User Tools

Site Tools


osric:chapter2

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
Next revisionBoth sides next revision
osric:chapter2 [2019/06/08 18:39] – [Druid Spells] TOC robertfreemandayosric:chapter2 [2019/06/08 19:51] – [Magic User Spells] TOC 4 robertfreemanday
Line 3004: Line 3004:
 Unlike clerical and druidic spells, magic user spells (also known as Arcane spells in the OSRIC system) do not require a holy symbol or mistletoe as material components. Unlike clerical and druidic spells, magic user spells (also known as Arcane spells in the OSRIC system) do not require a holy symbol or mistletoe as material components.
  
-**Affect Normal Fires**+==== Affect Normal Fires ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3020: Line 3021:
 With arcane words and gestures, the magic user may command small fires, up to a limit of 1½-ft in radius, to grow smaller or larger. Any fire within the spell's size limitations may be made as small as a candle flame or turned into a bonfire up to 3-ft in diameter. An affected fire only consumes fuel appropriate to its new size, but will continue to radiate the same heat as a fire of its original size. With arcane words and gestures, the magic user may command small fires, up to a limit of 1½-ft in radius, to grow smaller or larger. Any fire within the spell's size limitations may be made as small as a candle flame or turned into a bonfire up to 3-ft in diameter. An affected fire only consumes fuel appropriate to its new size, but will continue to radiate the same heat as a fire of its original size.
  
-**Airy Water**+==== Airy Water ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3036: Line 3038:
 This spell transforms water or other non-magical liquids into a bubble of air in the area surrounding the caster. The bubble has the same density as water and will not support the magic user in the water; he or she will sink or float as normal, surrounded by the bubble's atmosphere. The oxygen content of the air in the bubble does not run out until the spell expires. This spell transforms water or other non-magical liquids into a bubble of air in the area surrounding the caster. The bubble has the same density as water and will not support the magic user in the water; he or she will sink or float as normal, surrounded by the bubble's atmosphere. The oxygen content of the air in the bubble does not run out until the spell expires.
  
-**Animal Growth (Reversible)**+==== Animal Growth (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3052: Line 3055:
 Except as noted above, this spell is identical to the druidic spell// animal growth//. Except as noted above, this spell is identical to the druidic spell// animal growth//.
  
-**Animate Dead**+==== Animate Dead ==== 
  
 //Arcane Necromancy// //Arcane Necromancy//
Line 3068: Line 3072:
 Except as noted above, this spell is identical to the clerical spell //animate dead//. Except as noted above, this spell is identical to the clerical spell //animate dead//.
  
-**Anti-Magic Shell**+==== Anti-Magic Shell ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 3084: Line 3089:
 An //anti-magic shell// is a bubble of space around the magic user that completely prevents all magic from operating within its confines. Spell effects do not enter or function within the shell, providing the caster with complete protection from gaze attacks, hostile spells, and even the entrance of conjured or summoned creatures into his or her vicinity. The drawback of an anti-magic shell, of course, is that the caster him- or herself cannot cast spells or avail him- or herself of magic items while inside. Magic weapons, armour, and the like do not gain their bonuses or abilities while inside the shell, but would still function as non-magical weapons or armour. An //anti-magic shell// is a bubble of space around the magic user that completely prevents all magic from operating within its confines. Spell effects do not enter or function within the shell, providing the caster with complete protection from gaze attacks, hostile spells, and even the entrance of conjured or summoned creatures into his or her vicinity. The drawback of an anti-magic shell, of course, is that the caster him- or herself cannot cast spells or avail him- or herself of magic items while inside. Magic weapons, armour, and the like do not gain their bonuses or abilities while inside the shell, but would still function as non-magical weapons or armour.
  
-**Antipathy/Sympathy**+==== Antipathy/Sympathy ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 3102: Line 3108:
 If the magic user creates sympathy for an object or area, on the other hand, the targeted creature type will feel attracted to the area or object, pleased to remain in the vicinity, or covetous of the "precious" item. If the creature does not make a saving throw, it will do whatever is in its power to stay in contact with the area or the enchanted object. If the magic user creates sympathy for an object or area, on the other hand, the targeted creature type will feel attracted to the area or object, pleased to remain in the vicinity, or covetous of the "precious" item. If the creature does not make a saving throw, it will do whatever is in its power to stay in contact with the area or the enchanted object.
  
-**Astral Spell**+==== Astral Spell ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3118: Line 3125:
 Except as noted above, this spell is identical to the clerical spell of the same name. Except as noted above, this spell is identical to the clerical spell of the same name.
  
-**Audible Glamour**+==== Audible Glamour ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 3134: Line 3142:
 This spell is, as its name suggests, the creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within the spell's range. The focal point can be moved by the caster at will until the spell's duration expires. The spell can create any type of sound, but the maximum volume of the noise depends upon the caster's level. A third level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th. Listeners are only entitled to saving throws if they have cause to doubt the apparent sounds. Players must state such disbelief, while the GM will make such determinations for monsters and NPCs based on the plausibility of the audible glamour. This spell is, as its name suggests, the creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within the spell's range. The focal point can be moved by the caster at will until the spell's duration expires. The spell can create any type of sound, but the maximum volume of the noise depends upon the caster's level. A third level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th. Listeners are only entitled to saving throws if they have cause to doubt the apparent sounds. Players must state such disbelief, while the GM will make such determinations for monsters and NPCs based on the plausibility of the audible glamour.
  
-**Blink**+==== Blink ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3150: Line 3159:
 This spell is a weak and rather unreliable form of one of the true mage's most powerful capabilities: teleportation magic. For the duration of the spell, the magic user teleports 2-ft in a random direction once per round. The segment in which the magic user disappears and reappears is determined on 2d4, while the compass direction is rolled on a d8. If the direction roll would result in the caster being teleported into a solid object, the caster will blink a second time, for a distance of no more than 10-ft. If this second blink also results in the caster occupying a solid object, the spell will end, marooning the caster in the æthereal plane of existence. During and after the segment in which the teleportation occurs, the magic user's sudden change of location prevents any direct attacks upon him or her. The caster may only be attacked directly if the attack is made before the blink takes place. If the caster teleports both from and into an area which is affected by an area-of-effect spell, he will suffer its effects. The constant changes of location take a toll upon the caster, who has a 25% chance of failing at attempts to cast spells, use most magic items, or take any action beyond making physical attacks. This spell is a weak and rather unreliable form of one of the true mage's most powerful capabilities: teleportation magic. For the duration of the spell, the magic user teleports 2-ft in a random direction once per round. The segment in which the magic user disappears and reappears is determined on 2d4, while the compass direction is rolled on a d8. If the direction roll would result in the caster being teleported into a solid object, the caster will blink a second time, for a distance of no more than 10-ft. If this second blink also results in the caster occupying a solid object, the spell will end, marooning the caster in the æthereal plane of existence. During and after the segment in which the teleportation occurs, the magic user's sudden change of location prevents any direct attacks upon him or her. The caster may only be attacked directly if the attack is made before the blink takes place. If the caster teleports both from and into an area which is affected by an area-of-effect spell, he will suffer its effects. The constant changes of location take a toll upon the caster, who has a 25% chance of failing at attempts to cast spells, use most magic items, or take any action beyond making physical attacks.
  
-**Burning Hands**+==== Burning Hands ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3166: Line 3176:
 While casting this spell, the magic user touches his or her thumbs together, and a sheet of flame explodes from his or her fingers to burn opponents within the spell's short (3-ft) range. The flames inflict 1 hp of damage per caster level (no saving throw applies). Any combustible items caught in the sheet of flame must pass a saving throw against normal fire or be destroyed. While casting this spell, the magic user touches his or her thumbs together, and a sheet of flame explodes from his or her fingers to burn opponents within the spell's short (3-ft) range. The flames inflict 1 hp of damage per caster level (no saving throw applies). Any combustible items caught in the sheet of flame must pass a saving throw against normal fire or be destroyed.
  
-**Cacodemon**+==== Cacodemon ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 3188: Line 3199:
 Certain spells (//spirit-rack// or //trap the soul//, for example) can be (and often are) used to strengthen the magic user's hand in any negotiations with a demon. Certain spells (//spirit-rack// or //trap the soul//, for example) can be (and often are) used to strengthen the magic user's hand in any negotiations with a demon.
  
-**Charm Monster**+==== Charm Monster ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 3217: Line 3229:
  
  
-**Charm Person**+==== Charm Person ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 3249: Line 3262:
 The charm will be broken automatically if the magic user obviously tries to harm the charmed creature. The charm will be broken automatically if the magic user obviously tries to harm the charmed creature.
  
-**Charm Plants**+==== Charm Plants ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 3265: Line 3279:
 This spell grants the magic user the ability to communicate with (for a period of 1 turn) and command plants (the obedience is permanent) in the spell's area of effect. No unusual abilities are granted to the plants; they have no additional capabilities beyond those they had before the spell was cast. Only intelligent plants are entitled to a saving throw, but at a penalty of -4. This spell grants the magic user the ability to communicate with (for a period of 1 turn) and command plants (the obedience is permanent) in the spell's area of effect. No unusual abilities are granted to the plants; they have no additional capabilities beyond those they had before the spell was cast. Only intelligent plants are entitled to a saving throw, but at a penalty of -4.
  
-**Clairaudience**+==== Clairaudience ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3281: Line 3296:
 //Clairaudience// allows the caster to eavesdrop magically upon a particular location. There is no effective limit to the spell's range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door. The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 6-ft radius of the spell's focal point. The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast. //Clairaudience// allows the caster to eavesdrop magically upon a particular location. There is no effective limit to the spell's range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door. The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 6-ft radius of the spell's focal point. The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast.
  
-**Clairvoyance**+==== Clairvoyance ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3301: Line 3317:
 The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast. The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast.
  
-**Clenched Fist**+==== Clenched Fist ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3317: Line 3334:
 As with the other //hand// spells, //clenched fist// evokes a magical hand, but in this case the hand is always at least as large as a giant's and is curled into a fist rather than held open. The clenched fist strikes one of the magic user's enemies per round, never missing, for so long as the caster concentrates upon it. No other activity is possible while concentrating, and breaking the caster's concentration ends the spell. The fist rolls a d20 to determine damage (it hits automatically): on a roll of 1-12, the fist deals 1d6 hp of damage; on a 13-15, it deals 2d6 hit points, on a roll of 16-19 it deals 3d6 hit points and stuns the opponent for one round, and on a roll of 20+ it deals 4d6 hit points and stuns the opponent for 3 rounds. If the opponent has already been stunned, the d20 roll receives a +4 bonus. As with the other //hand// spells, the hand has as many hit points as the caster's full hit points. As with the other //hand// spells, //clenched fist// evokes a magical hand, but in this case the hand is always at least as large as a giant's and is curled into a fist rather than held open. The clenched fist strikes one of the magic user's enemies per round, never missing, for so long as the caster concentrates upon it. No other activity is possible while concentrating, and breaking the caster's concentration ends the spell. The fist rolls a d20 to determine damage (it hits automatically): on a roll of 1-12, the fist deals 1d6 hp of damage; on a 13-15, it deals 2d6 hit points, on a roll of 16-19 it deals 3d6 hit points and stuns the opponent for one round, and on a roll of 20+ it deals 4d6 hit points and stuns the opponent for 3 rounds. If the opponent has already been stunned, the d20 roll receives a +4 bonus. As with the other //hand// spells, the hand has as many hit points as the caster's full hit points.
  
-**Clone**+==== Clone ==== 
  
 //Arcane Necromancy// //Arcane Necromancy//
Line 3337: Line 3355:
 It takes 2d4 months for the caster to grow the clone in his vats before it becomes a true duplicate of the original. If the process of vat-growth is interrupted prematurely, the clone will be utterly insane, hating all living things, and may become psychotic. It takes 2d4 months for the caster to grow the clone in his vats before it becomes a true duplicate of the original. If the process of vat-growth is interrupted prematurely, the clone will be utterly insane, hating all living things, and may become psychotic.
  
-**Cloudkill**+==== Cloudkill ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3353: Line 3372:
 This spell calls into being a poisonous cloud of roiling vapour, heavier than air, which moves along the ground (or into holes) at a movement rate of 10-ft/round. The eldritch poison of the cloud is so virulent that it kills creatures of fewer than 4+1 HD instantly, with no saving throw. Creatures with 4+1 HD up to 5+1 HD are allowed a saving throw at -4, and creatures of 5+2 up to 6 HD must make a normal saving throw. Failure on the saving throw means that the victim dies. The spell is affected normally by winds, although it magically avoids rolling back over the caster under any circumstances. It is dispersed in 4 rounds by a strong wind, and by thick growths of vegetation if it rolls through these for a distance of 20-ft. This spell calls into being a poisonous cloud of roiling vapour, heavier than air, which moves along the ground (or into holes) at a movement rate of 10-ft/round. The eldritch poison of the cloud is so virulent that it kills creatures of fewer than 4+1 HD instantly, with no saving throw. Creatures with 4+1 HD up to 5+1 HD are allowed a saving throw at -4, and creatures of 5+2 up to 6 HD must make a normal saving throw. Failure on the saving throw means that the victim dies. The spell is affected normally by winds, although it magically avoids rolling back over the caster under any circumstances. It is dispersed in 4 rounds by a strong wind, and by thick growths of vegetation if it rolls through these for a distance of 20-ft.
  
-**Comprehend Languages (Reversible)**+==== Comprehend Languages (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3369: Line 3389:
 This spell allows the magic user to decipher a written language (including pictographs, but not including magical script), or to understand the speech of another creature. The spell does not permit the magic user to understand the "speech" of animals; only true, spoken languages can be understood. The caster gains no ability to speak or write the language, only to comprehend meaning. The spell's reverse makes a particular creature or piece of writing indecipherable, or may be used to cancel the effects of a //comprehend languages// spell. This spell allows the magic user to decipher a written language (including pictographs, but not including magical script), or to understand the speech of another creature. The spell does not permit the magic user to understand the "speech" of animals; only true, spoken languages can be understood. The caster gains no ability to speak or write the language, only to comprehend meaning. The spell's reverse makes a particular creature or piece of writing indecipherable, or may be used to cancel the effects of a //comprehend languages// spell.
  
-**Cone of Cold**+==== Cone of Cold ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3385: Line 3406:
 A //cone of cold// is a blast of magical cold originating from the caster's outstretched hand. The cone inflicts 1d4+1 hit points per level of the caster. All unprotected items in the area of effect may be destroyed if they fail item saving throws. A //cone of cold// is a blast of magical cold originating from the caster's outstretched hand. The cone inflicts 1d4+1 hit points per level of the caster. All unprotected items in the area of effect may be destroyed if they fail item saving throws.
  
-**Confusion**+==== Confusion ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 3401: Line 3423:
 This spell affects a base number of 2-16 creatures, but is otherwise identical to the druidic spell of the same name except as noted in the summary information above. This spell affects a base number of 2-16 creatures, but is otherwise identical to the druidic spell of the same name except as noted in the summary information above.
  
-**Conjure Elemental**+==== Conjure Elemental ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 3421: Line 3444:
 The material component for this spell is a large quantity of the appropriate elemental substance. The material component for this spell is a large quantity of the appropriate elemental substance.
  
-**Contact Other Plane**+==== Contact Other Plane ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3456: Line 3480:
 If the caster is driven insane by what he or she finds or by simple cognitive breakdown, the insanity will last 1-10 weeks, and there is a 1% chance that the caster will die or commit suicide at the end of this period if it is not removed (by a //remove curse// spell, //wish//, etc.). If the caster is driven insane by what he or she finds or by simple cognitive breakdown, the insanity will last 1-10 weeks, and there is a 1% chance that the caster will die or commit suicide at the end of this period if it is not removed (by a //remove curse// spell, //wish//, etc.).
  
-**Continual Light**+==== Continual Light ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3472: Line 3497:
 This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In all respects, the spell is identical to the first level cleric spell //light//, but its effects are permanent until dispelled. The light cast is greater than that produced by a //light// spell, extending 60-ft into the darkness. The magic user spell cannot be used to create //continual darkness//. This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In all respects, the spell is identical to the first level cleric spell //light//, but its effects are permanent until dispelled. The light cast is greater than that produced by a //light// spell, extending 60-ft into the darkness. The magic user spell cannot be used to create //continual darkness//.
  
-**Control Weather**+==== Control Weather ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3488: Line 3514:
 Except as noted above, this spell is identical to the clerical spell //control weather//. Except as noted above, this spell is identical to the clerical spell //control weather//.
  
-**Crushing Hand**+==== Crushing Hand ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3504: Line 3531:
 This spell calls into existence a large, floating hand much like that summoned by the other //hand// spells. The //crushing hand// attacks any foe the caster directs, grabbing it and squeezing with great power. Damage increases as the hand continues to constrict, doing 1d10 points of damage in the first round, 2d10 points of damage in the second and third round, and 4d10 points of damage per round thereafter. As with the other //hand// spells, the hand has as many hit points as its caster. The caster cannot engage in any other activity while directing the hand. This spell calls into existence a large, floating hand much like that summoned by the other //hand// spells. The //crushing hand// attacks any foe the caster directs, grabbing it and squeezing with great power. Damage increases as the hand continues to constrict, doing 1d10 points of damage in the first round, 2d10 points of damage in the second and third round, and 4d10 points of damage per round thereafter. As with the other //hand// spells, the hand has as many hit points as its caster. The caster cannot engage in any other activity while directing the hand.
  
-**Dancing Lights**+==== Dancing Lights ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3520: Line 3548:
 This spell creates small lights at a chosen distance, under the caster's control. The magic user may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow. The lights move at the caster's mental command, without any particular concentration required. If the magic user allows the lights to move beyond the spell's range, the lights will disappear and the spell will end. This spell creates small lights at a chosen distance, under the caster's control. The magic user may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow. The lights move at the caster's mental command, without any particular concentration required. If the magic user allows the lights to move beyond the spell's range, the lights will disappear and the spell will end.
  
-**Darkness, 15-ft Radius**+==== Darkness, 15-ft Radius ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3536: Line 3565:
 This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell. This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell.
  
-**Death Spell**+==== Death Spell ==== 
  
 //Arcane Necromancy// //Arcane Necromancy//
Line 3552: Line 3582:
 Within its limit as to hit dice, this spell slays living creatures in the area of effect. Creatures of 9 or higher hit dice are not affected. The spell kills 4d20 "points" worth of creatures, where (for the purposes of this spell) any creature of fewer than 2 HD counts as one point, creatures of 2 to less than 4 HD count as 4 points, creatures of 4 to less than 7 HD count as 8 points, and creatures from 7 to less than 9 HD count as 10 points. Creatures of the lowest hit dice die first, and fractional "kills" (where insufficient points remain completely to slay the creature) have no effect. Material components for the spell cost 1,000 gp. Within its limit as to hit dice, this spell slays living creatures in the area of effect. Creatures of 9 or higher hit dice are not affected. The spell kills 4d20 "points" worth of creatures, where (for the purposes of this spell) any creature of fewer than 2 HD counts as one point, creatures of 2 to less than 4 HD count as 4 points, creatures of 4 to less than 7 HD count as 8 points, and creatures from 7 to less than 9 HD count as 10 points. Creatures of the lowest hit dice die first, and fractional "kills" (where insufficient points remain completely to slay the creature) have no effect. Material components for the spell cost 1,000 gp.
  
-**Delayed Blast Fireball**+==== Delayed Blast Fireball ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3568: Line 3599:
 A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //firebal//l spell. A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //firebal//l spell.
  
-**Detect Evil (Reversible)**+==== Detect Evil (Reversible) ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3584: Line 3616:
 This spell allows the magic user to detect emanations of evil (or good, in the case of the spell's reverse) within the spell's area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil. This spell allows the magic user to detect emanations of evil (or good, in the case of the spell's reverse) within the spell's area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil.
  
-**Detect Invisibility**+==== Detect Invisibility ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3602: Line 3635:
 The spell's sight is limited to the stated range of 10-ft/caster level. The spell's sight is limited to the stated range of 10-ft/caster level.
  
-**Detect Magic**+==== Detect Magic ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3618: Line 3652:
 Except as noted above, this spell functions in the same manner as the clerical spell //detect magic//. Except as noted above, this spell functions in the same manner as the clerical spell //detect magic//.
  
-**Dig**+==== Dig ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 3634: Line 3669:
 This spell causes dirt to begin piling out from the ground, digging a hole with tremendous speed. The excavation proceeds at a rate of one 5-ft×5-ft cube per round, as earth boils out of the area the caster directs, landing to the edges of the pit. If the spell is cast directly beneath a creature, the creature will fall in without any possibility of a saving throw. Creatures at the edge of the pit have some likelihood of falling in; they must roll lower than their dexterity score on a d20 to avoid sliding into the sudden maelstrom of moving earth. A creature moving toward the pit during the first round in which digging begins must make a saving throw vs spells (unlisted categories) or fall into the hole. The spell can be used to excavate in dirt, sand, or mud. Note that if the pit is taken deeper than 5-ft, there is a chance that it will collapse in on itself (roughly 25%, adjusted by the GM for the type of material being dug). This spell causes dirt to begin piling out from the ground, digging a hole with tremendous speed. The excavation proceeds at a rate of one 5-ft×5-ft cube per round, as earth boils out of the area the caster directs, landing to the edges of the pit. If the spell is cast directly beneath a creature, the creature will fall in without any possibility of a saving throw. Creatures at the edge of the pit have some likelihood of falling in; they must roll lower than their dexterity score on a d20 to avoid sliding into the sudden maelstrom of moving earth. A creature moving toward the pit during the first round in which digging begins must make a saving throw vs spells (unlisted categories) or fall into the hole. The spell can be used to excavate in dirt, sand, or mud. Note that if the pit is taken deeper than 5-ft, there is a chance that it will collapse in on itself (roughly 25%, adjusted by the GM for the type of material being dug).
  
-**Dimension Door**+==== Dimension Door ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3650: Line 3686:
 //Dimension door// is a weak form of teleportation, more controllable than //blink//, but severely limited in range. The teleportation is limited to 30-ft per caster level. Unlike //blink//, a //dimension door// spell operates with perfect accuracy, either to a place the caster can see or clearly visualize, or in response to directions (example: "120-ft forward and 30-ft to the right"). If the caster's directions land him or her inside a solid object, he or she is stunned and trapped in the astral plane, held in a sort of suspended animation for eternity unless rescued. The spell is subject to a maximum weight limit of 500 lbs of additional weight, with each pound of living matter counting for twice its actual weight. Recovery from the experience of this form of teleportation is not immediate, although it is quite rapid. The caster cannot act for a period of 6 segments following the transition. //Dimension door// is a weak form of teleportation, more controllable than //blink//, but severely limited in range. The teleportation is limited to 30-ft per caster level. Unlike //blink//, a //dimension door// spell operates with perfect accuracy, either to a place the caster can see or clearly visualize, or in response to directions (example: "120-ft forward and 30-ft to the right"). If the caster's directions land him or her inside a solid object, he or she is stunned and trapped in the astral plane, held in a sort of suspended animation for eternity unless rescued. The spell is subject to a maximum weight limit of 500 lbs of additional weight, with each pound of living matter counting for twice its actual weight. Recovery from the experience of this form of teleportation is not immediate, although it is quite rapid. The caster cannot act for a period of 6 segments following the transition.
  
-**Disintegrate**+==== Disintegrate ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3666: Line 3703:
 This spell disintegrates matter of any kind: animal, vegetable, or mineral. Matter of a magical nature will also be destroyed, although evocations of magic force (such as a //wall of force//, //globe of invulnerability//, or //shield//) are not affected (not being matter). An entire creature, or an area of non-living matter up to 10-ft×10-ft/level, will be utterly obliterated by this powerful spell. The spell cannot be used to destroy both living and non-living matter; once it hits its first target it will take effect upon that matter and not pass beyond. This spell disintegrates matter of any kind: animal, vegetable, or mineral. Matter of a magical nature will also be destroyed, although evocations of magic force (such as a //wall of force//, //globe of invulnerability//, or //shield//) are not affected (not being matter). An entire creature, or an area of non-living matter up to 10-ft×10-ft/level, will be utterly obliterated by this powerful spell. The spell cannot be used to destroy both living and non-living matter; once it hits its first target it will take effect upon that matter and not pass beyond.
  
-**Dispel Magic**+==== Dispel Magic ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 3682: Line 3720:
 Except as noted above, this spell is identical to the clerical spell //dispel magic//. Except as noted above, this spell is identical to the clerical spell //dispel magic//.
  
-**Distance Distortion**+==== Distance Distortion ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3698: Line 3737:
 This spell is cast with a summoned earth elemental as its focus. The casting of the spell is fascinating to summoned elementals and is sufficient to maintain the caster's control over the elemental (although he or she cannot command it to act while in the process of casting). When the casting is completed, the earth elemental disperses into the substance of the earth as directed, where it creates a dimensional distortion of the spell's area of effect. Travel through the distorted area takes twice as long (and seems twice as far) as it should, or seems half as long and takes half the normal travel time (determined by the caster when casting the spell). The area does radiate magic, slightly, and the reality will be perceived by true seeing (although the travel time will still be altered even for those who know that the distance is distorted). Otherwise, the spell is utterly undetectable. This spell is cast with a summoned earth elemental as its focus. The casting of the spell is fascinating to summoned elementals and is sufficient to maintain the caster's control over the elemental (although he or she cannot command it to act while in the process of casting). When the casting is completed, the earth elemental disperses into the substance of the earth as directed, where it creates a dimensional distortion of the spell's area of effect. Travel through the distorted area takes twice as long (and seems twice as far) as it should, or seems half as long and takes half the normal travel time (determined by the caster when casting the spell). The area does radiate magic, slightly, and the reality will be perceived by true seeing (although the travel time will still be altered even for those who know that the distance is distorted). Otherwise, the spell is utterly undetectable.
  
-**Duo-Dimension**+==== Duo-Dimension ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3714: Line 3754:
 By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensions—he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)×1,000 gp in value. By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensions—he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)×1,000 gp in value.
  
-**Enchant an Item**+==== Enchant an Item ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 3734: Line 3775:
 This spell is not permanent unless a //permanency// spell is cast upon it; the duration of the enchantment may be for a year or more without a //permanency// spell, but the enchantment will eventually fail if it is not locked in to the item. This spell is not permanent unless a //permanency// spell is cast upon it; the duration of the enchantment may be for a year or more without a //permanency// spell, but the enchantment will eventually fail if it is not locked in to the item.
  
-**Enchanted Weapon (Reversible)**+==== Enchanted Weapon (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3750: Line 3792:
 With a touch of his or her hand, the magic user creates a weak and temporary enchantment upon a full-sized weapon, or upon two smaller weapons such as arrows, bolts, or daggers. The enchantment lends no bonus to hit, but may be used to strike creatures that can be hit only with a magical weapon. When the weapon hits successfully, the enchantment ends. With a touch of his or her hand, the magic user creates a weak and temporary enchantment upon a full-sized weapon, or upon two smaller weapons such as arrows, bolts, or daggers. The enchantment lends no bonus to hit, but may be used to strike creatures that can be hit only with a magical weapon. When the weapon hits successfully, the enchantment ends.
  
-**Enlarge (Reversible)**+==== Enlarge (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3766: Line 3809:
 This spell causes a creature or object to grow in size and weight. The spell increases a creature's size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an object's size and weight by 10% per caster level (to a maximum increase of 100%). The magic user's power limits the volume of material that he or she can enlarge; the mage can affect no more than 10 cubic-ft of living matter, or 5 cubic-ft of non-living matter, per level. A normal sized person doubled in size will generally have strength of 18, and tripled in size would have strength of 20+. The spell's reverse applies in the same ratios, but with the effect of reducing the size of an object or creature. If the spell is cast on an unwilling recipient, a successful saving throw will negate the spell, but willing recipients may choose to forgo the save. This spell causes a creature or object to grow in size and weight. The spell increases a creature's size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an object's size and weight by 10% per caster level (to a maximum increase of 100%). The magic user's power limits the volume of material that he or she can enlarge; the mage can affect no more than 10 cubic-ft of living matter, or 5 cubic-ft of non-living matter, per level. A normal sized person doubled in size will generally have strength of 18, and tripled in size would have strength of 20+. The spell's reverse applies in the same ratios, but with the effect of reducing the size of an object or creature. If the spell is cast on an unwilling recipient, a successful saving throw will negate the spell, but willing recipients may choose to forgo the save.
  
-**Erase**+==== Erase ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3784: Line 3828:
 Obviously, the main benefit of this spell is that the erasure can be made at a distance. The spell does not remove such magical rune-traps as symbol, glyph of warding or explosive runes (exception: the caster may use it to remove such spells if he or she originally cast them him- or herself). Obviously, the main benefit of this spell is that the erasure can be made at a distance. The spell does not remove such magical rune-traps as symbol, glyph of warding or explosive runes (exception: the caster may use it to remove such spells if he or she originally cast them him- or herself).
  
-**ESP**+==== ESP ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 3800: Line 3845:
 This spell allows the caster to overhear the surface thoughts of any thinking being in the spell's radial area of effect. The caster need not be able to see the creature whose thoughts he is reading; the spell can be used to listen beyond a closed door. The spell cannot penetrate more than two feet of stone or more than two inches of any metal, and it is foiled by even a thin sheet of lead. This spell allows the caster to overhear the surface thoughts of any thinking being in the spell's radial area of effect. The caster need not be able to see the creature whose thoughts he is reading; the spell can be used to listen beyond a closed door. The spell cannot penetrate more than two feet of stone or more than two inches of any metal, and it is foiled by even a thin sheet of lead.
  
-**Explosive Runes**+==== Explosive Runes ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3820: Line 3866:
 Note that the item upon which the runes are scribed, if it is not resistant to fire, will undoubtedly be destroyed when the runes detonate. Note that the item upon which the runes are scribed, if it is not resistant to fire, will undoubtedly be destroyed when the runes detonate.
  
-**Extension I**+==== Extension I ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3836: Line 3883:
 The arcane words of an //extension I// spell act to lengthen the duration of another spell previously cast by the magic user by 50%. The previous spell must still be active and may only be of level 1, 2, or 3. The arcane words of an //extension I// spell act to lengthen the duration of another spell previously cast by the magic user by 50%. The previous spell must still be active and may only be of level 1, 2, or 3.
  
-**Extension II**+==== Extension II ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3852: Line 3900:
 Except as noted, this spell is identical to the spell //extension I//, but may be used to extend by 50% the duration of any spell up to and including fourth-level spells. Except as noted, this spell is identical to the spell //extension I//, but may be used to extend by 50% the duration of any spell up to and including fourth-level spells.
  
-**Extension III**+==== Extension III ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3868: Line 3917:
 This spell functions in the same manner as //extension I//, but it doubles the duration of spells level 1-3, and extends the duration of spells level 4 or 5 by 50%. This spell functions in the same manner as //extension I//, but it doubles the duration of spells level 1-3, and extends the duration of spells level 4 or 5 by 50%.
  
-**False Trap**+==== False Trap ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 3884: Line 3934:
 By means of this spell, the mage weaves an illusion around an object, making it appear trapped to any normal inspection (such as by a thief). Any such examiner has an 80% chance of finding and believing the //false trap//. This likelihood decreases by 3% per level of experience of the thief. Furthermore, if a thief attempts to remove the illusory trap, believing it to be real, there is only a 20% likelihood that the illusion will be dispelled or exposed by these efforts. In this case, the thief, seeing the illusion unchanged, will usually conclude that the attempt to remove the "trap" has failed. Only one //false trap// may be placed within a 50-ft radius, and if two items bearing this illusion come within 50-ft of each other, both will be dispelled. By means of this spell, the mage weaves an illusion around an object, making it appear trapped to any normal inspection (such as by a thief). Any such examiner has an 80% chance of finding and believing the //false trap//. This likelihood decreases by 3% per level of experience of the thief. Furthermore, if a thief attempts to remove the illusory trap, believing it to be real, there is only a 20% likelihood that the illusion will be dispelled or exposed by these efforts. In this case, the thief, seeing the illusion unchanged, will usually conclude that the attempt to remove the "trap" has failed. Only one //false trap// may be placed within a 50-ft radius, and if two items bearing this illusion come within 50-ft of each other, both will be dispelled.
  
-**Fear**+==== Fear ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 3900: Line 3951:
 This spell causes utter panic in the creatures exposed to the cone-shaped emanation of phantasmal terror the caster hurls forth. If any creature, of any level or hit dice, fails its saving throw against the spell, it will bolt away from the caster as fast as possible for as many rounds as the caster's level. There is a base 60% chance for a creature to drop whatever it is holding (immediately upon failing the saving throw), reduced by 5% per HD or level of the panicked creature. This spell causes utter panic in the creatures exposed to the cone-shaped emanation of phantasmal terror the caster hurls forth. If any creature, of any level or hit dice, fails its saving throw against the spell, it will bolt away from the caster as fast as possible for as many rounds as the caster's level. There is a base 60% chance for a creature to drop whatever it is holding (immediately upon failing the saving throw), reduced by 5% per HD or level of the panicked creature.
  
-**Feather Fall**+==== Feather Fall ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 3916: Line 3968:
 This spell causes creatures or objects in the area of effect to fall as slowly and lightly as feathers, at a rate of about 10-ft in six seconds (1 segment). No damage is taken from the distance spent falling under the influence of the spell, but it is worthy of note that if the spell's target has not landed by the time the spell expires, the fall will resume at normal speed and damage will be taken for the remaining distance. The magic user can affect a weight of up to 200 lbs plus another 200 lbs/caster level. The spell may be used to slow propelled objects such as arrows, but will not affect sword blows or other non-propelled forces. This spell causes creatures or objects in the area of effect to fall as slowly and lightly as feathers, at a rate of about 10-ft in six seconds (1 segment). No damage is taken from the distance spent falling under the influence of the spell, but it is worthy of note that if the spell's target has not landed by the time the spell expires, the fall will resume at normal speed and damage will be taken for the remaining distance. The magic user can affect a weight of up to 200 lbs plus another 200 lbs/caster level. The spell may be used to slow propelled objects such as arrows, but will not affect sword blows or other non-propelled forces.
  
-**Feeblemind**+==== Feeblemind ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 3932: Line 3985:
 Except as may be noted above, this spell is identical to the druidic spell //feeblemind//. Except as may be noted above, this spell is identical to the druidic spell //feeblemind//.
  
-**Feign Death**+==== Feign Death ==== 
  
 //Arcane Necromancy// //Arcane Necromancy//
Line 3948: Line 4002:
 This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused—potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled. This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused—potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.
  
-**Find Familiar**+==== Find Familiar ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 3984: Line 4039:
 |Chaotic evil or Chaotic Neutral:|Quasit| |Chaotic evil or Chaotic Neutral:|Quasit|
  
-**Fire Charm**+==== Fire Charm ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4000: Line 4056:
 This spell transforms an existing fire into a powerful mental snare. Any creature within the spell's radius who even so much as glances at the fire must make a saving throw vs spells or be entranced by the dancing flames. While so entranced, the creature becomes susceptible to the caster's words, in the same manner as with a //suggestion// spell, but with a penalty of -3 to the saving throw. The enchantment will be broken if the entranced creature can no longer see the flames or if it is attacked. This spell transforms an existing fire into a powerful mental snare. Any creature within the spell's radius who even so much as glances at the fire must make a saving throw vs spells or be entranced by the dancing flames. While so entranced, the creature becomes susceptible to the caster's words, in the same manner as with a //suggestion// spell, but with a penalty of -3 to the saving throw. The enchantment will be broken if the entranced creature can no longer see the flames or if it is attacked.
  
-**Fire Shield**+==== Fire Shield ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4016: Line 4073:
 Pale flames envelope the caster upon the completion of this spell, rendering him or her protection against either fire- or cold-based attacks, depending upon whether the magic user elects to wreath him- or herself in cold flame or hot flame. Cold flame grants the magic user a +2 bonus on any saving throw vs fire damage, also guaranteeing half damage (or no damage against all fire attacks that allow a saving throw for half damage) provided the saving throw is successful. If the magic user fails a saving throw against a cold based attack, however, he or she will suffer twice the normal damage. Hot flame offers the converse of the protections afforded by cold flame. Cold based attacks receive a bonus of +2 on saving throws and guarantee that the caster receives only half damage (or none at all) if his or her saving throw is successful against attacks that would cause full or half damage. Pale flames envelope the caster upon the completion of this spell, rendering him or her protection against either fire- or cold-based attacks, depending upon whether the magic user elects to wreath him- or herself in cold flame or hot flame. Cold flame grants the magic user a +2 bonus on any saving throw vs fire damage, also guaranteeing half damage (or no damage against all fire attacks that allow a saving throw for half damage) provided the saving throw is successful. If the magic user fails a saving throw against a cold based attack, however, he or she will suffer twice the normal damage. Hot flame offers the converse of the protections afforded by cold flame. Cold based attacks receive a bonus of +2 on saving throws and guarantee that the caster receives only half damage (or none at all) if his or her saving throw is successful against attacks that would cause full or half damage.
  
-**Fire Trap**+==== Fire Trap ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4032: Line 4090:
 This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the caster, magical fire explodes in an area 5-ft in radius around the //fire trapped// object, causing 1d4 plus the caster's level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a //fire trap// is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a //fire trap//, and the trap will detonate if an attempt to remove traps fails. This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the caster, magical fire explodes in an area 5-ft in radius around the //fire trapped// object, causing 1d4 plus the caster's level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a //fire trap// is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a //fire trap//, and the trap will detonate if an attempt to remove traps fails.
  
-**Fireball**+==== Fireball ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4048: Line 4107:
 With a pointing gesture at the ending of the incantation, the magic user causes a massive explosion of magical fire at the target point. The fireball detonates with a low roar, causing 1d6 damage per caster level to all creatures within the area of effect. Creatures making successful saving throws suffer only half the indicated damage. When the magic user casts the spell, a bead of light streaks from his or her pointed finger to the target area, and if it strikes another object directly in its path the fireball will detonate immediately. The blast fills the entire volume of the spell radius, and if it is cast into an enclosed area smaller than the area of effect the flames will expand from this area until the spell's full volume has been reached. The volume of a 20-ft radius sphere is approximately 33,500 cubic-ft, and there are 1,000 cubic-ft in a 10-ft×10-ft×10-ft area, so in an area with a 10-ft ceiling the //fireball// will fill approximately thirty-three 10-ft×10-ft squares. Thus, if a fireball explodes in the middle of a corridor 10-ft wide and 10-ft high, the blast will extend a staggering 165-ft in both directions. It is quite possible, particularly in dungeoneering environments, for the magic user to be caught in the backblast of his or her own //fireball// spell. The flames do not create any significant change in air pressure, but the furnace-like heat causes all items in the blast to make saving throws against magical fire or ignite (or, in the case of metals, melt). With a pointing gesture at the ending of the incantation, the magic user causes a massive explosion of magical fire at the target point. The fireball detonates with a low roar, causing 1d6 damage per caster level to all creatures within the area of effect. Creatures making successful saving throws suffer only half the indicated damage. When the magic user casts the spell, a bead of light streaks from his or her pointed finger to the target area, and if it strikes another object directly in its path the fireball will detonate immediately. The blast fills the entire volume of the spell radius, and if it is cast into an enclosed area smaller than the area of effect the flames will expand from this area until the spell's full volume has been reached. The volume of a 20-ft radius sphere is approximately 33,500 cubic-ft, and there are 1,000 cubic-ft in a 10-ft×10-ft×10-ft area, so in an area with a 10-ft ceiling the //fireball// will fill approximately thirty-three 10-ft×10-ft squares. Thus, if a fireball explodes in the middle of a corridor 10-ft wide and 10-ft high, the blast will extend a staggering 165-ft in both directions. It is quite possible, particularly in dungeoneering environments, for the magic user to be caught in the backblast of his or her own //fireball// spell. The flames do not create any significant change in air pressure, but the furnace-like heat causes all items in the blast to make saving throws against magical fire or ignite (or, in the case of metals, melt).
  
-**Flame Arrow**+==== Flame Arrow ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4064: Line 4124:
 By means of this spell, the magic user may enchant one arrow per segment, causing it to burst into normal flame. The enchanted arrows have no bonus to hit, and the enchantment is not powerful enough to hit a creature that can be damaged only by magical weapons. Each arrow causes 1 hp of fire damage in addition to its normal damage. The arrows (or crossbow bolts) will burn up in one round, so they must be shot before this time. By means of this spell, the magic user may enchant one arrow per segment, causing it to burst into normal flame. The enchanted arrows have no bonus to hit, and the enchantment is not powerful enough to hit a creature that can be damaged only by magical weapons. Each arrow causes 1 hp of fire damage in addition to its normal damage. The arrows (or crossbow bolts) will burn up in one round, so they must be shot before this time.
  
-**Floating Disk**+==== Floating Disk ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4080: Line 4141:
 This evocation produces an invisible disk about 3-ft across, shaped like a shallow bowl. The disk floats in the air and moves in accordance with the caster's commands (although if it is allowed more than 20-ft from the caster it will disappear). The disk cannot move faster than 60-ft per round. A //floating disk// can carry up to 100 lbs per level of the caster. This evocation produces an invisible disk about 3-ft across, shaped like a shallow bowl. The disk floats in the air and moves in accordance with the caster's commands (although if it is allowed more than 20-ft from the caster it will disappear). The disk cannot move faster than 60-ft per round. A //floating disk// can carry up to 100 lbs per level of the caster.
  
-**Fly**+==== Fly ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4096: Line 4158:
 This spell grants the power of flight with aerial agility level V (see Chapter 3) to any creature the magic user touches. The base movement rate for flight is 120-ft per round, with the base speed being doubled when diving, halved when climbing. The GM secretly rolls a 1d6 to determine how much time the spell will last after the base duration expires. This spell grants the power of flight with aerial agility level V (see Chapter 3) to any creature the magic user touches. The base movement rate for flight is 120-ft per round, with the base speed being doubled when diving, halved when climbing. The GM secretly rolls a 1d6 to determine how much time the spell will last after the base duration expires.
  
-**Fool's Gold**+==== Fool's Gold ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4112: Line 4175:
 This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster's level is equal to or less than the observer's intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true—conversely, there are mundane methods that give a chance to detect this very spell, such as striking the "gold" with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell. This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster's level is equal to or less than the observer's intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true—conversely, there are mundane methods that give a chance to detect this very spell, such as striking the "gold" with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell.
  
-**Forceful Hand**+==== Forceful Hand ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4128: Line 4192:
 This spell creates a powerful, magical hand similar to that of the magic user spell //interposing hand//. Unlike the //interposing hand//, the //forceful hand// can push opponents or objects. The hand can move a creature weighing 500 lbs or less. It reduces the speed of a creature between 500 and 2,000 lbs to no greater than 10-ft/round, and it slows the movement of creatures heavier than 2,000 lbs but smaller than 8,000 lbs to one-half. As in the case of the //interposing hand//, the //forceful hand// has as many hit points as the caster. This spell creates a powerful, magical hand similar to that of the magic user spell //interposing hand//. Unlike the //interposing hand//, the //forceful hand// can push opponents or objects. The hand can move a creature weighing 500 lbs or less. It reduces the speed of a creature between 500 and 2,000 lbs to no greater than 10-ft/round, and it slows the movement of creatures heavier than 2,000 lbs but smaller than 8,000 lbs to one-half. As in the case of the //interposing hand//, the //forceful hand// has as many hit points as the caster.
  
-**Forget**+==== Forget ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4144: Line 4209:
 This extremely potent spell causes the victims to forget events of the immediate past. The spell obliterates memory of the last round plus one additional round per three caster levels. The caster decides which creatures in the spell's area to affect, and these must make saving throws or suffer the loss of memory. The caster may designate 1-4 creatures as the targets of the spell. If one is targeted, the saving throw is made with a -2 penalty; if two are targeted, the penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the saving throw. Lost memories can only be restored by //heal//, //restoration//, or //wish//; the spell's effect is not subject to being merely dispelled. This extremely potent spell causes the victims to forget events of the immediate past. The spell obliterates memory of the last round plus one additional round per three caster levels. The caster decides which creatures in the spell's area to affect, and these must make saving throws or suffer the loss of memory. The caster may designate 1-4 creatures as the targets of the spell. If one is targeted, the saving throw is made with a -2 penalty; if two are targeted, the penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the saving throw. Lost memories can only be restored by //heal//, //restoration//, or //wish//; the spell's effect is not subject to being merely dispelled.
  
-**Freezing Sphere**+==== Freezing Sphere ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4166: Line 4232:
 **Shattering globe:** The spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10-ft radius (half if save vs spells). If not used within 1 round/caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp. **Shattering globe:** The spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10-ft radius (half if save vs spells). If not used within 1 round/caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp.
  
-**Friends**+==== Friends ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4184: Line 4251:
 Unless the exact numbers are required for some purpose, the normal result of the spell will be that those who failed the saving throw will be disposed and friendly toward the caster, and those that succeeded in making the save will find him or her distasteful and somewhat suspect. Unless the exact numbers are required for some purpose, the normal result of the spell will be that those who failed the saving throw will be disposed and friendly toward the caster, and those that succeeded in making the save will find him or her distasteful and somewhat suspect.
  
-**Fumble**+==== Fumble ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4200: Line 4268:
 This enchantment causes intense clumsiness in the affected creature. Attempting to run will result in an immediate fall to a prone position, and anything held in hand (or claw, etc.) will be dropped. A successful saving throw allows the affected creature to act as if under the influence of a //slow// spell in order to avoid the spell's full effects. This enchantment causes intense clumsiness in the affected creature. Attempting to run will result in an immediate fall to a prone position, and anything held in hand (or claw, etc.) will be dropped. A successful saving throw allows the affected creature to act as if under the influence of a //slow// spell in order to avoid the spell's full effects.
  
-**Gate**+==== Gate ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 4216: Line 4285:
 A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material plane—summoning Thor is unlikely to bring the thunder god from the halls of Valhalla—however, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible. A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material plane—summoning Thor is unlikely to bring the thunder god from the halls of Valhalla—however, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible.
  
-**Geas**+==== Geas ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4232: Line 4302:
 A //geas// is a magical compulsion placed upon an intelligent creature to perform, or refrain from performing, some task set by the caster. While the geas cannot compel suicide or its equivalent, it is a very powerful spell. If the creature under the //geas// avoids or is prevented from performing the task, it will sicken and die within 1d4 weeks if the task is not resumed. The disease will, of course, create symptoms that the GM will determine; if the //geas// is resumed, these may or may not remain until the task is completed. Even a //remove curse// spell will not remove a //geas//, although a //wish// spell is powerful enough to dispel it. A //geas// is a magical compulsion placed upon an intelligent creature to perform, or refrain from performing, some task set by the caster. While the geas cannot compel suicide or its equivalent, it is a very powerful spell. If the creature under the //geas// avoids or is prevented from performing the task, it will sicken and die within 1d4 weeks if the task is not resumed. The disease will, of course, create symptoms that the GM will determine; if the //geas// is resumed, these may or may not remain until the task is completed. Even a //remove curse// spell will not remove a //geas//, although a //wish// spell is powerful enough to dispel it.
  
-**Glass-steel**+==== Glass-steel ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4248: Line 4319:
 This spell grants a glass object the strength of steel, while retaining its transparent properties. The weight of the object can be no more than 10 lbs per caster level. In most cases, the object will make item saving throws on the more favourable of the glass or metal tables. This spell grants a glass object the strength of steel, while retaining its transparent properties. The weight of the object can be no more than 10 lbs per caster level. In most cases, the object will make item saving throws on the more favourable of the glass or metal tables.
  
-**Glasseye**+==== Glasseye ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4264: Line 4336:
 This spell causes opaque materials to become transparent, either to the caster alone or to anyone, at the caster's option. The dimensions of the transparent area are 3-ft×2-ft, and the depth depends upon the nature of the substance being made transparent. Lead and gold, being the base and pure metals respectively, are not affected by the spell at all. Only four inches of any other metal can be made transparent, but stone can be seen through to a distance of 6-ft, and wood to a distance of 20-ft. This spell causes opaque materials to become transparent, either to the caster alone or to anyone, at the caster's option. The dimensions of the transparent area are 3-ft×2-ft, and the depth depends upon the nature of the substance being made transparent. Lead and gold, being the base and pure metals respectively, are not affected by the spell at all. Only four inches of any other metal can be made transparent, but stone can be seen through to a distance of 6-ft, and wood to a distance of 20-ft.
  
-**Globe of Invulnerability**+==== Globe of Invulnerability ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 4280: Line 4353:
 This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// except as noted above and in that it protects against spells level 1-4 rather than 1-3. This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// except as noted above and in that it protects against spells level 1-4 rather than 1-3.
  
-**Grasping Hand**+==== Grasping Hand ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4296: Line 4370:
 This spell is a more powerful evocation of the //forceful hand// spell, acting in the same manner but able to hold motionless a creature of up to 1,000 lbs or move creatures with twice the force of a //forceful hand//. This spell is a more powerful evocation of the //forceful hand// spell, acting in the same manner but able to hold motionless a creature of up to 1,000 lbs or move creatures with twice the force of a //forceful hand//.
  
-**Guards and Wards**+==== Guards and Wards ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 4332: Line 4407:
 The whole warded area radiates strong magic. A //dispel magic// cast on a specific effect, if successful, removes only that effect. The whole warded area radiates strong magic. A //dispel magic// cast on a specific effect, if successful, removes only that effect.
  
-**Gust of Wind**+==== Gust of Wind ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4348: Line 4424:
 Hand outstretched in the final somatic gesture of this spell, the magic user summons forth a powerful blast of air, forceful enough to blow out unprotected flames smaller than a campfire. Flames the size of a campfire or greater will flare back as far as 1d6 feet, and even shielded flames have a high chance of being extinguished (5% per caster level). The wind is strong enough to hurl a small flying creature backwards by 1d6×10-ft, and will hold medium-sized creatures back from moving. Hand outstretched in the final somatic gesture of this spell, the magic user summons forth a powerful blast of air, forceful enough to blow out unprotected flames smaller than a campfire. Flames the size of a campfire or greater will flare back as far as 1d6 feet, and even shielded flames have a high chance of being extinguished (5% per caster level). The wind is strong enough to hurl a small flying creature backwards by 1d6×10-ft, and will hold medium-sized creatures back from moving.
  
-**Hallucinatory Terrain**+==== Hallucinatory Terrain ==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
Line 4364: Line 4441:
 This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell's effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player. This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell's effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player.
  
-**Haste**+==== Haste ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4380: Line 4458:
 This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the caster's level is not sufficient to affect all of the creatures in the area. The spell ages the creatures upon which it is cast by 2 years. This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the caster's level is not sufficient to affect all of the creatures in the area. The spell ages the creatures upon which it is cast by 2 years.
  
-**Hold Monster**+==== Hold Monster ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4400: Line 4479:
 Creatures held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. Creatures held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage.
  
-**Hold Person**+==== Hold Person ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4420: Line 4500:
 Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage.
  
-**Hold Portal**+==== Hold Portal ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4436: Line 4517:
 This quickly-shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spell's duration expires. This is not a particularly powerful spell; any being not native to the material planes (such as a demon) will ignore its effects, as will a magic user four or more levels higher than the caster. The spell may also be negated by means of a //knock// or //dispel magic// spell. This quickly-shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spell's duration expires. This is not a particularly powerful spell; any being not native to the material planes (such as a demon) will ignore its effects, as will a magic user four or more levels higher than the caster. The spell may also be negated by means of a //knock// or //dispel magic// spell.
  
-**Ice Storm**+==== Ice Storm ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4452: Line 4534:
 The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hail storm is a vicious barrage of huge hailstones that pound into a 40-ft×40-ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80-ft×80-ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone. The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hail storm is a vicious barrage of huge hailstones that pound into a 40-ft×40-ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80-ft×80-ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone.
  
-**Identify**+==== Identify ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 4468: Line 4551:
 This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell's duration, the magic user has a 15% +5%/caster level of gaining an insight into the nature of the item's enchantment. Insights include magical effects (and the corresponding command word) and number of charges (plus or minus 25% of the actual number). The exact bonus (or penalty) of a weapon is not revealed to the player, unless the GM chooses to do so for convenience; the character, of course, would not think of a magic sword as being "+1" or "+3," just as "enchanted" or "powerfully enchanted," and the spell reveals information in these terms. The spell must be cast within 1 hour/caster level of the time a magic item first comes near the caster, or the magic user's own aura will have blended too much in to the item's aura, contaminating his ability to read it. Upon casting the spell, the magic user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp. This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell's duration, the magic user has a 15% +5%/caster level of gaining an insight into the nature of the item's enchantment. Insights include magical effects (and the corresponding command word) and number of charges (plus or minus 25% of the actual number). The exact bonus (or penalty) of a weapon is not revealed to the player, unless the GM chooses to do so for convenience; the character, of course, would not think of a magic sword as being "+1" or "+3," just as "enchanted" or "powerfully enchanted," and the spell reveals information in these terms. The spell must be cast within 1 hour/caster level of the time a magic item first comes near the caster, or the magic user's own aura will have blended too much in to the item's aura, contaminating his ability to read it. Upon casting the spell, the magic user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp.
  
-**Imprisonment (Reversible)**+==== Imprisonment (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 4484: Line 4568:
 The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from //imprisonment// appears at the exact spot where the //imprisonment// took place. When casting the spell's reverse, if the caster is not specific enough about the imprisoned creature's identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the ground—some far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%). The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from //imprisonment// appears at the exact spot where the //imprisonment// took place. When casting the spell's reverse, if the caster is not specific enough about the imprisoned creature's identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the ground—some far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%).
  
-**Incendiary Cloud**+==== Incendiary Cloud ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4502: Line 4587:
 In the first round of the flare, the blazing cloud inflicts one hit point of damage for every two levels of the caster. In the second round of the flare, the heat increases to inflict 1 hit point per caster level, and in the third round of the blaze, damage falls again to one point per two levels. After three rounds, the cloud burns out, and for any further duration it retains only the properties of pyrotechnic smoke. In the first round of the flare, the blazing cloud inflicts one hit point of damage for every two levels of the caster. In the second round of the flare, the heat increases to inflict 1 hit point per caster level, and in the third round of the blaze, damage falls again to one point per two levels. After three rounds, the cloud burns out, and for any further duration it retains only the properties of pyrotechnic smoke.
  
-**Infravision**+==== Infravision ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4518: Line 4604:
 This spell allows the magic user to confer the ability to see in the dark, perceiving variations of heat in the infrared spectrum. The range of this vision is 60-ft. Lamps and other light sources tend to spoil the effects of infravision. Infravision does not perceive invisibility any more than normal vision. This spell allows the magic user to confer the ability to see in the dark, perceiving variations of heat in the infrared spectrum. The range of this vision is 60-ft. Lamps and other light sources tend to spoil the effects of infravision. Infravision does not perceive invisibility any more than normal vision.
  
-**Instant Summons**+==== Instant Summons ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 4534: Line 4621:
 This spell calls a specific, desired object into the caster's hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that time—all but the final word of the incantation. The item is then touched with another item, the spell's focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item's location, and some details about the owner, as determined by the GM. The spell will function across the planes. This spell calls a specific, desired object into the caster's hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that time—all but the final word of the incantation. The item is then touched with another item, the spell's focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item's location, and some details about the owner, as determined by the GM. The spell will function across the planes.
  
-**Interposing Hand**+==== Interposing Hand ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4550: Line 4638:
 This spell creates a magical hand with the same number of hit points as the caster. The magic user can cause the hand to be as small as his or her own, or as large as a shield. The caster selects a foe, and the hand will place itself between the magic user and that particular enemy, moving so rapidly that it cannot be avoided. It is strong enough to hold back any creature weighing 200 lbs or less and will slow heavier opponents to half movement. The movement rates of opponents of truly massive size (such as dragons) will be adjudicated by the GM, being slowed to a quarter movement rate or pushing the hand aside entirely. This spell creates a magical hand with the same number of hit points as the caster. The magic user can cause the hand to be as small as his or her own, or as large as a shield. The caster selects a foe, and the hand will place itself between the magic user and that particular enemy, moving so rapidly that it cannot be avoided. It is strong enough to hold back any creature weighing 200 lbs or less and will slow heavier opponents to half movement. The movement rates of opponents of truly massive size (such as dragons) will be adjudicated by the GM, being slowed to a quarter movement rate or pushing the hand aside entirely.
  
-**Invisibility**+==== Invisibility ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 4566: Line 4655:
 When the words of this spell are completed, the recipient and all he or she carries fade from sight, becoming invisible. Even infravision cannot detect an invisible creature. The spell remains in effect until the invisible creature attacks someone, the caster ends the spell, or the magic is dispelled. Note that the spell does not make the recipient any more quiet than normal, nor does it eliminate scents. The invisible person can see him- or herself, but the caster (unless they are one and the same) cannot. The spell cannot be cast upon an unwilling subject. When the words of this spell are completed, the recipient and all he or she carries fade from sight, becoming invisible. Even infravision cannot detect an invisible creature. The spell remains in effect until the invisible creature attacks someone, the caster ends the spell, or the magic is dispelled. Note that the spell does not make the recipient any more quiet than normal, nor does it eliminate scents. The invisible person can see him- or herself, but the caster (unless they are one and the same) cannot. The spell cannot be cast upon an unwilling subject.
  
-**Invisibility, 10-ft Radius**+==== Invisibility, 10-ft Radius ==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
Line 4582: Line 4672:
 This spell operates as does the invisibility spell, but affects all creatures within 10-ft of the recipient at the time the final words of the spell are uttered. If the creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spell's radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spell's radius must remain within 10-ft of the creature upon whom the spell is centred. All creatures affected can see each other. This spell operates as does the invisibility spell, but affects all creatures within 10-ft of the recipient at the time the final words of the spell are uttered. If the creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spell's radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spell's radius must remain within 10-ft of the creature upon whom the spell is centred. All creatures affected can see each other.
  
-**Invisible Stalker**+==== Invisible Stalker ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 4598: Line 4689:
 This spell summons an invisible stalker (see Chapter 5). The stalker will perform one task as commanded by the caster, but resents its slavery and will always seek to misinterpret a command if it is worded ambiguously. This spell summons an invisible stalker (see Chapter 5). The stalker will perform one task as commanded by the caster, but resents its slavery and will always seek to misinterpret a command if it is worded ambiguously.
  
-**Irresistible Dance**+==== Irresistible Dance ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4614: Line 4706:
 The creature touched (successful "to hit" roll) flies into an uncontrollable, twitching tarantella, dancing wildly. The creature's armour class is penalised by -4, and it will fail any and all saving throws during the spell's duration. It cannot act in any way, or gain benefit from a shield. The creature touched (successful "to hit" roll) flies into an uncontrollable, twitching tarantella, dancing wildly. The creature's armour class is penalised by -4, and it will fail any and all saving throws during the spell's duration. It cannot act in any way, or gain benefit from a shield.
  
-**Jump**+==== Jump ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4630: Line 4723:
 This spell allows the subject to make one or more prodigious leaps, one additional leap for each three caster levels above 1. Thus, at a caster level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30-ft, or may leap backward or straight up for a distance of 10-ft. The leap is almost perfectly straight, with no arc. This spell allows the subject to make one or more prodigious leaps, one additional leap for each three caster levels above 1. Thus, at a caster level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30-ft, or may leap backward or straight up for a distance of 10-ft. The leap is almost perfectly straight, with no arc.
  
-**Knock**+==== Knock ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4646: Line 4740:
 The powerful magic words of a //knock// spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, will not be opened by means of the spell. If a door is secured by a number of devices, only two will be opened by the spell; a triple-locked door is proof against a single casting of the enchantment. The powerful magic words of a //knock// spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, will not be opened by means of the spell. If a door is secured by a number of devices, only two will be opened by the spell; a triple-locked door is proof against a single casting of the enchantment.
  
-**Legend Lore**+==== Legend Lore ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 4664: Line 4759:
 When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some value—often a potion—must be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend. When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some value—often a potion—must be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend.
  
-**Levitate**+==== Levitate ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4680: Line 4776:
 This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I—see Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall. This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I—see Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall.
  
-**Light**+==== Light ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4696: Line 4793:
 Other than as noted above, this spell is identical to the clerical spell //light//. Other than as noted above, this spell is identical to the clerical spell //light//.
  
-**Lightning Bolt**+==== Lightning Bolt ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4714: Line 4812:
 All items hit by the full force of the bolt must make item saving throws or be destroyed. The force of the bolt is often sufficient to blast doors into smouldering ruin. If the bolt strikes an object that does not conduct electricity, such as a stone wall, it will be deflected backward toward the caster (potentially inflicting a second shock upon those in the target area). Note that the length of a deflected bolt is not increased; the bolt will only rebound for the distance remaining in its original area of effect. All items hit by the full force of the bolt must make item saving throws or be destroyed. The force of the bolt is often sufficient to blast doors into smouldering ruin. If the bolt strikes an object that does not conduct electricity, such as a stone wall, it will be deflected backward toward the caster (potentially inflicting a second shock upon those in the target area). Note that the length of a deflected bolt is not increased; the bolt will only rebound for the distance remaining in its original area of effect.
  
-**Limited Wish**+==== Limited Wish ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 4736: Line 4835:
 The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson.
  
-**Locate Object**+==== Locate Object ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 4752: Line 4852:
 Other than as noted above, this spell is identical to the clerical spell //locate object//. Other than as noted above, this spell is identical to the clerical spell //locate object//.
  
-**Lower Water (Reversible)**+==== Lower Water (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4768: Line 4869:
 Except as may be noted above, this spell is identical to the clerical spell //lower water//. The spell's reverse can raise water no more than 5-ft/level. Except as may be noted above, this spell is identical to the clerical spell //lower water//. The spell's reverse can raise water no more than 5-ft/level.
  
-**Mage's Faithful Hound**+==== Mage's Faithful Hound ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 4784: Line 4886:
 This spell summons an invisible watchdog to guard an area. The hound is invisible to all but the caster, who may order it to keep watch over a particular area. The area must be close to the caster, however, for if the caster is more than 30-ft from the area the hound guards, it will return to the spirit realm. The hound can detect virtually any creature that enters the area: it can detect invisibility (which includes creatures on the astral and æthereal planes), can see creatures that are moving between dimensions, and can detect virtually any other method that might be employed to sneak into an area. If any creature larger than a cat or small dog enters the area, the hound will begin baying with its echoing, supernatural bark. Moreover, it will seek to attack intruders from behind (it does not make frontal assaults) and can attack as a monster of 10 HD for 3d6 damage, even if the opponent requires up to a +3 magical weapon to be hit. The hound cannot be harmed by any means other than by dispelling it. This spell summons an invisible watchdog to guard an area. The hound is invisible to all but the caster, who may order it to keep watch over a particular area. The area must be close to the caster, however, for if the caster is more than 30-ft from the area the hound guards, it will return to the spirit realm. The hound can detect virtually any creature that enters the area: it can detect invisibility (which includes creatures on the astral and æthereal planes), can see creatures that are moving between dimensions, and can detect virtually any other method that might be employed to sneak into an area. If any creature larger than a cat or small dog enters the area, the hound will begin baying with its echoing, supernatural bark. Moreover, it will seek to attack intruders from behind (it does not make frontal assaults) and can attack as a monster of 10 HD for 3d6 damage, even if the opponent requires up to a +3 magical weapon to be hit. The hound cannot be harmed by any means other than by dispelling it.
  
-**Mage's Sword**+==== Mage's Sword ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4800: Line 4903:
 The caster evokes a magical sword into being and can wield it by exerting his or her will. While doing so, he or she cannot cast spells, use magic items, or move, although the spell does not end if the magic user's concentration is broken; the sword simply does not attack during that round. The sword attacks as a fighter one-half the magic user's caster level (and always hits on a natural 19 or 20), and it can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; it inflicts 5d4 hp against size S and M creatures, or 5d6 against larger creatures. The sword can be dispelled by //dispel magic//. The material components for the spell cost 500 gp or more. The caster evokes a magical sword into being and can wield it by exerting his or her will. While doing so, he or she cannot cast spells, use magic items, or move, although the spell does not end if the magic user's concentration is broken; the sword simply does not attack during that round. The sword attacks as a fighter one-half the magic user's caster level (and always hits on a natural 19 or 20), and it can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; it inflicts 5d4 hp against size S and M creatures, or 5d6 against larger creatures. The sword can be dispelled by //dispel magic//. The material components for the spell cost 500 gp or more.
  
-**Magic Aura**+==== Magic Aura ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 4816: Line 4920:
 This spell creates a false magical aura around a single object of not more than five lbs per caster level. A //detect magic// spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the //detect magic// spell, he or she will be permitted a saving throw to realize that the aura is, in fact, not a true magical aura but a counterfeit. This spell creates a false magical aura around a single object of not more than five lbs per caster level. A //detect magic// spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the //detect magic// spell, he or she will be permitted a saving throw to realize that the aura is, in fact, not a true magical aura but a counterfeit.
  
-**Magic Jar**+==== Magic Jar ==== 
  
 //Arcane Possession// //Arcane Possession//
Line 4840: Line 4945:
 While the caster is in the magic jar waiting to possess another body, he or she can sense creatures beyond the jar, but not their nature. The jar may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). He or she does not gain any knowledge from the creature's mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body. While the caster is in the magic jar waiting to possess another body, he or she can sense creatures beyond the jar, but not their nature. The jar may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). He or she does not gain any knowledge from the creature's mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body.
  
-**Magic Missile**+==== Magic Missile ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4856: Line 4962:
 When this spell is cast, missiles of magical energy dart forth from the caster's fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first-level magic user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on. When this spell is cast, missiles of magical energy dart forth from the caster's fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first-level magic user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on.
  
-**Magic Mouth**+==== Magic Mouth ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4872: Line 4979:
 This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster's power limits the range at which the mouth can detect the triggering events. The mouth can "perceive" events at a range of 5-ft/caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as "hit dice," "class," "level," etc. but must use terms that would be familiar to the character. This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster's power limits the range at which the mouth can detect the triggering events. The mouth can "perceive" events at a range of 5-ft/caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as "hit dice," "class," "level," etc. but must use terms that would be familiar to the character.
  
-**Mass Charm**+==== Mass Charm ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 4888: Line 4996:
 This spell functions as does //charm monster//, but affects more than one creature. Total hit dice limits the number of creatures affected; the caster cannot affect a total number of hit dice more than twice his or her caster level. All of the target creatures must be within a 30-ft×30-ft area. This spell functions as does //charm monster//, but affects more than one creature. Total hit dice limits the number of creatures affected; the caster cannot affect a total number of hit dice more than twice his or her caster level. All of the target creatures must be within a 30-ft×30-ft area.
  
-**Mass Invisibility**+==== Mass Invisibility ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 4904: Line 5013:
 This spell acts in the same manner as an //invisibility// spell, but has an effective radius of 30-ft×30-ft, possibly hiding as many as 300 medium-sized creatures if they are packed in close and do not jostle one another. This spell acts in the same manner as an //invisibility// spell, but has an effective radius of 30-ft×30-ft, possibly hiding as many as 300 medium-sized creatures if they are packed in close and do not jostle one another.
  
-**Massmorph**+==== Massmorph ==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
Line 4920: Line 5030:
 This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The "tree's" reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled). This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The "tree's" reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled).
  
-**Maze**+==== Maze ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 4936: Line 5047:
 The targeted creature is trapped by this spell into an interdimensional reality similar to that created by the second level spell //ropetrick//. This wormhole has an entrance, which closes immediately after the target is trapped, and an exit, which is difficult to find in the branching, twisting maze of the dimensional labyrinth. A creature's intelligence determines the amount of time required to find the way out and emerge back into the material plane. The targeted creature is trapped by this spell into an interdimensional reality similar to that created by the second level spell //ropetrick//. This wormhole has an entrance, which closes immediately after the target is trapped, and an exit, which is difficult to find in the branching, twisting maze of the dimensional labyrinth. A creature's intelligence determines the amount of time required to find the way out and emerge back into the material plane.
  
-**Mending**+==== Mending ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4952: Line 5064:
 This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities. This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities.
  
-**Message**+==== Message ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 4968: Line 5081:
 Once this spell is cast, the magic user may point to any creature in range and whisper a message that the other creature will hear. If there is time remaining, the recipient may whisper a message in reply. Only one creature may be in contact with the caster at a time, but if time allows, the caster may make contact with more than one possible recipient. The gestures of this spell are subtle, and it is easy to conceal that the enchantment is being cast. Note that the path between the magic user and the recipient must be a straight line and not completely blocked. Once this spell is cast, the magic user may point to any creature in range and whisper a message that the other creature will hear. If there is time remaining, the recipient may whisper a message in reply. Only one creature may be in contact with the caster at a time, but if time allows, the caster may make contact with more than one possible recipient. The gestures of this spell are subtle, and it is easy to conceal that the enchantment is being cast. Note that the path between the magic user and the recipient must be a straight line and not completely blocked.
  
-**Meteor Swarm**+==== Meteor Swarm ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 4984: Line 5098:
 Meteor-like chunks of magical fire streak from the magic user's outstretched hand, exploding into an inferno of flame when they strike the intended targets. The caster may hurl four large meteors or eight small meteors. These missiles strike the first creature in their straight-line trajectories automatically, granting no saving throw and inflicting full damage. When the meteor strikes its target, the explosion of fire may catch other creatures in its radius. These creatures receive saving throws for half damage. Large meteors inflict 10d4 hp damage and explode in a radius of 15-ft. Small meteors inflict 5d4 hp damage and explode in a radius of 7½-ft. If the explosions overlap, a creature in this area is subject to damage from all the explosions, but is entitled to a separate saving throw (halving damage) for each. Meteor-like chunks of magical fire streak from the magic user's outstretched hand, exploding into an inferno of flame when they strike the intended targets. The caster may hurl four large meteors or eight small meteors. These missiles strike the first creature in their straight-line trajectories automatically, granting no saving throw and inflicting full damage. When the meteor strikes its target, the explosion of fire may catch other creatures in its radius. These creatures receive saving throws for half damage. Large meteors inflict 10d4 hp damage and explode in a radius of 15-ft. Small meteors inflict 5d4 hp damage and explode in a radius of 7½-ft. If the explosions overlap, a creature in this area is subject to damage from all the explosions, but is entitled to a separate saving throw (halving damage) for each.
  
-**Mind Blank**+==== Mind Blank ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5000: Line 5115:
 By means of this spell, the person upon whom it is cast becomes completely protected from all divination and scrying magic. His or her thoughts cannot be detected in any way, he or she cannot be magically overheard when speaking, his or her soul cannot be trapped or affected, etc. By means of this spell, the person upon whom it is cast becomes completely protected from all divination and scrying magic. His or her thoughts cannot be detected in any way, he or she cannot be magically overheard when speaking, his or her soul cannot be trapped or affected, etc.
  
-**Minor Globe of Invulnerability**+==== Minor Globe of Invulnerability ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5016: Line 5132:
 A globe of eldritch power forms around the magic user, hedging out all spells of third or lower level. Spells may be cast from within the globe. Dispel magic, if cast upon the globe, will destroy it. A globe of eldritch power forms around the magic user, hedging out all spells of third or lower level. Spells may be cast from within the globe. Dispel magic, if cast upon the globe, will destroy it.
  
-**Mirror Image**+==== Mirror Image ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 5032: Line 5149:
 The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell's 6-ft radius also becomes slightly blurred to sight, like the reflection of a slightly distorted mirror. The combination of these two magical phenomena makes it impossible to distinguish the images from the caster without aid of a magical nature, such as //true seeing//. When an opponent makes a successful hit against one of the images, the image breaks up and disappears (the others remain). If an opponent attempts to attack a magic user obscured by this spell, it is randomly determined whether the "to hit" roll is directed toward the person or one of the images. At the end of the spell's duration, the images fade from sight. The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell's 6-ft radius also becomes slightly blurred to sight, like the reflection of a slightly distorted mirror. The combination of these two magical phenomena makes it impossible to distinguish the images from the caster without aid of a magical nature, such as //true seeing//. When an opponent makes a successful hit against one of the images, the image breaks up and disappears (the others remain). If an opponent attempts to attack a magic user obscured by this spell, it is randomly determined whether the "to hit" roll is directed toward the person or one of the images. At the end of the spell's duration, the images fade from sight.
  
-**Mnemonic Enhancement**+==== Mnemonic Enhancement ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5048: Line 5166:
 This spell enhances the magic user's precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorisation, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities. This spell enhances the magic user's precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorisation, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities.
  
-**Monster Summoning I**+==== Monster Summoning I ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5078: Line 5197:
 Evil casters may get the monsters in parentheses, at the GM's option. Evil casters may get the monsters in parentheses, at the GM's option.
  
-**Monster Summoning II**+==== Monster Summoning II ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5106: Line 5226:
  
  
-**Monster Summoning III**+==== Monster Summoning III ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5138: Line 5259:
  
  
-**Monster Summoning IV**+==== Monster Summoning IV ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5170: Line 5292:
  
  
-**Monster Summoning V**+==== Monster Summoning V ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5198: Line 5321:
  
  
-**Monster Summoning VI**+==== Monster Summoning VI ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5230: Line 5354:
  
  
-**Monster Summoning VII**+==== Monster Summoning VII ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5258: Line 5383:
  
  
-**Move Earth**+==== Move Earth ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5278: Line 5404:
 If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with the—presumably undesired—result of destroying the cottage in the process. If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with the—presumably undesired—result of destroying the cottage in the process.
  
-**Part Water**+==== Part Water ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5292: Line 5419:
 Except as may be noted above, this spell is identical to the clerical spell //part water//. Except as may be noted above, this spell is identical to the clerical spell //part water//.
  
-**Passwall**+==== Passwall ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5308: Line 5436:
 By means of a //passwall// spell, the magic user creates an inter-dimensional opening through any non-metallic material, allowing him or her and any others to simply walk directly into the hillside or through a wall. More than one spell may be used in succession to create longer passages. The inside of the passageway is still a part of the material plane; the inter-dimensional warping of space simply acts to "remove" the material through which the passage is created. By means of a //passwall// spell, the magic user creates an inter-dimensional opening through any non-metallic material, allowing him or her and any others to simply walk directly into the hillside or through a wall. More than one spell may be used in succession to create longer passages. The inside of the passageway is still a part of the material plane; the inter-dimensional warping of space simply acts to "remove" the material through which the passage is created.
  
-**Permanency**+==== Permanency ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5330: Line 5459:
 These spells may be dispelled by any caster subject to the normal rules for //dispel magic//. These spells may be dispelled by any caster subject to the normal rules for //dispel magic//.
  
-**Phantasmal Force**+==== Phantasmal Force ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 5350: Line 5480:
 Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results. Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.
  
-**Phase Door**+==== Phase Door ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5366: Line 5497:
 The caster opens, by means of this spell, a dimensional pathway through a solid object, 10-ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a //passwall//. The caster opens, by means of this spell, a dimensional pathway through a solid object, 10-ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a //passwall//.
  
-**Plant Growth**+==== Plant Growth ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5380: Line 5512:
 Except as noted above, this spell is identical to the druidic spell //plant growth//. Except as noted above, this spell is identical to the druidic spell //plant growth//.
  
-**Polymorph Object**+==== Polymorph Object ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5424: Line 5557:
 This spell can be dispelled. This spell can be dispelled.
  
-**Polymorph Other**+==== Polymorph Other ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5442: Line 5576:
 For every intelligence point of the transformed creature, the base chance is reduced by 5%, and there is a further ±5% alteration for each level (or HD) by which the original form's level (or HD) differs from that of the new form. This check is made on a daily basis, so such a transformation will, eventually, become inevitable according to the laws of chance if the transformed creature is not magically brought back to its original form. A transformed creature retains its former hit points, but otherwise assumes all the physical characteristics of the new form immediately. The transformation may be dispelled, but the second change of shape will necessitate another system shock check. For every intelligence point of the transformed creature, the base chance is reduced by 5%, and there is a further ±5% alteration for each level (or HD) by which the original form's level (or HD) differs from that of the new form. This check is made on a daily basis, so such a transformation will, eventually, become inevitable according to the laws of chance if the transformed creature is not magically brought back to its original form. A transformed creature retains its former hit points, but otherwise assumes all the physical characteristics of the new form immediately. The transformation may be dispelled, but the second change of shape will necessitate another system shock check.
  
-**Polymorph Self**+==== Polymorph Self ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5460: Line 5595:
 The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defences, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human's soft fists. Similarly, if he or she transforms into a dragon, he or she will have the dragon's ability to fly but no breath weapon. As an orc, he or she would be able to use whatever weapons he or she could use in his original shape, but would lack infravision. The caster retains his or her own hit points and armour class. The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defences, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human's soft fists. Similarly, if he or she transforms into a dragon, he or she will have the dragon's ability to fly but no breath weapon. As an orc, he or she would be able to use whatever weapons he or she could use in his original shape, but would lack infravision. The caster retains his or her own hit points and armour class.
  
-**Power Word, Blind**+==== Power Word, Blind ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5476: Line 5612:
 The word of //power to blind// removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect. The word of //power to blind// removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect.
  
-**Power Word, Kill**+==== Power Word, Kill ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5492: Line 5629:
 Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, be used to slaughter up to 120 hp of creatures with 10 or fewer hit points each. The total number of hit points is based upon the target's current hit points, not maximum hit points, so wounded creatures are more vulnerable to the spell. All creatures to be killed must be within the spell's area of effect. Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, be used to slaughter up to 120 hp of creatures with 10 or fewer hit points each. The total number of hit points is based upon the target's current hit points, not maximum hit points, so wounded creatures are more vulnerable to the spell. All creatures to be killed must be within the spell's area of effect.
  
-**Power Word, Stun**+==== Power Word, Stun ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5508: Line 5646:
 The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the word's magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spell's effect is determined by the target's current hit points (not its normal maximum). A creature with 1-30 remaining hit points will be stunned for 4d4 rounds, a creature with 31-60 hp remaining will be stunned for 2d4 rounds, a creature with 61-90 hp remaining will be stunned for 1d4 rounds, and creatures with 90+ hit points will be able to shrug off the effect of the spell entirely. The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the word's magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spell's effect is determined by the target's current hit points (not its normal maximum). A creature with 1-30 remaining hit points will be stunned for 4d4 rounds, a creature with 31-60 hp remaining will be stunned for 2d4 rounds, a creature with 61-90 hp remaining will be stunned for 1d4 rounds, and creatures with 90+ hit points will be able to shrug off the effect of the spell entirely.
  
-**Prismatic Sphere**+==== Prismatic Sphere ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5539: Line 5678:
  
  
-**Project Image**+==== Project Image ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 5555: Line 5695:
 This spell creates an illusory duplicate of the magic user in another place within the spell's range. The image must remain visible to the caster or the spell will end. Much like //mirror image//, the projected image mimics all the caster's movements, but it is not affected by attacks of any kind. The image possesses an arcane link to the caster; if desired, the magic user can cast spells that originate at the image rather than at the caster, as if the image, rather than the magic user, cast the spell. Thus, the effective range of an attack spell can be increased, or a spell that would ordinarily centre on the caster could be brought into effect around the projected image. This spell creates an illusory duplicate of the magic user in another place within the spell's range. The image must remain visible to the caster or the spell will end. Much like //mirror image//, the projected image mimics all the caster's movements, but it is not affected by attacks of any kind. The image possesses an arcane link to the caster; if desired, the magic user can cast spells that originate at the image rather than at the caster, as if the image, rather than the magic user, cast the spell. Thus, the effective range of an attack spell can be increased, or a spell that would ordinarily centre on the caster could be brought into effect around the projected image.
  
-**Protection From Evil (Reversible)**+==== Protection From Evil (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5571: Line 5712:
 Other than as noted above, this spell is identical to the clerical spell //protection from evil//. Other than as noted above, this spell is identical to the clerical spell //protection from evil//.
  
-**Protection From Evil, 10-ft Radius (Reversible)**+==== Protection From Evil, 10-ft Radius (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5587: Line 5729:
 This spell, except as noted above, is similar to the clerical spell //protection from evil, 10-ft radius//. This spell, except as noted above, is similar to the clerical spell //protection from evil, 10-ft radius//.
  
-**Protection From Normal Missiles**+==== Protection From Normal Missiles ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5603: Line 5746:
 The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell's power is not sufficient to completely ward off the larger missiles hurled by siege engines such as catapults and ballistae, nor the enchantment of a magic arrow or bolt, but does reduce any damage caused by such weapons by 1 hit point per die of damage. The spell conveys no protection whatsoever against spells, including spells with missile-like qualities such as //fireball// or //ray of enfeeblement//. The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell's power is not sufficient to completely ward off the larger missiles hurled by siege engines such as catapults and ballistae, nor the enchantment of a magic arrow or bolt, but does reduce any damage caused by such weapons by 1 hit point per die of damage. The spell conveys no protection whatsoever against spells, including spells with missile-like qualities such as //fireball// or //ray of enfeeblement//.
  
-**Push**+==== Push ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5619: Line 5763:
 The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one pound per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10-ft/round(directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty "to hit" equal to the caster's level. For example, a tenth level magic user could exert so much eldritch force against an attacking orc's axe that the orc would suffer a -10 "to hit" with it. Moving an actual creature or a heavier object is only possible if the creature's weight in pounds is not more than 50 times the caster's level. The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one pound per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10-ft/round(directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty "to hit" equal to the caster's level. For example, a tenth level magic user could exert so much eldritch force against an attacking orc's axe that the orc would suffer a -10 "to hit" with it. Moving an actual creature or a heavier object is only possible if the creature's weight in pounds is not more than 50 times the caster's level.
  
-**Pyrotechnics**+==== Pyrotechnics ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5635: Line 5780:
 With any exceptions noted above, this spell is identical to the druidic spell //pyrotechnics//. With any exceptions noted above, this spell is identical to the druidic spell //pyrotechnics//.
  
-**Ray of Enfeeblement**+==== Ray of Enfeeblement ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 5651: Line 5797:
 As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster's hand to strike the chosen target. No attack roll is required to hit. If the target fails a saving throw, its strength and the effect of all attacks which are dependent upon strength are reduced by 25%. The amount of reduction is increased by 1%/caster level (to be rounded off in the case of lower-level magic users simply as a matter of convenience). Thus, if an orc is struck with the //ray// by a level one magic user, the orc would lose 26% (rounded to 25%, at the option of the GM) of its strength. Its "to hit" rolls are not affected, but any damage it inflicts is reduced to 75% (or 74%) of the damage rolled (a good GM avoids minuscule calculations that might bog down the game). A //ray of enfeeblement// may technically reduce the target's strength below the required minimum to qualify for a class, but its effects are too temporary to affect class choices (so an enfeebled paladin with a temporary strength of 8 retains his or her paladinhood). Any further effects of the reduced strength are determined by the GM. As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster's hand to strike the chosen target. No attack roll is required to hit. If the target fails a saving throw, its strength and the effect of all attacks which are dependent upon strength are reduced by 25%. The amount of reduction is increased by 1%/caster level (to be rounded off in the case of lower-level magic users simply as a matter of convenience). Thus, if an orc is struck with the //ray// by a level one magic user, the orc would lose 26% (rounded to 25%, at the option of the GM) of its strength. Its "to hit" rolls are not affected, but any damage it inflicts is reduced to 75% (or 74%) of the damage rolled (a good GM avoids minuscule calculations that might bog down the game). A //ray of enfeeblement// may technically reduce the target's strength below the required minimum to qualify for a class, but its effects are too temporary to affect class choices (so an enfeebled paladin with a temporary strength of 8 retains his or her paladinhood). Any further effects of the reduced strength are determined by the GM.
  
-**Read Magic (Reversible)**+==== Read Magic (Reversible) ==== 
  
 //Arcane Divination// //Arcane Divination//
Line 5671: Line 5818:
 The reverse of the spell allows the magic user to make magical writings indecipherable for the spell's duration, and is cast upon the writing rather than upon the caster him- or herself. The reverse of the spell allows the magic user to make magical writings indecipherable for the spell's duration, and is cast upon the writing rather than upon the caster him- or herself.
  
-**Remove Curse (Reversible)**+==== Remove Curse (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5687: Line 5835:
 Other than as noted above, this spell is identical to the clerical spell //remove curse//. Other than as noted above, this spell is identical to the clerical spell //remove curse//.
  
-**Reincarnation**+==== Reincarnation ==== 
  
 //Arcane Necromancy// //Arcane Necromancy//
Line 5719: Line 5868:
  
  
-**Repulsion**+==== Repulsion ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5735: Line 5885:
 All living creatures in the spell's path will move away from the caster at their normal movement rates for the spell's duration, as if by choice. All living creatures in the spell's path will move away from the caster at their normal movement rates for the spell's duration, as if by choice.
  
-**Reverse Gravity**+==== Reverse Gravity ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5751: Line 5902:
 The caster momentarily reverses gravity in the area of effect, which is a 30 square-ft area, extending a mile into the air. Any object or creature in this area will "fall" upwards for a distance of 20-ft, striking intervening objects as per a normal, downward fall. When the duration ends, of course, they will fall downward again. The caster momentarily reverses gravity in the area of effect, which is a 30 square-ft area, extending a mile into the air. Any object or creature in this area will "fall" upwards for a distance of 20-ft, striking intervening objects as per a normal, downward fall. When the duration ends, of course, they will fall downward again.
  
-**Rope Trick**+==== Rope Trick ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5767: Line 5919:
 This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell's expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within. This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell's expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within.
  
-**Scare**+==== Scare ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 5783: Line 5936:
 This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell's effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls. This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell's effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls.
  
-**Secret Chest**+==== Secret Chest ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5799: Line 5953:
 This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster's possessions. The chest itself must be crafted of the finest materials in order to support the spell's magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the æthereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chest's actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the æthereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger one from the æther wherever he or she might be. It is possible, although not likely, that some æthereal creature or æthereal traveller might happen upon the chest while it is in the æthereal plane. So long as the chest remains in the æthereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the æthereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell's link to the chest will fail, and the chest will be irrecoverable. This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster's possessions. The chest itself must be crafted of the finest materials in order to support the spell's magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the æthereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chest's actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the æthereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger one from the æther wherever he or she might be. It is possible, although not likely, that some æthereal creature or æthereal traveller might happen upon the chest while it is in the æthereal plane. So long as the chest remains in the æthereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the æthereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell's link to the chest will fail, and the chest will be irrecoverable.
  
-**Shape Change**+==== Shape Change ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5815: Line 5970:
 Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp.
  
-**Shatter**+==== Shatter ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5831: Line 5987:
 This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware, etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction. This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware, etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction.
  
-**Shield**+==== Shield ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 5847: Line 6004:
 By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell's duration. The shield is a frontal defence and grants no benefits against attacks from behind or from the rear flanks. By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell's duration. The shield is a frontal defence and grants no benefits against attacks from behind or from the rear flanks.
  
-**Shocking Grasp**+==== Shocking Grasp ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5863: Line 6021:
 This spell imbues the caster's hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster. This spell imbues the caster's hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster.
  
-**Simulacrum**+==== Simulacrum ==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
Line 5879: Line 6038:
 This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate's substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points and a lower level of experience (1d4+1×10%). The simulacrum does not have its own personality; it is under the caster's control and has no volition without the caster's spoken command. A simulacrum can be improved by the use of other spells; a //reincarnation// spell will provide it with its own personality, and a //limited wish// may be used to give it the original's personality and 40-60% of the original's memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated. This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate's substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points and a lower level of experience (1d4+1×10%). The simulacrum does not have its own personality; it is under the caster's control and has no volition without the caster's spoken command. A simulacrum can be improved by the use of other spells; a //reincarnation// spell will provide it with its own personality, and a //limited wish// may be used to give it the original's personality and 40-60% of the original's memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated.
  
-**Sleep**+==== Sleep ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 5906: Line 6066:
  
  
-**Slow**+==== Slow ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5922: Line 6083:
 This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/caster level, but all must be within the area of the spell's area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative. This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/caster level, but all must be within the area of the spell's area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative.
  
-**Spell Immunity**+==== Spell Immunity ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5938: Line 6100:
 This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell's duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size. This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell's duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size.
  
-**Spider Climb**+==== Spider Climb ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5954: Line 6117:
 When the magic user casts this spell, the recipient's bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30-ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect. When the magic user casts this spell, the recipient's bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30-ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect.
  
-**Spirit-Rack**+==== Spirit-Rack ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5974: Line 6138:
 Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend's goals and personality, but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual. Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend's goals and personality, but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual.
  
-**Statue**+==== Statue ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5990: Line 6155:
 The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break. The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break.
  
-**Stinking Cloud**+==== Stinking Cloud ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6006: Line 6172:
 This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible.
  
-**Stone Shape**+==== Stone Shape ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6022: Line 6189:
 The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard's tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful. The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard's tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful.
  
-**Stone to Flesh (Reversible)**+==== Stone to Flesh (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6038: Line 6206:
 This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/caster level may be transformed. A saving throw is permitted only against the spell's reverse,// flesh to stone//. This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/caster level may be transformed. A saving throw is permitted only against the spell's reverse,// flesh to stone//.
  
-**Strength**+==== Strength ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6054: Line 6223:
 This spell increases a person's strength (affecting the same sorts of creatures as hold person). The recipient's strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 "to hit" as well. This spell increases a person's strength (affecting the same sorts of creatures as hold person). The recipient's strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 "to hit" as well.
  
-**Suggestion**+==== Suggestion ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 6070: Line 6240:
 This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("These are not the halflings you seek"), suggestions of a course of action ("You won't mention you saw us, I have no doubt"), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "magical" torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster. This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("These are not the halflings you seek"), suggestions of a course of action ("You won't mention you saw us, I have no doubt"), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "magical" torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster.
  
-**Symbol**+==== Symbol ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 6104: Line 6275:
 Material components for this spell cost at least 10,000 gp. Material components for this spell cost at least 10,000 gp.
  
-**Telekinesis**+==== Telekinesis ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6120: Line 6292:
 This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/round, but the caster can double this speed every round (to 40-ft, then 80-ft, then 160-ft) to a maximum of 102,400-ft/round (1,706-ft/second). For every 2,000-ft/round that an object is travelling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically. This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/round, but the caster can double this speed every round (to 40-ft, then 80-ft, then 160-ft) to a maximum of 102,400-ft/round (1,706-ft/second). For every 2,000-ft/round that an object is travelling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically.
  
-**Teleport**+==== Teleport ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6159: Line 6332:
 **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid.
  
-**Temporal Stasis (Reversible)**+==== Temporal Stasis (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6175: Line 6349:
 This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell's reverse form. This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell's reverse form.
  
-**Time Stop**+==== Time Stop ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6191: Line 6366:
 This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell's common name is a misnomer, for time does not actually stop; rather the caster simply gains a few "extra" moments, captured in between the points of time's normal passage. Effectively, the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster. This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell's common name is a misnomer, for time does not actually stop; rather the caster simply gains a few "extra" moments, captured in between the points of time's normal passage. Effectively, the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster.
  
-**Tiny Hut**+==== Tiny Hut ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6209: Line 6385:
 Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70˚ Fahrenheit for so long as the outside temperature remains in a range from 0˚ to 100˚. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70˚. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside. Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70˚ Fahrenheit for so long as the outside temperature remains in a range from 0˚ to 100˚. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70˚. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside.
  
-**Tongues (Reversible)**+==== Tongues (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6225: Line 6402:
 Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell's area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell's area, or may be used to cancel out the effects of the //tongues// spell. Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell's area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell's area, or may be used to cancel out the effects of the //tongues// spell.
  
-**Transformation**+==== Transformation ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6241: Line 6419:
 Upon the completion of this spell, the caster's form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The caster's existing hit points are doubled, and any damage sustained is first deducted from the "additional" hit points with no deduction from the "true" hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The caster's armour class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a //**potion of heroism**//. Upon the completion of this spell, the caster's form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The caster's existing hit points are doubled, and any damage sustained is first deducted from the "additional" hit points with no deduction from the "true" hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The caster's armour class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a //**potion of heroism**//.
  
-**Transmute Rock to Mud**+==== Transmute Rock to Mud ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6257: Line 6436:
 Except as may be noted above, this spell is identical to the druidic spell of the same name. Except as may be noted above, this spell is identical to the druidic spell of the same name.
  
-**Trap the Soul**+==== Trap the Soul ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 6273: Line 6453:
 This spell traps a victim's soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permitted—the imprisonment is automatic). When a being is freed from imprisonment, even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a //geas//. This spell traps a victim's soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permitted—the imprisonment is automatic). When a being is freed from imprisonment, even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a //geas//.
  
-**Unseen Servant**+==== Unseen Servant ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 6289: Line 6470:
 By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell's area of effect. By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell's area of effect.
  
-**Vanish**+==== Vanish ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6305: Line 6487:
 The caster's magic words cause an object to vanish, either being teleported away or shifted into the æthereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a //teleport// spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the æthereal plane, to be replaced with shapeless stone. A //dispel magic// cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish. The caster's magic words cause an object to vanish, either being teleported away or shifted into the æthereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a //teleport// spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the æthereal plane, to be replaced with shapeless stone. A //dispel magic// cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish.
  
-**Ventriloquism**+==== Ventriloquism ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 6321: Line 6504:
 The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound. The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound.
  
-**Wall of Fire**+==== Wall of Fire ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6337: Line 6521:
 A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/level. In all other respects, the spell resembles the druidic spell //wall of fire//. A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/level. In all other respects, the spell resembles the druidic spell //wall of fire//.
  
-**Wall of Force**+==== Wall of Force ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6353: Line 6538:
 A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed, hanging magically in place where it was evoked. A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed, hanging magically in place where it was evoked.
  
-**Wall of Ice**+==== Wall of Ice ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6369: Line 6555:
 A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%. A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%.
  
-**Wall of Iron**+==== Wall of Iron ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6385: Line 6572:
 By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations, but its existence is magical and may be dispelled. By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations, but its existence is magical and may be dispelled.
  
-**Wall of Stone**+==== Wall of Stone ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6401: Line 6589:
 When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored—a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored—a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone.
  
-**Water Breathing (Reversible)**+==== Water Breathing (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6417: Line 6606:
 Except as noted above, this spell is identical to the druidic spell //water breathing//. Except as noted above, this spell is identical to the druidic spell //water breathing//.
  
-**Web**+==== Web ==== 
  
 //Arcane Evocation// //Arcane Evocation//
Line 6433: Line 6623:
 This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell's area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell's area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1-ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1-ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10-ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100-ft per turn. The strands of a //web// spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs. This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell's area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell's area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1-ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1-ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10-ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100-ft per turn. The strands of a //web// spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs.
  
-**Wish**+==== Wish ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 6453: Line 6644:
 The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson.
  
-**Wizard Eye**+==== Wizard Eye ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6469: Line 6661:
 The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter. The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter.
  
-**Wizard Lock**+==== Wizard Lock ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 6485: Line 6678:
 A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//. A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//.
  
-**Write**+==== Write ==== 
  
 //Arcane Evocation// //Arcane Evocation//
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki