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dangerousdungeons:chapter6 [2019/07/09 01:46] – Formatting clean up 20190708 robertfreemandaydangerousdungeons:chapter6 [2019/07/09 01:56] – Formatting clean up 20190708-1 robertfreemanday
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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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