dangerousdungeons:chapter6
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dangerousdungeons:chapter6 [2019/06/21 23:57] – Formatting clean up 20190621 robertfreemanday | dangerousdungeons:chapter6 [2019/07/09 01:46] – Formatting clean up 20190708 robertfreemanday | ||
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As a // | As a // | ||
- | The material components for the spell are a miniature ivory replica of a doorway, a small glazed mosaic tile, and a tiny silver set of eating utensils. These will all be consumed by the spell' | + | The material components for the spell are a miniature ivory replica of a doorway, a small glazed mosaic tile, and a tiny silver set of eating utensils. These will all be consumed by the spell' |
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**Saving Throw**:** **None | **Saving Throw**:** **None | ||
- | This is an improved version of the 4< | + | This is an improved version of the 4< |
- | Up to one cubic yard of material per spellcaster level can be created. The material component of the spell is a ball of clay mixed with 1,000gp worth of gold dust which will be consumed by casting. | + | Up to one cubic yard of material per spellcaster level can be created. The material component of the spell is a ball of clay mixed with 1,000gp worth of gold dust which will be consumed by casting. |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | The Magic-User moulds shell or bone by the power of his or her will, shaping it into whatever object or form desired, from a shield or piece of armour, to a weapon, to a tool or ornate sculpture. It is particularly useful in aquatic environments where metallic objects would be liable to rust or prove too heavy to use effectively. | + | The Magic-User moulds shell or bone by the power of his or her will, shaping it into whatever object or form desired, from a shield or piece of armour, to a weapon, to a tool or ornate sculpture. It is particularly useful in aquatic environments where metallic objects would be liable to rust or prove too heavy to use effectively. |
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This spells conjures a sphere of magical force large enough to be fired by a catapult. The sphere will only remain in existance for 1 turn so it must be fired during that time or it fade out of existence. There are three different forms for the //Siege Sphere//, one of which must be chosen when the spell is memorized. When the spell is cast the sphere is featureless and as hard as adamantium. Once fired it will take on its final form. In any case, the sphere will be dispelled when it finishes its attack. The three types of //Siege Sphere// are as follows: | This spells conjures a sphere of magical force large enough to be fired by a catapult. The sphere will only remain in existance for 1 turn so it must be fired during that time or it fade out of existence. There are three different forms for the //Siege Sphere//, one of which must be chosen when the spell is memorized. When the spell is cast the sphere is featureless and as hard as adamantium. Once fired it will take on its final form. In any case, the sphere will be dispelled when it finishes its attack. The three types of //Siege Sphere// are as follows: | ||
- | **Aqueous Fire**: When the sphere strikes the target it bursts into a mass of liquid fire spraying an area 30' in radius igniting all combustible objects in the are and inflicting 2d4 hp of fire damage per round for 2d6 rounds on any creatures in the area. The liquid fire is not magical and can be doused or washed off as normal. The material components for this type of sphere are a dab of pitch, a pinch of phosphorus, and the dust of a diamond worth at least 500gp. | + | **Aqueous Fire**: When the sphere strikes the target it bursts into a mass of liquid fire spraying an area 30' in radius igniting all combustible objects in the are and inflicting 2d4 hp of fire damage per round for 2d6 rounds on any creatures in the area. The liquid fire is not magical and can be doused or washed off as normal. The material components for this type of sphere are a dab of pitch, a pinch of phosphorus, and the dust of a diamond worth at least 500gp. |
- | **Crystal Shards**: When the sphere reaches an area 30' above the target it shatters, sending crystal shards raining down in a 20' radius. All creatures in the area of effect will suffer 5d6hp of damage ignoring armour class. The material component are the sharp shards of a diamond worth at least 1,000gp. | + | **Crystal Shards**: When the sphere reaches an area 30' above the target it shatters, sending crystal shards raining down in a 20' radius. All creatures in the area of effect will suffer 5d6hp of damage ignoring armour class. The material component are the sharp shards of a diamond worth at least 1,000gp. |
- | **Wrecking Ball**: When the sphere reaches the target it dramatically increases in density to strike with three times the impact damage of a normal boulder fired from a heavy catapult. The material components are the dust from a diamond worth at least 500gp and a piece of meteoric stone. | + | **Wrecking Ball**: When the sphere reaches the target it dramatically increases in density to strike with three times the impact damage of a normal boulder fired from a heavy catapult. The material components are the dust from a diamond worth at least 500gp and a piece of meteoric stone. |
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**Saving Throw**: See text | **Saving Throw**: See text | ||
- | Sink starts by fixing a creature of any size or a non-living object up to 1x1'/ | + | Sink starts by fixing a creature of any size or a non-living object up to 1x1'/ |
- | The caster can choose to stop there. If so, the target stays fixed to the ground and unable to move from the spot for 4 turns. | + | |
- | Otherwise, the caster can continue the verbal component of the spell and allow the target to sink further: ¼ its height each segment until completely underground to the depth of the target' | + | The caster can choose to stop there. If so, the target stays fixed to the ground and unable to move from the spot for 4 turns. |
- | Once completely sunk, the target is held in a sort of suspended animation for eternity. //Detect Magic// cast in the area where the spell was cast will radiate faintly from the point the target was sunk. They can be released by uncovering the spot in which they are sunk. Spells such as //Dig//, T//ransmute Rock to Mud// and the reverse of // | + | |
+ | Otherwise, the caster can continue the verbal component of the spell and allow the target to sink further: ¼ its height each segment until completely underground to the depth of the target' | ||
+ | |||
+ | Once completely sunk, the target is held in a sort of suspended animation for eternity. //Detect Magic// cast in the area where the spell was cast will radiate faintly from the point the target was sunk. They can be released by uncovering the spot in which they are sunk. Spells such as //Dig//, T//ransmute Rock to Mud// and the reverse of // | ||
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Spectral guards are immune to //dispel magi//c, move utterly silently and cannot be turned, // | Spectral guards are immune to //dispel magi//c, move utterly silently and cannot be turned, // | ||
- | ** **The material components of the spell include a facsimile melee weapon, a drop of the caster' | + | The material components of the spell include a facsimile melee weapon, a drop of the caster' |
- | ". | ||
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**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 7< | + | Except as noted above this spell is identical to the 7< |
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**Saving Throw**: Special | **Saving Throw**: Special | ||
- | ward | ||
- | This spell creates a globe of solar radiance that soundlessly explodes outwards in all direction from the caster' | + | This spell creates a globe of solar radiance that soundlessly explodes outwards in all direction from the caster' |
- | The material components of the spell are a piece of sun stone (aventurine feldspar) and a small flame. | + | The material components of the spell are a piece of sun stone (aventurine feldspar) and a small flame. |
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**Saving Throw**: Negates | **Saving Throw**: Negates | ||
- | This spell produces a magical structure like the 4th-lvl Arcane spell //Resilient Sphere// in its description. Additionally, | + | This spell produces a magical structure like the 4th-lvl Arcane spell //Resilient Sphere// in its description. Additionally, |
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A creature that refuses to submit to the demands of the spellcaster is allowed a Saving Throw vs. Spells each round. The Saving Throw is modified each round according to the intensity of the torment. The first round is at -1, the second and -2, the third at -4 and the fourth at -4. The fifth and sixth rounds are at -6 and -8. Failing the Saving Throw results in the creature acquiescing to the spellcaster' | A creature that refuses to submit to the demands of the spellcaster is allowed a Saving Throw vs. Spells each round. The Saving Throw is modified each round according to the intensity of the torment. The first round is at -1, the second and -2, the third at -4 and the fourth at -4. The fifth and sixth rounds are at -6 and -8. Failing the Saving Throw results in the creature acquiescing to the spellcaster' | ||
- | Such torment will have a definite effect on the creature should it manage to break free of confinement in the magical ward. It will be at -1 to initiative for every 2 rounds that the torment was in effect up to a maximum of -3 on round six. Additionally, | + | Such torment will have a definite effect on the creature should it manage to break free of confinement in the magical ward. It will be at -1 to initiative for every 2 rounds that the torment was in effect up to a maximum of -3 on round six. Additionally, |
- | Most intelligent creatures of low willpower or tolerance for pain will immediately submit to the spellcaster' | + | Most intelligent creatures of low willpower or tolerance for pain will immediately submit to the spellcaster' |
- | Casting //Torment //requires the true name and type of creature to be inscribed in the incantation to be read during the spell. The spellcaster must also reveal their own name, which is required to establish the link between the spellcaster and the tormented creature. | + | Casting //Torment //requires the true name and type of creature to be inscribed in the incantation to be read during the spell. The spellcaster must also reveal their own name, which is required to establish the link between the spellcaster and the tormented creature. |
- | For every 1 point that the creature' | + | For every 1 point that the creature' |
- | The material component of the spell is a specially prepared incantation inscribed in magical inks that cost not less than 1,000gp per Hit Die of the creature to be tormented. | + | The material component of the spell is a specially prepared incantation inscribed in magical inks that cost not less than 1,000gp per Hit Die of the creature to be tormented. |
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Each of the applications has a different effect and time requirement as described below. | Each of the applications has a different effect and time requirement as described below. | ||
- | **Complex Suggestion**: | + | **Complex Suggestion**: |
- | **Subjugation**: | + | **Subjugation**: |
- | **Polymorph**: | + | **Polymorph**: |
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The reverse of the above transformations requires a similar length of time. If not specifically stated, the GM should use the closest equivalent to judge the time requirement. | The reverse of the above transformations requires a similar length of time. If not specifically stated, the GM should use the closest equivalent to judge the time requirement. | ||
- | **Transportation**: | + | **Transportation**: |
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- | The subject creature of the teleportation will be automatically altered to withstand the normal environmental conditions of their intended destination. If the subject is willing, there is no Saving Throw, even if they possess Magic Resistance. If the subject is unwilling they must succeed at a Saving Throw vs. Spells and/or a Magic Resistance check to resist teleportation. | + | The subject creature of the teleportation will be automatically altered to withstand the normal environmental conditions of their intended destination. If the subject is willing, there is no Saving Throw, even if they possess Magic Resistance. If the subject is unwilling they must succeed at a Saving Throw vs. Spells and/or a Magic Resistance check to resist teleportation. |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell allows the caster to create undead from cadavers and other carrions. The creatures rquire 20 turns minus the caster' | + | This spell allows the caster to create undead from cadavers and other carrions. The creatures rquire 20 turns minus the caster' |
- | The caster has a 7% chance per level of being able to stipulate the type of undead created, otherwise the following table should be consulted: | + | The caster has a 7% chance per level of being able to stipulate the type of undead created, otherwise the following table should be consulted: |
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Usually only a single creature will be created by this spell. There is however, a 2 in 6 chance that 1d2+1 will be created inadvertently if other carrion is within 20' of the caster. These undead types cannot be selected by the caster and they are not obligated to serve or obey the caster in any way, and are likely to attack him or her. | Usually only a single creature will be created by this spell. There is however, a 2 in 6 chance that 1d2+1 will be created inadvertently if other carrion is within 20' of the caster. These undead types cannot be selected by the caster and they are not obligated to serve or obey the caster in any way, and are likely to attack him or her. | ||
- | The reverse of this spell //Send Down//, will cause a single undead creature to be rendered into lifeless carrion or, if incorporeal, | + | The reverse of this spell //Send Down//, will cause a single undead creature to be rendered into lifeless carrion or, if incorporeal, |
- | The material components of this spell and its reverse are a pinch of bone meal, a drop of the caster' | + | The material components of this spell and its reverse are a pinch of bone meal, a drop of the caster' |
dangerousdungeons/chapter6.txt · Last modified: 2019/07/10 01:54 by robertfreemanday