When I played a game of D&D 1st Edition, I thought it was nice, simple, but really lacking in some areas and very unbalanced overall. Here is my attempt at making a version that still remains simple, but has enough structure to be enjoyable and enough balance to be playable. I hope I succeeded in at least one of those.
If you're a late-comer, and you're wondering if you can join, then feel free to ask. Unless I'm swamped with players, you probably can. Don't feel as if you need to read every page to "catch up" or anything - you'll be starting with a new party (or alone, if there's no one else signing up).
The first step is to choose 3 of your 6 stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) to be your "Advantage" stats. After you submit those, I'll roll up your stats. Advantage stats will be 2d6+4, while the others will be 2d6+3. Then, I'll roll 3d4x10 for your starting gold.
SPECIAL STAT FIELD BONUSES
STR Carrying Cap -1/0/1/2 Damage
DEX Dodge Class -1/0/1/1(+1 Rngd) to-Hit
CON Vitality -1/0/2/3 Hit Points
INT Study Points -5%/0%/10%/20% Exp
WIS Know Points 0/1/2/3 Extra Languages
CHA Influence -2/0/1/2 NPC Reaction
Each stat sets the value of a special stat, and also gives you a bonus based on where its value lies. Carrying Capacity is the amount of Weight you can carry before having to make a Constitution check each hour. Dodge class is your base evasion, which is later modified by your encumbrance and armor. Vitality is your body's "inner Hit Points," and is damaged by bleeding once you reach zero Hit Points (at -1 per turn), by poison (varies), or if you fail an encumbrance Constitution Check (equal to the Weight over the Cap). Study Points are used to research or study things during downtime. Knowledge Points are spent on Knowledges to determine your chance of recognizing certain things. Influence is a value used to bargain for or borrow items, as well as other things, and Charisma only determines its starting amount. In the Field Bonuses, the first modifier is applied if that Stat is between 5-7, the second if it's 8-11, the third if its 12-14, and the fourth if its 15-16. There are field bonuses outside this range, but they are not attainable by starting characters.
NOTE: NPC Reaction modifies my dice roll to determine how an NPC blundering into the party will react. The modifier of the most visible/prominent party member is chosen.
A when doing a Stat check, a d20 is rolled. If it rolls equal to or under the Stat, it succeeds by the difference between the two numbers (if equal, it "succeeds by zero"). Some checks will simply need to succeed, while some need to succeed by a certain amount. Example checks for each stat are: Str check to break down a door, Dex check to dodge a falling stone, Con check to resist poison, Int check to memorize a passage, Wis check to sense a bluff, Cha check to persuade an NPC.
Any roll of 1 or 20 on a d20 makes the current action automatically succeed or fail, depending on if rolling higher or rolling lower was better. A check that succeeds this way, but which would normally be considered to have not succeeded, succeeds by 0 successes.
Each class, unless stated otherwise, has base seeing and hearing of 1/6 (meaning if they actively try to perceive something not obvious, they'll succeed on a roll of 1 on a 1d6), has normal vision, and begins knowing the Common language. For 1st level characters, if their HP is lower than the average for that Hit Die (rounded down), it is set to the average for that Hit Die (rounded down).
STANDARD CLASSES
Fighter: 2d4 HP Cannot use scrolls
Thief: 1d6 HP Cannot wear/wield weight 4 equipment Cannot wield shields Has base hearing and seeing of 2/6; Can disable a device (lock or trap) with a Dex check having successes equal to the device's Rating while outside of battle (cannot be retried with if failed); Deals x2 damage on a backstab or surprise attack
Cleric: 1d6 HP Cannot use sharp weapons Cannot wear/wield enchanted equipment Cannot use Arcane devices (Arcane Scrolls, Wands, etc) Can Turn Undead with a Wis check as an Action; Can cast Divine spells (starting at 2nd level)
Wizard: 1d4 HP Cannot wield weight 2 weapons Cannot wear armor Cannot wield shields Can cast Arcane spells
SPECIAL CLASSES
Halfling: Requires Cha 14 1d6 HP Cannot wear/wield weight 3 equipment Cannot wear non-miniaturized armor Cannot use Arcane devices* Avoids effects of cursed items with a Cha check; *Can use an Arcane device with a Cha check; Gains +1 to-Hit with ranged weapons; Gains +1 size bonus to Defense Class; Can wield miniaturized weapons and shields; Begins knowing Halfling Levels up as a Fighter
Gnome: Requires Wis 14 1d4 HP Cannot wear/wield weight 3 equipment Cannot wear non-miniaturized armor Cannot wield shields Has base seeing of 4/6 for detecting traps; Can disable a trap with a Dex check having successes equal to the trap's Rating while outside of battle (cannot be retried with if failed); Can make a Wis check to avoid a trap before having to make another save, if prior caution could have avoided damage; Gains +1 size bonus to Defense Class; Can wield miniaturized weapons and shields; Begins knowing Gnome Levels up as a Thief
Dwarf: Requires Con 13 Str 12 1d6 HP Cannot wear/wield enchanted equipment Cannot use Arcane devices Has base automatic seeing of 2/6 and base seeing 3/6 for detecting things hidden as/using stone; If affected by Arcane magic, must resist it, doing so with a Con check and succeeding by a number equal to or higher than the spell's level; Can cast Divine Spells (1 at 1st level) Levels up as a Cleric
Elf: Requires Int 13 Dex 12 1d6 HP Cannot wear/wield weight 4 equipment Cannot wield shields Has base automatic seeing of 1/6 and base seeing of 2/6; Has darkvision for 60 feet; Can cast Arcane spells, but doesn't gain extra uses per day of spells higher than 1st level; Begins knowing Elf Levels up as a Fighter and Wizard combined
There are two kinds of languages that players can start with: Humanoid and Goblinoid. Humanoid Languages are the languages of the "normal people" while goblinoid languages are those of goblins, orcs, and similar monsters. Humanoid languages have a "High" variant (ex: Highcommon) - used primarily by their ancestors or by secluded, elite societies - and an "Under" variant (ex: Undercommon) - used by the lowlife of society, or by uncivilized tribes. Everyone starts out knowing the standard version of their language, and may start with extra languages based on their Wis field bonus. If party members do not share a language, they will have to communicate through non-verbal means.
Languages: Common, Halfling, Gnome, Dwarf, Elf, Goblin, Orc, Gremlin
Knowledges represent a vague collection of what your character has learned about the world. They are used to identify things pertaining to their category, and will be done automatically once the identifiable thing has been seen well enough to be referenced with what is known (therefore, to use Humanoid to identify an obscure race, you might need to simply see a creature at 10 ft, but to use Diagnosis you may need to examine the body closely). Each Knowledge check is done with a six-sided die. If the roll is equal to or below the points invested, the thing in question is identified. In special situations, the check may need to succeed by a certain amount. No more than 5 points may be put into any knowledge.
Knowledges: Alchemy, Animals, Architecture, Demons, Diagnosis, Fey, Fungi, Gems, Goblinoids, History, Humanoids, Legends, Nobility, Occult, Plants, Religion
Your starting Influence is determined by your charisma. It decreases when it is spent, and it increases when you earn the respect of society (usually through quests). It can only be used in areas where you are known. It's currently known uses are:
- Borrow an item for the price of 1 Influence for every 5 GP. Your influence drops by an additional 1 each day, but Influence lost this way is regained once you return the item. If the lender realizes you lost the item, you lose no more Influence per day, but immediately lose influence equal to the original influence cost. Returning a damaged item reduces the influence regained.
- Get a discount on a single item for the price of 1 influence for every 5% reduction. No more than 25% may be removed. The price is rounded down.
- Have more options available in town. Influence is not spent for this, it simply occurs once Influence reaches a certain point, and remains even if the Influence then drops below that threshold.
Beware: If your Influence ever reaches 0, you will be treated as a stranger by the town, and will lose all extra options you had gained up to that point.
Items can be bought and sold in town. Items that are sold are done so at 75% of their price, rounded down. Your character can effectively hold only two items, have sheathed 2 melee weapons, can wear certain equipment, and must have the rest stored in a container.
NOTE: Because of balance, item prices and weights are subject to change.
MELEE WEAPONS WGT $$$
Knife (1d2) 0 2
Lt Mace (1d2) 1 2
Shortsword (1d4) 2 5
Hvy Mace (1d4) 2 5
Longsword (1d6) 3 10
Quarterstaff (1d6,Dex11) 3 10
Club (1d6,2H) 3 5
Greatsword (1d8,2H,Str11)3 15
Battleaxe (2d4,2H,Str13) 4 18
MELEE/THROWN WEAPONS
Dagger (1d2) 1 3
Handaxe (1d4) 2 6
Spear (1d6) 3 12
RANGED WEAPONS
Sling 0 2
Shortbow (2H,Dex11) 2 20
Longbow (+d2,2H,Dex13) 3 30
Slingstone (1d4) 1 1
Arrow x8 (1d4) 1 10
ANIMALS
Mule* (Cannot Ride) -- 50
Lt Horse* (Needs Saddle) -- 65
Saddle (Attach 4 items) 3 5
CONTAINERS
Sack (6 Capacity) 0 3
Backpack (5 Cap,Worn[1]) 1 10
Waterskin (3 Cap,Liquids)1 7
Iron Flask (1 Cap,Liq) 1 3
Pouch (1 Cap,Worn[Any]) 0 1
STANDARD ITEMS
Ration x4 1 8
Bandage (Wis Ch:No Bleed)0 3
Tinderbox (Light Fire) 0 2
Torch (30ft Light,1 Hr) 1 1
Oil (Needs Container) 0 1
Lantern (60ft,1 Hr/Oil) 2 15
Rope (20 ft) 2 4
Holy Water (Burn Undead) 1 10
CLASS ITEMS
Lockpicks (Disable Lock) 0 10
Thf Tool (Disable Device)1 25
Wdn Symbol (Turn Undead) 0 3
ARMOR AND SHIELDS
Leather Armor (5AC-2) 3 40
Std Leather Armor (7AC-2)4 50
Leather Gloves 0 7
Leather Helmet (1AC) 1 20
Iron Helmet (3AC) 2 30
Small Shield (2AC) 2 15
Large Shield (4AC) 3 20
If you improvise and use an item as if it were another item, penalties apply. For items that do checks, a penalty of 2 is applied to the check. For weapons, a penalty of 2 is applied to-Hit, and the damage dice is reduced to the next smaller size. For armor or shields, the AC is reduced by 2 to a minimum of 1.
Small players (Gnomes and Halfings) must use miniaturized armor and can (but don't have to) use miniaturized weapons and shields. The cost of a miniaturized item is 33% more (rounded up). Miniaturized armors and shields lose 1 AC (to a minimum of 1) and 1 weight (to a minimum of 1). Miniaturized weapons get -1 to damage, and lose 1 weight (To a minimum of 0). Normal players cannot wear miniaturized armor and wield miniaturized weapons and shields as if they were improvising.
NOTE: Discounts are factored in after markups in price (ex:30 GP x 1.33 = 40 GP, 40 GP x .75 = 30 GP)
There are three types of movement in this game: Travelling, Exploration, and Combat. Travelling speed is determined simply in "days of travel," assuming 12 hours of travel per day. Exploration is usually done at a Cautious pace of 30 feet per minute, but can be changed to a Brisk pace of 60 ft per minute - which prevents any perception - or an Observant pace of 10 feet per minute - which activates normal perception as if it were automatic, in addition to automatic perception. Any speed faster than Brisk is affected by encumbrance, and is considered to be Combat Movement, which is covered under Combat.
Players must rest for 8 hours each day (12 while travelling), though rest can be broken up, and they must consume one unit of food and water as well. Failing to do so incurs a Con check and Vitality loss equal to failure, as well as unconsciousness if the check was due to fatigue.
In each combat round (lasting 10 seconds), players get to move and do one Action before/as/after they do so. Possible Actions include, but are not limited to: Making an attack, using an Arcane device, casting a spell, and opening/closing a door. Movement is 10+(Dex-Armor Penalty)*5, to a maximum of Remaining Carrying Cap*5, but a minimum of 10. Those who take their action before movement (or without movement) will go first, followed by those doing it during movement, followed by those doing it after movement. Each person in one of those three categories makes a Dex check to determine the order of actions within that category, with the person having the highest successes going first, Dex score breaking ties.
To hit with an attack in battle, roll a d20, and add any modifiers to this to-Hit roll. If the roll equals or exceeds the opponent's Defense Class, they are hit. Defense Class is calculated like this: [Armor Class]+[Dodge Class-Armor Penalty (Max: Remaining Carry Cap*3)]+[Misc Bonus]. The underlined section cannot go below 0. If the target is caught unaware, Dodge Class is considered to be 0 (as is shield AC). If the attack does not need to penetrate armor, the Armor Class is considered 0. Once the attack hits, the target takes damage equal to the roll of the damage dice of the weapon, plus any modifiers. If this brings them to 0 HP, they are knocked unconscious and begin losing 1 Vitality on their turn. Any further attacks deal damage to Vitality. If the weapon is sharp, it increases the bleeding by 1.
If a person is hit with a flaming weapon, a separate to-Hit roll is made against them, excluding Armor Class and Misc Bonuses, but gaining no bonuses to-Hit (except for a +4 if the target is covered in flammable liquid). If this succeeds, the target takes 1d4 damage, and continues to take 1d4 damage each round (after actions are done, excluding the round being set on fire) until they forgo an Action and their movement to make a Dex check to put out the fire. This is done at a -4 penalty if the character is covered in flammable liquid. With each round of burning (after the initial burn), flammable items on the character (including any flammable liquid they are covered with) have a cumulative chance of 1/6 to be destroyed.
When running into an intelligent NPC for the first time, a Reaction roll of 2d6 is done. The outcome of the roll determines how the character perceives and reacts to the party. Unless Hostile, the Reaction may be changed with a good reason/lie and a Cha check, but cannot change it to Loyal without special circumstances (doing a quest, saving their life, etc). The number of successes on a Cha check for a lie must exceed the number of successes on the NPC's Wis check, or else the NPC's Reaction will drop instead.
ROLL REACTION EFFECT
2-3 Hostile The NPC attacks immediately.
4-5 Suspicious The NPC won't trust party and will attack if provoked.
6-7 Disliking The NPC will avoid party and/or cause nuisances.
8-9 Ambivilent The NPC will not mind the party, but will stick with them in a dangerous situation.
10-11 Amiable The NPC will help the party in small ways, and they expect the same in return.
12-13 Friendly The NPC will help the party as long as the party gains more than they risk losing, and they expect the same in return.
14+ Loyal The NPC will help the party in any way possible, and expects nothing in return.
When a player has gained enough experience, they level up, and their experience is reset to 0. Fighters require 100, then 200, then 300, and then 400 experience to level up. Thieves and Clerics require 150, 250, 350, and 450. Wizards require 200, 300, 400, and 500. Every level, player gain extra max HP equal to a roll on their hit dice (plus any modifiers), and new abilities. Leveling up only occurs when the players are back in civilization.
Fighter: 2nd: +1 to-Hit in melee 3rd: Reroll all 1s on a damage dice, once per roll 4th: Action can be used to attack twice, and attacks don't have to happen in the same category (one can be before movement, one after, etc.) 5th: Choose a Stat. All checks made with that stat are rolled twice, and the better outcome is chosen
Thief: 2nd: You can retry failed disarm checks after an hour 3rd: +1/6 to all automatic and normal perception (if without automatic perception, it is considered 0/6, and becomes 1/6) 4th: +1x to backstab/surprise attack multiplier (x2 becomes x3, x1 becomes x2) 5th: All Dex checks are rolled twice, and the better outcome is chosen
Cleric: 2nd: Can memorize an extra level 1 spell and Turn Undead improves 3rd: Can memorize an extra level 1 & level 2 spell and Turn Undead improves 4th: Can memorize an extra level 2 & level 3 spell and Turn Undead improves 5th: All Wis checks are rolled twice, and the better outcome is chosen
Wizard: 2nd: Can memorize an extra level 1 & level 2 spell 3rd: Can memorize an extra level 1 & level 2 & level 3 spell 4th: Can memorize an extra level 1 & level 2 & level 3 & level 4 spell 5th: All Wis checks are rolled twice, and the better outcome is chosen
Dwarves do not gain the blue abilities, and Elves do not gain the green abilities.
Arcane magic and Divine magic is very similar, but there are certain differences. Arcane spells must be sought out by Wizards, while Clerics know all the spells that their diety wishes to grant them. Arcane spells can be written on scrolls for others to cast and can enchant items with many effects, while Divine magic cannot be cast by non-Clerics and can only "enchant" items in limited ways. Once a Wizard uses a spell, they forget it, and must memeorize it again, but a Cleric can make a Wis check (and must have successes equaling or exceeding the level of the spell) to remember a spell once its duration is over, and can immediately continue its duration. Finally, Arcane magic cannot be used to Turn Undead as Divine Magic can.
A normal Cleric's ability to "Turn" the undead channels positive energy through their holy symbol, and causes the undead to flee. Doing this is an Action, and does not use any of the Cleric's "memorization slots," instead requiring only a successful Wis check. A group of undead within 20 feet of the Cleric - who's combined Undead Rating is equal to the number of successes - are forced to flee from the Cleric, and will have to keep fleeing while they are within 120 feet of the Cleric for the next 24 hours. If the undead cannot flee, they will cower and only attack once someone enters melee range. A skeleton's Undead Rating is 2, and a zombie's Undead Rating is 3 (there exist other undead, but they and their Undead Rating are not revealed). Every time a Cleric levels up, excluding their final level up, the Undead Rating of all undead falls by 1 (to them only). If an Undead Rating would fall to 0, it instead becomes 1/2, and the denominator increases by 1 thereafter. When deciding which undead are in a group are turned (if the group's combined Undead Rating is higher than the number of successes), those of lower Undead Rating are prioritized first. If Turn Undead succeeds by 0 successes, it has no effect unless there are undead of less then 1 Undead rating present, in which case a random one of them (of the lowest Rating) is turned.
The information of a spell is formatted like this: The name is at the top, under which are the length of time it takes to cast the spell, the Range of the spell, and the Duration of the spell, and under that is the effect of the spell. If the spell target exceeds the range of the spell while the spell is in effect, the spell ends. Both Wizards and Clerics can only have a maximum number of spells currently in Duration equal to the Int Field Bonus (1/2/3/4). If they have a number of spells in Duration equal to their maximum, they cannot cast anymore spells, even ones with an "Instant" Duration. Casters may choose to end a spell before its Duration is over without using an Action. Spells cannot be sustained while resting.
Arcane Spells
Wizards must memorize spells that they want to use, and can memorize them after a 6 or more hour rest, taking an hour to memorize. Wizards start with a personal book of spells (weight 1) with a number of random 1st level spells based off of the Wis Field Bonus (1/2/2/3), from which they can choose to memorize spells from. They can copy any number of spells into this book with a successful Int check (who's successes equal or exceed the spell's level) and Study points equal to the spell's level*5. Because the spells written in this book represent the instructions on how to memorize the spell, not collection of words that contain the spell, the spell book cannot be used as a scroll. To copy off of a scroll, a Wizard must understand what the spell on the scroll is, which requires that they have Read Magic cast on them if the spell on the scroll is not a spell they currently have memorized. To make a scroll, a Wizard has to have access to a service currently not accessable by the players.
Potentially known 1st level spells: Charm Animal, Dancing Lights, Detect Magic, Enlargement, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep, Menzer's Floating Disc, Ventriloquism, Wizard Lock
The details of these spells are in the Wizard Spell Compendium.
Divine Spells
Clerics must memorize their spells like Wizards, after 6 or more hours of rest and taking one hour. However, they memorize their spells by praying to their god. Usually, the god will give them their spells, but could refuse to if they have done something to put them in bad standing with their deity. Any spells past those of 1st level are only given to Clerics if they are deemed worthy, and so they are not shown here.
1st Level Spells:
Cure Light Wounds
Action, Touch, Instant
Target regains 1d6+1 Vitality, and regains the rest in Hit Points once Vitality is full. Target stops bleeding.
Detect Evil
Action, Self, 1 Minute
Target can automatically detect (6/6) evil creatures (such as Goblinoids and certain monsters) and evil magic/enchantments within 120 feet, but not through solid barriers.
Detect Magic
Action, Self, 1 Minute
Target can automatically detect (6/6) magical creatures and magic/enchantments (and whether they are Arcane or Divine) within 120 feet, but not through solid barriers.
Light
Action, 30ft, 1 Hour/Level
Creates a floating ball of light at target location that can move at 60 feet per minute in any direction the caster wishes. It can pass through solid objects, but can only be moved by the caster if in line of sight. It can cast light in up to a 60 foot radius, and down to a 10 ft radius, and its brightness can be changed without using an action.
Protection From Evil
Action, Self, 10 Minutes
Target and all within 5 feet of the target gain +2 Defense Class against attacks from evil magical monsters , and +2 to resist evil magic.
Purify Food and Water
1 Minute, Touch, Instant
Target and all viable targets within 5 feet are cleansed of spoilage and poison. This spell can only target consumable items.
Remove Fear
Action, Touch, Instant
Target can repeat a Wis check to resist a fear effect, magical or natural.
Resist Heat/Cold
1 Minute, Self, 1 Hour/Level
When cast, choose heat or cold. The target, and anyone holding the target, gains a +2 Bonus on checks to resist the effects of heat/cold, magical or natural. If heat was chosen, gain +2 AC against being set on fire.
1st Level
Charm Animal
Action, 10 feet, 1 day
Target makes a Wis check to resist the spell. If they do not succeed by a number equal to or greater than the caster's level, they become Friendly to the caster's party, but expect nothing in return. Any malice from the party towards the target allows them another Wis check. During the Duration of this spell, the Target's reaction to the party cannot fall below Friendly. Every 20-Int hours, the target can make another Wis check. Succeeding on the check by a number equal to the caster's level ends the spell. The target may exceed the spell's range after the initial Wis check has been attempted without the spell ending. This spell can only target non-humanoid, non-goblinoid, and non-magical (except Dire) creatures.
Dancing Lights
1 Minute, 120 feet, 1 Hour
Creates up to 5 floating balls of light at target location that can move at 60 feet per minute in any directions the caster wishes. They can pass through solid objects, but can only be moved by the caster if in line of sight. They cast light in a 30 foot radius. If a ball of light is within 5 feet of a creature, the caster may choose - as an Action - to have it follow the creature, attempting to remain at a point 2 feet above its head, unless it would exceed the range of the spell. The creature is considered to be targeted by a spell when this choice is made. If a ball exceeds the range of the spell, it disappears for the rest of the duration of the spell.
Detect Magic
Action, Self, 1 Minute
Target can automatically detect (6/6) magical creatures and magic/enchantments (and whether they are Arcane or Divine) within 120 feet, but not through solid barriers.
Enlargement
Action, Touch, 1 Minute/level
Target doubles in all dimensions, unless they are restricted in certain dimensions (ex: door in a doorframe), in which case only the unrestricted dimensions are doubled (ex: door doubles in thickness). If target is a creature, this growth makes them change a size category (Gnome-size:+1AC -> Human-size:+0AC -> Ogre-size:-2AC), increases their Str and Con by 1.5x, but - unless they are familiar with being this size - halves their Dex. The target may be any physical object or creature.
Magic Missile
Action, 120 feet, Instant
Make a ranged attack roll against the target with a +1 bonus, but without the Dex field bonus. If successful, the target takes 1d6+1 damage.
Menzer's Floating Disc
1 Minute, 5 feet, 8 Hours
A 3 foot wide floating disc appears at target empty location, and follows 5 feet behind the caster at waist level. It has a carrying capacity of 20. If it takes damage, the spell ends.
Protection From Evil
Action, 30 feet, 10 Minutes
Target gains +2 Defense Class against attacks from evil magical monsters , and +4 to resist evil magic.
Read Languages
Action, Self, 1 Hour
Target can read all Humanoid and Goblinoid languages as if they were their starting language, but will not necessarily understand the phrases used or the things being referred to.
Read Magic
Action, Self, 1 Hour
Target can understand the spell being held within a scroll (and memorize it), understand spells enchanting a text, or read special text only understandable with Read Magic.
Shield
Action, Self, 1 Minute
Target gains +2 AC against melee attacks (and touch spells), and +4 AC against ranged attacks (and ranged spells)
Sleep
Action, 30 feet, 10 Minutes
Target and all viable targets within 10 feet must make a check against their maximum hitpoints. Those that fail unconscious. Loud noises allow them a Hear check to wake up, and any physical disturbance automatically causes them to wake up. Those affected may exceed the spell's range once it is cast without the spell ending. If the affected creatures have had to make a Con check from exhaustion the past hour, they remain sleeping for 1d6 hours after the spell ends.
Ventriloquism
Instant, 60 feet, 2 Minutes
While this spell is in effect, the caster's voice will be heard coming from the target. The target may be any physical object or creature.
Wizard Lock
Action, Touch, 1 Day
If target is a doorway, an enchanted wooden door appears in the frame. If target is a door, the door becomes enchanted. The enchanted door can only be opened by the caster. It gains a -2 resistance to being broken down, and becomes immune to damage from fire, acid, cold and rot, natural or magical.
Current PartyNRDL
Ardent Debater(?)
ATHATH
RAM