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dangerousdungeons:chapter6 [2019/06/21 23:57] – Formatting clean up 20190621 robertfreemandaydangerousdungeons:chapter6 [2019/07/09 01:56] – Formatting clean up 20190708-1 robertfreemanday
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 As a //Magnificent Mansion// can be entered only through it's magical doorway, conditions outside of the Mansion, and conditions inside cannot affect the plane beyond. Rest, healing and spellcasting with a //Magnificent Mansion// are as normal, but the magical food consumed is not. While it seems delicious and filling while within the Mansion, once outside those effects will immediately disappear as if nothing had been eaten at all.  For each magical meal consumed inside the mansion, a creature must spend at least 6 turns eating normal food or suffer the effects of extreme hunger, losing as many Strength points as imaginary meals eaten. Strength lost this way will be replenished by eating normal food as described above unless 6 hours pass at which point the loss will become permanent.  As a //Magnificent Mansion// can be entered only through it's magical doorway, conditions outside of the Mansion, and conditions inside cannot affect the plane beyond. Rest, healing and spellcasting with a //Magnificent Mansion// are as normal, but the magical food consumed is not. While it seems delicious and filling while within the Mansion, once outside those effects will immediately disappear as if nothing had been eaten at all.  For each magical meal consumed inside the mansion, a creature must spend at least 6 turns eating normal food or suffer the effects of extreme hunger, losing as many Strength points as imaginary meals eaten. Strength lost this way will be replenished by eating normal food as described above unless 6 hours pass at which point the loss will become permanent. 
  
- 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's casting.+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's casting.
  
  
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 **Saving Throw**:** **None **Saving Throw**:** **None
  
- This is an improved version of the 4<sup>th</sup>-lvl Arcane spell //Force Sculpture//. The magic-user can fashion any kind of highly complex object including siege machines or a seagoing vessel. Individual parts can be as flexible or stiff as desired although fine and accurate details will require and addition 2-4 rounds to create (as well as the requisite artisan skill). +This is an improved version of the 4<sup>th</sup>-lvl Arcane spell //Force Sculpture//. The magic-user can fashion any kind of highly complex object including siege machines or a seagoing vessel. Individual parts can be as flexible or stiff as desired although fine and accurate details will require and addition 2-4 rounds to create (as well as the requisite artisan skill). 
  
- 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'/lvl to the ground on a failed Saving Throw. Non-living magical objects can Save vs. Disintegration while non-magical objects get no Save. +Sink starts by fixing a creature of any size or a non-living object up to 1x1'/lvl to the ground on a failed Saving Throw. Non-living magical objects can Save vs. Disintegration while non-magical objects get no Save. 
- 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's height. Any interruption of the caster at this additional 4 segment point will keep the target at the unfinished level of sinking for 4 turns.  +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 //Imprisonment// can be used effectively and without harm. + 
 +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's height. Any interruption of the caster at this additional 4 segment point will keep the target at the unfinished level of sinking 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 //Imprisonment// can be used effectively and without harm. 
  
  
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 Spectral guards are immune to //dispel magi//c, move utterly silently and cannot be turned, //charmed//, //slept//, //held// or affected by illusory spells. They can detect living within a 5' radius . Guards can be dispelled by the caster.  Spectral guards are immune to //dispel magi//c, move utterly silently and cannot be turned, //charmed//, //slept//, //held// or affected by illusory spells. They can detect living within a 5' radius . Guards can be dispelled by the caster. 
  
-** **The material components of the spell include a facsimile melee weapon, a drop of the caster's blood, a shard of bone and the preserved eye of a newt or bat. All components are consumed by casting.  +The material components of the spell include a facsimile melee weapon, a drop of the caster's blood, a shard of bone and the preserved eye of a newt or bat. All components are consumed by casting.  
  
-". 
  
  
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 **Saving Throw**: None  **Saving Throw**: None 
  
- Except as noted above this spell is identical to the 7<sup>th</sup>-lvl Divine spell of the same same.+Except as noted above this spell is identical to the 7<sup>th</sup>-lvl Divine spell of the same same.
  
  
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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's body in an effective radius of 10' before dissipating. Similar to the druidic spell sunray (c.f.), sunburst will temporarily blind all seeing creatures for 1d3 rounds (Save vs. Spells allowed). Creatures with darkvision will be likewise blinded for 2d4 rounds and their darkvision ruined for 1d4+1 rounds.  Creatures, like vampires, that are harmed by sunlight will in any case be blinded for 2d6 rounds or 1d00 days if they fail their Save.  These creatures will also suffere 8d6 points of damage from the light (halved if Save is successful). Fungi, slimes and molds will also suffer 8d6 damage from a //sunburst// (no Saving Throw). +This spell creates a globe of solar radiance that soundlessly explodes outwards in all direction from the caster's body in an effective radius of 10' before dissipating. Similar to the druidic spell sunray (c.f.), sunburst will temporarily blind all seeing creatures for 1d3 rounds (Save vs. Spells allowed). Creatures with darkvision will be likewise blinded for 2d4 rounds and their darkvision ruined for 1d4+1 rounds.  Creatures, like vampires, that are harmed by sunlight will in any case be blinded for 2d6 rounds or 1d00 days if they fail their Save.  These creatures will also suffere 8d6 points of damage from the light (halved if Save is successful). Fungi, slimes and molds will also suffer 8d6 damage from a //sunburst// (no Saving Throw). 
  
- 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, the sphere's objects or creatures within weighing up to 5,000 pounds are able to be moved by the Magic-User's mind up to a range of 10' per caster level. Outside the sphere all objects within (no matter the weight) are greatly reduced in perceptible weight (1/16th original), making them quite easy to be moved from the outside but more difficult to move from the inside. +This spell produces a magical structure like the 4th-lvl Arcane spell //Resilient Sphere// in its description. Additionally, the sphere's objects or creatures within weighing up to 5,000 pounds are able to be moved by the Magic-User's mind up to a range of 10' per caster level. Outside the sphere all objects within (no matter the weight) are greatly reduced in perceptible weight (1/16th original), making them quite easy to be moved from the outside but more difficult to move from the inside. 
  
  
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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's demands. In any event there is no further penalty following round 6.   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's demands. In any event there is no further penalty following round 6.  
  
- 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, the creature will be at -1 to-hit and -1 per damage die after 3 rounds, increasing -1 per round to a maximum of -4 in round six.   +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, the creature will be at -1 to-hit and -1 per damage die after 3 rounds, increasing -1 per round to a maximum of -4 in round six.   
  
- Most intelligent creatures of low willpower or tolerance for pain will immediately submit to the spellcaster's demands once they become aware of the type of spell being used against it. Nevertheless, all creatures will feel nothing by intense hatred and malice for the spellcaster. The forced service will be carried out according to the letter of the agreement but the creature will harbour a desire to seek revenge at the soonest opportunity.  +Most intelligent creatures of low willpower or tolerance for pain will immediately submit to the spellcaster's demands once they become aware of the type of spell being used against it. Nevertheless, all creatures will feel nothing by intense hatred and malice for the spellcaster. The forced service will be carried out according to the letter of the agreement but the creature will harbour a desire to seek revenge at the soonest opportunity.  
  
- 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's Intelligence exceeds that of the spellcaster there is a 1% chance that the captive creature will be able to gain the upper hand. Such situations are most dire and usually result in possession, imprisonment inside the magic ward with the angry creature or in worst cases being carried off to the creature's home plane to suffer horrible indignities. If the spellcaster is interrupted or distracted while performing the incantations there is a 5% chance per point of the creature's Intelligence that it will gain the upper hand.+For every 1 point that the creature's Intelligence exceeds that of the spellcaster there is a 1% chance that the captive creature will be able to gain the upper hand. Such situations are most dire and usually result in possession, imprisonment inside the magic ward with the angry creature or in worst cases being carried off to the creature's home plane to suffer horrible indignities. If the spellcaster is interrupted or distracted while performing the incantations there is a 5% chance per point of the creature's Intelligence that it will gain the upper hand.
  
- 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**: The recitation can contain up to 4 //Suggestions// just as the 3<sup>rd</sup>-level Arcane spell of the same name. Each suggestion requires one additional segment.+**Complex Suggestion**: The recitation can contain up to 4 //Suggestions// just as the 3<sup>rd</sup>-level Arcane spell of the same name. Each suggestion requires one additional segment.
  
- **Subjugation**: The recitation causes the creature to lose 1 point of Strength (-1 to-hit/damage and -10' to movement rate) per segment of recitation.  With the loss of each point of STR the subject must make a Saving Throw vs. Paralysation or be forced to surrender. Lost STR and will to resist the spellcaster will be recovered in 2d4 rounds after the recitation is ended +**Subjugation**: The recitation causes the creature to lose 1 point of Strength (-1 to-hit/damage and -10' to movement rate) per segment of recitation.  With the loss of each point of STR the subject must make a Saving Throw vs. Paralysation or be forced to surrender. Lost STR and will to resist the spellcaster will be recovered in 2d4 rounds after the recitation is ended
  
- **Polymorph**:  Recitation will cause the creature to transform into something else just as if they had been the subject of a polymorph spell. No //System Shock// or Saving Throw roll is required. The amount of time required for the recitation varies according to the nature of the desired transformation:+**Polymorph**:  Recitation will cause the creature to transform into something else just as if they had been the subject of a polymorph spell. No //System Shock// or Saving Throw roll is required. The amount of time required for the recitation varies according to the nature of the desired transformation:
  
  
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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.  In any case, the subject will return to their normal form within 6 turns per level of the spellcaster minus 1 turn for every segment required to effect the polymorph. A polymorphed creature will have the same mindset and behaviour as another non-polymorphed thing of the same type but will retain their original hit points. 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.  In any case, the subject will return to their normal form within 6 turns per level of the spellcaster minus 1 turn for every segment required to effect the polymorph. A polymorphed creature will have the same mindset and behaviour as another non-polymorphed thing of the same type but will retain their original hit points.
  
- **Transportation**: When the recitation is completed the subject creature will be //Teleported Without Error// as the 7<sup>th</sup>-level Arcane spell of the same name. The number of segments required depends on the the destination as described below: +**Transportation**: When the recitation is completed the subject creature will be //Teleported Without Error// as the 7<sup>th</sup>-level Arcane spell of the same name. The number of segments required depends on the the destination as described below: 
  
  
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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's level to rise up and when conscious will attempt to complete a task or action dictated by the caster during the spell (i.e. attack anyone other than the caster entering the area etc.) Other than to serve the caster in this manner, the undead created by this spell are not completely under his or her control.+This spell allows the caster to create undead from cadavers and other carrions. The creatures rquire 20 turns minus the caster's level to rise up and when conscious will attempt to complete a task or action dictated by the caster during the spell (i.e. attack anyone other than the caster entering the area etc.) Other than to serve the caster in this manner, the undead created by this spell are not completely under his or her control.
  
- 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, to dust. Such remains cannot ever be reanimated again. +The reverse of this spell //Send Down//, will cause a single undead creature to be rendered into lifeless carrion or, if incorporeal, to dust. Such remains cannot ever be reanimated again. 
  
- The material components of this spell and its reverse are a pinch of bone meal, a drop of the caster's blood, some spittle and a shard of bone. +The material components of this spell and its reverse are a pinch of bone meal, a drop of the caster's blood, some spittle and a shard of bone. 
  
    
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 **Saving Throw**:  **Saving Throw**: 
  
- This spell allows one creature touched (up to giant sized) to walk on air. The creature can ascend as if walking up a hill. The speed depends on the angle of ascent with straight up at its slowest of 1/8 movement rate. As long as the spell is in effect, the creature cannot fall and can descend similarly with straight down at the speed of a charge. Descent speed can continue to be controlled easily while the spell is active with no harm to the creature.+This spell allows one creature touched (up to giant sized) to walk on air. The creature can ascend as if walking up a hill. The speed depends on the angle of ascent with straight up at its slowest of 1/8 movement rate. As long as the spell is in effect, the creature cannot fall and can descend similarly with straight down at the speed of a charge. Descent speed can continue to be controlled easily while the spell is active with no harm to the creature.
  
  
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 **Saving Throw**: None **Saving Throw**: None
  
- This improved spell allows the Cleric to animate one large sized creature of 3 or more hit dice for every two levels of the caster as a skeleton or zombie. Skeletons are at 1/2 their original HD when animated while zombies are as their living HD. The spell otherwise is like the 3<sup>rd</sup>-lvl Divine spell //Animate Dead//.+This improved spell allows the Cleric to animate one large sized creature of 3 or more hit dice for every two levels of the caster as a skeleton or zombie. Skeletons are at 1/2 their original HD when animated while zombies are as their living HD. The spell otherwise is like the 3<sup>rd</sup>-lvl Divine spell //Animate Dead//.
  
  
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 **Saving Throw**: Negates **Saving Throw**: Negates
  
- This spell summons a sphere of darkness, 5' in diameter with four 10' long arms or tentacles radiating outwards at 90 degree intervals .Those touching the central sphere must Save vs. Death. The tendrils attack as the caster's level and inflictic 1d10+2 hp of both constricition and acid damage and will be held fast. Targets will have one chance to break free which is equal to their //Open Doors// chance (or 1 in 2 for man-sized, 1 in 3 for larger creatures).   +This spell summons a sphere of darkness, 5' in diameter with four 10' long arms or tentacles radiating outwards at 90 degree intervals .Those touching the central sphere must Save vs. Death. The tendrils attack as the caster's level and inflictic 1d10+2 hp of both constricition and acid damage and will be held fast. Targets will have one chance to break free which is equal to their //Open Doors// chance (or 1 in 2 for man-sized, 1 in 3 for larger creatures).   
  
- After successfully hitting an opponent the tendrils will retract into the central sphere where the victim must make a Saving Throw vs. Death. If the Save is successful, the victim will still be held fast and take constriction and acid damage but does not need to make any further Saves vs. Death. Dead victims will continue to be held by a tendril until the spell duration expires. +After successfully hitting an opponent the tendrils will retract into the central sphere where the victim must make a Saving Throw vs. Death. If the Save is successful, the victim will still be held fast and take constriction and acid damage but does not need to make any further Saves vs. Death. Dead victims will continue to be held by a tendril until the spell duration expires. 
  
- The material components of the spell are the cleric's holy/unholy symbol and a small pebble of rust. +The material components of the spell are the cleric's holy/unholy symbol and a small pebble of rust. 
  
  
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 **Saving Throw**: None **Saving Throw**: None
  
- This spell creates a temporary lesser golem that is able to carry out simple commands, but is otherwise mindless and immune to charm, fear, hold, and sleep effects. The type of golem that can be created depends on caster level. The golem is constructed and then a //Prayer// spell cast over the form. Once this is done the //Golem// spell is cast. +This spell creates a temporary lesser golem that is able to carry out simple commands, but is otherwise mindless and immune to charm, fear, hold, and sleep effects. The type of golem that can be created depends on caster level. The golem is constructed and then a //Prayer// spell cast over the form. Once this is done the //Golem// spell is cast. 
- At 9<sup>th</sup> or higher level, a straw golem can be created with an hour construction time (AC 10, MV 120', HD 2+4, hp 20, #AT 2, D 1d2). They can function for one hour per level of the caster. Straw golems are immune to piercing weapons and take 1/2 damage from blunt weapons. Due to materials, they take double damage from fire and they are able to carry a maximum of 30 pounds. + 
- At 11<sup>th</sup> or higher level, a rope golem can be created with 3 hours construction time (AC 8, MV 90', HD 3+6, hp 30, #AT 1, D 1d6). They can function for three hours per level of the caster. Rope golems take half damage from piercing weapons and are immune to blunt weapons. Due to materials, they can strangle a target on a successful hit, causing an additional 6 hp damage per round until destroyed or released. They are able to carry a maximum of 40 pounds. +At 9<sup>th</sup> or higher level, a straw golem can be created with an hour construction time (AC 10, MV 120', HD 2+4, hp 20, #AT 2, D 1d2). They can function for one hour per level of the caster. Straw golems are immune to piercing weapons and take 1/2 damage from blunt weapons. Due to materials, they take double damage from fire and they are able to carry a maximum of 30 pounds. 
- At 13<sup>th</sup> or higher level, a leather golem can be created in 9 hours construction time (AC 6, MV 60', HD 4+8, hp 40, #AT 2, D 1d6). They can function for six hours per level of the caster. Leather golems are immune to normal weapons and take 1/2 damage from blunt weapons. Due to materials, they are able to carry a maximum of 50 pounds. + 
- At 15<sup>th</sup> or higher level, a wood golem can be created in 27 hours construction time (AC 4, MV 30', HD 5+10, hp 50, #AT 1, D 3d4). They can function for 12 hours per level of the caster. Wood golems are immune to normal weapons as well as piercing and blunt weapons. Due to materials, they are able to carry a maximum of 60 pounds. +At 11<sup>th</sup> or higher level, a rope golem can be created with 3 hours construction time (AC 8, MV 90', HD 3+6, hp 30, #AT 1, D 1d6). They can function for three hours per level of the caster. Rope golems take half damage from piercing weapons and are immune to blunt weapons. Due to materials, they can strangle a target on a successful hit, causing an additional 6 hp damage per round until destroyed or released. They are able to carry a maximum of 40 pounds. 
 + 
 +At 13<sup>th</sup> or higher level, a leather golem can be created in 9 hours construction time (AC 6, MV 60', HD 4+8, hp 40, #AT 2, D 1d6). They can function for six hours per level of the caster. Leather golems are immune to normal weapons and take 1/2 damage from blunt weapons. Due to materials, they are able to carry a maximum of 50 pounds. 
 + 
 +At 15<sup>th</sup> or higher level, a wood golem can be created in 27 hours construction time (AC 4, MV 30', HD 5+10, hp 50, #AT 1, D 3d4). They can function for 12 hours per level of the caster. Wood golems are immune to normal weapons as well as piercing and blunt weapons. Due to materials, they are able to carry a maximum of 60 pounds. 
  
  
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 **Saving Throw**: None **Saving Throw**: None
  
- This spell allows a quantity of holy/unholy water to act similar to a Crystal Ball. The duration of the spell is 1 round per vial of holy/unholy water contained in the font. The materials involved are the cleric's holy/unholy symbol and the font and water therein. No materials are consumed at duration's end. +This spell allows a quantity of holy/unholy water to act similar to a Crystal Ball. The duration of the spell is 1 round per vial of holy/unholy water contained in the font. The materials involved are the cleric's holy/unholy symbol and the font and water therein. No materials are consumed at duration's end. 
  
  
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 **Saving Throw**: Special **Saving Throw**: Special
  
- This is a stronger version of the 4<sup>th</sup>-lvl Divine Spell //Minor Ward// (c.f.). It can only be dispelled by spells that affect that spell such as //fireball//, //lightning bolt//, //cone of cold//, //flame strike//, //freezing sphere//, or //meteor storm//) and the spell must inflict at least 50 points of damage. //Disintegrate//, //limited wish// or //wish// will also be effective. //Dispel Magic// has no effect on a //Major Ward//+This is a stronger version of the 4<sup>th</sup>-lvl Divine Spell //Minor Ward// (c.f.). It can only be dispelled by spells that affect that spell such as //fireball//, //lightning bolt//, //cone of cold//, //flame strike//, //freezing sphere//, or //meteor storm//) and the spell must inflict at least 50 points of damage. //Disintegrate//, //limited wish// or //wish// will also be effective. //Dispel Magic// has no effect on a //Major Ward//
  
- Major Wards only offer protection in the surface 3 dimensions and can be tunneled into from below if the proper equipment or spells are available. A person or persons inside a Major Ward cannot //teleport//, use a //dimension door//,a //word of recall// or //travel astrally// until the Ward is dispelled. +Major Wards only offer protection in the surface 3 dimensions and can be tunneled into from below if the proper equipment or spells are available. A person or persons inside a Major Ward cannot //teleport//, use a //dimension door//,a //word of recall// or //travel astrally// until the Ward is dispelled. 
  
 //Major Wards// will remain in force until and unless the caster becomes unconscious. The material components of the spell are several gems of no less than 250gp apiece all of which will be consumed by the casting.  //Major Wards// will remain in force until and unless the caster becomes unconscious. The material components of the spell are several gems of no less than 250gp apiece all of which will be consumed by the casting. 
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 **Saving Throw**: None **Saving Throw**: None
  
- This spell allows the cleric to make him/herself or one creature immune to one spell of level 4 or below that the cleric has already been subjected to. A cleric must have had a //Curse// spell cast on him before he can impart Spell Immunity on him/herself or another. //Spell Immunity// does not protect against items effects or innate spell abilities. Only one //Spell Immunity// can be in effect at a time. The material components of the spell to be made immune are the only components for //Spell Immunity//.+This spell allows the cleric to make him/herself or one creature immune to one spell of level 4 or below that the cleric has already been subjected to. A cleric must have had a //Curse// spell cast on him before he can impart Spell Immunity on him/herself or another. //Spell Immunity// does not protect against items effects or innate spell abilities. Only one //Spell Immunity// can be in effect at a time. The material components of the spell to be made immune are the only components for //Spell Immunity//.
  
  
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 **Saving Throw**: None  **Saving Throw**: None
  
- Spike Growth takes an area of ground vegetation (Including roots) and turns it into a field of thorny caltrops. Pursuers entering the area are subjected to 2 strikes per 10' passed. To-hit is at the level of the caster and does 1d4 points of damage on a successful "hit". The area is undetectable by normal means; only True Seeing, Detect Traps or similar will reveal it. Magic that impacts plants or //Dispel Magic// can counter Spike Growth. +Spike Growth takes an area of ground vegetation (Including roots) and turns it into a field of thorny caltrops. Pursuers entering the area are subjected to 2 strikes per 10' passed. To-hit is at the level of the caster and does 1d4 points of damage on a successful "hit". The area is undetectable by normal means; only True Seeing, Detect Traps or similar will reveal it. Magic that impacts plants or //Dispel Magic// can counter Spike Growth. 
  
  
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 Except as noted above, this spell exactly resembles the 3<sup>rd</sup>-lvl Arcane spell of the same name. Except as noted above, this spell exactly resembles the 3<sup>rd</sup>-lvl Arcane spell of the same name.
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
  
  
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-   Explanation/Description: By employing an  animate  +Explanation/Description: By employing an animate rock spell, the druid causes a lithic object of a size up to that indicated to move. (See animate object, the 6th-level cleric spell.) The animated stone object must be separate, i.e. not a piece of a huge boulder or the like. It will follow the desire of the druid casting the spell - attacking, breaking objects, blocking - while the magic lasts. It has no intelligence nor volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief - 12 words or so), can be given to the rock animated. The rock remains animated for 1 melee round per level of experience of the spell caster, and the volume of rock which can be animated is also based on the experience level of the druid  - 2 cubic feet of stone per level, i.e. 24 cubic feet at the 12th level.(PHB) 
- +
-rock spell, the druid causes a lithic object of a size up to  +
- +
-that indicated to move. (See  animate object, the 6th- +
- +
-level cleric spell.) The animated stone object must be  +
- +
-separate, i.e. not a piece of a huge boulder or the like. It  +
- +
-will follow the desire of the druid casting the spell -  +
- +
-attacking, breaking objects, blocking - while the magic  +
- +
-lasts. It has no intelligence nor volition of its own, but it  +
- +
-follows instructions exactly as spoken. Note that only one  +
- +
-set of instructions for one single action (the whole being  +
- +
-simply worded and very brief - 12 words or so), can be  +
- +
-given to the rock animated. The rock remains animated  +
- +
-for 1 melee round per level of experience of the spell  +
- +
-caster, and the volume of rock which can be animated  +
- +
-is also based on the experience level of the druid  - 2  +
- +
-cubic feet of stone per level, i.e. 24 cubic feet at the 12th   +
- +
-level.(PHB) +
  
  
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 **Saving Throw**: None **Saving Throw**: None
  
- In order to cast this spell the druid must be within 100' of a substantial fire such as a bonfire or a smith's forge. Small fires, such as an adventuring party's camp-fire or the hearth-fire in a peasant's hovel, do not suffice; the fire must be big enough to envelop a person. +In order to cast this spell the druid must be within 100' of a substantial fire such as a bonfire or a smith's forge. Small fires, such as an adventuring party's camp-fire or the hearth-fire in a peasant's hovel, do not suffice; the fire must be big enough to envelop a person. 
- The casting druid makes a series of esoteric gestures which are reminiscent of the flames, and then touches the target person, who must be willing. The person becomes immune to non-magical fire for the spell's duration. (The person will still be vulnerable to magical fire, although the spell gives them some protection from even this. See the 1<sup>st</sup>-lvl Divine spell //Resist Fire//.) + 
- While the person stands in the fire, they will be compelled to dance the fire dance. They can choose to leave the fire at any time, and if they do not, they will be ejected from it without harm at the end of the spell's duration. As part of their dance, once per round they can hurl a gobbet of flame at a target within 80'. They must roll to hit as normal, adjusted by range (short range is 20', medium range 40', and 80' represents long range). A miss indicates that the gobbet of flame evaporates harmlessly as it flies towards the target. On a successful hit, their target takes damage according to the casting druid's level:+The casting druid makes a series of esoteric gestures which are reminiscent of the flames, and then touches the target person, who must be willing. The person becomes immune to non-magical fire for the spell's duration. (The person will still be vulnerable to magical fire, although the spell gives them some protection from even this. See the 1<sup>st</sup>-lvl Divine spell //Resist Fire//.) 
 + 
 +While the person stands in the fire, they will be compelled to dance the fire dance. They can choose to leave the fire at any time, and if they do not, they will be ejected from it without harm at the end of the spell's duration. As part of their dance, once per round they can hurl a gobbet of flame at a target within 80'. They must roll to hit as normal, adjusted by range (short range is 20', medium range 40', and 80' represents long range). A miss indicates that the gobbet of flame evaporates harmlessly as it flies towards the target. On a successful hit, their target takes damage according to the casting druid's level:
  
  
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- While standing within the fire, the fire dancer cannot act except to dance and hurl fire, or else leave the flames. If the casting druid is not the dancer, then he or she can act normally during the spell's duration. +While standing within the fire, the fire dancer cannot act except to dance and hurl fire, or else leave the flames. If the casting druid is not the dancer, then he or she can act normally during the spell's duration. 
  
  
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-   Note also that materials such as wood, leather,  or  +Note also that materials such as wood, leather,  or flammable cloth will smolder and burn if exposed to searing hot metal, and such materials will then cause searing damage to exposed flesh on the next round. Fire resistance (potion or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as will immersion in water or snow, or exposure to a cold or ice storm spell. For each level of experience of the druid casting the spell, he or she is able to affect the metal of one man-sized creature, i.e. arms and armor, or a single mass of metal equal to 500 gold pieces in weight, cumulative. The reverse, chill metal, counters a heat metal spell or else causes metal to act as follows: 
- +
-flammable cloth will smolder and burn if exposed to  +
- +
-searing hot metal, and such materials will then cause  +
- +
-searing damage to exposed flesh on the next round. Fire  +
- +
-resistance (potion or ring) or a protection from fire spell  +
- +
-totally negates the effects of a heat metal spell, as will  +
- +
-immersion in water or snow, or exposure to a cold or ice  +
- +
-storm spell. For each level of experience of the druid  +
- +
-casting the spell, he or she is able to affect the metal of  +
- +
-one man-sized creature, i.e. arms and armor, or a single  +
- +
-mass of metal equal to 500 gold pieces in weight,  +
- +
-cumulative. The reverse,  chill metal, counters a  heat  +
- +
-metal spell or else causes metal to act as follows: +
  
    
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 nose, or ears  nose, or ears 
  
-    DM's Notes: Elfin chain mail is not subject to this spell.  +DM's Notes: Elfin chain mail is not subject to this spell. All ferrous-based magic armor is entitled to a Saving throw vs. Magical fire/cold. If the save is successful, the heat/chill metal spell does NOT affect it. (PHB)(DMG) 
- +
-All ferrous-based magic armor is entitled to a Saving  +
- +
-throw vs. Magical fire/cold. If the save is successful, the  +
- +
-heat/chill metal spell does NOT affect it. (PHB)(DMG) +
  
  
dangerousdungeons/chapter6.txt · Last modified: 2019/07/10 01:54 by robertfreemanday

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