dangerousdungeons:chapter6
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**A NOTE ON SPELL RARITY** | **A NOTE ON SPELL RARITY** | ||
- | Unmarked spells are common. " | + | Unmarked spells are common. " |
- | The GM may decide to alter spell rarity to suit their own campaigns. For instance, certain spells may be commonly available in one region or amongst a paerticular esoteric group while rare or even entirely unknown elsewhere. The GM may also decide to alter the gold piece and experience point values for spellcasting or scrolls and/or other treasure according to the rarity of the magic involved. | + | The GM may decide to alter spell rarity to suit their own campaigns. For instance, certain spells may be commonly available in one region or amongst a paerticular esoteric group while rare or even entirely unknown elsewhere. The GM may also decide to alter the gold piece and experience point values for spellcasting or scrolls and/or other treasure according to the rarity of the magic involved. |
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**Miniature Containment**: | **Miniature Containment**: | ||
- | The first three types of binding can be renewed before the duration expires. If not, the creature may make a Saving Throw (as normal) to break free. Attempts to contact or touch the creature constitute a weakening of the binding and the creature will likewise be allowed a Saving Throw whenever the spellcaster attempts to renew the spell. | + | The first three types of binding can be renewed before the duration expires. If not, the creature may make a Saving Throw (as normal) to break free. Attempts to contact or touch the creature constitute a weakening of the binding and the creature will likewise be allowed a Saving Throw whenever the spellcaster attempts to renew the spell. |
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This spell enables the spellcaster to exercise control over undead creatures as if they were under the effect of a Charm Person spell. Controlled undead can be ordered to perform tasks such as unlocking and opening doors or chests, climbing, binding wounds, standing guard, engaging in melee and so on. Controlled undead cannot be ordered to cast spells or use class abilities that the spellcaster themself does not possess. Undead, unlike intelligent living creatures, will not be freed from control by being ordered to perform tasks harmful to themselves. | This spell enables the spellcaster to exercise control over undead creatures as if they were under the effect of a Charm Person spell. Controlled undead can be ordered to perform tasks such as unlocking and opening doors or chests, climbing, binding wounds, standing guard, engaging in melee and so on. Controlled undead cannot be ordered to cast spells or use class abilities that the spellcaster themself does not possess. Undead, unlike intelligent living creatures, will not be freed from control by being ordered to perform tasks harmful to themselves. | ||
- | When the spell is cast the Magic-User will become instantly aware of any and all undead within range. If any undead are present they must all make a Saving Throw vs. Spells at -6 to resist control. A number of undead can be affected up to the spellcaster' | + | When the spell is cast the Magic-User will become instantly aware of any and all undead within range. If any undead are present they must all make a Saving Throw vs. Spells at -6 to resist control. A number of undead can be affected up to the spellcaster' |
- | On the third round after casting, any controlled undead will gain a Saving Throw vs. Spells at -5 to break free of the control. On the fourth round they Save at -4 and so on until the duration of the spell expires or all controlled undead have broken free. After 15 rounds controlled undead will Save at +1, gaining a further +1 every round thereafter. Once a particular undead creature has broken free control cannot be reestablished by any means. If the spellcaster dies, becomes unconscious, | + | On the third round after casting, any controlled undead will gain a Saving Throw vs. Spells at -5 to break free of the control. On the fourth round they Save at -4 and so on until the duration of the spell expires or all controlled undead have broken free. After 15 rounds controlled undead will Save at +1, gaining a further +1 every round thereafter. Once a particular undead creature has broken free control cannot be reestablished by any means. If the spellcaster dies, becomes unconscious, |
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When this spell is cast, a fiery crystal sphere pops into existence before the spellcaster and then hurtles toward the target area. Immediately thereafter, an icy crystal sphere similarly appears and follows the first. When the first sphere reaches the target area it explodes as a Fireball in a 30' radius, inflicting 4d4 hp of fire damage to everything within the area of effect. A successful Saving Throw will reduce this damage by half. One segment later the second sphere will explode in the same area, causing 4d4 hp of cold damage in a 30' radius. Those creatures that succeeded their Saving Throw vs. the first sphere will only take half damage from the second. Those that failed the Saving Throw will suffer the full effects. | When this spell is cast, a fiery crystal sphere pops into existence before the spellcaster and then hurtles toward the target area. Immediately thereafter, an icy crystal sphere similarly appears and follows the first. When the first sphere reaches the target area it explodes as a Fireball in a 30' radius, inflicting 4d4 hp of fire damage to everything within the area of effect. A successful Saving Throw will reduce this damage by half. One segment later the second sphere will explode in the same area, causing 4d4 hp of cold damage in a 30' radius. Those creatures that succeeded their Saving Throw vs. the first sphere will only take half damage from the second. Those that failed the Saving Throw will suffer the full effects. | ||
- | The most efficacious use of this spell is upon inanimate objects which are particularly susceptible to radical changes in temperature. Any items caught within the blast radius must make a Saving Throw as non-magical items with failure indicating that they crack and shatter. | + | The most efficacious use of this spell is upon inanimate objects which are particularly susceptible to radical changes in temperature. Any items caught within the blast radius must make a Saving Throw as non-magical items with failure indicating that they crack and shatter. |
- | The material components of this spell are a pinch of sulphur and small crystal. | + | The material components of this spell are a pinch of sulphur and small crystal. |
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This spell creates a cage made of magical force similar in most respects to the //**cube of force**// magical item. The floor and ceiling of the cage are solid while the walls are made of alternating bars with 6" gaps. All creatures caught within the area of effect of the forcecage will be contained within unless they have some method or ability to pass between a gap in the walls. Creatures with magic resistance are allowed a single attempt to apply their resistance to pass through the wall of the forcecage, otherwise they will be caged within. Spells and breath weapons can pass through normally. | This spell creates a cage made of magical force similar in most respects to the //**cube of force**// magical item. The floor and ceiling of the cage are solid while the walls are made of alternating bars with 6" gaps. All creatures caught within the area of effect of the forcecage will be contained within unless they have some method or ability to pass between a gap in the walls. Creatures with magic resistance are allowed a single attempt to apply their resistance to pass through the wall of the forcecage, otherwise they will be caged within. Spells and breath weapons can pass through normally. | ||
- | A forcecage can only be eliminated by use of a dispel magic spell or expiration of the forcecage' | + | A forcecage can only be eliminated by use of a dispel magic spell or expiration of the forcecage' |
- | If desired, a spellcaster may specify a forcecube when casting the spell. A forcecube is 10' square cube with no gaps in its walls. Otherwise it is similar in all respects to a forcecage. | + | If desired, a spellcaster may specify a forcecube when casting the spell. A forcecube is 10' square cube with no gaps in its walls. Otherwise it is similar in all respects to a forcecage. |
- | The material component of the spell is a powdered diamond worth at least 1,000gp. During memorization the spellcaster must trace the outline of either a forcecage or forcecube and later, when casting the spell, blow the dust into the air whereupon it disappears. | + | The material component of the spell is a powdered diamond worth at least 1,000gp. During memorization the spellcaster must trace the outline of either a forcecage or forcecube and later, when casting the spell, blow the dust into the air whereupon it disappears. |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell will transform a soft substance into a denser, harder version of the same substance according to the table below. The reverse, //Soften//, will turn a hard substance into a less, dense, more fragile version of the same substance. Substances enchanted with these spells will receive the appropriate Saving Throw bonus or penalty of their new equivalent substance. | + | This spell will transform a soft substance into a denser, harder version of the same substance according to the table below. The reverse, //Soften//, will turn a hard substance into a less, dense, more fragile version of the same substance. Substances enchanted with these spells will receive the appropriate Saving Throw bonus or penalty of their new equivalent substance. |
- | Neither spell is capable of altering the shape, appearance or basic makeup | + | Neither spell is capable of altering the shape, appearance or basic makeup |
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As a // | As a // | ||
- | The material components for the spell are a miniature ivory replica of a doorway, a small glazed mosaic tile, and a tiny silver set of eating utensils. These will all be consumed by the spell' | + | The material components for the spell are a miniature ivory replica of a doorway, a small glazed mosaic tile, and a tiny silver set of eating utensils. These will all be consumed by the spell' |
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**Saving Throw**:** **None | **Saving Throw**:** **None | ||
- | This is an improved version of the 4< | + | This is an improved version of the 4< |
- | Up to one cubic yard of material per spellcaster level can be created. The material component of the spell is a ball of clay mixed with 1,000gp worth of gold dust which will be consumed by casting. | + | Up to one cubic yard of material per spellcaster level can be created. The material component of the spell is a ball of clay mixed with 1,000gp worth of gold dust which will be consumed by casting. |
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This spell prevents all detection and/or location spells from affecting any objects within the spell' | This spell prevents all detection and/or location spells from affecting any objects within the spell' | ||
- | If the spell is cast on a creature hostile to the spell' | + | If the spell is cast on a creature hostile to the spell' |
- | The material components of the spell are a basilisk' | + | The material components of the spell are a basilisk' |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | The Magic-User moulds shell or bone by the power of his or her will, shaping it into whatever object or form desired, from a shield or piece of armour, to a weapon, to a tool or ornate sculpture. It is particularly useful in aquatic environments where metallic objects would be liable to rust or prove too heavy to use effectively. | + | The Magic-User moulds shell or bone by the power of his or her will, shaping it into whatever object or form desired, from a shield or piece of armour, to a weapon, to a tool or ornate sculpture. It is particularly useful in aquatic environments where metallic objects would be liable to rust or prove too heavy to use effectively. |
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This spells conjures a sphere of magical force large enough to be fired by a catapult. The sphere will only remain in existance for 1 turn so it must be fired during that time or it fade out of existence. There are three different forms for the //Siege Sphere//, one of which must be chosen when the spell is memorized. When the spell is cast the sphere is featureless and as hard as adamantium. Once fired it will take on its final form. In any case, the sphere will be dispelled when it finishes its attack. The three types of //Siege Sphere// are as follows: | This spells conjures a sphere of magical force large enough to be fired by a catapult. The sphere will only remain in existance for 1 turn so it must be fired during that time or it fade out of existence. There are three different forms for the //Siege Sphere//, one of which must be chosen when the spell is memorized. When the spell is cast the sphere is featureless and as hard as adamantium. Once fired it will take on its final form. In any case, the sphere will be dispelled when it finishes its attack. The three types of //Siege Sphere// are as follows: | ||
- | **Aqueous Fire**: When the sphere strikes the target it bursts into a mass of liquid fire spraying an area 30' in radius igniting all combustible objects in the are and inflicting 2d4 hp of fire damage per round for 2d6 rounds on any creatures in the area. The liquid fire is not magical and can be doused or washed off as normal. The material components for this type of sphere are a dab of pitch, a pinch of phosphorus, and the dust of a diamond worth at least 500gp. | + | **Aqueous Fire**: When the sphere strikes the target it bursts into a mass of liquid fire spraying an area 30' in radius igniting all combustible objects in the are and inflicting 2d4 hp of fire damage per round for 2d6 rounds on any creatures in the area. The liquid fire is not magical and can be doused or washed off as normal. The material components for this type of sphere are a dab of pitch, a pinch of phosphorus, and the dust of a diamond worth at least 500gp. |
- | **Crystal Shards**: When the sphere reaches an area 30' above the target it shatters, sending crystal shards raining down in a 20' radius. All creatures in the area of effect will suffer 5d6hp of damage ignoring armour class. The material component are the sharp shards of a diamond worth at least 1,000gp. | + | **Crystal Shards**: When the sphere reaches an area 30' above the target it shatters, sending crystal shards raining down in a 20' radius. All creatures in the area of effect will suffer 5d6hp of damage ignoring armour class. The material component are the sharp shards of a diamond worth at least 1,000gp. |
- | **Wrecking Ball**: When the sphere reaches the target it dramatically increases in density to strike with three times the impact damage of a normal boulder fired from a heavy catapult. The material components are the dust from a diamond worth at least 500gp and a piece of meteoric stone. | + | **Wrecking Ball**: When the sphere reaches the target it dramatically increases in density to strike with three times the impact damage of a normal boulder fired from a heavy catapult. The material components are the dust from a diamond worth at least 500gp and a piece of meteoric stone. |
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**Saving Throw**: See text | **Saving Throw**: See text | ||
- | Sink starts by fixing a creature of any size or a non-living object up to 1x1'/ | + | Sink starts by fixing a creature of any size or a non-living object up to 1x1'/ |
- | The caster can choose to stop there. If so, the target stays fixed to the ground and unable to move from the spot for 4 turns. | + | |
- | Otherwise, the caster can continue the verbal component of the spell and allow the target to sink further: ¼ its height each segment until completely underground to the depth of the target' | + | The caster can choose to stop there. If so, the target stays fixed to the ground and unable to move from the spot for 4 turns. |
- | Once completely sunk, the target is held in a sort of suspended animation for eternity. //Detect Magic// cast in the area where the spell was cast will radiate faintly from the point the target was sunk. They can be released by uncovering the spot in which they are sunk. Spells such as //Dig//, T//ransmute Rock to Mud// and the reverse of // | + | |
+ | Otherwise, the caster can continue the verbal component of the spell and allow the target to sink further: ¼ its height each segment until completely underground to the depth of the target' | ||
+ | |||
+ | Once completely sunk, the target is held in a sort of suspended animation for eternity. //Detect Magic// cast in the area where the spell was cast will radiate faintly from the point the target was sunk. They can be released by uncovering the spot in which they are sunk. Spells such as //Dig//, T//ransmute Rock to Mud// and the reverse of // | ||
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Spectral guards are immune to //dispel magi//c, move utterly silently and cannot be turned, // | Spectral guards are immune to //dispel magi//c, move utterly silently and cannot be turned, // | ||
- | ** **The material components of the spell include a facsimile melee weapon, a drop of the caster' | + | The material components of the spell include a facsimile melee weapon, a drop of the caster' |
- | ". | ||
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**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 7< | + | Except as noted above this spell is identical to the 7< |
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**Saving Throw**: Special | **Saving Throw**: Special | ||
- | ward | ||
- | This spell creates a globe of solar radiance that soundlessly explodes outwards in all direction from the caster' | + | This spell creates a globe of solar radiance that soundlessly explodes outwards in all direction from the caster' |
- | The material components of the spell are a piece of sun stone (aventurine feldspar) and a small flame. | + | The material components of the spell are a piece of sun stone (aventurine feldspar) and a small flame. |
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**Saving Throw**: Negates | **Saving Throw**: Negates | ||
- | This spell produces a magical structure like the 4th-lvl Arcane spell //Resilient Sphere// in its description. Additionally, | + | This spell produces a magical structure like the 4th-lvl Arcane spell //Resilient Sphere// in its description. Additionally, |
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A creature that refuses to submit to the demands of the spellcaster is allowed a Saving Throw vs. Spells each round. The Saving Throw is modified each round according to the intensity of the torment. The first round is at -1, the second and -2, the third at -4 and the fourth at -4. The fifth and sixth rounds are at -6 and -8. Failing the Saving Throw results in the creature acquiescing to the spellcaster' | A creature that refuses to submit to the demands of the spellcaster is allowed a Saving Throw vs. Spells each round. The Saving Throw is modified each round according to the intensity of the torment. The first round is at -1, the second and -2, the third at -4 and the fourth at -4. The fifth and sixth rounds are at -6 and -8. Failing the Saving Throw results in the creature acquiescing to the spellcaster' | ||
- | Such torment will have a definite effect on the creature should it manage to break free of confinement in the magical ward. It will be at -1 to initiative for every 2 rounds that the torment was in effect up to a maximum of -3 on round six. Additionally, | + | Such torment will have a definite effect on the creature should it manage to break free of confinement in the magical ward. It will be at -1 to initiative for every 2 rounds that the torment was in effect up to a maximum of -3 on round six. Additionally, |
- | Most intelligent creatures of low willpower or tolerance for pain will immediately submit to the spellcaster' | + | Most intelligent creatures of low willpower or tolerance for pain will immediately submit to the spellcaster' |
- | Casting //Torment //requires the true name and type of creature to be inscribed in the incantation to be read during the spell. The spellcaster must also reveal their own name, which is required to establish the link between the spellcaster and the tormented creature. | + | Casting //Torment //requires the true name and type of creature to be inscribed in the incantation to be read during the spell. The spellcaster must also reveal their own name, which is required to establish the link between the spellcaster and the tormented creature. |
- | For every 1 point that the creature' | + | For every 1 point that the creature' |
- | The material component of the spell is a specially prepared incantation inscribed in magical inks that cost not less than 1,000gp per Hit Die of the creature to be tormented. | + | The material component of the spell is a specially prepared incantation inscribed in magical inks that cost not less than 1,000gp per Hit Die of the creature to be tormented. |
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Each of the applications has a different effect and time requirement as described below. | Each of the applications has a different effect and time requirement as described below. | ||
- | **Complex Suggestion**: | + | **Complex Suggestion**: |
- | **Subjugation**: | + | **Subjugation**: |
- | **Polymorph**: | + | **Polymorph**: |
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The reverse of the above transformations requires a similar length of time. If not specifically stated, the GM should use the closest equivalent to judge the time requirement. | The reverse of the above transformations requires a similar length of time. If not specifically stated, the GM should use the closest equivalent to judge the time requirement. | ||
- | **Transportation**: | + | **Transportation**: |
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- | The subject creature of the teleportation will be automatically altered to withstand the normal environmental conditions of their intended destination. If the subject is willing, there is no Saving Throw, even if they possess Magic Resistance. If the subject is unwilling they must succeed at a Saving Throw vs. Spells and/or a Magic Resistance check to resist teleportation. | + | The subject creature of the teleportation will be automatically altered to withstand the normal environmental conditions of their intended destination. If the subject is willing, there is no Saving Throw, even if they possess Magic Resistance. If the subject is unwilling they must succeed at a Saving Throw vs. Spells and/or a Magic Resistance check to resist teleportation. |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell allows the caster to create undead from cadavers and other carrions. The creatures rquire 20 turns minus the caster' | + | This spell allows the caster to create undead from cadavers and other carrions. The creatures rquire 20 turns minus the caster' |
- | The caster has a 7% chance per level of being able to stipulate the type of undead created, otherwise the following table should be consulted: | + | The caster has a 7% chance per level of being able to stipulate the type of undead created, otherwise the following table should be consulted: |
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Usually only a single creature will be created by this spell. There is however, a 2 in 6 chance that 1d2+1 will be created inadvertently if other carrion is within 20' of the caster. These undead types cannot be selected by the caster and they are not obligated to serve or obey the caster in any way, and are likely to attack him or her. | Usually only a single creature will be created by this spell. There is however, a 2 in 6 chance that 1d2+1 will be created inadvertently if other carrion is within 20' of the caster. These undead types cannot be selected by the caster and they are not obligated to serve or obey the caster in any way, and are likely to attack him or her. | ||
- | The reverse of this spell //Send Down//, will cause a single undead creature to be rendered into lifeless carrion or, if incorporeal, | + | The reverse of this spell //Send Down//, will cause a single undead creature to be rendered into lifeless carrion or, if incorporeal, |
- | The material components of this spell and its reverse are a pinch of bone meal, a drop of the caster' | + | The material components of this spell and its reverse are a pinch of bone meal, a drop of the caster' |
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**Saving Throw**: | **Saving Throw**: | ||
- | This spell allows one creature touched (up to giant sized) to walk on air. The creature can ascend as if walking up a hill. The speed depends on the angle of ascent with straight up at its slowest of 1/8 movement rate. As long as the spell is in effect, the creature cannot fall and can descend similarly with straight down at the speed of a charge. Descent speed can continue to be controlled easily while the spell is active with no harm to the creature. | + | This spell allows one creature touched (up to giant sized) to walk on air. The creature can ascend as if walking up a hill. The speed depends on the angle of ascent with straight up at its slowest of 1/8 movement rate. As long as the spell is in effect, the creature cannot fall and can descend similarly with straight down at the speed of a charge. Descent speed can continue to be controlled easily while the spell is active with no harm to the creature. |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This improved spell allows the Cleric to animate one large sized creature of 3 or more hit dice for every two levels of the caster as a skeleton or zombie. Skeletons are at 1/2 their original HD when animated while zombies are as their living HD. The spell otherwise is like the 3< | + | This improved spell allows the Cleric to animate one large sized creature of 3 or more hit dice for every two levels of the caster as a skeleton or zombie. Skeletons are at 1/2 their original HD when animated while zombies are as their living HD. The spell otherwise is like the 3< |
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**Saving Throw**: Negates | **Saving Throw**: Negates | ||
- | This spell summons a sphere of darkness, 5' in diameter with four 10' long arms or tentacles radiating outwards at 90 degree intervals .Those touching the central sphere must Save vs. Death. The tendrils attack as the caster' | + | This spell summons a sphere of darkness, 5' in diameter with four 10' long arms or tentacles radiating outwards at 90 degree intervals .Those touching the central sphere must Save vs. Death. The tendrils attack as the caster' |
- | After successfully hitting an opponent the tendrils will retract into the central sphere where the victim must make a Saving Throw vs. Death. If the Save is successful, the victim will still be held fast and take constriction and acid damage but does not need to make any further Saves vs. Death. Dead victims will continue to be held by a tendril until the spell duration expires. | + | After successfully hitting an opponent the tendrils will retract into the central sphere where the victim must make a Saving Throw vs. Death. If the Save is successful, the victim will still be held fast and take constriction and acid damage but does not need to make any further Saves vs. Death. Dead victims will continue to be held by a tendril until the spell duration expires. |
- | The material components of the spell are the cleric' | + | The material components of the spell are the cleric' |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell creates a temporary lesser golem that is able to carry out simple commands, but is otherwise mindless and immune to charm, fear, hold, and sleep effects. The type of golem that can be created depends on caster level. The golem is constructed and then a //Prayer// spell cast over the form. Once this is done the //Golem// spell is cast. | + | This spell creates a temporary lesser golem that is able to carry out simple commands, but is otherwise mindless and immune to charm, fear, hold, and sleep effects. The type of golem that can be created depends on caster level. The golem is constructed and then a //Prayer// spell cast over the form. Once this is done the //Golem// spell is cast. |
- | At 9< | + | |
- | At 11< | + | At 9< |
- | At 13< | + | |
- | At 15< | + | At 11< |
+ | |||
+ | At 13< | ||
+ | |||
+ | At 15< | ||
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell allows a quantity of holy/unholy water to act similar to a Crystal Ball. The duration of the spell is 1 round per vial of holy/unholy water contained in the font. The materials involved are the cleric' | + | This spell allows a quantity of holy/unholy water to act similar to a Crystal Ball. The duration of the spell is 1 round per vial of holy/unholy water contained in the font. The materials involved are the cleric' |
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**Saving Throw**: Special | **Saving Throw**: Special | ||
- | This is a stronger version of the 4< | + | This is a stronger version of the 4< |
- | Major Wards only offer protection in the surface 3 dimensions and can be tunneled into from below if the proper equipment or spells are available. A person or persons inside a Major Ward cannot // | + | Major Wards only offer protection in the surface 3 dimensions and can be tunneled into from below if the proper equipment or spells are available. A person or persons inside a Major Ward cannot // |
//Major Wards// will remain in force until and unless the caster becomes unconscious. The material components of the spell are several gems of no less than 250gp apiece all of which will be consumed by the casting. | //Major Wards// will remain in force until and unless the caster becomes unconscious. The material components of the spell are several gems of no less than 250gp apiece all of which will be consumed by the casting. | ||
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**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell allows the cleric to make him/herself or one creature immune to one spell of level 4 or below that the cleric has already been subjected to. A cleric must have had a //Curse// spell cast on him before he can impart Spell Immunity on him/herself or another. //Spell Immunity// does not protect against items effects or innate spell abilities. Only one //Spell Immunity// can be in effect at a time. The material components of the spell to be made immune are the only components for //Spell Immunity//. | + | This spell allows the cleric to make him/herself or one creature immune to one spell of level 4 or below that the cleric has already been subjected to. A cleric must have had a //Curse// spell cast on him before he can impart Spell Immunity on him/herself or another. //Spell Immunity// does not protect against items effects or innate spell abilities. Only one //Spell Immunity// can be in effect at a time. The material components of the spell to be made immune are the only components for //Spell Immunity//. |
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**Saving Throw**: None | **Saving Throw**: None | ||
- | Spike Growth takes an area of ground vegetation (Including roots) and turns it into a field of thorny caltrops. Pursuers entering the area are subjected to 2 strikes per 10' passed. To-hit is at the level of the caster and does 1d4 points of damage on a successful " | + | Spike Growth takes an area of ground vegetation (Including roots) and turns it into a field of thorny caltrops. Pursuers entering the area are subjected to 2 strikes per 10' passed. To-hit is at the level of the caster and does 1d4 points of damage on a successful " |
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Except as noted above, this spell exactly resembles the 3< | Except as noted above, this spell exactly resembles the 3< | ||
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- | Explanation/ | + | Explanation/ |
- | + | ||
- | rock spell, the druid causes a lithic object of a size up to | + | |
- | + | ||
- | that indicated to move. (See animate object, the 6th- | + | |
- | + | ||
- | level cleric spell.) The animated stone object must be | + | |
- | + | ||
- | separate, i.e. not a piece of a huge boulder or the like. It | + | |
- | + | ||
- | will follow the desire of the druid casting the spell - | + | |
- | + | ||
- | attacking, breaking objects, blocking - while the magic | + | |
- | + | ||
- | lasts. It has no intelligence nor volition of its own, but it | + | |
- | + | ||
- | follows instructions exactly as spoken. Note that only one | + | |
- | + | ||
- | set of instructions for one single action (the whole being | + | |
- | + | ||
- | simply worded and very brief - 12 words or so), can be | + | |
- | + | ||
- | given to the rock animated. The rock remains animated | + | |
- | + | ||
- | for 1 melee round per level of experience of the spell | + | |
- | + | ||
- | caster, and the volume of rock which can be animated | + | |
- | + | ||
- | is also based on the experience level of the druid - 2 | + | |
- | + | ||
- | cubic feet of stone per level, i.e. 24 cubic feet at the 12th | + | |
- | + | ||
- | level.(PHB) | + | |
Line 9302: | 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' | + | In order to cast this spell the druid must be within 100' of a substantial fire such as a bonfire or a smith' |
- | The casting druid makes a series of esoteric gestures which are reminiscent of the flames, and then touches the target person, who must be willing. The person becomes immune to non-magical fire for the spell' | + | |
- | While the person stands in the fire, they will be compelled to dance the fire dance. They can choose to leave the fire at any time, and if they do not, they will be ejected from it without harm at the end of the spell' | + | The casting druid makes a series of esoteric gestures which are reminiscent of the flames, and then touches the target person, who must be willing. The person becomes immune to non-magical fire for the spell' |
+ | |||
+ | While the person stands in the fire, they will be compelled to dance the fire dance. They can choose to leave the fire at any time, and if they do not, they will be ejected from it without harm at the end of the spell' | ||
Line 9317: | 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' | + | 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' |
Line 9411: | Line 9374: | ||
- | Note also that materials such as wood, leather, | + | Note also that materials such as wood, leather, |
- | + | ||
- | flammable cloth will smolder and burn if exposed to | + | |
- | + | ||
- | searing hot metal, and such materials will then cause | + | |
- | + | ||
- | searing damage to exposed flesh on the next round. Fire | + | |
- | + | ||
- | resistance (potion or ring) or a protection from fire spell | + | |
- | + | ||
- | totally negates the effects of a heat metal spell, as will | + | |
- | + | ||
- | immersion in water or snow, or exposure to a cold or ice | + | |
- | + | ||
- | storm spell. For each level of experience of the druid | + | |
- | + | ||
- | casting the spell, he or she is able to affect the metal of | + | |
- | + | ||
- | one man-sized creature, i.e. arms and armor, or a single | + | |
- | + | ||
- | mass of metal equal to 500 gold pieces in weight, | + | |
- | + | ||
- | cumulative. The reverse, | + | |
- | + | ||
- | metal spell or else causes metal to act as follows: | + | |
Line 9455: | Line 9394: | ||
nose, or ears | nose, or ears | ||
- | | + | DM's Notes: Elfin chain mail is not subject to this spell. All ferrous-based magic armor is entitled to a Saving throw vs. Magical fire/cold. If the save is successful, the heat/chill metal spell does NOT affect it. (PHB)(DMG) |
- | + | ||
- | All ferrous-based magic armor is entitled to a Saving | + | |
- | + | ||
- | throw vs. Magical fire/cold. If the save is successful, the | + | |
- | + | ||
- | heat/chill metal spell does NOT affect it. (PHB)(DMG) | + | |
Line 10025: | Line 9958: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 7< | + | Except as noted above this spell is identical to the 7< |
Line 10047: | Line 9980: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as specified above this spell is identical to the 2< | + | Except as specified above this spell is identical to the 2< |
Line 10091: | Line 10024: | ||
**Saving Throw**: See text | **Saving Throw**: See text | ||
- | Except as noted above this spell is identical to the 7< | + | Except as noted above this spell is identical to the 7< |
Line 10207: | Line 10140: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as described above this spell is identical to the 5< | + | Except as described above this spell is identical to the 5< |
Line 10283: | Line 10216: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 5< | + | Except as noted above this spell is identical to the 5< |
Line 10305: | Line 10238: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 1< | + | Except as noted above this spell is identical to the 1< |
Line 10393: | Line 10326: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 3< | + | Except as noted above this spell is identical to the 3< |
Line 10415: | Line 10348: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 4< | + | Except as noted above this spell is identical to the 4< |
Line 10467: | Line 10400: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 4< | + | Except as noted above this spell is identical to the 4< |
Line 10489: | Line 10422: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 9< | + | Except as noted above this spell is identical to the 9< |
Line 10533: | Line 10466: | ||
**Saving Throw**: See text | **Saving Throw**: See text | ||
- | Except as noted above this spell is identical to the 1< | + | Except as noted above this spell is identical to the 1< |
Line 10555: | Line 10488: | ||
**Saving Throw**: Negates | **Saving Throw**: Negates | ||
- | This spell is identical to the 8< | + | This spell is identical to the 8< |
Line 10577: | Line 10510: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 6< | + | Except as noted above this spell is identical to the 6< |
Line 10623: | 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' | + | 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' |
Line 10645: | Line 10578: | ||
**Saving Throw**: See below | **Saving Throw**: See below | ||
- | This spells functions like an improved version of the 7< | + | This spells functions like an improved version of the 7< |
Line 10667: | Line 10600: | ||
**Saving Throw**: Special | **Saving Throw**: Special | ||
- | This is a stronger version of the 4< | + | This is a stronger version of the 4< |
Line 10689: | 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 // | + | 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 // |
Line 10711: | Line 10644: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | A sacrificial offering is announced to the Warlock' | + | A sacrificial offering is announced to the Warlock' |
Line 10733: | 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' | + | This spell allows the Warlock to see into another plane either once or twice removed from the Warlock' |
Line 10755: | Line 10688: | ||
**Saving Throw**: Negates | **Saving Throw**: Negates | ||
- | This spell functions as the 1< | + | This spell functions as the 1< |
Line 10792: | Line 10725: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 1< | + | Except as noted above this spell is identical to the 1< |
Line 10814: | Line 10747: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 4< | + | Except as noted above this spell is identical to the 4< |
Line 10836: | Line 10769: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 1< | + | Except as noted above this spell is identical to the 1< |
Line 10858: | 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' | + | 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' |
Line 10882: | Line 10815: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 1< | + | Except as noted above this spell is identical to the 1< |
Line 10904: | Line 10837: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell confers a +2 Saving Throw bonus against all types of Enchantment/ | + | This spell confers a +2 Saving Throw bonus against all types of Enchantment/ |
Line 10926: | Line 10859: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 3< | + | Except as noted above this spell is identical to the 3< |
Line 10948: | 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' | + | 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' |
- | 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 10972: | Line 10905: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | Except as noted above this spell is identical to the 6< | + | Except as noted above this spell is identical to the 6< |
Line 10994: | 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' | + | 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' |
Line 11038: | 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' | + | 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' |
Line 11060: | 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' | + | 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' |
Line 11082: | 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' | + | This spell summons, within 1d4 rounds, the natural foe(s) of an extraplanar being or group within the spell' |
Line 11106: | 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 // | + | 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 // |
Line 13933: | 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 14091: | 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 14136: | 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// | + | 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// |
Line 14224: | 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< | + | |
- | The spell cannot be lengthened by an // | + | 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< |
+ | |||
+ | The spell cannot be lengthened by an // | ||
Line 14375: | 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 14419: | 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' | + | 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' |
Line 14463: | Line 14401: | ||
**Saving Throw**: None | **Saving Throw**: None | ||
- | This spell functions as per the 4< | + | This spell functions as per the 4< |
Line 14597: | 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/ | + | |
+ | 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/ | ||
Line 14622: | 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// | + | 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// |
Line 14710: | Line 14651: | ||
**Saving Throw**: Negates | **Saving Throw**: Negates | ||
- | // | + | // |
Line 14793: | 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 14815: | 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< | + | |
+ | Depending on the level of the caster, additional abilities are available to the steed. At 8< | ||
Line 14838: | 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 // | + | 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 // |
Line 15014: | 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, | + | 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, |
- | 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 15060: | 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). | ||
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**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 // | + | 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 // |
- | The material component is small bit of split dried peas. | + | |
+ | The material component is small bit of split dried peas. | ||
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**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. |
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- | Explanation/ | + | Explanation/ |
- | the minds and bodies | + | 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 |
- | effect. The spell causes those affected to perceive the | + | If desired, the spell caster can reverse the spell so that time is slowed for the individuals: |
- | + | ||
- | 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 | + | |
- | + | ||
- | 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: | + | |
- | + | ||
- | 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) | + | |
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- | Explanation/ | + | Explanation/ |
- | + | ||
- | 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) | + | |
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- | Explanation/ | + | Explanation/ |
- | + | ||
- | 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 " | + | |
- | + | ||
- | 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/chapter6.1559160457.txt.gz · Last modified: 2019/05/29 20:07 by robertfreemanday