osric:chapter2
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osric:chapter2 [2019/06/08 18:59] – [Magic User Spells] TOC 2 robertfreemanday | osric:chapter2 [2019/06/08 19:32] – [Magic User Spells] TOC 3 robertfreemanday | ||
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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/ | ||
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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/ | ||
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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/ | ||
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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// | ||
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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/ | ||
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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. | ||
- | **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/ | ||
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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/ | ||
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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// | ||
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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/ | ||
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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// | ||
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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// | ||
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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/ | ||
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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/ | ||
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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/ | ||
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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// | ||
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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/ | ||
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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/ | ||
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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/ | ||
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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// | ||
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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// | ||
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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// | ||
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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/ | ||
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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/ | ||
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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 5150: | 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/ | ||
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- | **Monster Summoning III** | + | ==== Monster Summoning III ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning IV** | + | ==== Monster Summoning IV ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning V** | + | ==== Monster Summoning V ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning VI** | + | ==== Monster Summoning VI ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning VII** | + | ==== Monster Summoning VII ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Move Earth** | + | ==== Move Earth ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5350: | 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/ | ||
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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/ | ||
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By means of a // | By means of a // | ||
- | **Permanency** | + | ==== Permanency |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | ||
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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/ | ||
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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 5452: | 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 5496: | Line 5557: | ||
This spell can be dispelled. | This spell can be dispelled. | ||
- | **Polymorph Other** | + | ==== Polymorph Other ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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/ | ||
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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/ | ||
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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/ | ||
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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/ | ||
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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 5611: | Line 5678: | ||
- | **Project Image** | + | ==== Project Image ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
Line 5627: | 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 5643: | 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 5659: | 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 5675: | 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 5691: | 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 5707: | 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 5723: | 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 5743: | 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 5759: | 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 5791: | Line 5868: | ||
- | **Repulsion** | + | ==== Repulsion |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 5807: | Line 5885: | ||
All living creatures in the spell' | All living creatures in the spell' | ||
- | **Reverse Gravity** | + | ==== Reverse Gravity |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5823: | 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 5839: | 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/ |
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday