Anyway, one of things I'm intending to change from the original rules is elves. I was thinking of having elves be a Basic/Expert type fighter/magic-user, but with the
number of spells per day taken from OD&D clerics rather than OD&D magic-users (so, elves would get no spell at level 0). However, I'm thinking of giving elves their own spell lists, using a
mixture of Druid and Illusionist spells from AD&D (so examples of first-level spells might be
change self or
speak with animals). This would make "elf-magic" a little less powerful than MU magic, but also distinctive and, to my mind, more "elfish".
This idea appealed to me, so I ran with it! Submitted for consideration, I present:
The Alternate
ElfInfravision
Hear noise: 1-2 on d6
Detect Secret Doors: 1-4 on d6 if searching, 1-2 casually
Detect Snares & Pits: 1-4 on d6 if searching, 1-2 casually
Immune to Ghoul Paralysis
Speak Orc, Hobgoblin, and Gnoll
Faster movement (base 15”), and the ability to move (up to ½), fire bow, and complete move
Advance as Cleric with regard to experience, hit dice, fighting ability, saving throws & spells
Maximum level of 8 (or 10? or 12?)
Weapons: any
Armor: Leather (mundane or magical), Chain Mail (magical only), Shields (any)
Magic: arms & armor (as above), all potions & rings, scrolls of Elf spells, all wands, some staffs, all miscellaneous magic
Spell List:Level OneDetect Magic -as MU1
Purify Food & Water -as C1
Faerie Fire -Outlines objects in faint glow; area=10+level sq. ft.; lasts 6 turns; range: 6”
Light -as MU1
Obscurement -misty cloud surrounds Elf; 100 cub. ft./level; lasts 1 turn/level
Change Self -illusionary appearance of humanoid; lasts 10 turns + level + d6
Charm Person -as MU1
Speak with Animals -as C2
Blur -decreases chance to hit Elf by 10%; increases saves by 10%; lasts 4 rounds + d6
Color Spray -knocks unconscious d6 levels of targets (min. of level, max of 6)
Ventriloquism -for 2 turns, caster’s voice can come from objects up to 6” away
Level TwoCure Light Wounds -as C1
Create Water -as C4
Warp Wood -permanently bend wood 3’ per level at 6” range
Detect Invisible -as MU2
Phantasmal Forces -as MU2
Invisibility -as MU2
Fog -size, shape and maneuverability of Cloudkill, but only blocks vision
Blindness -save vs. spell of permanently blind, range 12”
Hypnotic Pattern -pattern of light captures attention of the following: 4-24 1st level types, 3-18 2nd level types, 2-12 3rd or 4th level types, 1-6 5th or 6th level types for as long as the Elf concentrates (plus 4-9 turns) at a range of 12”
Deafness -save vs., spell of permanently deaf, range 12”
Magic Mouth - mouth appears to speak message of 25 words under specified conditions
Mirror Image - create d6 duplicates for 6 turns. Hit on caster destroys mirror image 1st
Levitate -as MU2
Sleep -as MU1
ESP -as MU2
Level ThreeProtection from Fire -as Potion of Fire Resistance
Cure Disease -as C3
Water Breathing -as MU3
Continual Light -as C3
Fly -as MU3
Fear -as wand; cone 6” long by 3” radius
Paralyzation -as wand; cone 6” long by 3” radius; duration as Hold Person
Spectral Forces -as Phantasmal Forces with sounds, smells, and thermals; lasting duration
Invisibility 10’ radius -as MU3
Remove Curse -as C3
Speak with Plants -as C4
Dispel Magic -as MU3
Dispel Exhaustion -provides illusion of being well-rested for 4 hours, then double rest needed
Suggestion - save vs. magic or carry out 1-2 sentence suggestion for up to 1 week
Level FourPlant Growth -as MU4
Neutralize Poison -as C4
Protection from Lightning -as Potion of Fire Resistance, substituting Lightning for fire
Plant Door -as Dimension Door MU4, but between plants
Insect Plague -as C5
Cure Serious Wounds -as C4
Hallucinatory Terrain -as MU4
Improved Invisibility -as Invisibility but attacks allowed & duration = rnds/level
Massmorph -as MU4
Emotions -like Fear, area affect 3”x3”, up to 18” away, concentration duration
Confusion -as MU4
Polymorph Self -as MU4
Turn Sticks to Snakes -as C4
Shadow Magic -Fireball, Lightning Bolt, Wall of Fire, Cone of Cold (as Wand) at 25%
Lower Water -as MU6
Level FiveHold Monster -as MU5
Animal Growth -as MU5
Commune with Nature -as C5 Commune with regard to natural environments
Transmute Rock to Mud -as MU5
Polymorph Other -as MU4
Conjure Elemental -as MU5
Transport via Plants -as MU5 Teleport, but between plants
Reincarnate -as MU6
Feeblemind -as MU5
Control Weather -as MU6
Projected Image -as MU6
True Sight -see real form, invisible, displaced, class, level, alignment for 10+d6 turns
Chaos -as Confusion; 3”x3” area up to 12” away; no save; concentration duration
Demi-Shadow Magic -as Shadow Magic at 50%; includes Finger of Death
Part Water -as MU6
OPTIONAL:
Level Six (perhaps 1 6th level spell at level 12?)
Charm Plants
Creeping Doom
Find the Path
Geas
Mass Invisibility
Mass Suggestion
Permanent Illusion
Prismatic Spray
Programmed Illusion
Speak with Monsters
Wind Walk
Vision
Sources:
Clerics and Magic Users from
Men & MagicDruids from
Eldritch WizardryIllusionists from
Best of Dragon volume 1
(reprinted from
Strategic Review 104 &
Dragon #1)
( online here:
www.dragonsfoot.org/forums/viewtopic.php?t=1615 )