osric:chapter2
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osric:chapter2 [2019/06/08 18:39] – [Druid Spells] TOC robertfreemanday | osric:chapter2 [2019/06/08 19:51] – [Magic User Spells] TOC 4 robertfreemanday | ||
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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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Airy Water** | + | ==== Airy Water ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Animal Growth (Reversible)** | + | ==== Animal Growth (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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// | ||
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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// | ||
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An // | An // | ||
- | **Antipathy/ | + | ==== Antipathy/ |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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 " | 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 " | ||
- | **Astral Spell** | + | ==== Astral Spell ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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/ | //Arcane Illusion/ | ||
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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' | 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' | ||
- | **Blink** | + | ==== Blink ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell is a weak and rather unreliable form of one of the true mage's most powerful capabilities: | This spell is a weak and rather unreliable form of one of the true mage's most powerful capabilities: | ||
- | **Burning Hands** | + | ==== Burning Hands ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Cacodemon** | + | ==== Cacodemon |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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Certain spells (// | Certain spells (// | ||
- | **Charm Monster** | + | ==== Charm Monster |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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- | **Charm Person** | + | ==== Charm Person |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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/ | //Arcane Enchantment/ | ||
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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' | 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' | ||
- | **Clairaudience** | + | ==== Clairaudience |
//Arcane Divination// | //Arcane Divination// | ||
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// | // | ||
- | **Clairvoyance** | + | ==== Clairvoyance |
//Arcane Divination// | //Arcane Divination// | ||
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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// | ||
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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' | 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' | ||
- | **Clone** | + | ==== Clone ==== |
//Arcane Necromancy// | //Arcane Necromancy// | ||
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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, | 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, | ||
- | **Cloudkill** | + | ==== Cloudkill |
//Arcane Evocation// | //Arcane Evocation// | ||
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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/ | 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/ | ||
- | **Comprehend Languages (Reversible)** | + | ==== Comprehend Languages (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell allows the magic user to decipher a written language (including pictographs, | This spell allows the magic user to decipher a written language (including pictographs, | ||
- | **Cone of Cold** | + | ==== Cone of Cold ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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A //cone of cold// is a blast of magical cold originating from the caster' | A //cone of cold// is a blast of magical cold originating from the caster' | ||
- | **Confusion** | + | ==== Confusion |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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/ | //Arcane Conjuration/ | ||
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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// | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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// | ||
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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/ | //Arcane Transmutation/ | ||
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This spell creates small lights at a chosen distance, under the caster' | This spell creates small lights at a chosen distance, under the caster' | ||
- | **Darkness, 15-ft Radius** | + | ==== Darkness, 15-ft Radius |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell creates an area of utter lightlessness, | This spell creates an area of utter lightlessness, | ||
- | **Death Spell** | + | ==== Death Spell ==== |
//Arcane Necromancy// | //Arcane Necromancy// | ||
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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 " | 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 " | ||
- | **Delayed Blast Fireball** | + | ==== Delayed Blast Fireball |
//Arcane Evocation// | //Arcane Evocation// | ||
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A delayed //blast fireball// is somewhat more powerful than a normal // | A delayed //blast fireball// is somewhat more powerful than a normal // | ||
- | **Detect Evil (Reversible)** | + | ==== Detect Evil (Reversible) |
//Arcane Divination// | //Arcane Divination// | ||
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This spell allows the magic user to detect emanations of evil (or good, in the case of the spell' | This spell allows the magic user to detect emanations of evil (or good, in the case of the spell' | ||
- | **Detect Invisibility** | + | ==== Detect Invisibility |
//Arcane Divination// | //Arcane Divination// | ||
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The spell' | The spell' | ||
- | **Detect Magic** | + | ==== Detect Magic ==== |
//Arcane Divination// | //Arcane Divination// | ||
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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// | ||
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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/ | //Arcane Transmutation/ | ||
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//Dimension door// is a weak form of teleportation, | //Dimension door// is a weak form of teleportation, | ||
- | **Disintegrate** | + | ==== Disintegrate |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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//, | 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//, | ||
- | **Dispel Magic** | + | ==== Dispel Magic ==== |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Duo-Dimension** | + | ==== Duo-Dimension |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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, | 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, | ||
- | **Enchant an Item** | + | ==== Enchant an Item ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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This spell is not permanent unless a // | This spell is not permanent unless a // | ||
- | **Enchanted Weapon (Reversible)** | + | ==== Enchanted Weapon (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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, | 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, | ||
- | **Enlarge (Reversible)** | + | ==== Enlarge (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell causes a creature or object to grow in size and weight. The spell increases a creature' | This spell causes a creature or object to grow in size and weight. The spell increases a creature' | ||
- | **Erase** | + | ==== Erase ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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// | ||
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This spell allows the caster to overhear the surface thoughts of any thinking being in the spell' | This spell allows the caster to overhear the surface thoughts of any thinking being in the spell' | ||
- | **Explosive Runes** | + | ==== Explosive Runes ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Illusion/ | ||
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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, | 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, | ||
- | **Fear** | + | ==== Fear ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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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' | 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' | ||
- | **Feather Fall** | + | ==== Feather Fall ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Feeblemind** | + | ==== Feeblemind |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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Except as may be noted above, this spell is identical to the druidic spell // | Except as may be noted above, this spell is identical to the druidic spell // | ||
- | **Feign Death** | + | ==== Feign Death ==== |
//Arcane Necromancy// | //Arcane Necromancy// | ||
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This spell magically slows the recipient' | This spell magically slows the recipient' | ||
- | **Find Familiar** | + | ==== Find Familiar |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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|Chaotic evil or Chaotic Neutral: | |Chaotic evil or Chaotic Neutral: | ||
- | **Fire Charm** | + | ==== Fire Charm ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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This spell transforms an existing fire into a powerful mental snare. Any creature within the spell' | This spell transforms an existing fire into a powerful mental snare. Any creature within the spell' | ||
- | **Fire Shield** | + | ==== Fire Shield |
//Arcane Evocation// | //Arcane Evocation// | ||
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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// | ||
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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' | 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' | ||
- | **Fireball** | + | ==== Fireball |
//Arcane Evocation// | //Arcane Evocation// | ||
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With a pointing gesture at the ending of the incantation, | With a pointing gesture at the ending of the incantation, | ||
- | **Flame Arrow** | + | ==== Flame Arrow ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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// | ||
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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' | 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' | ||
- | **Fly** | + | ==== Fly ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, | This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, | ||
- | **Forceful Hand** | + | ==== Forceful Hand ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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This spell creates a powerful, magical hand similar to that of the magic user spell // | This spell creates a powerful, magical hand similar to that of the magic user spell // | ||
- | **Forget** | + | ==== Forget |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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' | 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' | ||
- | **Freezing Sphere** | + | ==== Freezing Sphere |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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**Shattering globe: | **Shattering globe: | ||
- | **Friends** | + | ==== Friends |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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/ | //Arcane Enchantment/ | ||
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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' | 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' | ||
- | **Gate** | + | ==== Gate ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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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' | 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' | ||
- | **Geas** | + | ==== Geas ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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This spell causes opaque materials to become transparent, | This spell causes opaque materials to become transparent, | ||
- | **Globe of Invulnerability** | + | ==== Globe of Invulnerability |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// | This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// | ||
- | **Grasping Hand** | + | ==== Grasping Hand ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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// | ||
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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/ | //Arcane Transmutation/ | ||
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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// | ||
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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' | 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' | ||
- | **Haste** | + | ==== Haste ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Hold Monster** | + | ==== Hold Monster |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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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/ | //Arcane Enchantment/ | ||
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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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Ice Storm** | + | ==== Ice Storm ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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// | ||
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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' | 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' | ||
- | **Imprisonment (Reversible)** | + | ==== Imprisonment (Reversible) |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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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 // | 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 // | ||
- | **Incendiary Cloud** | + | ==== Incendiary Cloud ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Conjuration/ | ||
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This spell calls a specific, desired object into the caster' | This spell calls a specific, desired object into the caster' | ||
- | **Interposing Hand** | + | ==== Interposing Hand ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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/ | //Arcane Illusion/ | ||
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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, | + | ==== Invisibility, |
//Arcane Illusion/ Phantasm// | //Arcane Illusion/ Phantasm// | ||
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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' | 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' | ||
- | **Invisible Stalker** | + | ==== Invisible Stalker |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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/ | //Arcane Enchantment/ | ||
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The creature touched (successful "to hit" roll) flies into an uncontrollable, | The creature touched (successful "to hit" roll) flies into an uncontrollable, | ||
- | **Jump** | + | ==== Jump ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
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, | 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, | ||
- | **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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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// | ||
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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, | 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, | ||
- | **Limited Wish** | + | ==== Limited Wish ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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// | ||
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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/ | //Arcane Transmutation/ | ||
Line 4768: | Line 4869: | ||
Except as may be noted above, this spell is identical to the clerical spell //lower water//. The spell' | Except as may be noted above, this spell is identical to the clerical spell //lower water//. The spell' | ||
- | **Mage's Faithful Hound** | + | ==== Mage's Faithful Hound ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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; | 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; | ||
- | **Magic Aura** | + | ==== Magic Aura ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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' | 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' | ||
- | **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' | When this spell is cast, missiles of magical energy dart forth from the caster' | ||
- | **Magic Mouth** | + | ==== Magic Mouth ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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' | 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' | ||
- | **Mass Charm** | + | ==== Mass Charm ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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/ | //Arcane Illusion/ | ||
Line 4904: | Line 5013: | ||
This spell acts in the same manner as an // | This spell acts in the same manner as an // | ||
- | **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 " | 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 " | ||
- | **Maze** | + | ==== Maze ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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 // | The targeted creature is trapped by this spell into an interdimensional reality similar to that created by the second level spell // | ||
- | **Mending** | + | ==== Mending |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
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, | 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, | ||
- | **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/ | //Arcane Illusion/ | ||
Line 5032: | Line 5149: | ||
The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell' | The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell' | ||
- | **Mnemonic Enhancement** | + | ==== Mnemonic Enhancement |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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, | 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, | ||
- | **Monster Summoning I** | + | ==== Monster Summoning I ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5078: | Line 5197: | ||
Evil casters may get the monsters in parentheses, | Evil casters may get the monsters in parentheses, | ||
- | **Monster Summoning II** | + | ==== Monster Summoning II ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5106: | Line 5226: | ||
- | **Monster Summoning III** | + | ==== Monster Summoning III ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5138: | Line 5259: | ||
- | **Monster Summoning IV** | + | ==== Monster Summoning IV ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5170: | Line 5292: | ||
- | **Monster Summoning V** | + | ==== Monster Summoning V ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5198: | Line 5321: | ||
- | **Monster Summoning VI** | + | ==== Monster Summoning VI ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5230: | Line 5354: | ||
- | **Monster Summoning VII** | + | ==== Monster Summoning VII ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5258: | Line 5383: | ||
- | **Move Earth** | + | ==== Move Earth ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
Line 5308: | Line 5436: | ||
By means of a // | By means of a // | ||
- | **Permanency** | + | ==== Permanency |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Illusion/ | ||
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, | Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, | ||
- | **Phase Door** | + | ==== Phase Door ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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 // | 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 // | ||
- | **Plant Growth** | + | ==== Plant Growth |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
Line 5424: | Line 5557: | ||
This spell can be dispelled. | This spell can be dispelled. | ||
- | **Polymorph Other** | + | ==== Polymorph Other ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
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' | 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' | ||
- | **Power Word, Blind** | + | ==== Power Word, Blind ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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/ | //Arcane Conjuration/ | ||
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, | 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, | ||
- | **Power Word, Stun** | + | ==== Power Word, Stun ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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' | 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' | ||
- | **Prismatic Sphere** | + | ==== Prismatic Sphere |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5539: | Line 5678: | ||
- | **Project Image** | + | ==== Project Image ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
Line 5555: | Line 5695: | ||
This spell creates an illusory duplicate of the magic user in another place within the spell' | This spell creates an illusory duplicate of the magic user in another place within the spell' | ||
- | **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 // | Other than as noted above, this spell is identical to the clerical spell // | ||
- | **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 // | This spell, except as noted above, is similar to the clerical spell // | ||
- | **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' | The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell' | ||
- | **Push** | + | ==== Push ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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/ | 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/ | ||
- | **Pyrotechnics** | + | ==== Pyrotechnics |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5635: | Line 5780: | ||
With any exceptions noted above, this spell is identical to the druidic spell // | With any exceptions noted above, this spell is identical to the druidic spell // | ||
- | **Ray of Enfeeblement** | + | ==== Ray of Enfeeblement |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 5651: | Line 5797: | ||
As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster' | As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster' | ||
- | **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' | The reverse of the spell allows the magic user to make magical writings indecipherable for the spell' | ||
- | **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' | All living creatures in the spell' | ||
- | **Reverse Gravity** | + | ==== Reverse Gravity |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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 " | 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 " | ||
- | **Rope Trick** | + | ==== Rope Trick ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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' | 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' | ||
- | **Scare** | + | ==== Scare ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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' | 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' | ||
- | **Secret Chest** | + | ==== Secret Chest ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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' | 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' | ||
- | **Shape Change** | + | ==== Shape Change |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | //Arcane Transmutation/ | ||
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, | 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, | ||
- | **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' | 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' | ||
- | **Shocking Grasp** | + | ==== Shocking Grasp ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5863: | Line 6021: | ||
This spell imbues the caster' | This spell imbues 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' | 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' | ||
- | **Sleep** | + | ==== Sleep ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 5906: | Line 6066: | ||
- | **Slow** | + | ==== Slow ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | 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/ | ||
- | **Spell Immunity** | + | ==== Spell Immunity |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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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' | 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' | ||
- | **Spider Climb** | + | ==== Spider Climb ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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When the magic user casts this spell, the recipient' | When the magic user casts this spell, the recipient' | ||
- | **Spirit-Rack** | + | ==== Spirit-Rack |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend' | Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend' | ||
- | **Statue** | + | ==== Statue |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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 //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, | ||
- | **Stinking Cloud** | + | ==== Stinking Cloud ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Stone to Flesh (Reversible)** | + | ==== Stone to Flesh (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | 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/ | ||
- | **Strength** | + | ==== Strength |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell increases a person' | This spell increases a person' | ||
- | **Suggestion** | + | ==== Suggestion |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (" | This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (" | ||
- | **Symbol** | + | ==== Symbol |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | 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/ | ||
- | **Teleport** | + | ==== Teleport |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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**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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Time Stop** | + | ==== Time Stop ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Tiny Hut** | + | ==== Tiny Hut ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Transformation** | + | ==== Transformation |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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Upon the completion of this spell, the caster' | Upon the completion of this spell, the caster' | ||
- | **Transmute Rock to Mud** | + | ==== Transmute Rock to Mud ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Conjuration/ | ||
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This spell traps a victim' | This spell traps a victim' | ||
- | **Unseen Servant** | + | ==== Unseen Servant |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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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' | 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' | ||
- | **Vanish** | + | ==== Vanish |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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The caster' | The caster' | ||
- | **Ventriloquism** | + | ==== Ventriloquism |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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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// | ||
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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/ | 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/ | ||
- | **Wall of Force** | + | ==== Wall of Force ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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, | 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, | ||
- | **Wall of Ice** | + | ==== Wall of Ice ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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// | ||
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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/ | 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/ | ||
- | **Wall of Stone** | + | ==== Wall of Stone ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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/ | //Arcane Transmutation/ | ||
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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// | ||
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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' | 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' | ||
- | **Wish** | + | ==== Wish ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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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/ | //Arcane Transmutation/ | ||
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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/ | //Arcane Transmutation/ | ||
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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