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osric:chapter2 [2019/06/08 18:50] – [Magic User Spells] TOC 1 robertfreemandayosric: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, the enchantment ends. With a touch of his or her hand, the magic user creates a weak and temporary enchantment upon a full-sized weapon, or upon two smaller weapons such as arrows, bolts, or daggers. The enchantment lends no bonus to hit, but may be used to strike creatures that can be hit only with a magical weapon. When the weapon hits successfully, the enchantment ends.
  
-**Enlarge (Reversible)**+==== Enlarge (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell causes a creature or object to grow in size and weight. The spell increases a creature's size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an object's size and weight by 10% per caster level (to a maximum increase of 100%). The magic user's power limits the volume of material that he or she can enlarge; the mage can affect no more than 10 cubic-ft of living matter, or 5 cubic-ft of non-living matter, per level. A normal sized person doubled in size will generally have strength of 18, and tripled in size would have strength of 20+. The spell's reverse applies in the same ratios, but with the effect of reducing the size of an object or creature. If the spell is cast on an unwilling recipient, a successful saving throw will negate the spell, but willing recipients may choose to forgo the save. This spell causes a creature or object to grow in size and weight. The spell increases a creature's size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an object's size and weight by 10% per caster level (to a maximum increase of 100%). The magic user's power limits the volume of material that he or she can enlarge; the mage can affect no more than 10 cubic-ft of living matter, or 5 cubic-ft of non-living matter, per level. A normal sized person doubled in size will generally have strength of 18, and tripled in size would have strength of 20+. The spell's reverse applies in the same ratios, but with the effect of reducing the size of an object or creature. If the spell is cast on an unwilling recipient, a successful saving throw will negate the spell, but willing recipients may choose to forgo the save.
  
-**Erase**+==== Erase ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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's radial area of effect. The caster need not be able to see the creature whose thoughts he is reading; the spell can be used to listen beyond a closed door. The spell cannot penetrate more than two feet of stone or more than two inches of any metal, and it is foiled by even a thin sheet of lead. This spell allows the caster to overhear the surface thoughts of any thinking being in the spell's radial area of effect. The caster need not be able to see the creature whose thoughts he is reading; the spell can be used to listen beyond a closed door. The spell cannot penetrate more than two feet of stone or more than two inches of any metal, and it is foiled by even a thin sheet of lead.
  
-**Explosive Runes**+==== Explosive Runes ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
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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/Phantasm// //Arcane Illusion/Phantasm//
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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, if a thief attempts to remove the illusory trap, believing it to be real, there is only a 20% likelihood that the illusion will be dispelled or exposed by these efforts. In this case, the thief, seeing the illusion unchanged, will usually conclude that the attempt to remove the "trap" has failed. Only one //false trap// may be placed within a 50-ft radius, and if two items bearing this illusion come within 50-ft of each other, both will be dispelled. By means of this spell, the mage weaves an illusion around an object, making it appear trapped to any normal inspection (such as by a thief). Any such examiner has an 80% chance of finding and believing the //false trap//. This likelihood decreases by 3% per level of experience of the thief. Furthermore, if a thief attempts to remove the illusory trap, believing it to be real, there is only a 20% likelihood that the illusion will be dispelled or exposed by these efforts. In this case, the thief, seeing the illusion unchanged, will usually conclude that the attempt to remove the "trap" has failed. Only one //false trap// may be placed within a 50-ft radius, and if two items bearing this illusion come within 50-ft of each other, both will be dispelled.
  
-**Fear**+==== Fear ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
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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's level. There is a base 60% chance for a creature to drop whatever it is holding (immediately upon failing the saving throw), reduced by 5% per HD or level of the panicked creature. This spell causes utter panic in the creatures exposed to the cone-shaped emanation of phantasmal terror the caster hurls forth. If any creature, of any level or hit dice, fails its saving throw against the spell, it will bolt away from the caster as fast as possible for as many rounds as the caster's level. There is a base 60% chance for a creature to drop whatever it is holding (immediately upon failing the saving throw), reduced by 5% per HD or level of the panicked creature.
  
-**Feather Fall**+==== Feather Fall ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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's target has not landed by the time the spell expires, the fall will resume at normal speed and damage will be taken for the remaining distance. The magic user can affect a weight of up to 200 lbs plus another 200 lbs/caster level. The spell may be used to slow propelled objects such as arrows, but will not affect sword blows or other non-propelled forces. This spell causes creatures or objects in the area of effect to fall as slowly and lightly as feathers, at a rate of about 10-ft in six seconds (1 segment). No damage is taken from the distance spent falling under the influence of the spell, but it is worthy of note that if the spell's target has not landed by the time the spell expires, the fall will resume at normal speed and damage will be taken for the remaining distance. The magic user can affect a weight of up to 200 lbs plus another 200 lbs/caster level. The spell may be used to slow propelled objects such as arrows, but will not affect sword blows or other non-propelled forces.
  
-**Feeblemind**+==== Feeblemind ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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 Except as may be noted above, this spell is identical to the druidic spell //feeblemind//. Except as may be noted above, this spell is identical to the druidic spell //feeblemind//.
  
-**Feign Death**+==== Feign Death ==== 
  
 //Arcane Necromancy// //Arcane Necromancy//
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 This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused—potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled. This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused—potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.
  
-**Find Familiar**+==== Find Familiar ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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 |Chaotic evil or Chaotic Neutral:|Quasit| |Chaotic evil or Chaotic Neutral:|Quasit|
  
-**Fire Charm**+==== Fire Charm ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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 This spell transforms an existing fire into a powerful mental snare. Any creature within the spell's radius who even so much as glances at the fire must make a saving throw vs spells or be entranced by the dancing flames. While so entranced, the creature becomes susceptible to the caster's words, in the same manner as with a //suggestion// spell, but with a penalty of -3 to the saving throw. The enchantment will be broken if the entranced creature can no longer see the flames or if it is attacked. This spell transforms an existing fire into a powerful mental snare. Any creature within the spell's radius who even so much as glances at the fire must make a saving throw vs spells or be entranced by the dancing flames. While so entranced, the creature becomes susceptible to the caster's words, in the same manner as with a //suggestion// spell, but with a penalty of -3 to the saving throw. The enchantment will be broken if the entranced creature can no longer see the flames or if it is attacked.
  
-**Fire Shield**+==== Fire Shield ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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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's level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a //fire trap// is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a //fire trap//, and the trap will detonate if an attempt to remove traps fails. This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the caster, magical fire explodes in an area 5-ft in radius around the //fire trapped// object, causing 1d4 plus the caster's level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a //fire trap// is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a //fire trap//, and the trap will detonate if an attempt to remove traps fails.
  
-**Fireball**+==== Fireball ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 With a pointing gesture at the ending of the incantation, the magic user causes a massive explosion of magical fire at the target point. The fireball detonates with a low roar, causing 1d6 damage per caster level to all creatures within the area of effect. Creatures making successful saving throws suffer only half the indicated damage. When the magic user casts the spell, a bead of light streaks from his or her pointed finger to the target area, and if it strikes another object directly in its path the fireball will detonate immediately. The blast fills the entire volume of the spell radius, and if it is cast into an enclosed area smaller than the area of effect the flames will expand from this area until the spell's full volume has been reached. The volume of a 20-ft radius sphere is approximately 33,500 cubic-ft, and there are 1,000 cubic-ft in a 10-ft×10-ft×10-ft area, so in an area with a 10-ft ceiling the //fireball// will fill approximately thirty-three 10-ft×10-ft squares. Thus, if a fireball explodes in the middle of a corridor 10-ft wide and 10-ft high, the blast will extend a staggering 165-ft in both directions. It is quite possible, particularly in dungeoneering environments, for the magic user to be caught in the backblast of his or her own //fireball// spell. The flames do not create any significant change in air pressure, but the furnace-like heat causes all items in the blast to make saving throws against magical fire or ignite (or, in the case of metals, melt). With a pointing gesture at the ending of the incantation, the magic user causes a massive explosion of magical fire at the target point. The fireball detonates with a low roar, causing 1d6 damage per caster level to all creatures within the area of effect. Creatures making successful saving throws suffer only half the indicated damage. When the magic user casts the spell, a bead of light streaks from his or her pointed finger to the target area, and if it strikes another object directly in its path the fireball will detonate immediately. The blast fills the entire volume of the spell radius, and if it is cast into an enclosed area smaller than the area of effect the flames will expand from this area until the spell's full volume has been reached. The volume of a 20-ft radius sphere is approximately 33,500 cubic-ft, and there are 1,000 cubic-ft in a 10-ft×10-ft×10-ft area, so in an area with a 10-ft ceiling the //fireball// will fill approximately thirty-three 10-ft×10-ft squares. Thus, if a fireball explodes in the middle of a corridor 10-ft wide and 10-ft high, the blast will extend a staggering 165-ft in both directions. It is quite possible, particularly in dungeoneering environments, for the magic user to be caught in the backblast of his or her own //fireball// spell. The flames do not create any significant change in air pressure, but the furnace-like heat causes all items in the blast to make saving throws against magical fire or ignite (or, in the case of metals, melt).
  
-**Flame Arrow**+==== Flame Arrow ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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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's commands (although if it is allowed more than 20-ft from the caster it will disappear). The disk cannot move faster than 60-ft per round. A //floating disk// can carry up to 100 lbs per level of the caster. This evocation produces an invisible disk about 3-ft across, shaped like a shallow bowl. The disk floats in the air and moves in accordance with the caster's commands (although if it is allowed more than 20-ft from the caster it will disappear). The disk cannot move faster than 60-ft per round. A //floating disk// can carry up to 100 lbs per level of the caster.
  
-**Fly**+==== Fly ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
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 This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster's level is equal to or less than the observer's intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true—conversely, there are mundane methods that give a chance to detect this very spell, such as striking the "gold" with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell. This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster's level is equal to or less than the observer's intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true—conversely, there are mundane methods that give a chance to detect this very spell, such as striking the "gold" with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell.
  
-**Forceful Hand**+==== Forceful Hand ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 This spell creates a powerful, magical hand similar to that of the magic user spell //interposing hand//. Unlike the //interposing hand//, the //forceful hand// can push opponents or objects. The hand can move a creature weighing 500 lbs or less. It reduces the speed of a creature between 500 and 2,000 lbs to no greater than 10-ft/round, and it slows the movement of creatures heavier than 2,000 lbs but smaller than 8,000 lbs to one-half. As in the case of the //interposing hand//, the //forceful hand// has as many hit points as the caster. This spell creates a powerful, magical hand similar to that of the magic user spell //interposing hand//. Unlike the //interposing hand//, the //forceful hand// can push opponents or objects. The hand can move a creature weighing 500 lbs or less. It reduces the speed of a creature between 500 and 2,000 lbs to no greater than 10-ft/round, and it slows the movement of creatures heavier than 2,000 lbs but smaller than 8,000 lbs to one-half. As in the case of the //interposing hand//, the //forceful hand// has as many hit points as the caster.
  
-**Forget**+==== Forget ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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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's area to affect, and these must make saving throws or suffer the loss of memory. The caster may designate 1-4 creatures as the targets of the spell. If one is targeted, the saving throw is made with a -2 penalty; if two are targeted, the penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the saving throw. Lost memories can only be restored by //heal//, //restoration//, or //wish//; the spell's effect is not subject to being merely dispelled. This extremely potent spell causes the victims to forget events of the immediate past. The spell obliterates memory of the last round plus one additional round per three caster levels. The caster decides which creatures in the spell's area to affect, and these must make saving throws or suffer the loss of memory. The caster may designate 1-4 creatures as the targets of the spell. If one is targeted, the saving throw is made with a -2 penalty; if two are targeted, the penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the saving throw. Lost memories can only be restored by //heal//, //restoration//, or //wish//; the spell's effect is not subject to being merely dispelled.
  
-**Freezing Sphere**+==== Freezing Sphere ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 **Shattering globe:** The spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10-ft radius (half if save vs spells). If not used within 1 round/caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp. **Shattering globe:** The spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10-ft radius (half if save vs spells). If not used within 1 round/caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp.
  
-**Friends**+==== Friends ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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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/Charm// //Arcane Enchantment/Charm//
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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's full effects. This enchantment causes intense clumsiness in the affected creature. Attempting to run will result in an immediate fall to a prone position, and anything held in hand (or claw, etc.) will be dropped. A successful saving throw allows the affected creature to act as if under the influence of a //slow// spell in order to avoid the spell's full effects.
  
-**Gate**+==== Gate ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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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's casting might choose not to step through the gate into the material plane—summoning Thor is unlikely to bring the thunder god from the halls of Valhalla—however, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible. A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material plane—summoning Thor is unlikely to bring the thunder god from the halls of Valhalla—however, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible.
  
-**Geas**+==== Geas ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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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/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday

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