Archive for March, 2014


I swiped these from the Quest For Glory RPG/Adventure computer games.  Some of the spells in the game (like “calm”), I am using for a compilation of alternate Cleric spells.

 Fetch — Fetch is used to grab small non-living objects and bring them to the wizard. With practice, the wizard can also move objects from one place to another.
 Juggling Lights –When cast, a series of floating lights will circle about the wizard. This can be used to light up an area.
 Dazzle — When cast, a blinding flash of light will be created. If a monster is charging the wizard, it will stop moving. This will allow the wizard to beat a hasty retreat. After a few seconds, the effect wears off and the monster will resume the chase.
First Level Spells
 Zap — The wizard’s primary weapon is enchanted with a magical charge that increases the wizard’s damage from hack ‘n slash to 1d6 for the next attack. After the attack, the spell’s effect ends (whether the attack was successful or not).
 Open –The function of Open is to open doors and locks. Also, this allows the wizard to hang back from his target, in case opening it would be dangerous.
 Flame Dart — As an offensive spell, Flame Dart’s main function is causing damage to enemies. It has a secondary function of being able to set things on fire
 Detect Magic — When cast, the wizard will receive a message regarding the state of magic in the area. If there’s nothing particularly magical in the area, the message will state as such. The wizard will only detect magic within the immediate area.
 Fascination –When cast, a few small colored lights will appear at the targeted area. If a monster the wizard is facing is of particularly low intelligence, it will move towards the lights and stand among them watching for a few seconds. Soon afterwards, the lights will detonate, causing light damage.
Third Level Spells
 Force Bolt –As an offensive spell, Force Bolt can be used to cause damage to enemies. Its primary function, however, is to provide the caster with the means to push objects from a distance. Force Bolt can thus be used to flip a distant switch, push an object over, or knock an object off a ledge. Another facet of the spell is that the globe of energy can rebound off targets.
 Reversal –When cast, the Hero is protected by a field that will reflect magic cast directly at him. Spells cast at him will bounce off, either directly back at the caster or sometimes at an angle, depending on the situation. While this spell is ongoing, the wizard takes -1 to cast a spell.
 Summon Staff– The wizard crafts a magical staff that he then stores in an extradimensional space until he summons it with this spell. The staff adds +1 to the wizard’s hack ‘ slash move, and increases the wizard’s damage from hack ‘n slash to 1d6. While this spell is ongoing, the wizard takes -2 to cast a spell.
 Frost Bite –When cast, the wizard will fire off a small ball of ice, which can damage enemies. What separates Frost Bite from other offensive spells is that it has an area-effect, which means it is not subjected to Reversal.
 Hide — When cast, the wizard will become completely invisible as long as he remains standing still. Most enemies charging towards the wizard will wait a moment, then leave the area and the wizard will have avoided the battle. If the wizard moves, the spell will be broken and the enemy will resume the attack.
 Protection –When cast, the wizard will be protected by a personal shield. Any claws, bites, sword slashes, or punches that the enemies use will have less effect. Magical attacks and elemental attacks (like breath weapons) will still do full damage. While this spell is ongoing, the wizard takes -1 to cast a spell.
 Resistance — When cast, the wizard will be protected by a protective field. This field will reduce the amount of damage taken from fire, frost, and electricity. This works against both spells that use these elements, and from natural occurrences of these elements. While this spell is ongoing, the wizard takes -1 to cast a spell.
Fifth Level Spells
 Lightning Ball — When cast, the Hero will fire off a blast of ball lightning. Out of all the direct offensive spells, Lightning Ball is the most damaging, yet costs the most.
 Levitate — When cast, the wizard will enter a “floating” state. The wizard can then move up and down, but not side-to-side without some mundane means of propulsion, such as pushing off a wall.
 Advanced Resistance—This spell has the same effect as Resistance, but can now be applied to nearby allies as well. While this spell is ongoing, the wizard takes -1 to cast a spell.
 Farsee –Far-see (aka Farsee) is a spell that allows a caster to see things far away. It uses some form of magic item such as a crystal ball or a mirror.
Seventh Level Spells
 Boom –When cast, a skull will be thrown where the spell is targeted. The skull can only be thrown so far and so high, so it is possible that it will bounce off a wall before settling in a spot. The skull will remain in place indefinitely, and will only explode once a living creature gets too close to it.
 Trigger — Trigger’s function is rather multipurpose. It requires that a spell is prepared and primed to specifically react with Trigger, based on conditions designated by the wizard during preparation. It can also be used ad hoc to trigger some other magical effect that the wizard discerns is nearby (say, triggering the evil warlock’s fireball spell early).
 Shrink –When cast upon an enemy, they will shrink to about a third of their original size. Most enemies shrunk will immediately begin to flee. For some reason, Goons will continue to attack until a second Shrink spell is cast upon them, shrinking them further.
Level 9 Spells
 Dragon Fire –When cast, a red dragon head will appear in the air. It will roar and unleash a torrent of fire breath.
 Thermonuclear Blast –When cast, the wizard will cause a gigantic nuclear explosion that will destroy everything in a ten mile radius and make the area uninhabitable for several centuries thereafter. This will also destroy the wizard.
 Whirlwind –When cast, the wizard projects a tornado at the targeted area. This tornado will spin enemies around for a few seconds and cause damage until they’re able to pull themselves from the spell. If the spell is not targeted, the whirlwind will appear around the wizard. Fortunately, the wizard is immune to the spell’s effects.



For rituals, look up “King’s Quest 3” spells and “King’s Quest 6” spells.


“Understanding the Language of Creatures”, “Teleport at Random”, “Transforming Another into a Cat”, “Flying Like an Eagle or a Fly”, “Causing a Deep Sleep”, “Brewing a Storm”, “Becoming Invisible”

“Make Rain”, “Magic Paint”, and “Charming a Creature of the Night”.

All the above were designed for adventure games, and so fit well with the Dungeon World rules, in my opinion.  Much better than “Roll INT vs FORT, 1d10 damage and target is stunned until the end of your next turn”.  As I say, I’m working on a list of Cleric spells based off the QFG games; I’m including some of the magic user spells and all of the paladin spells.

Any suggestions concerning the level placements of spells (i.e., “Resistance should be 5th level instead of 3rd”) will be much appreciated.


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