin to turn to bitter rage at the prospect of sharing you.
II. Ostracized in her aerie, a somewhat struthious Celaeno meticulously preens her plumage for you whilst
singing the saddest of songs. She's tried in vain for months to get her strangely wingless clutch to fledge.
6
Draft Version: d4caltrops.com
4. Gainful Portaging
If you have this spell prepared and spend 1d6 turns helping someone or yourself carefully pack their equipment,
you can reduce encumbrance by 100cns (10 lbs.) or 1 significant item's worth. These convoluted methods do make
the items harder to retrieve however (it takes 1d10 rounds more than normal), so be mindful of what you stow
away.
7
Draft Version: d4caltrops.com
1. Tattle-Tale Lock
You can cast this spell on a specially prepared Lock (inset with a gem valued at least 50gp, and engraved with your
name), and for 1d6 days the lock can speak, and remembers everyone who passed through a portal or container
that the lock is affixed to (and the means or methods they used, if important). You may have as many of these locks
active at a given time as your HLSS.
4. Language: Mimic
You can speak the pidgin and ever-changing language of Mimics. + 2 to reaction rolls with Mimics, shift results up
by one category if they are in the form of a door when encountered. If you have this spell prepared you are im-
mune to their sticky pseudopodia.
5. Puzzle Box
You possess the necessary skills to manufacture puzzle boxes that are extremely difficult to open (taking your level
x 1d6 hours to open without magic). They are very valuable to the right collector. You can expend this spell, and if
you can concentrate for 1d6 turns, you can pick one, and you know exactly where it is (on the same plane of exist-
ence, natch). They take about 1d6 weeks to make and around 50 gold pieces.
8
Draft Version: d4caltrops.com
1. Selfish Spells
You can prepare a special version of Light/Darkness that only effects you. Quirkily, you are colorblind when you
have this version prepared.
4. Candle Molds
You possess a set of candle molds that allow the creation of special candles. Light given off by these candles is only
visible on the Darkvision spectrum, or alternatively they give off darkness instead of light. It takes 1d6 hours to
make each candle. The wax needed usually comes from Giant Honeybees that make their hives in the Underworld,
and the wicks are woven from the noose of a hanged thief (1 noose makes 1d6). You start with 1d6 of these candles.
5. Language of Shadows
You can speak to Shadows (specifically the Monster kind).
However, Shadows can speak to every type of normal
shadow (which everyone knows, are horrible gossips that
can never lie and see almost everything). Sadly Shadows
are not particularly well disposed to you when addressed
(-2 to reaction rolls). As a consolation, you can expend
this spell immediately after taking damage from a Shad-
ow to negate the Strength Drain from that specific attack.
9
Draft Version: d4caltrops.com
1. Strix Missile
You have knowledge of a variant casting process for the venerable Magic Missile Spell. Your missile can instead be
cast and possess a duration equal to 1 turn per HLSS. It hovers near you at all times. When it is sent to attack, it
deals 1d6-1 damage, but it returns and can attack again as long as the damage inflicted does not exceed your level.
3. Puissant Technique
You learned a different method for casting Magic Missiles. You may choose to produce Missiles that are stronger
(1d8+1), but require a “to-Hit” roll (see Holmes D&D). You can use the number associated with your HLSS as an
additional bonus on this attack (above and beyond standard Ranged Bonuses). Your name is tattooed on any crea-
ture slain by one of these missiles.
6. Patient Missile
You can choose to cast your Magic Missiles in such a way that they do not fire immediately on casting. Instead,
when cast they remain present in the current location for up to your level in turns. They will fire at any target(s)
present (randomly) when this duration elapses. If no targets are present, the spell returns to your mind, inflicting
1 point of damage per missile in the process.
10
Draft Version: d4caltrops.com
1. Circles
If you spend 1d6 turns creating a Magic Circle and expend this spell on completion, the spell effect is centered
within the circle, but lasts for hours instead of turns. If the circle is physically broken (this cannot be done by tar-
gets of the spell, but could happen accidentally...), the spell ends.
3. Witch Bottle
You can spend 1d6 days crafting a magic bottle. It must contain at least a single strand of hair, exactly a single fin-
gernail, and no more than three drops of blood from a specific Magic-User. Any spells cast by this magic user
against you receive a +3 to Saving Throws (or Advantage in 5e). You may have only one bottle at a time. At your op-
tion, you can also smash the bottle, expend this spell, and choose to become invisible to the subject for 1d6 turns.
5. Familiar: Dog
Any familiar you acquire is fiercely loyal to your ethical outlook. Step up it's damage die against any foe that
doesn't share your alignment, and it fights as a HLSS HD creature. It understands your Alignment Language, and
as long as you have this spell prepared it can speak it. It likes to have its belly scratched and being told its a “Good”
familiar (whatever that means).
6. Horseshoes
You can take a horseshoe from
a horse slain by either an Evil or
Good creature. It can be hung
on the threshold of a dwelling
and incorporated into a ritual
that takes 1d6 hours. As long as
you have this spell prepared, the
dwelling is protected from
Good/Evil (based on who killed
the horse) as the Spell. If you
cease living, or cast or replace
the spell with another, you'll
need to start the ritual over
(good thing horses have four shoes). I wonder what how it works with a shoe from a Unicorn...
11
Draft Version: d4caltrops.com
2. Dictating Quill
As long as you have this spell prepared and a special writing quill from the feather of a creature
of at least 4 HD (let's drive these Owlbears to extinction!), the quill will dictate whatever you
wish if provided ink and suitable surface. It is fond of including snippets of your subconscious
as commentary in the marginalia. If Scroll Ink (see Read Magic) is used, it might transcribe a
spell, but it's helpful footnotes, occasional lacunae, and penchant for obscene acrostics make the
resulting spell mighty unpredictable when cast (you must still pay for the cost of the scroll, mi-
nus the Scroll Ink discount, but the results when read are Wild Magic). The quills retain their
potency for 1d6 months. You can have as many active as your HLSS (they can work simultane-
ously), and you can make a new one with a fresh feather and a casting of this spell. You start
with 1 quill named Nicodemus, from your master's sarcastic dire raven.
3. Bonus Language
When you prepare this spell, you may pick a language you have heard spoken and seen written.
You may read and write this spell fluently for as long as you have this spell prepared. You may
speak the language (exclusively, no others) for 1d6 turns if you expend the spell.
5. Jar of Tongues
You have a jar containing the tongue of an individual that speaks 1d4 different languages (at least one is a lan-
guage you do not possess). Through a disgusting and painful process that takes 1d6 turns, 1d6 damage, and casting
this Spell, you can replace your tongue with the one in the jar (your tongue is safe as long as it remains in the jar).
You now speak only these languages, although you can always understand your native tongue. You may have as
many tongues in the jar as your HLSS, and the grisly process of harvesting a new one takes 1d6 turns of careful
cutting, alongside the expending of this spell. The tongue need not be “fresh,” but harvesting the tongue of a live
creature does inflict 1d6 damage. Any tongues acquired in this fashion speak the languages their owners knew.
6. Voracious Reader
You can read the written word uncannily fast when you have this spell prepared. Fully comprehending up to 100
pages in 1d10 rounds. For larger tomes, round the total pages to the nearest die, and it will take that many turns
(400 pages = 1d4 turns, 840 pages 1d8 turns, etc). If you absolutely must confirm if the butler did indeed do it, you
may expend the spell to convert rounds to seconds and turns to rounds. Attempting this on magical texts is a very
bad idea.
12
Draft Version: d4caltrops.com
So as a Spell Feature: While this spell is prepared, you may spend 1 turn to Detect Magic. Simple, and it makes the
spell perform a bit of a double duty, enhancing it's appeal somewhat.
Also every Magic-User may choose to start with 1d6 vials of Scroll Ink. This ink cuts the cost of scribing a scroll in
half, or it may be drunk by the very desperate.
If you dare drink, save versus poison or die in 1d6 hours, castings of Neutralize Poison will only stave off death by
an 1d6 additional hours and do not offer additional saving throws, additional quaffs of ink require another save,
but will also reset the duration to another throw of 1d6 hours. Only a Wish or similar high order magics can pre-
vent death in this fashion.
Upon consuming Scroll Ink, you may re-prepare all your spells in 1d6 turns without the need for rest. Spells pre-
pared this way leave your spell book and must be re-transcribed before they can be prepared again. The drawbacks
and benefits of Scroll Ink usually only apply to the user who created the ink, although you are welcome to try and
poison other Magic-Users with your ink. You are assumed to be casually collecting and briefly brewing the neces-
sary reagents for HLSS vial(s) of Scroll Ink per level, but coming across a hogshead of Kraken Blue, a few gills of
Gorgon Green, or a dram of Dragon's Blood during one's adventuring might stimulate this manufacture.
13
Draft Version: d4caltrops.com
1. Heraldic Gift
You have a knack or extensive learning concerning Heraldry. You can easily identify major noble houses and line-
ages (+1 reaction when dealing with those that are into this sort of thing), you can also design your own device by
spending 1d6 hours of meticulous artistry. Any creature/monster featured in your personal device receives a pen-
alty to save against your spells (-2 or Disadvantage). You may only redesign your device after slaying one of these
creatures, at which time you may incorporate a “new one.” It seems only natural that your new heraldic device
should feature an image of a dead “old one” prominently. Mortant? Mourant?
2. Shield-Bearer Training
You can expend a casting of this Spell and spend 1d6 turns coaching another on efficient shield use and tactics.
The armor class “bonus” provided by the shield is doubled for their next combat encounter. You may also choose
one of the following:
Their shield provides a saving throw versus Magic Missile (good for HLSS missiles).
This casting temporarily creates a physical Shield+1 that
lasts for the normal spell Duration.
4. Elemental Ward
You know of a secret technique for channeling this spell
into small temporary talismans. Given 1d6 hours, 25 gold
in materials, and a casting of this spell, you can construct a tiny charm that will protect a bearer against a specific
elemental type of damage (preventing your HLSS x 5 in damage for a single attack, or granting Advantage on
saves). The magic that powers these talismans is expended when used to protect against the first attack of the ele-
mental type, otherwise it lasts for 1d6 weeks before dissipating. Fire Wards will warm gloves in winter, an Ice Tal-
isman will quickly chill a pint of ale, etc.
5. Spell Book Feature: Defending – As long as you have this spell prepared and your Spell Book out and open, facing
a casting foe, a successful saving throw versus a spell captures the spell in your spell book. You must have free pag-
es (spells typically take 1 page per level in my games). You may only capture spells with levels up to your HLSS. The
spell may be cast back at the caster as a riposte on your subsequent actions, otherwise it fades in 1d6 rounds
(woefully inadequate time for transcribing it). You may also expend this spell immediately after being targeted by
a spell to capture a spell permanently (no save required) in your book, but a randomly determined spell of the
same level leaves your book and enters the mind of your opponent.
6. Familiar: Turtle – Any familiar you acquire is exceptionally hard to hit or damage (AC = at least chain, or 2 better
if naturally lower). Selfless to a fault, your familiar can be sacrificed (as in Shields May Be Splintered ), but the pro-
cess kills the familiar and is detrimental to your health. The gnawing sense of loss reduces your base speed by 10'
feet for 1d6 weeks, after which you can acquire a new familiar and eliminate this movement penalty.
14
Draft Version: d4caltrops.com
4. Cockerel Automaton
You possess a life-size mechanical rooster. It's gears can be adjusted and wound to have it crow loudly (which trig-
gers a wandering monster check) in metallic tones at a specified time, waking anyone asleep within 500 feet. It
only eats your dreams (you won't remember them in the morning if its set to crow, but who needs dreams right?).
If you expend this spell, it can be wound to animate, after which it is mobile (clinking as it pointedly pecks at detri-
tus and inquisitively following the person with the most visible metal around), and can attack as a creature with
HD equal to your HLSS when cornered (this type of winding animates the rooster for the standard Sleep duration
in turns, and can be combined with th Alarm feature above).
5. Osculations
As long as you have this spell prepared, your kiss can wake anyone sleeping and they are generally well disposed to
this intrusion (+2 to reaction rolls, my prince). You can also kiss someone asleep (expending the spell) and they will
slumber restfully (regaining 1d6 hit points, plus your HLSS) for the max duration of the spell (16 turns, must sleep
all 16 to gain the benefit).
This spell is generally considered a big ol' rip off, so hopefully these at least make it interesting :)
1. Music Box
You possess an intricately crafted music box with a switch that can be set in the presence
of any music. It will then be able to reproduce the tune faithfully with it's limited palette of
tiny mallets and electrum striking surfaces. It can hold up to your HLSS in songs. It can
record such interesting songs as that of the Harpy Croon or Siren Serenade, so be careful
with this.
3. Dummy Golem
You possess a partially animated (mouth and eyebrows mostly) figure. It possess a reedy
version of your voice as long as you have this spell prepared, and often makes quips and
off-color comments. With concentration you can control what it says (easily earning a
free meal or place to sleep for the night). You can expend this spell to have it fight as a
creature with HD equal to you HLSS (quipping the entire time). If destroyed, it can be
replaced with a careful carving process that takes 1d6 weeks.
4. Jar of Lips
It's a jar of 1d6 pairs of lips that can be affixed to any surface and by expending this spell, the lips will function as a Magic Mouth (using
your voice). The magic will only power them for 1d6 days, and yes, you know the gruesome technique to harvest more (takes 1d6 turns of
careful cutting and expending this spell). While you have this spell prepared, you are aware of any active Magic Mouths and what they are
going to say before they say it.
16