dangerousdungeons:chapter6
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dangerousdungeons:chapter6 [2019/06/21 23:57] – Formatting clean up 20190621 robertfreemanday | dangerousdungeons:chapter6 [2019/07/09 01:56] – Formatting clean up 20190708-1 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' |
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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< | + | 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< |
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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' | + | 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' |
- | 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' | + | The material components of the spell are the cleric' |
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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< | + | |
- | At 11< | + | At 9< |
- | At 13< | + | |
- | At 15< | + | At 11< |
+ | |||
+ | At 13< | ||
+ | |||
+ | At 15< | ||
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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' | + | 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' |
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**Saving Throw**: Special | **Saving Throw**: Special | ||
- | This is a stronger version of the 4< | + | This is a stronger version of the 4< |
- | 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 // | + | 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 // |
//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 " | + | 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 " |
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Except as noted above, this spell exactly resembles the 3< | Except as noted above, this spell exactly resembles the 3< | ||
- | |||
- | |||
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- | |||
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- | Explanation/ | + | Explanation/ |
- | + | ||
- | 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' | + | In order to cast this spell the druid must be within 100' of a substantial fire such as a bonfire or a smith' |
- | 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' | + | |
- | 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' | + | 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' |
+ | |||
+ | 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' | ||
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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' | + | 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' |
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- | Note also that materials such as wood, leather, | + | Note also that materials such as wood, leather, |
- | + | ||
- | 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, | + | |
- | + | ||
- | 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. 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