User Tools

Site Tools


dangerousdungeons:chapter6

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
dangerousdungeons:chapter6 [2019/07/09 01:46] – Formatting clean up 20190708 robertfreemandaydangerousdungeons:chapter6 [2019/07/10 01:48] – Formatting clean up 20190709 robertfreemanday
Line 6653: Line 6653:
 **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.
  
  
Line 6674: Line 6674:
 **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//.
  
  
Line 7269: Line 7269:
 **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. 
  
  
Line 7642: Line 7642:
 **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. 
  
  
Line 7885: Line 7889:
 **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. 
  
  
Line 7959: Line 7963:
 **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. 
Line 8595: Line 8599:
 **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//.
  
  
Line 8616: Line 8620:
 **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. 
  
  
Line 8960: Line 8964:
  
 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.
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
  
  
Line 9001: Line 8993:
    
  
-   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) +
  
  
Line 9303: Line 9263:
 **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:
  
  
Line 9318: Line 9280:
  
  
- 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. 
  
  
Line 9412: Line 9374:
    
  
-   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: +
  
    
Line 9456: Line 9394:
 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) +
  
  
Line 10026: Line 9958:
 **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 name (c.f.). +Except as noted above this spell is identical to the 7<sup>th</sup>-lvl Divine spell of the same name (c.f.). 
  
  
Line 10048: Line 9980:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as specified above this spell is identical to the 2<sup>nd</sup>-lvl Divine spell of the same name (c.f.).+Except as specified above this spell is identical to the 2<sup>nd</sup>-lvl Divine spell of the same name (c.f.).
  
  
Line 10092: Line 10024:
 **Saving Throw**: See text **Saving Throw**: See text
  
- Except as noted above this spell is identical to the 7<sup>th</sup>-lvl Arcane spell of the same name (c.f.). +Except as noted above this spell is identical to the 7<sup>th</sup>-lvl Arcane spell of the same name (c.f.). 
  
  
Line 10208: Line 10140:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as described above this spell is identical to the 5<sup>th</sup>-lvl Divine spell of the same name (c.f.).  +Except as described above this spell is identical to the 5<sup>th</sup>-lvl Divine spell of the same name (c.f.).  
  
  
Line 10284: Line 10216:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 5<sup>th</sup>-lvl Arcane spell of the same name (c.f.).+Except as noted above this spell is identical to the 5<sup>th</sup>-lvl Arcane spell of the same name (c.f.).
  
  
Line 10306: Line 10238:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Divine spell of the same name (c.f.).+Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Divine spell of the same name (c.f.).
  
  
Line 10394: Line 10326:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 3<sup>rd</sup>-lvl Divine spell of the same name (c.f.). +Except as noted above this spell is identical to the 3<sup>rd</sup>-lvl Divine spell of the same name (c.f.). 
  
  
Line 10416: Line 10348:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 4<sup>th</sup>-lvl Divine spell of the same name (c.f.). +Except as noted above this spell is identical to the 4<sup>th</sup>-lvl Divine spell of the same name (c.f.). 
  
  
Line 10468: Line 10400:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 4<sup>th</sup>-lvl Divine spell of the same name (c.f.). +Except as noted above this spell is identical to the 4<sup>th</sup>-lvl Divine spell of the same name (c.f.). 
  
  
Line 10490: Line 10422:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 9<sup>th</sup>-lvl Arcane spell of the same name (c.f.).+Except as noted above this spell is identical to the 9<sup>th</sup>-lvl Arcane spell of the same name (c.f.).
  
  
Line 10534: Line 10466:
 **Saving Throw**: See text **Saving Throw**: See text
  
- Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Arcane spell of the same name (c.f.).  +Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Arcane spell of the same name (c.f.).  
  
  
Line 10556: Line 10488:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- This spell is identical to the 8<sup>th</sup>-lvl Arcane spell //Trap the Soul// with the following exceptions: the spell's range is only 20', it can only be cast on the Astral, Æthereal or Prime Material Planes and the creature being imprisoned must be an extra-planar being. The prison object must be a hand-sized, engraved brass bottle costing at least 800gp. The bottle must be corked when the spell takes effect and sealed with wax within an hour or the imprisoned creature will escape. Uncorking the bottle, in any case, will free the imprisoned creature. +This spell is identical to the 8<sup>th</sup>-lvl Arcane spell //Trap the Soul// with the following exceptions: the spell's range is only 20', it can only be cast on the Astral, Æthereal or Prime Material Planes and the creature being imprisoned must be an extra-planar being. The prison object must be a hand-sized, engraved brass bottle costing at least 800gp. The bottle must be corked when the spell takes effect and sealed with wax within an hour or the imprisoned creature will escape. Uncorking the bottle, in any case, will free the imprisoned creature. 
  
  
Line 10578: Line 10510:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 6<sup>th</sup> -lvl Arcane spell of the same name (c.f.). +Except as noted above this spell is identical to the 6<sup>th</sup> -lvl Arcane spell of the same name (c.f.). 
  
  
Line 10624: Line 10556:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell creates a spherical zone of protection around the caster that lasts until the caster leaves the zone, the duration expires or it is dispelled. Summoned, conjured or extra-planar beings cannot enter the zone. Undead are affected as if slowed when within it.  The warding also acts as a dispel magic spell on any spell cast within or entering it. Magic items or beings with spells cast upon them must make a Saving Throw every other round to see if the effect has been dispelled. The warding can itself be dispelled but a Saving Throw applies as above. If two wardings intersect, both are immediately dispelled. The material component of the spell is the Warlock's focus. +This spell creates a spherical zone of protection around the caster that lasts until the caster leaves the zone, the duration expires or it is dispelled. Summoned, conjured or extra-planar beings cannot enter the zone. Undead are affected as if slowed when within it.  The warding also acts as a dispel magic spell on any spell cast within or entering it. Magic items or beings with spells cast upon them must make a Saving Throw every other round to see if the effect has been dispelled. The warding can itself be dispelled but a Saving Throw applies as above. If two wardings intersect, both are immediately dispelled. The material component of the spell is the Warlock's focus. 
  
  
Line 10646: Line 10578:
 **Saving Throw**: See below **Saving Throw**: See below
  
- This spells functions like an improved version of the 7<sup>th</sup>-lvl Arcane //Cacodemon// spell, allowing the caster to summon any devil, daemon, demon, shedu, deva, slaasthak or other named extra-planar being. Arch-devils, demon lords, deities and most demigods are immune. Casting the spell requires 2d4+4 hours, the Warlock's focus and at least 500gp of rare substances. Summoned beings may attempt to Save vs. Spells or use their natural magic resistance to nullify the summoning. In any case, beings summoned this way will at best be extremely annoyed at the caster. Warlocks typically couple a major summoning with a circle of entrapment or an entrap spirit spell.   +This spells functions like an improved version of the 7<sup>th</sup>-lvl Arcane //Cacodemon// spell, allowing the caster to summon any devil, daemon, demon, shedu, deva, slaasthak or other named extra-planar being. Arch-devils, demon lords, deities and most demigods are immune. Casting the spell requires 2d4+4 hours, the Warlock's focus and at least 500gp of rare substances. Summoned beings may attempt to Save vs. Spells or use their natural magic resistance to nullify the summoning. In any case, beings summoned this way will at best be extremely annoyed at the caster. Warlocks typically couple a major summoning with a circle of entrapment or an entrap spirit spell.   
  
  
Line 10668: Line 10600:
 **Saving Throw**: Special **Saving Throw**: Special
  
- This is a stronger version of the 4<sup>th</sup>-lvl Divine Spell //Minor Ward// (c.f.). Otherwise it is identical to the 5<sup>th</sup>-lvl Divine spell of the same name.+This is a stronger version of the 4<sup>th</sup>-lvl Divine Spell //Minor Ward// (c.f.). Otherwise it is identical to the 5<sup>th</sup>-lvl Divine spell of the same name.
  
  
Line 10690: Line 10622:
 **Saving Throw**: None **Saving Throw**: None
  
- The Warlock may use this spell to strike a bargain with a demonic or diabolic being and gain a promise of supernatural aid. A further casting of //Negotiate// is necessary to contact the being when the aid is required. If not otherwise busy elsewhere, the being will answer the call but the spell does not ensure that the promise will be honoured. +The Warlock may use this spell to strike a bargain with a demonic or diabolic being and gain a promise of supernatural aid. A further casting of //Negotiate// is necessary to contact the being when the aid is required. If not otherwise busy elsewhere, the being will answer the call but the spell does not ensure that the promise will be honoured. 
  
  
Line 10712: Line 10644:
 **Saving Throw**: None **Saving Throw**: None
  
- A sacrificial offering is announced to the Warlock's patron daemonic, demonic or diabolic patron. It enchants only the caster's focus and cannot be dispelled. It confers a +3 to-hit / +1 damage versus the target. +A sacrificial offering is announced to the Warlock's patron daemonic, demonic or diabolic patron. It enchants only the caster's focus and cannot be dispelled. It confers a +3 to-hit / +1 damage versus the target. 
  
  
Line 10734: Line 10666:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell allows the Warlock to see into another plane either once or twice removed from the Warlock's current plane. Scrying lasts until the duration expires, is dispelled, or the caster wills it. If the Æthereal plane is being viewed, the 'double-vision' effect causes a 20% disadvantage to all actions. If viewing a plane other than the Æthereal, the Warlock is effectively blinded to events on their current plane. Extra-planar creatures being viewed may make a Saving Throw vs. Spells to become aware of the scrying. +This spell allows the Warlock to see into another plane either once or twice removed from the Warlock's current plane. Scrying lasts until the duration expires, is dispelled, or the caster wills it. If the Æthereal plane is being viewed, the 'double-vision' effect causes a 20% disadvantage to all actions. If viewing a plane other than the Æthereal, the Warlock is effectively blinded to events on their current plane. Extra-planar creatures being viewed may make a Saving Throw vs. Spells to become aware of the scrying. 
  
  
Line 10756: Line 10688:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- This spell functions as the 1<sup>st</sup>-lvl Arcane spell //Charm Person// except the victim will be possessed by the spirit of an extra-planar creature such as a daemon, demon, or devil. Possessed beings will gain a temporary ability as long as they remain possessed (see the sub-table below). Dispelling possession requires the use of the 4<sup>th</sup>-lvl Divine spell //Exorcise//. The material component of the spell is the Warlock's focus and a specially prepared magic talisman worth at least 250gp. +This spell functions as the 1<sup>st</sup>-lvl Arcane spell //Charm Person// except the victim will be possessed by the spirit of an extra-planar creature such as a daemon, demon, or devil. Possessed beings will gain a temporary ability as long as they remain possessed (see the sub-table below). Dispelling possession requires the use of the 4<sup>th</sup>-lvl Divine spell //Exorcise//. The material component of the spell is the Warlock's focus and a specially prepared magic talisman worth at least 250gp. 
  
  
Line 10793: Line 10725:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Divine spell of the same name (c.f.).  +Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Divine spell of the same name (c.f.).  
  
  
Line 10815: Line 10747:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 4<sup>th</sup>-lvl Divine spell of the same name (c.f.).  +Except as noted above this spell is identical to the 4<sup>th</sup>-lvl Divine spell of the same name (c.f.).  
  
  
Line 10837: Line 10769:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Arcane spell of the same name. +Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Arcane spell of the same name. 
  
  
Line 10859: Line 10791:
 **Saving Throw**: Special **Saving Throw**: Special
  
- This spell will reveal the extra-planar origin of a single creature, object or magical effect or the planar destination point of the nearest gate or portal. Both effects are limited by the spell's range. Creatures hostile to the spellcaster Save vs. Spells to conceal their planar origin. The material component of the spell is the Warlock's focus.+This spell will reveal the extra-planar origin of a single creature, object or magical effect or the planar destination point of the nearest gate or portal. Both effects are limited by the spell's range. Creatures hostile to the spellcaster Save vs. Spells to conceal their planar origin. The material component of the spell is the Warlock's focus.
  
  
Line 10883: Line 10815:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Divine spell of the same name (c.f.). +Except as noted above this spell is identical to the 1<sup>st</sup>-lvl Divine spell of the same name (c.f.). 
  
  
Line 10905: Line 10837:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell confers a +2 Saving Throw bonus against all types of Enchantment/Charm spells, and +4 against //Magic Jar, Possession// or //Trap the Soul// spells. Duration is equal to 1d4+1 rounds plus one round for every three levels. +This spell confers a +2 Saving Throw bonus against all types of Enchantment/Charm spells, and +4 against //Magic Jar, Possession// or //Trap the Soul// spells. Duration is equal to 1d4+1 rounds plus one round for every three levels. 
  
  
Line 10927: Line 10859:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 3<sup>rd</sup>-lvl Divine spell of the same name (c.f.)+Except as noted above this spell is identical to the 3<sup>rd</sup>-lvl Divine spell of the same name (c.f.)
  
  
Line 10949: Line 10881:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell drafts a binding contract between a single mortal being, such as the caster, and a being of at least Low intelligence from the Higher, Lower or Elemental planes. The material components of the spell are the Warlock's focus and rare inks and parchment of at least 5,000gp worth. +This spell drafts a binding contract between a single mortal being, such as the caster, and a being of at least Low intelligence from the Higher, Lower or Elemental planes. The material components of the spell are the Warlock's focus and rare inks and parchment of at least 5,000gp worth. 
  
- A creature may not be unwillingly forced into a contract and any attempt to do so will nullify the spell entirely. Further, a contract is only binding to the exact wording of the contract. Evil or Chaotic beings will consistently try to pervert the spirit of the contract, while heeding the letter. Mortals who attempt to evade or pervert the contract will suffer a loss of 1 point of both STR and CON every hour until rectified. In any case, the contracted creature will be aware of the situation and may choose to appear to deal with the mortal. Attempting to breach the contract outright will result in immediate paralysis (no save) and the appearance of the contracted creature. A contract can only be broken by 3 successive //Wish// spells.+A creature may not be unwillingly forced into a contract and any attempt to do so will nullify the spell entirely. Further, a contract is only binding to the exact wording of the contract. Evil or Chaotic beings will consistently try to pervert the spirit of the contract, while heeding the letter. Mortals who attempt to evade or pervert the contract will suffer a loss of 1 point of both STR and CON every hour until rectified. In any case, the contracted creature will be aware of the situation and may choose to appear to deal with the mortal. Attempting to breach the contract outright will result in immediate paralysis (no save) and the appearance of the contracted creature. A contract can only be broken by 3 successive //Wish// spells.
  
  
Line 10973: Line 10905:
 **Saving Throw**: None **Saving Throw**: None
  
- Except as noted above this spell is identical to the 6<sup>th</sup>-lvl Arcane spell of the same name (c.f.) +Except as noted above this spell is identical to the 6<sup>th</sup>-lvl Arcane spell of the same name (c.f.) 
  
  
Line 10995: Line 10927:
 **Saving Throw**: None **Saving Throw**: None
  
- Summons an extraplanar creature, whch arrives within 3 segments. Roll on the following table to determine the exact creature summoned when casting the spell. If conditions are inappropriate for the creature summoned, roll again on the table. The material component of the spell is the Warlock's focus. +Summons an extraplanar creature, whch arrives within 3 segments. Roll on the following table to determine the exact creature summoned when casting the spell. If conditions are inappropriate for the creature summoned, roll again on the table. The material component of the spell is the Warlock's focus. 
  
  
Line 11039: Line 10971:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell allows the Warlock to summon a common, non-unique, daemon, demon or devil (c.f. __OSRIC__). The material components of the spell are the Warlock's focus and 500gp in rare chalks and incense. The chalk is used to create a summoning circle that acts as a //Protection from Evil// spell. Once summoned, the creature will be quite annoyed and attempt to cross the circle, requiring a  Save vs. Magic at -5 to do so. The spell does not constrain the creature to service, and a bargain must be struck. The GM should decide what exactly the creature demands, although at least 500gp per HD in goods or treasure is a good rule of thumb. If a bargain is struck, the creature will remain on the Prime Material plane for 1d4 hours. The Warlock may attempt to make a pact with the creature (c.f. 6<sup>th</sup>-lvl Warlock spell //Spirit Contract//). If no bargain or contract is struck with the creature, and it is unable to cross the summoning circle, it will depart back to its home plane.+This spell allows the Warlock to summon a common, non-unique, daemon, demon or devil (c.f. __OSRIC__). The material components of the spell are the Warlock's focus and 500gp in rare chalks and incense. The chalk is used to create a summoning circle that acts as a //Protection from Evil// spell. Once summoned, the creature will be quite annoyed and attempt to cross the circle, requiring a  Save vs. Magic at -5 to do so. The spell does not constrain the creature to service, and a bargain must be struck. The GM should decide what exactly the creature demands, although at least 500gp per HD in goods or treasure is a good rule of thumb. If a bargain is struck, the creature will remain on the Prime Material plane for 1d4 hours. The Warlock may attempt to make a pact with the creature (c.f. 6<sup>th</sup>-lvl Warlock spell //Spirit Contract//). If no bargain or contract is struck with the creature, and it is unable to cross the summoning circle, it will depart back to its home plane.
  
  
Line 11061: Line 10993:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell summons a frenzied and uncontrollable mob of demons. All of them will appear within an 80' diameter circle within the spell range. The Warlock has no control over the demonic mob and they will remain until each of them are dismissed, slain, or the spell duration expires. A demonic mob is composed of 2d6 Class A demons, 1d6+1 Class B demons, 2d4 quasits (30% chance), 1d8 manes demons (20% chance), 1d4 Class C demons (80% chance) and one Class D demon (65% chance). After appearing, there is a 10% chance the mob will begin fighting amongst themselves. Otherwise, they will be mostly interested in slaying and consuming as many victims as possible. The material component of the spell is the Warlock's focus. +This spell summons a frenzied and uncontrollable mob of demons. All of them will appear within an 80' diameter circle within the spell range. The Warlock has no control over the demonic mob and they will remain until each of them are dismissed, slain, or the spell duration expires. A demonic mob is composed of 2d6 Class A demons, 1d6+1 Class B demons, 2d4 quasits (30% chance), 1d8 manes demons (20% chance), 1d4 Class C demons (80% chance) and one Class D demon (65% chance). After appearing, there is a 10% chance the mob will begin fighting amongst themselves. Otherwise, they will be mostly interested in slaying and consuming as many victims as possible. The material component of the spell is the Warlock's focus. 
  
  
Line 11083: Line 11015:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell summons, within 1d4 rounds, the natural foe(s) of an extraplanar being or group within the spell's range if the Warlock is aware of one. The spell will summon foe(s) of an equivalent number of HD to the target being or group. Foes unwilling to be summoned may use their natural magic resistance to attempt to resist the summoning. The spell has no effect on natural Prime Material creatures or deities of any kind. The material component of the spell is the Warlock's focus. +This spell summons, within 1d4 rounds, the natural foe(s) of an extraplanar being or group within the spell's range if the Warlock is aware of one. The spell will summon foe(s) of an equivalent number of HD to the target being or group. Foes unwilling to be summoned may use their natural magic resistance to attempt to resist the summoning. The spell has no effect on natural Prime Material creatures or deities of any kind. The material component of the spell is the Warlock's focus. 
  
  
Line 11107: Line 11039:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell summons an extra-planar horde to serve the caster. Before casting the spell, the Warlock must first perform a laborious series of tasks to determine the feasibility of summoning and locate a suitable group. Only one such summoning is possible per month across the entire Prime Material plane. At any one time, there is a 10% chance than another Warlock has already summoned a spirit horde. Casting //Augury// will confirm this point. Next, the Warlock must cast //Divination// to determine where the spell must be cast. The exact spot will always be in a desolate wilderness area (1d100 miles distant in a random direction). The Warlock must then make a journey there and commence casting the spell before the end of the month or the opportunity will be lost. //Contact Other Plane// will reveal the type of horde available (see the table below) and determine their demands for payment. In any case, the plane contacted will be at least 2 removed from the caster. Four large bonfires, fueled with rare woods and incense worth at least 5,000gp, must be constructed defining the area into which the spirit horde will be summoned. They must be maintained throughout the casting (1d4 turns) and during the materialisation of the summoned horde.  Once summoned, the Warlock must promptly offer payment or there will be serious consequences. The horde can only be dispelled if the entire force is brought back to the point of summoning. Otherwise, individual creatures may be sent back to their home plane by means of the 7<sup>th</sup>-lvl Warlock spell //Dismiss Spirit//.+This spell summons an extra-planar horde to serve the caster. Before casting the spell, the Warlock must first perform a laborious series of tasks to determine the feasibility of summoning and locate a suitable group. Only one such summoning is possible per month across the entire Prime Material plane. At any one time, there is a 10% chance than another Warlock has already summoned a spirit horde. Casting //Augury// will confirm this point. Next, the Warlock must cast //Divination// to determine where the spell must be cast. The exact spot will always be in a desolate wilderness area (1d100 miles distant in a random direction). The Warlock must then make a journey there and commence casting the spell before the end of the month or the opportunity will be lost. //Contact Other Plane// will reveal the type of horde available (see the table below) and determine their demands for payment. In any case, the plane contacted will be at least 2 removed from the caster. Four large bonfires, fueled with rare woods and incense worth at least 5,000gp, must be constructed defining the area into which the spirit horde will be summoned. They must be maintained throughout the casting (1d4 turns) and during the materialisation of the summoned horde.  Once summoned, the Warlock must promptly offer payment or there will be serious consequences. The horde can only be dispelled if the entire force is brought back to the point of summoning. Otherwise, individual creatures may be sent back to their home plane by means of the 7<sup>th</sup>-lvl Warlock spell //Dismiss Spirit//.
  
  
Line 13934: Line 13866:
 **Saving Throw**: Special **Saving Throw**: Special
  
- This spell is similar to //Spectral Forces //in that it includes additional sensory components besides visual (olfactory, auditory, etc.). The illusion created only needs an additional 5 segments of concentration after the casting time for it to behave on its own. Then the caster can safely move on to other tasks. +This spell is similar to //Spectral Forces //in that it includes additional sensory components besides visual (olfactory, auditory, etc.). The illusion created only needs an additional 5 segments of concentration after the casting time for it to behave on its own. Then the caster can safely move on to other tasks. 
- If any viewer successfully Saves vs. Spells (disbelieves) they can communicate to others and if understood, grant a saving throw to them with a +4 bonus.  + 
- The material components needed are an small amount of fleece and several sand grains. +If any viewer successfully Saves vs. Spells (disbelieves) they can communicate to others and if understood, grant a saving throw to them with a +4 bonus.  
 + 
 +The material components needed are an small amount of fleece and several sand grains. 
  
  
Line 14092: Line 14026:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell creates a highly caustic version of //Solid Fog// conforming to the aspects above. It is deadly to all plant and animals not immune to acid. Small plants die in 2 rounds, small woody plants in 4, young trees in 8 rounds and older trees in 16 rounds. The longer animal life stays, the more damage. This doubles each time starting with 1 HP the first round, 2 HP the second, 4 HP the third round and so on. +This spell creates a highly caustic version of //Solid Fog// conforming to the aspects above. It is deadly to all plant and animals not immune to acid. Small plants die in 2 rounds, small woody plants in 4, young trees in 8 rounds and older trees in 16 rounds. The longer animal life stays, the more damage. This doubles each time starting with 1 HP the first round, 2 HP the second, 4 HP the third round and so on. 
- Material components are a pinch of dried and powdered peas, powdered hoof of an animal and some strong acid. + 
 +Material components are a pinch of dried and powdered peas, powdered hoof of an animal and some strong acid. 
  
  
Line 14137: Line 14072:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- This spell allows the caster to assume the alignment of any other intelligent creature within 30'. This does not include animal intelligence or lower creatures. //Know Alignment// will only see the assumed alignment. A Saving Throw is allowed for the target of the //Delude s//pell. +This spell allows the caster to assume the alignment of any other intelligent creature within 30'. This does not include animal intelligence or lower creatures. //Know Alignment// will only see the assumed alignment. A Saving Throw is allowed for the target of the //Delude s//pell. 
  
  
Line 14225: Line 14160:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- This spell allows the caster to dream up an altered reality. It is even more limited in scope to //Limited Wish//. The castor must meditate for an hour thinking of the reality they want to make. Then, after an undistrubed 8 hour sleep, the reality will come into being in 1-12 hours. +This spell allows the caster to dream up an altered reality. It is even more limited in scope to //Limited Wish//. The castor must meditate for an hour thinking of the reality they want to make. Then, after an undistrubed 8 hour sleep, the reality will come into being in 1-12 hours. 
- Reasonable realities dreamed can be recovery of limbs or location of objects (not hidden by magical means). Detection of creatures 7 + or more hit dice may make a Saving Throw vs. Spells to avoid. This spell could replicate effects created by 5<sup>th</sup>-lvl or lesser spells (//Cure Wounds//, //Material Creation//, etc). + 
- The spell cannot be lengthened by an //Extension// or //Permanency// spell. It can only be used once per week; additional castings of the spell will fail and age the caster 1-10 years. +Reasonable realities dreamed can be recovery of limbs or location of objects (not hidden by magical means). Detection of creatures 7 + or more hit dice may make a Saving Throw vs. Spells to avoid. This spell could replicate effects created by 5<sup>th</sup>-lvl or lesser spells (//Cure Wounds//, //Material Creation//, etc). 
 + 
 +The spell cannot be lengthened by an //Extension// or //Permanency// spell. It can only be used once per week; additional castings of the spell will fail and age the caster 1-10 years. 
  
  
Line 14376: Line 14313:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell exactly resembles the druidic (not the arcane or divine) spell of the same name. +This spell exactly resembles the druidic (not the arcane or divine) spell of the same name. 
  
  
Line 14420: Line 14357:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- The caster or a willing recipient of this spell will appear to wield a blade with terrifying skill regardless of actual ability - spinning the blade at unearthly speed in a dazzling array of cuts and thrusts. For the spell's duration the recipient gains 2 illusory attacks for each one normal attack, with a +2 bonus "to hit" his or her amazed opponents. In addition, opponents who fail their save must check morale at -10% penalty. Opponents who successfully disbelieve the spell are immune to its effects. The recipient of the spell must wield an actual sword, knife or dagger. This spell does not combine with other spells named after Hakim. +The caster or a willing recipient of this spell will appear to wield a blade with terrifying skill regardless of actual ability - spinning the blade at unearthly speed in a dazzling array of cuts and thrusts. For the spell's duration the recipient gains 2 illusory attacks for each one normal attack, with a +2 bonus "to hit" his or her amazed opponents. In addition, opponents who fail their save must check morale at -10% penalty. Opponents who successfully disbelieve the spell are immune to its effects. The recipient of the spell must wield an actual sword, knife or dagger. This spell does not combine with other spells named after Hakim. 
  
  
Line 14464: Line 14401:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell functions as per the 4<sup>th</sup>-lvl Arcane spell //Magic Mirror//. However, a //Vision// spell can be used to replace the material components without the extra functionality of the //Vision// spell. +This spell functions as per the 4<sup>th</sup>-lvl Arcane spell //Magic Mirror//. However, a //Vision// spell can be used to replace the material components without the extra functionality of the //Vision// spell. 
  
  
Line 14598: Line 14535:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell allows the caster to either change an entire area to make it however they wish or replicate another existing area realistically. These are two different tasks the spell can accomplish and they have differences in casting times and components listed below. +This spell allows the caster to either change an entire area to make it however they wish or replicate another existing area realistically. These are two different tasks the spell can accomplish and they have differences in casting times and components listed below. 
- Changing an area how the caster wishes takes 3 segments of casting time and only verbal and somatic components. A wine cellar as a torture chamber with wine racks becoming torture racks or a room full of chests as empty. The illusion can be discerned through tactile investigation and logic. Any objects hidden are still found by tactile means, but effectively invisible.  + 
- Replicating another existing area takes longer (6 segments) and requires the material component of something from the place being recreated. This version of the illusion can only be discerned by magical means of detection. The mind willing to explain away many logical disconnects. This is the enhanced form. +Changing an area how the caster wishes takes 3 segments of casting time and only verbal and somatic components. A wine cellar as a torture chamber with wine racks becoming torture racks or a room full of chests as empty. The illusion can be discerned through tactile investigation and logic. Any objects hidden are still found by tactile means, but effectively invisible.  
- For both versions of the spell, the duration persists as long as the caster maintains it in their mind (talking is possible). After maintenance ends or the caster suffers damage/distraction/melee/etc. it continues to exist for 6 turns + 1 turn/lvl. There is no saving throw to disbelieve. + 
 +Replicating another existing area takes longer (6 segments) and requires the material component of something from the place being recreated. This version of the illusion can only be discerned by magical means of detection. The mind willing to explain away many logical disconnects. This is the enhanced form. 
 + 
 +For both versions of the spell, the duration persists as long as the caster maintains it in their mind (talking is possible). After maintenance ends or the caster suffers damage/distraction/melee/etc. it continues to exist for 6 turns + 1 turn/lvl. There is no saving throw to disbelieve. 
  
  
Line 14623: Line 14563:
 **Saving Throw**:  **Saving Throw**: 
  
- This spell allows the caster to create an illusory double of themself that looks to move away from the area while the actual caster is cloaked with an //Improved Invisibility// effect. The double can speak and can be touched. Spells and items that can detect the individual effects can be utilized to reveal the illusion or the caster. +This spell allows the caster to create an illusory double of themself that looks to move away from the area while the actual caster is cloaked with an //Improved Invisibility// effect. The double can speak and can be touched. Spells and items that can detect the individual effects can be utilized to reveal the illusion or the caster. 
  
  
Line 14711: Line 14651:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- //Phantasmagoria// is a special triggered illusion with full sensory components (sight, touch, sound, smell). The illusion created involves movement of the target or part of the environment. It can be falling, receding, escalating, etc. An example is the glass of water that is always unattainable as it constantly moved away, or falling/descending 5 flights of stairs rather than one, or fast rushing water flowing on said stairs ensuring a swift fall. It cannot be used to hide objects in an area, but only manipulate how to get around in the area or the perspective of the area.+//Phantasmagoria// is a special triggered illusion with full sensory components (sight, touch, sound, smell). The illusion created involves movement of the target or part of the environment. It can be falling, receding, escalating, etc. An example is the glass of water that is always unattainable as it constantly moved away, or falling/descending 5 flights of stairs rather than one, or fast rushing water flowing on said stairs ensuring a swift fall. It cannot be used to hide objects in an area, but only manipulate how to get around in the area or the perspective of the area.
  
  
Line 14794: Line 14734:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell creates a suit of plate armour made of shadowstuff on one target (including the caster). It does not hinder spell casting nor movement. It gives real protection of plate mail level to the target unless their opponent is able to successfully Save vs. Spells or //Dispel Magic// is cast on the target. The armour provides protection against blows at one hit point per level of the caster. Once it has absorbed this limit, the spell ends. The material component is 10gp worth of mithril, which is consumed in the casting.+This spell creates a suit of plate armour made of shadowstuff on one target (including the caster). It does not hinder spell casting nor movement. It gives real protection of plate mail level to the target unless their opponent is able to successfully Save vs. Spells or //Dispel Magic// is cast on the target. The armour provides protection against blows at one hit point per level of the caster. Once it has absorbed this limit, the spell ends. The material component is 10gp worth of mithril, which is consumed in the casting.
  
  
Line 14816: Line 14756:
 **Saving Throw**: None **Saving Throw**: None
  
- //Phantom Steed// allows the caster to create a semi-real steed made of shadowstuff and the means to ride it. It cannot carry anything but the person it was created for and what they carry. It is unable to be a beast of burden or use saddlebags. The steed has the armor class of a horse looking like various shades of grey, moving at a max rate of 40' per level of the caster. It can take 12 hit points of damage before being dispelled as well as using other dispelling magics. It makes no sound as it moves. +//Phantom Steed// allows the caster to create a semi-real steed made of shadowstuff and the means to ride it. It cannot carry anything but the person it was created for and what they carry. It is unable to be a beast of burden or use saddlebags. The steed has the armor class of a horse looking like various shades of grey, moving at a max rate of 40' per level of the caster. It can take 12 hit points of damage before being dispelled as well as using other dispelling magics. It makes no sound as it moves. 
- Depending on the level of the caster, additional abilities are available to the steed. At 8<sup>th-</sup>lvl, it can pass rough, slippery, swampy, or otherwise inaccessible terrain as if it were normal ground. At 10<sup>th-</sup>lvl, the steed can pass over water as if it were solid ground. At 12<sup>th</sup>-lvl, it can cross chasms, canyons and river banks as if bridged (this is not flying). At 14<sup>th</sup>-lvl, it flies like a pegasus. + 
 +Depending on the level of the caster, additional abilities are available to the steed. At 8<sup>th-</sup>lvl, it can pass rough, slippery, swampy, or otherwise inaccessible terrain as if it were normal ground. At 10<sup>th-</sup>lvl, the steed can pass over water as if it were solid ground. At 12<sup>th</sup>-lvl, it can cross chasms, canyons and river banks as if bridged (this is not flying). At 14<sup>th</sup>-lvl, it flies like a pegasus. 
  
  
Line 14839: Line 14780:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell creates a wind able to move non-living, inanimate objects. However, it cannont be felt by any living creature except by the inanimate objects impacted by it (papers flying in the face or a feeling a small sailing vessel moved by the spell). It can be used to move or disperse clouds and fogs, including spells that create them like //Cloudkill// or //Stinking Cloud//. The wind moves forward at 10' per round starting from the range of the spell and 10' wide, onward until the duration ends, not unlike a wave of air. +This spell creates a wind able to move non-living, inanimate objects. However, it cannont be felt by any living creature except by the inanimate objects impacted by it (papers flying in the face or a feeling a small sailing vessel moved by the spell). It can be used to move or disperse clouds and fogs, including spells that create them like //Cloudkill// or //Stinking Cloud//. The wind moves forward at 10' per round starting from the range of the spell and 10' wide, onward until the duration ends, not unlike a wave of air. 
  
  
Line 15015: Line 14956:
 **Saving Throw**: Negates **Saving Throw**: Negates
  
- This spell is similar to //Hypnotic Pattern//, but with rainbow-like colours that play off the dimensions. At a gesture, the pattern will move in the direction indicated at a rate of 30' per round. Up to 24 HD of creatures will be entranced by the pattern and follow it. After concentration, the pattern continues in the last direction indicated for an additional 1d3 rounds.  +This spell is similar to //Hypnotic Pattern//, but with rainbow-like colours that play off the dimensions. At a gesture, the pattern will move in the direction indicated at a rate of 30' per round. Up to 24 HD of creatures will be entranced by the pattern and follow it. After concentration, the pattern continues in the last direction indicated for an additional 1d3 rounds.  
- Targets of the spell are allowed an additional Saving Throw vs. Spells if put in immediate danger, like toward a pit of spikes, etc. If the pattern is obscured or blocked, the effect is also broken. + 
- The material components for the spell are a prism and a bit of phosphor. +Targets of the spell are allowed an additional Saving Throw vs. Spells if put in immediate danger, like toward a pit of spikes, etc. If the pattern is obscured or blocked, the effect is also broken. 
 + 
 +The material components for the spell are a prism and a bit of phosphor. 
  
  
Line 15061: Line 15004:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell allows the caster and whomever they touch (unwilling targets allowed a saving throw) to be transported to the edge of the Plane of Shadow, provided they are in a heavily shadowed area in their current location. Travel along the boarder with the Prime is much faster to other locations in the Prime material, moving at a rate of 24 miles per turn. Only the Illusionist can control the travel accuracy and can simply step out into the Prime Material in the location desired. +This spell allows the caster and whomever they touch (unwilling targets allowed a saving throw) to be transported to the edge of the Plane of Shadow, provided they are in a heavily shadowed area in their current location. Travel along the boarder with the Prime is much faster to other locations in the Prime material, moving at a rate of 24 miles per turn. Only the Illusionist can control the travel accuracy and can simply step out into the Prime Material in the location desired. 
- The Illusionist can travel to other planes boardering on the Plane of Shadow. Creatures that are separated from the caster risk a 50% chance of wandering deep into the Plane of Shadow or back to a random location in the Prime Material (within the range of travel rate above). If the spell expires while the separated target is wandering they will be ejected in the same manor or trapped deep in the Plane of Shadow (again 50% of either). + 
 +The Illusionist can travel to other planes boardering on the Plane of Shadow. Creatures that are separated from the caster risk a 50% chance of wandering deep into the Plane of Shadow or back to a random location in the Prime Material (within the range of travel rate above). If the spell expires while the separated target is wandering they will be ejected in the same manor or trapped deep in the Plane of Shadow (again 50% of either). 
  
  
Line 15106: Line 15050:
 **Saving Throw**: None **Saving Throw**: None
  
- This spell creates a //Wall of Fog// effect that is much thicker. Only a storm-strength wind can disperse it (Gust of Wind does not work). It can be burnt away in one round with //Fireball//, //Wall of Fire// or //Flame Strike//. Creatures can move through the fog at a rate of 10' per round until out of the area of effect. Missile weapons are ineffective entering or within the area of effect. +This spell creates a //Wall of Fog// effect that is much thicker. Only a storm-strength wind can disperse it (Gust of Wind does not work). It can be burnt away in one round with //Fireball//, //Wall of Fire// or //Flame Strike//. Creatures can move through the fog at a rate of 10' per round until out of the area of effect. Missile weapons are ineffective entering or within the area of effect. 
- The material component is small bit of split dried peas. + 
 +The material component is small bit of split dried peas. 
  
  
Line 15129: Line 15074:
 **Saving Throw**: None **Saving Throw**: None
  
- Spook enables to caster to frighten away a target by simply approaching in a threatening manner. If the target fails a Saving Throw vs. Spells, they turn and move at maximum speed away from the caster. Every round running allows another Saving Throw with a cumulative +1 to end the spell. The spell is not powerful enough to cause the target to drop items held or other similar fear effects. +Spook enables to caster to frighten away a target by simply approaching in a threatening manner. If the target fails a Saving Throw vs. Spells, they turn and move at maximum speed away from the caster. Every round running allows another Saving Throw with a cumulative +1 to end the spell. The spell is not powerful enough to cause the target to drop items held or other similar fear effects. 
  
  
Line 15155: Line 15100:
  
  
-   Explanation/Description: This powerful illusion affects  +Explanation/Description: This powerful illusion affects the minds and bodies of all those within the area of effect. The spell causes those affected to perceive the passage of time in a much faster manner. 
- +
-the minds and bodies of all those within the area of  +
- +
-effect. The spell causes those affected to perceive the  +
- +
-passage of time in a much faster manner.  +
- +
-   Those entering this area after the casting is  +
- +
-completed are similarly affected. Every turn (10  +
- +
-minutes) spent under the temporal fugue spell seems  +
- +
-like a full hour to those within its dweomer. Because of  +
- +
-this, all functions of affected individuals are speeded  +
- +
-up accordingly. They must eat, sleep, and so forth  +
- +
-according to an accelerated rate. The duration of  +
- +
-other spells cast within the temporal fugue area is also  +
- +
-sped up accordingly. One hour is as six to them, four  +
- +
-hours a full day. This acceleration of time allows  rest,  +
- +
-renewal of spells, and recovery of hit points lost.  +
- +
-   If desired, the spell caster can reverse the spell so that  +
- +
-time is slowed for the individuals: An hour will seem as  +
- +
-only a turn, a day merely four hours. Reversal requires  +
- +
-no special preparation. In either case, the illusionist is  +
- +
-also affected by the spell. Under the reverse, the  +
- +
-effects will always last at least one turn after the caster +
  
-desires its dispellingbecause his or her reactions are so +Those entering this area after the casting is completed are similarly affected. Every turn (10 minutes) spent under the temporal fugue spell seems like a full hour to those within its dweomer. Because of thisall functions of affected individuals are speeded up accordingly. They must eat, sleep, and so forth according to an accelerated rate. The duration of other spells cast within the temporal fugue area is also sped up accordingly. One hour is as six to them, four hours a full day. This acceleration of time allows  rest, renewal of spells, and recovery of hit points lost. 
  
-greatly slowed. (UA) +If desired, the spell caster can reverse the spell so that time is slowed for the individuals: An hour will seem as only a turn, a day merely four hours. Reversal requires no special preparation. In either case, the illusionist is also affected by the spell. Under the reverse, the effects will always last at least one turn after the caster desires its dispelling, because his or her reactions are so greatly slowed. (UA) 
  
  
Line 15269: Line 15174:
  
  
-   Explanation/Description: When this spell is cast the  +Explanation/Description: When this spell is cast the illusionist must be able to converse with the subject or subjects to bring the dweomer into being. During the casting, the illusionist must call out to the subject or subjects, informing one or all that their final fate, indeed their doom, now is upon them. The force of the magic is such that even if the subject or subjects make their saving throw, fear will paralyze them for a full 7 segments, and they will lose from 1-4 strength points from this fear, although the lost strength will return in 7 rounds. Failure to Save vs. Spells will cause the subject or subjects to face their nemesis, the opponent(s) most feared and inimical to them. Actual combat must then take place, for no magical means of escape will be possible. The foe fought is real for all intents and purposes. If the subject or subjects lose, then death occurs. If the weird caused by the dweomer is slain, then the subject or subjects emerge with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The characters gain experience for defeating the weird if applicable. Although each round of combat seems normal, it takes but 1 segment of real time. During the course of the spell, the illusionist must concentrate fully upon maintaining it. (UA) 
- +
-illusionist must be able to converse with the subject or  +
- +
-subjects to bring the dweomer into being. During the  +
- +
-casting, the illusionist must call out to the subject or  +
- +
-subjects, informing one or all that their final fate, indeed  +
- +
-their doom, now is upon them. The force of the magic is  +
- +
-such that even if the subject or subjects make their  +
- +
-saving throw, fear will paralyze them for a full 7  +
- +
-segments, and they will lose from 1-4 strength points  +
- +
-from this fear, although the lost strength will return in 7  +
- +
-rounds. Failure to Save vs. Spells will cause the subject  +
- +
-or subjects to face their nemesis, the opponent(s) most  +
- +
-feared and inimical to them. Actual combat must then  +
- +
-take place, for no magical means of escape will be  +
- +
-possible. The foe fought is real for all intents and  +
- +
-purposes. If the subject or subjects lose, then death  +
- +
-occurs. If the weird caused by the dweomer is slain,  +
- +
-then the subject or subjects emerge with no damage,  +
- +
-no loss of items seemingly used in the combat, and no  +
- +
-loss of spells likewise seemingly expended. The  +
- +
-characters gain experience for defeating the weird  if  +
- +
-applicable. Although each round of combat seems  +
- +
-normal, it takes but 1 segment of real time. During the  +
- +
-course of the spell, the illusionist must concentrate fully  +
- +
-upon maintaining it. (UA) +
  
  
Line 15341: Line 15198:
  
  
-   Explanation/Description: When this spell is cast, the  +Explanation/Description: When this spell is cast, the illusionist and all of his or her gear become insubstantial. The caster can be hit only by magic weapons of + 1 or better, or by creatures otherwise able to affect those struck only by magic weapons. Undead of most sorts will ignore an individual in wraithform, believing him or her to be a wraith or spectre, though a lich or "special" undead may Save  vs. Spells at - 4 to recognize the dweomer. The illusionist will be able to pass through small holes or narrow openings, even mere cracks, with all he or she wears or holds in his or her hands, as long as the spell persists. 
- +
-illusionist and all of his or her gear become insubstantial.  +
- +
-The caster can be hit only by magic weapons of + 1 or  +
- +
-better, or by creatures otherwise able to affect those  +
- +
-struck only by magic weapons. Undead of most sorts  +
- +
-will ignore an individual in wraithform, believing him or  +
- +
-her to be a wraith or spectre, though a lich or "special"  +
- +
-undead may Save  vs. Spells at - 4 to recognize the  +
- +
-dweomer. The illusionist will be able to pass through  +
- +
-small holes or narrow openings, even mere cracks, with  +
- +
-all he or she wears or holds in his or her hands, as long  +
- +
-as the spell persists.  +
- +
-   No form of attack is possible when in wraithform,  +
- +
-except against creatures which exist on the Ethereal  +
- +
-Plane, where all attacks (both ways) are normal. Dispel  +
- +
-illusion and dispel magic are the only ways to force an  +
- +
-illusionist in wraithform back to normal form. The spell  +
- +
-caster can return to normal form at will, but this ends  +
- +
-the spell effect. The material components for this  spell +
  
-are a bit of gauze and a wisp of smoke. (UA) +No form of attack is possible when in wraithform, except against creatures which exist on the Ethereal Plane, where all attacks (both ways) are normal. Dispel illusion and dispel magic are the only ways to force an illusionist in wraithform back to normal form. The spell caster can return to normal form at will, but this ends the spell effect. The material components for this  spell are a bit of gauze and a wisp of smoke. (UA) 
  
 ** **
dangerousdungeons/chapter6.txt · Last modified: 2019/07/10 01:54 by robertfreemanday

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki