osric:chapter2
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osric:chapter2 [2019/06/08 18:50] – [Magic User Spells] TOC 1 robertfreemanday | osric:chapter2 [2019/06/08 18:59] – [Magic User Spells] TOC 2 robertfreemanday | ||
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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/ |
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday