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osric:chapter2 [2019/06/08 18:59] – [Magic User Spells] TOC 2 robertfreemandayosric:chapter2 [2021/04/04 17:11] (current) – [Light (Reversible)] spelling correction robertfreemanday
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 If the range of a spell is "0," this indicates that the spell must be cast right at the caster's location, but that it remains stationary (in other words, it does not travel). If the range is "caster," this indicates that the spell moves with the caster. If the range of a spell is "0," this indicates that the spell must be cast right at the caster's location, but that it remains stationary (in other words, it does not travel). If the range is "caster," this indicates that the spell moves with the caster.
  
-Spell duration refers to the length of time that the spell's magic remains "magical." Thus a permanent duration means that the spell creates an enchantment (which can probably be dispelled). A spell with instantaneous duration is a spell that causes a permanent change in the world, but one that no longer requires a spell to maintain. The effect of a spell with instantaneous duration cannot later be dispelled. The cleric's cure spells are an excellent example: once a wounded person is cured, the regained hit points cannot be removed with a //dispel magic// spell, but they are not magically protected from being removed with a sword stroke, either. The spell is simply complete once it is cast, and no more magic is active after that point. Spells marked with "Instantaneous (permanent)" under "duration" all have this propertythey cannot be removed by being dispelled.+Spell duration refers to the length of time that the spell's magic remains "magical." Thus a permanent duration means that the spell creates an enchantment (which can probably be dispelled). A spell with instantaneous duration is a spell that causes a permanent change in the world, but one that no longer requires a spell to maintain. The effect of a spell with instantaneous duration cannot later be dispelled. The cleric's cure spells are an excellent example: once a wounded person is cured, the regained hit points cannot be removed with a //dispel magic// spell, but they are not magically protected from being removed with a sword stroke, either. The spell is simply complete once it is cast, and no more magic is active after that point. Spells marked with "Instantaneous (permanent)" under "duration" all have this property--they cannot be removed by being dispelled.
  
 Spell components may be verbal (representing the words used to incant the spell), somatic (representing the gesture or gestures that must accompany the casting), and/or material (representing physical components that are normally consumed in the spell's casting). Exception: Material components that are not normally consumed include a cleric's holy symbol. Spell components may be verbal (representing the words used to incant the spell), somatic (representing the gesture or gestures that must accompany the casting), and/or material (representing physical components that are normally consumed in the spell's casting). Exception: Material components that are not normally consumed include a cleric's holy symbol.
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 It is possible for high level magic users and illusionists to research new spells. Such spells should be assigned a level by the GM which should be commensurate with the approximate power of the spell. The GM should always ensure that such spell research is difficult, demanding, dangerous and very, very expensive! It is possible for high level magic users and illusionists to research new spells. Such spells should be assigned a level by the GM which should be commensurate with the approximate power of the spell. The GM should always ensure that such spell research is difficult, demanding, dangerous and very, very expensive!
  
-The spell names provided are generic, and may (or should) be adjusted for additional flavour and relevance to the particular campaign in question. Thus, for example, //Animate Dead// might be re-named //Jaxon's Fearsome Marching Corpse// after the name of the mage who originally researched it in that particular campaignor perhaps, after the spell's most famous (or infamous) victim.+The spell names provided are generic, and may (or should) be adjusted for additional flavour and relevance to the particular campaign in question. Thus, for example, //Animate Dead// might be re-named //Jaxon's Fearsome Marching Corpse// after the name of the mage who originally researched it in that particular campaign--or perhaps, after the spell's most famous (or infamous) victim.
  
 ===== Cleric Spells by Level ===== ===== Cleric Spells by Level =====
  
-|    |**Level One**|**Level Two**|**Level Three**| +|    |  **Level One**   **Level Two**   **Level Three**  
-|  1  |Bless|Augury|Animate Dead| +|  1  |[[chapter2#bless_reversible|Bless]]<sup>*</sup>|[[chapter2#augury|Augury]]|[[chapter2#animate_dead|Animate Dead]]
-|  2  |Command|Chant|Continual Light| +|  2  |[[chapter2#command|Command]]|[[chapter2#chant|Chant]]|[[chapter2#continual_light_reversible|Continual Light]]<sup>*</sup>
-|  3  |Create Water|Detect Charm|Create Food/Water| +|  3  |[[chapter2#create_water|Create Water]]|[[chapter2#detect_charm_reversible|Detect Charm]]<sup>*</sup>|[[chapter2#create_food_and_water|Create Food Water]]
-|  4  |Cure Light Wounds|Find Traps|Cure Blindness| +|  4  |[[chapter2#cure_light_wounds_reversible|Cure Light Wounds]]<sup>*</sup>|[[chapter2#find_traps|Find Traps]]|[[chapter2#cure_blindness_reversible|Cure Blindness]]<sup>*</sup>
-|  5  |Detect Evil|Hold Person|Cure Disease| +|  5  |[[chapter2#detect_evil_reversible|Detect Evil]]<sup>*</sup>|[[chapter2#hold_person|Hold Person]]|[[chapter2#cure_disease_reversible|Cure Disease]]<sup>*</sup>
-|  6  |Detect Magic|Know Alignment|Dispel Magic| +|  6  |[[chapter2#detect_magic|Detect Magic]]|[[chapter2#know_alignment_reversible|Know Alignment]]<sup>*</sup>|[[chapter2#dispel_magic|Dispel Magic]]
-|  7  |Light|Resist Fire|Feign Death| +|  7  |[[chapter2#light|Light]]|[[chapter2#resist_fire|Resist Fire]]|[[chapter2#feign_death|Feign Death]]
-|  8  |Protection from Evil|Silence, 15-ft Radius|Glyph of Warding| +|  8  |[[chapter2#protection_from_evil_reversible|Protection from Evil]]<sup>*</sup>|[[chapter2#silence_15-ft_radius|Silence, 15-ft Radius]]|[[chapter2#glyph_of_warding|Glyph of Warding]]
-|  9  |Purify Food and Drink|Slow Poison|Locate Object| +|  9  |[[chapter2#purify_food_and_drink_reversible|Purify Food and Drink]]<sup>*</sup>|[[chapter2#slow_poison|Slow Poison]]|[[chapter2#locate_object_reversible|Locate Object]]<sup>*</sup>
-|  10  |Remove Fear|Snake Charm|Prayer| +|  10  |[[chapter2#remove_fear_reversible|Remove Fear]]<sup>*</sup>|[[chapter2#snake_charm|Snake Charm]]|[[chapter2#prayer|Prayer]]
-|  11  |Resist Cold|Speak With Animals|Remove Curse| +|  11  |[[chapter2#resist_cold|Resist Cold]]|[[chapter2#speak_with_animals|Speak With Animals]]|[[chapter2#remove_curse_reversible|Remove Curse]]<sup>*</sup>
-|  12  |Sanctuary|Spiritual Weapon|Speak with Dead|+|  12  |[[chapter2#sanctuary|Sanctuary]]|[[chapter2#spiritual_weapon|Spiritual Weapon]]|[[chapter2#speak_with_dead|Speak with Dead]]|
  
 +|    |  **Level Four**  |  **Level Five**  |  **Level Six**  |  **Level Seven**  |
 +|  1  | [[chapter2#cure_serious_wounds_reversible|Cure Serious Wounds]]<sup>*</sup>| [[chapter2#atonement|Atonement]]| [[chapter2#aerial_servant|Aerial Servant]]| [[chapter2#astral_spell|Astral Spell]] |
 +|  2  | [[chapter2#detect_lie_reversible|Detect Lie]]<sup>*</sup>| [[chapter2#commune|Commune]]| [[chapter2#animate_object|Animate Object]]| [[chapter2#control_weather|Control Weather]] |
 +|  3  | [[chapter2#divination|Divination]]| [[chapter2#cure critical wounds_reversible|Cure Critical Wounds]]<sup>*</sup>| [[chapter2#blade_barrier|Blade Barrier]]| [[chapter2#earthquake|Earthquake]] |
 +|  4  | [[chapter2#exorcise|Exorcise]]| [[chapter2#dispel evil_reversible|Dispel Evil]]<sup>*</sup>| [[chapter2#conjure_animals|Conjure Animals]]| [[chapter2#gate|Gate]] |
 +|  5  | [[chapter2#lower_water_reversible|Lower Water]]<sup>*</sup>| [[chapter2#flame strike|Flame Strike]]| [[chapter2#find_the_path_reversible|Find the Path]]<sup>*</sup>| [[chapter2#holy_word_reversible|Holy Word]]<sup>*</sup> |
 +|  6  | [[chapter2#neutralise_poison_reversible|Neutralise Poison]]<sup>*</sup>| [[chapter2#insect plague|Insect Plague]]| [[chapter2#heal_reversible|Heal]]<sup>*</sup>| [[chapter2#regenerate_reversible|Regenerate]]<sup>*</sup> |
 +|  7  | [[chapter2#protection_from_evil_10-ft_radius_reversible|Pro. From Evil 10-ft R.]]<sup>*</sup>| [[chapter2#plane shift|Plane Shift]]| [[chapter2#part_water|Part Water]]| [[chapter2#restoration_reversible|Restoration]]<sup>*</sup> |
 +|  8  | [[chapter2#speak_with_plants|Speak With Plants]]| [[chapter2#quest|Quest]]| [[chapter2#speak_with_monsters|Speak w/Monsters]]| [[chapter2#resurrection_reversible|Resurrection]]<sup>*</sup> |
 +|  9  | [[chapter2#sticks_to_snakes_reversible|Sticks to Snakes]]<sup>*</sup>| [[chapter2#raise dead_reversible|Raise Dead]]<sup>*</sup>| [[chapter2#stone_tell|Stone Tell]]| [[chapter2#symbol|Symbol]] |
 +|  10  | [[chapter2#tongues_reversible|Tongues]]<sup>*</sup>| [[chapter2#true_seeing_reversible|True Seeing]]<sup>*</sup>| [[chapter2#word_of_recall|Word of Recall]]| [[chapter2#wind_walk|Wind Walk]] |
  
  
-|    |  **Level Four**  |  **Level Five**  |  **Level Six**  |  **Level Seven** +<sup>*</sup>//spell is reversible//
-|  1  |Cure Serious Wounds|Atonement|Aerial Servant|Astral Spell| +
-|  2  |Detect Lie|Commune|Animate Object|Control Weather| +
-|  3  |Divination|Cure Critical Wounds|Blade Barrier|Earthquake| +
-|  4  |Exorcise|Dispel Evil|Conjure Animals|Gate| +
-|  5  |Lower Water|Flame Strike|Find the Path|Holy Word| +
-|  6  |Neutralise Poison|Insect Plague|Heal|Regenerate| +
-|  7  |Pro. From Evil 10-ft R.|Plane Shift|Part Water|Restoration| +
-|  8  |Speak With Plants|Quest|Speak w/Monsters|Resurrection| +
-|  9  |Sticks to Snakes|Raise Dead|Stone Tell|Symbol| +
-|  10  |Tongues|True Seeing|Word of Recall|Wind Walk| +
 ===== Druid Spells by Level ===== ===== Druid Spells by Level =====
- 
 |    |  **Level One**  |  **Level Two**  |  **Level Three**  |  **Level Four**  | |    |  **Level One**  |  **Level Two**  |  **Level Three**  |  **Level Four**  |
-|  1  |Animal Friendship|Barkskin|Call Lightning|Animal Summoning I| +|  1  | [[chapter2#animal_friendship|Animal Friendship]]| [[chapter2#barkskin|Barkskin]]| [[chapter2#call_lightning|Call Lightning]]| [[chapter2#animal_summoning_i|Animal Summoning I]] 
-|  2  |Detect Magic|Charm Person/Mam.|Cure Disease|Call Woodland Beings| +|  2  | [[chapter2#detect_magic|Detect Magic]]| [[chapter2#charm person_or_mammal|Charm Person/Mam.]]| [[chapter2#cure_disease_reversible|Cure Disease]]<sup>*</sup>| [[chapter2#call_woodland_beings|Call Woodland Beings]] 
-|  3  |Detect Pits/Snares|Create Water|Hold Animal|Cntrl Temp., 100-ft R.| +|  3  | [[chapter2#detect_pits_and_snares|Detect Pits/Snares]]| [[chapter2#create water|Create Water]]| [[chapter2#hold_animal|Hold Animal]]| [[chapter2#control_temperature_10-ft_radius|Cntrl Temp., 10-ft R.]] 
-|  4  |Entangle|Cure Light Wounds|Neutralise Poison|Cure Serious Wounds| +|  4  | [[chapter2#entangle|Entangle]]| [[chapter2#cure_light_wounds_reversible|Cure Light Wounds]]<sup>*</sup>| [[chapter2#neutralise_poison_reversible|Neutralise Poison]]<sup>*</sup>| [[chapter2#cure_serious_wounds_reversible|Cure Serious Wounds]]<sup>*</sup> 
-|  5  |Faerie Fire|Feign Death|Plant Growth|Dispel Magic| +|  5  | [[chapter2#faerie_fire|Faerie Fire]]| [[chapter2#feign death|Feign Death]]| [[chapter2#plant_growth|Plant Growth]]| [[chapter2#dispel_magic|Dispel Magic]] 
-|  6  |Invisibility to Animals|Fire Trap|Protection From Fire|Hallucinatory Forest| +|  6  | [[chapter2#invisibility_to_animals|Invisibility to Animals]]| [[chapter2#fire trap|Fire Trap]]| [[chapter2#protection_from_fire|Protection From Fire]]| [[chapter2#hallucinatory_forest|Hallucinatory Forest]] 
-|  7  |Locate Animals|Heat Metal|Pyrotechnics|Hold Plant| +|  7  | [[chapter2#locate_animals|Locate Animals]]| [[chapter2#heat_metal_reversible|Heat Metal]]<sup>*</sup>| [[chapter2#pyrotechnics|Pyrotechnics]]| [[chapter2#hold_plant|Hold Plant]] 
-|  8  |Pass Without Trace|Locate Plants|Snare|Plant Door| +|  8  | [[chapter2#pass_without_trace|Pass Without Trace]]| [[chapter2#locate plants|Locate Plants]]| [[chapter2#snare|Snare]]| [[chapter2#plant_door|Plant Door]] 
-|  9  |Predict Weather|Obscurement|Stone Shape|Produce Fire| +|  9  | [[chapter2#predict_weather|Predict Weather]]| [[chapter2#obscurement|Obscurement]]| [[chapter2#stone_shape|Stone Shape]]| [[chapter2#produce_fire_reversible|Produce Fire]]<sup>*</sup> 
-|  10  |Purify Water|Produce Flame|Summon Insects|Pro. From Lightning| +|  10  | [[chapter2#purify_water_reversible|Purify Water]]<sup>*</sup>| [[chapter2#produce flame|Produce Flame]]| [[chapter2#summon_insects|Summon Insects]]| [[chapter2#protection_from_lightning|Pro. From Lightning]] 
-|  11  |Shillelagh|Trip|Tree|Repel Insects| +|  11  | [[chapter2#shillelagh|Shillelagh]]| [[chapter2#trip|Trip]]| [[chapter2#tree|Tree]]| [[chapter2#repel_insects|Repel Insects]] 
-|  12  |Speak with Animals|Warp Wood|Water Breathing|Speak with Plants|+|  12  | [[chapter2#speak_with_animals|Speak with Animals]]| [[chapter2#warp wood|Warp Wood]]| [[chapter2#water_breathing_reversible|Water Breathing]]<sup>*</sup>| [[chapter2#speak_with_plants|Speak with Plants]] |
  
 +|    |  **Level Five**  |  **Level Six**  |  **Level Seven**  |
 +|  1  | [[chapter2#animal_growth_reversible|Animal Growth]]<sup>*</sup>| [[chapter2#animal_summoning_iii|Animal Summoning III]]| [[chapter2#animate_rock|Animate Rock]]| 
 +|  2  | [[chapter2#animal_summoning_ii|Animal Summoning II]]| [[chapter2#anti-animal_shell|Anti-Animal Shell]]| [[chapter2#chariot_of_fire|Chariot of Fire]]| 
 +|  3  | [[chapter2#anti-plant_shell|Anti-Plant Shell]]| [[chapter2#conjure_fire_elemental_reversible|Conjure Fire Elemental]]<sup>*</sup>| [[chapter2#confusion|Confusion]]| 
 +|  4  | [[chapter2#commune_with_nature|Commune With Nature]]| [[chapter2#cure_critical_wounds_reversible|Cure Critical Wounds]]<sup>*</sup>| [[chapter2#conjure_earth_elemental_reversible|Conjure Earth Elemental]]<sup>*</sup>
 +|  5  | [[chapter2#control_winds|Control Winds]]| [[chapter2#feeblemind|Feeblemind]]| [[chapter2#control_weather|Control Weather]]| 
 +|  6  | [[chapter2#insect_plague|Insect Plague]]| [[chapter2#fire_seeds|Fire Seeds]]| [[chapter2#creeping_doom|Creeping Doom]]| 
 +|  7  | [[chapter2#pass_plant|Pass Plant]]| [[chapter2#transport_via_plants|Transport via Plants]]| [[chapter2#finger_of_death|Finger of Death]]| 
 +|  8  | [[chapter2#sticks_to_snakes_reversible|Sticks to Snakes]]<sup>*</sup>| [[chapter2#turn_wood|Turn Wood]]| [[chapter2#fire_storm_reversible|Fire Storm]]<sup>*</sup>
 +|  9  | [[chapter2#transmute_rock_to_mud_reversible|Transmute Rock to Mud]]<sup>*</sup>| [[chapter2#wall_of_thorns|Wall of Thorns]]| [[chapter2#reincarnate|Reincarnate]]| 
 +|  10  | [[chapter2#wall_of_fire|Wall of Fire]]| [[chapter2#weather_summoning|Weather Summoning]]| [[chapter2#transmute_metal_to_wood|Transmute Metal to Wood]]|
  
- +<sup>*</sup> spell is reversible
-|    |**Level Five**|**Level Six**|**Level Seven**| +
-|  1  |Animal Growth|Animal Summoning III|Animate Rock| +
-|  2  |Animal Summoning II|Anti-Animal Shell|Chariot of Fire| +
-|  3  |Anti-Plant Shell|Conjure Fire Elemental|Confusion| +
-|  4  |Commune With Nature|Cure Critical Wounds|Conjure Earth Elemental| +
-|  5  |Control Winds|Feeblemind|Control Weather| +
-|  6  |Insect Plague|Fire Seeds|Creeping Doom| +
-|  7  |Pass Plant|Transport via Plants|Finger of Death| +
-|  8  |Sticks to Snakes|Turn Wood|Fire Storm| +
-|  9  |Transmute Rock to Mud|Wall of Thorns|Reincarnate| +
-|  10  |Wall of Fire|Weather Summoning|Transmute Metal to Wood| +
 ===== Magic User Spells by Level ===== ===== Magic User Spells by Level =====
 +|    |  **Level One**  |  **Level Two**  |  **Level Three**  |
 +|  1  | [[chapter2#affect_normal_fires|Affect Normal Fires]]| [[chapter2#audible_glamour|Audible Glamour]]| [[chapter2#blink|Blink]]| 
 +|  2  | [[chapter2#burning_hands|Burning Hands]]| [[chapter2#continual_light|Continual Light]]| [[chapter2#clairaudience|Clairaudience]]| 
 +|  3  | [[chapter2#charm_person|Charm Person]]| [[chapter2#darkness,_15-ft_radius|Darkness, 15-ft Radius]]| [[chapter2#clairvoyance|Clairvoyance]]| 
 +|  4  | [[chapter2#comprehend_languages|Comprehend Languages]]| [[chapter2#detect_evil_reversible|Detect Evil]]<sup>*</sup>| [[chapter2#dispel_magic|Dispel Magic]]| 
 +|  5  | [[chapter2#dancing_lights|Dancing Lights]]| [[chapter2#detect_invisibility|Detect Invisibility]]| [[chapter2#explosive_runes|Explosive Runes]]| 
 +|  6  | [[chapter2#detect_magic2|Detect Magic]]| [[chapter2#esp|ESP]]| [[chapter2#feign_death|Feign Death]]| 
 +|  7  | [[chapter2#enlarge_reversible|Enlarge]]<sup>*</sup>| [[chapter2#fool's_gold|Fool's Gold]]| [[chapter2#fireball|Fireball]]| 
 +|  8  | [[chapter2#erase|Erase]]| [[chapter2#forget|Forget]]| [[chapter2#flame_arrow|Flame Arrow]]| 
 +|  9  | [[chapter2#feather_fall|Feather Fall]]| [[chapter2#invisibility|Invisibility]]| [[chapter2#fly|Fly]]| 
 +|  10  | [[chapter2#find_familiar|Find Familiar]]| [[chapter2#knock|Knock]]| [[chapter2#gust_of_wind|Gust of Wind]]| 
 +|  11  | [[chapter2#floating_disk|Floating Disk]]| [[chapter2#false_trap|False Trap]]| [[chapter2#haste|Haste]]| 
 +|  12  | [[chapter2#friends|Friends]]| [[chapter2#levitate|Levitate]]| [[chapter2#hold_person|Hold Person]]| 
 +|  13  | [[chapter2#hold_portal|Hold Portal]]| [[chapter2#locate_object|Locate Object]]| [[chapter2#infravision|Infravision]]| 
 +|  14  | [[chapter2#identify|Identify]]| [[chapter2#magic_mouth|Magic Mouth]]| [[chapter2#invisibility,_10-ft_radius|Invisibility, 10-ft Radius]]| 
 +|  15  | [[chapter2#jump|Jump]]| [[chapter2#mirror_image|Mirror Image]]| [[chapter2#lightning_bolt|Lightning Bolt]]| 
 +|  16  | [[chapter2#light|Light]]| [[chapter2#pyrotechnics|Pyrotechnics]]| [[chapter2#monster_summoning_i|Monster Summoning I]]| 
 +|  17  | [[chapter2#magic_aura|Magic Aura]]| [[chapter2#ray_of_enfeeblement|Ray of Enfeeblement]]| [[chapter2#phantasmal_force|Phantasmal Force]]| 
 +|  18  | [[chapter2#magic_missile|Magic Missile]]| [[chapter2#rope_trick|Rope Trick]]| [[chapter2#protection_from_evil_10-ft_radius_reversible1|Pro. From Evil, 10-ft Radius]]<sup>*</sup>
 +|  19  | [[chapter2#mending|Mending]]| [[chapter2#scare|Scare]]| [[chapter2#protection_from_normal_missiles|Protection/Normal Missiles]]| 
 +|  20  | [[chapter2#message|Message]]| [[chapter2#shatter|Shatter]]| [[chapter2#slow|Slow]]| 
 +|  21  | [[chapter2#protection_from_evil_reversible|Protection From Evil]]<sup>*</sup>| [[chapter2#stinking_cloud|Stinking Cloud]]| [[chapter2#suggestion|Suggestion]]| 
 +|  22  | [[chapter2#push|Push]]| [[chapter2#strength|Strength]]| [[chapter2#tiny_hut|Tiny Hut]]| 
 +|  23  | [[chapter2#read_magic_reversible|Read Magic]]<sup>*</sup>| [[chapter2#web|Web]]| [[chapter2#tongues|Tongues]]| 
 +|  24  | [[chapter2#shield|Shield]]| [[chapter2#wizard_lock|Wizard Lock]]| [[chapter2#water_breathing_reversible|Water Breathing]]<sup>*</sup>
 +|  25  | [[chapter2#shocking_grasp|Shocking Grasp]]| | | 
 +|  26  | [[chapter2#sleep|Sleep]]| | | 
 +|  27  | [[chapter2#spider_climb|Spider Climb]]| | | 
 +|  28  | [[chapter2#unseen_servant|Unseen Servant]]| | | 
 +|  29  | [[chapter2#ventriloquism|Ventriloquism]]| | | 
 +|  30  | [[chapter2#write|Write]]| | | 
  
-|    |**Level One**|**Level Two**|**Level Three**| 
-|  1  |Affect Normal Fires|Audible Glamour|Blink| 
-|  2  |Burning Hands|Continual Light|Clairaudience| 
-|  3  |Charm Person|Darkness, 15-ft Radius|Clairvoyance| 
-|  4  |Comprehend Languages|Detect Evil|Dispel Magic| 
-|  5  |Dancing Lights|Detect Invisibility|Explosive Runes| 
-|  6  |Detect Magic|ESP|Feign Death| 
-|  7  |Enlarge|Fool's Gold|Fireball| 
-|  8  |Erase|Forget|Flame Arrow| 
-|  9  |Feather Fall|Invisibility|Fly| 
-|  10  |Find Familiar|Knock|Gust of Wind| 
-|  11  |Floating Disk|False Trap|Haste| 
-|  12  |Friends|Levitate|Hold Person| 
-|  13  |Hold Portal|Locate Object|Infravision| 
-|  14  |Identify|Magic Mouth|Invisibility, 10-ft Radius| 
-|  15  |Jump|Mirror Image|Lightning Bolt| 
-|  16  |Light|Pyrotechnics|Monster Summoning I| 
-|  17  |Magic Aura|Ray of Enfeeblement|Phantasmal Force| 
-|  18  |Magic Missile|Rope Trick|Pro. From Evil, 10-ft Radius| 
-|  19  |Mending|Scare|Protection/Normal Missiles| 
-|  20  |Message|Shatter|Slow| 
-|  21  |Protection From Evil|Stinking Cloud|Suggestion| 
-|  22  |Push|Strength|Tiny Hut| 
-|  23  |Read Magic|Web|Tongues| 
-|  24  |Shield|Wizard Lock|Water Breathing| 
-|  25  |Shocking Grasp|    |    | 
-|  26  |Sleep|    |    | 
-|  27  |Spider Climb|    |    | 
-|  28  |Unseen Servant|    |    | 
-|  29  |Ventriloquism|    |    | 
-|  30  |Write|    |    | 
  
 +|  |  **LeveL Four**  |  **Level Five**  |  **Level Six**  |
 +|  1  | [[chapter2#charm_monster|Charm Monster]]| [[chapter2#airy_water|Airy Water]]| [[chapter2#anti-magic_shell|Anti-Magic Shell]]|
 +|  2  | [[chapter2#confusion|Confusion]]| [[chapter2#animal_growth_reversible1|Animal Growth]]<sup>*</sup>| [[chapter2#control_weather|Control Weather]]|
 +|  3  | [[chapter2#dig|Dig]]| [[chapter2#animate_dead|Animate Dead]]| [[chapter2#death_spell|Death Spell]]|
 +|  4  | [[chapter2#dimension_door|Dimension Door]]| [[chapter2#cloudkill|Cloudkill]]| [[chapter2#disintegrate|Disintegrate]]|
 +|  5  | [[chapter2#enchanted_weapon_reversible|Enchanted Weapon]]<sup>*</sup>| [[chapter2#cone_of_cold|Cone of Cold]]| [[chapter2#enchant_an_item|Enchant an Item]]|
 +|  6  | [[chapter2#extension_i|Extension I]]| [[chapter2#conjure_elemental|Conjure Elemental]]| [[chapter2#extension_iii|Extension III]]|
 +|  7  | [[chapter2#fear|Fear]]| [[chapter2#contact_other_plane|Contact Other Plane]]| [[chapter2#forceful_hand|Forceful Hand]]|
 +|  8  | [[chapter2#fire_charm|Fire Charm]]| [[chapter2#distance_distortion|Distance Distortion]]| [[chapter2#freezing_sphere|Freezing Sphere]]|
 +|  9  | [[chapter2#fire_shield|Fire Shield]]| [[chapter2#extension_ii|Extension II]]| [[chapter2#geas|Geas]]|
 +|  10  | [[chapter2#fire_trap|Fire Trap]]| [[chapter2#feeblemind|Feeblemind]]| [[chapter2#glasseye|Glasseye]]|
 +|  11  | [[chapter2#fumble|Fumble]]| [[chapter2#hold_monster|Hold Monster]]| [[chapter2#globe_of_invulnerability|Globe of Invulnerability]]|
 +|  12  | [[chapter2#hallucinatory_terrain|Hallucinatory Terrain]]| [[chapter2#interposing_hand|Interposing Hand]]| [[chapter2#guards_and_wards|Guards and Wards]]|
 +|  13  | [[chapter2#ice_storm|Ice Storm]]| [[chapter2#mage's_faithful_hound|Mage's Faithful Hound]]| [[chapter2#invisible_stalker|Invisible Stalker]]|
 +|  14  | [[chapter2#massmorph|Massmorph]]| [[chapter2#magic_jar|Magic Jar]]| [[chapter2#legend_lore|Legend Lore]]|
 +|  15  | [[chapter2#minor_globe_of_invulnerability|Minor Globe of Invulnerability]]| [[chapter2#monster_summoning_iii|Monster Summoning III]]| [[chapter2#lower_water_reversible1|Lower Water]]<sup>*</sup>|
 +|  16  | [[chapter2#mnemonic_enhancement|Mnemonic Enhancement]]| [[chapter2#passwall|Passwall]]| [[chapter2#monster_summoning_iv|Monster Summoning IV]]|
 +|  17  | [[chapter2#monster_summoning_ii|Monster Summoning II]]| [[chapter2#secret_chest|Secret Chest]]| [[chapter2#move_earth|Move Earth]]|
 +|  18  | [[chapter2#plant_growth|Plant Growth]]| [[chapter2#stone_shape|Stone Shape]]| [[chapter2#part_water|Part Water]]|
 +|  19  | [[chapter2#polymorph_other|Polymorph Other]]| [[chapter2#telekinesis|Telekinesis]]| [[chapter2#project_image|Project Image]]|
 +|  20  | [[chapter2#polymorph_self|Polymorph Self]]| [[chapter2#teleport|Teleport]]| [[chapter2#reincarnation|Reincarnation]]|
 +|  21  | [[chapter2#remove_curse_reversible1|Remove Curse]]<sup>*</sup>| [[chapter2#transmute_rock_to_mud|Transmute Rock to Mud]]| [[chapter2#repulsion|Repulsion]]|
 +|  22  | [[chapter2#wall_of_fire1|Wall of Fire]]| [[chapter2#wall_of_force|Wall of Force]]| [[chapter2#spirit-rack|Spirit-rack]]|
 +|  23  | [[chapter2#wall_of_ice|Wall of Ice]]| [[chapter2#wall_of_iron|Wall of Iron]]| [[chapter2#stone_to_flesh_reversible|Stone to Flesh]]<sup>*</sup>|
 +|  24  | [[chapter2#wizard_eye|Wizard Eye]]| [[chapter2#wall_of_stone|Wall of Stone]]| [[chapter2#transformation|Transformation]]|
  
 +|  |  **Level Seven**  |  **Level Eight**  |  **Level Nine**  |
 +|  1  | [[chapter2#cacodemon|Cacodemon]]| [[chapter2#antipathy/_sympathy|Antipathy/ Sympathy]]| [[chapter2#astral_spell|Astral Spell]]|
 +|  2  | [[chapter2#charm_plants|Charm Plants]]| [[chapter2#clenched_fist|Clenched Fist]]| [[chapter2#crushing_hand|Crushing Hand]]|
 +|  3  | [[chapter2#delayed_blast_fireball|Delayed Blast Fireball]]| [[chapter2#clone|Clone]]| [[chapter2#gate|Gate]]|
 +|  4  | [[chapter2#duo-dimension|Duo-Dimension]]| [[chapter2#glass-steel|Glass-steel]]| [[chapter2#imprisonment_reversible|Imprisonment]]<sup>*</sup>|
 +|  5  | [[chapter2#grasping_hand|Grasping Hand]]| [[chapter2#incendiary_cloud|Incendiary Cloud]]| [[chapter2#meteor_swarm|Meteor Swarm]]|
 +|  6  | [[chapter2#instant_summons|Instant Summons]]| [[chapter2#irresistible_dance|Irresistible Dance]]| [[chapter2#monster_summoning_vii|Monster Summoning VII]]|
 +|  7  | [[chapter2#limited_wish|Limited Wish]]| [[chapter2#mass_charm|Mass Charm]]| [[chapter2#power_word_kill|Power Word Kill]]|
 +|  8  | [[chapter2#mage's_sword|Mage's Sword]]| [[chapter2#maze|Maze]]| [[chapter2#prismatic_sphere|Prismatic Sphere]]|
 +|  9  | [[chapter2#mass_invisibility|Mass Invisibility]]| [[chapter2#mind_blank|Mind Blank]]| [[chapter2#shape_change|Shape Change]]|
 +|  10  | [[chapter2#monster_summoning_v|Monster Summoning V]]| [[chapter2#monster_summoning_vi|Monster Summoning VI]]| [[chapter2#temporal_stasis_reversible|Temporal Stasis]]<sup>*</sup>|
 +|  11  | [[chapter2#phase_door|Phase Door]]| [[chapter2#permanency|Permanency]]| [[chapter2#time_stop|Time Stop]]|
 +|  12  | [[chapter2#power_word_stun|Power Word Stun]]| [[chapter2#polymorph_object|Polymorph Object]]| [[chapter2#wish|Wish]]|
  
-|  |**LeveL Four**|**Level Five**|**Level Six**| +<sup>*</sup> spell is reversible
-|  1  |Charm Monster|Airy Water|Anti-Magic Shell| +
-|  2  |Confusion|Animal Growth|Control Weather| +
-|  3  |Dig|Animate Dead|Death Spell| +
-|  4  |Dimension Door|Cloudkill|Disintegrate| +
-|  5  |Enchanted Weapon|Cone of Cold|Enchant an Item| +
-|  6  |Extension I|Conjure Elemental|Extension III| +
-|  7  |Fear|Contact Other Plane|Forceful Hand| +
-|  8  |Fire Charm|Distance Distortion|Freezing Sphere| +
-|  9  |Fire Shield|Extension II|Geas| +
-|  10  |Fire Trap|Feeblemind|Glasseye| +
-|  11  |Fumble|Hold Monster|Globe of Invulnerability| +
-|  12  |Hallucinatory Terrain|Interposing Hand|Guards and Wards| +
-|  13  |Ice Storm|Mage's Faithful Hound|Invisible Stalker| +
-|  14  |Massmorph|Magic Jar|Legend Lore| +
-|  15  |Minor Globe of Invulnerability|Monster Summoning III|Lower Water| +
-|  16  |Mnemonic Enhancement|Passwall|Monster Summoning IV| +
-|  17  |Monster Summoning II|Secret Chest|Move Earth| +
-|  18  |Plant Growth|Stone Shape|Part Water| +
-|  19  |Polymorph Other|Telekinesis|Project Image| +
-|  20  |Polymorph Self|Teleport|Reincarnation| +
-|  21  |Remove Curse|Transmute Rock to Mud|Repulsion| +
-|  22  |Wall of Fire|Wall of Force|Spirit-rack| +
-|  23  |Wall of Ice|Wall of Iron|Stone to Flesh| +
-|  24  |Wizard Eye|Wall of Stone|Transformation| +
- +
- +
- +
-|  |**Level Seven**|**Level Eight**|**Level Nine**| +
-|  1  |Cacodemon|AntipathySympathy|Astral Spell| +
-|  2  |Charm Plants|Clenched Fist|Crushing Hand| +
-|  3  |Delayed Blast Fireball|Clone|Gate| +
-|  4  |Duo-Dimension|Glass-steel|Imprisonment| +
-|  5  |Grasping Hand|Incendiary Cloud|Meteor Swarm| +
-|  6  |Instant Summons|Irresistible Dance|Monster Summoning VII| +
-|  7  |Limited Wish|Mass Charm|Power Word Kill| +
-|  8  |Mage's Sword|Maze|Prismatic Sphere| +
-|  9  |Mass Invisibility|Mind Blank|Shape Change| +
-|  10  |Monster Summoning V|Monster Summoning VI|Temporal Stasis| +
-|  11  |Phase Door|Permanency|Time Stop| +
-|  12  |Power Word Stun|Polymorph Object|Wish|+
  
 ===== Illusionist Spells by Level ===== ===== Illusionist Spells by Level =====
  
-|    |**Level One**|**Level Two**|**Level Three**| +|    |  **Level One**   **Level Two**   **Level Three**  
-|  1  |Audible Glamour|Blindness|Continual Darkness| +|  1  | [[chapter2#audible_glamour1|Audible Glamour]]| [[chapter2#blindness|Blindness]]| [[chapter2#continual_darkness|Continual Darkness]]
-|  2  |Change Self|Blur|Continual Light| +|  2  | [[chapter2#change_self|Change Self]]| [[chapter2#blur|Blur]]| [[chapter2#continual_light1|Continual Light]]
-|  3  |Colour Spray|Deafness|Dispel Illusion| +|  3  | [[chapter2#colour_spray|Colour Spray]]| [[chapter2#deafness|Deafness]]| [[chapter2#dispel_illusion|Dispel Illusion]]
-|  4  |Dancing Lights|Detect Magic|Fear| +|  4  | [[chapter2#dancing_lights1|Dancing Lights]]| [[chapter2#detect_magic3|Detect Magic]]| [[chapter2#fear1|Fear]]
-|  5  |Darkness|Fog Cloud|Hallucinatory Terrain| +|  5  | [[chapter2#darkness|Darkness]]| [[chapter2#fog_cloud|Fog Cloud]]| [[chapter2#hallucinatory_terrain1|Hallucinatory Terrain]]
-|  6  |Detect Illusion|Hypnotic Pattern|Illusory Script| +|  6  | [[chapter2#detect_illusion|Detect Illusion]]| [[chapter2#hypnotic_pattern|Hypnotic Pattern]]| [[chapter2#illusory_script|Illusory Script]]
-|  7  |Detect Invisibility|Improved Phantasmal Force|Invisibility, 10-ft Radius| +|  7  | [[chapter2#detect_invisibility1|Detect Invisibility]]| [[chapter2#improved_phantasmal_force|Improved Phantasmal Force]]| [[chapter2#invisibility_10-ft_radius1|Invisibility, 10-ft Radius]]
-|  8  |Gaze Reflection|Invisibility|Non-Detection| +|  8  | [[chapter2#gaze_reflection|Gaze Reflection]]| [[chapter2#invisibility1|Invisibility]]| [[chapter2#non-detection|Non-Detection]]
-|  9  |Hypnotism|Magic Mouth|Paralysation| +|  9  | [[chapter2#hypnotism|Hypnotism]]| [[chapter2#magic_mouth1|Magic Mouth]]| [[chapter2#paralysation|Paralysation]]
-|  10  |Light|Mirror Image|Rope Trick| +|  10  | [[chapter2#light1|Light]]| [[chapter2#mirror_image1|Mirror Image]]| [[chapter2#rope_trick1|Rope Trick]]
-|  11  |Phantasmal Force|Misdirection|Spectral Force| +|  11  | [[chapter2#phantasmal_force1|Phantasmal Force]]| [[chapter2#misdirection|Misdirection]]| [[chapter2#spectral_force|Spectral Force]]
-|  12  |Wall of Fog|Ventriloquism|Suggestion|+|  12  | [[chapter2#wall_of_fog|Wall of Fog]]| [[chapter2#ventriloquism1|Ventriloquism]]| [[chapter2#suggestion1|Suggestion]]|
  
  
- +|    |  **Level Four**   **Level Five**   **Level Six**   **Level Seven**  
-|    |**Level Four**|**Level Five**|**Level Six**|**Level Seven**| +|  1  | [[chapter2#confusion|Confusion]]| [[chapter2#chaos|Chaos]]| [[chapter2#conjure_animals1|Conjure Animals]]| [[chapter2#alter_reality|Alter Reality]] 
-|  1  |Confusion|Chaos|Conjure Animals|Alter Reality| +|  2  | [[chapter2#dispel_exhaustion|Dispel Exhaustion]]| [[chapter2#demi-shadow_monsters|Demi-Shadow Monsters]]| [[chapter2#demi-shadow_magic|Demi-Shadow Magic]]| [[chapter2#astral_spell2|Astral Spell]] 
-|  2  |Dispel Exhaustion|Demi-Shadow Monsters|Demi-Shadow Magic|Astral Spell| +|  3  | [[chapter2#emotion|Emotion]]| [[chapter2#major_creation|Major Creation]]| [[chapter2#mass_suggestion|Mass Suggestion]]| [[chapter2#prismatic_spray|Prismatic Spray]] 
-|  3  |Emotion|Major Creation|Mass Suggestion|Prismatic Spray| +|  4  | [[chapter2#improved_invisibility|Improved Invisibility]]| [[chapter2#maze1|Maze]]| [[chapter2#permanent_illusion|Permanent Illusion]]| [[chapter2#prismatic_wall|Prismatic Wall]] 
-|  4  |Improved Invisibility|Maze|Permanent Illusion|Prismatic Wall| +|  5  | [[chapter2#massmorph1|Massmorph]]| [[chapter2#project_image1|Project Image]]| [[chapter2#programmed_illusion|Program. Illusion]]| [[chapter2#vision|Vision]] 
-|  5  |Massmorph|Project Image|Program. Illusion|Vision| +|  6  | [[chapter2#minor_creation|Minor Creation]]| [[chapter2#shadow_door|Shadow Door]]| [[chapter2#shades|Shades]]| [[chapter2#arcane_spells_level_1|Arcane Spells level 1]] 
-|  6  |Minor Creation|Shadow Door|Shades|Arcane Spells level 1| +|  7  | [[chapter2#phantasmal_killer|Phantasmal Killer]]| [[chapter2#shadow_magic|Shadow Magic]]| [[chapter2#true_sight|True Sight]] 
-|  7  |Phantasmal Killer|Shadow Magic|True Sight|    +|  8  | [[chapter2#shadow_monsters|Shadow Monsters]]| [[chapter2#summon_shadow|Summon Shadow]]| [[chapter2#veil|Veil]] |
-|  8  |Shadow Monsters|Summon Shadow|Veil|    |+
  
 ===== Cleric Spells ===== ===== Cleric Spells =====
Line 213: Line 208:
 ==== Aerial Servant ==== ==== Aerial Servant ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
Line 231: Line 226:
 ==== Animate Dead ==== ==== Animate Dead ====
  
-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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 ==== Animate Object ==== ==== Animate Object ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
Line 263: Line 258:
 ==== Astral Spell ==== ==== Astral Spell ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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 ==== Atonement ==== ==== Atonement ====
  
-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
Line 297: Line 292:
 ==== Augury ==== ==== Augury ====
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifesta set of sticks made from dragon's bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of an augury is not strong; it will only gather omens from the pattern of the next 3 turns (30 minutes), and can only indicate whether a future action will result in weal or woe to the party. The base chance for correctly interpreting the omens is 70% plus an additional 1% per level of the caster.+Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifest--a set of sticks made from dragon's bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of an augury is not strong; it will only gather omens from the pattern of the next 3 turns (30 minutes), and can only indicate whether a future action will result in weal or woe to the party. The base chance for correctly interpreting the omens is 70% plus an additional 1% per level of the caster.
  
 ==== Blade Barrier ==== ==== Blade Barrier ====
  
-//Clerical Evocation//+//[[chapter2#cleric_spells_by_level|Clerical Evocation]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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 ==== Bless (Reversible) ==== ==== Bless (Reversible) ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-This minor benison raises the morale and attack rolls of any creatures allied with the casting cleric by +1 or +5% as appropriate. Any creatures already engaged in melee combat will not gain the spell's benefits. The spell is reversible, allowing the cleric to curse his or her enemies with5% morale and -1 to hit.+This minor benison raises the morale and attack rolls of any creatures allied with the casting cleric by +1 or +5% as appropriate. Any creatures already engaged in melee combat will not gain the spell's benefits. The spell is reversible, allowing the cleric to curse his or her enemies with -5% morale and -1 to hit.
  
 The spell's area of effect is a circular area centred at the target point, which cannot be more than 60-ft from the cleric. Holy water is required to cast the spell (unholy water for the reverse). The spell's area of effect is a circular area centred at the target point, which cannot be more than 60-ft from the cleric. Holy water is required to cast the spell (unholy water for the reverse).
Line 347: Line 342:
 ==== Chant ==== ==== Chant ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
Line 363: Line 358:
 ==== Command ==== ==== Command ====
  
-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
Line 381: Line 376:
 ==== Commune ==== ==== Commune ====
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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 ==== Conjure Animals ==== ==== Conjure Animals ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
Line 413: Line 408:
 ==== Continual Light (Reversible) ==== ==== Continual Light (Reversible) ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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 ==== Control Weather ==== ==== Control Weather ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
Line 449: Line 444:
 ==== Create Food and Water ==== ==== Create Food and Water ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
Line 465: Line 460:
 ==== Create Water (Reversible) ==== ==== Create Water (Reversible) ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
Line 481: Line 476:
 ==== Cure Blindness (Reversible) ==== ==== Cure Blindness (Reversible) ====
  
-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
Line 497: Line 492:
 ==== Cure Critical Wounds (Reversible) ==== ==== Cure Critical Wounds (Reversible) ====
  
-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
Line 514: Line 509:
  
  
-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
Line 565: Line 560:
  
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
Line 581: Line 576:
 ==== Detect Evil (Reversible) ==== ==== Detect Evil (Reversible) ====
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
Line 615: Line 610:
  
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Dispel magic// has a base chance of 50% permanently to negate magicboth the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled.+//Dispel magic// has a base chance of 50% permanently to negate magic--both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled.
  
 With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area. With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-Except as noted above, this spell is identical to the third level magic user spell of the same name. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject.+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 hearsmell, 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. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject.
  
 ==== Find the Path (Reversible) ==== ==== Find the Path (Reversible) ====
  
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Evocation//+//[[chapter2#cleric_spells_by_level|Clerical Evocation]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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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 Valhallahowever, 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 of existence, 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 of existence, particularly beings with individual names of their own, can be powerful and irascible.
  
 ==== Glyph of Warding ==== ==== Glyph of Warding ====
  
  
-//Clerical Abjuration/Evocation//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration/Evocation]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Enchantment/Charm]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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 //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster's plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the caster's plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creature's hit dice: //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster's plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the caster's plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creature's hit dice:
  
-Less than 4 HD Kills +  * Less than 4 HD Kills 
-4-7 HD Paralyses (duration 10-40 rounds) +  4-7 HD Paralyses (duration 10-40 rounds) 
-8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls +  8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls (duration 2-8 rounds) 
- (duration 2-8 rounds) +  12+ HD Deafens, reduces move by 25%, causes -2 to attack rolls, causes 50% chance of spell failure (duration 1-4 rounds)
-12+ HD Deafens, reduces move by 25%, causes -2 to attack +
- rolls, causes 50% chance of spell failure  +
- (duration 1-4 rounds)+
  
 The spell's reverse is //unholy word//, which functions in the same manner as //holy word// but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment. The spell's reverse is //unholy word//, which functions in the same manner as //holy word// but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment.
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-The //light// spell creates a globe of light 20-ft in radius, centred upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. The reverse of the spell, //darkness//, creates an area of utter darkness just as the //light// spell creates light, with the only distinction being that the //darkness// spell has half the duration of a //light// spell. If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).+The //light// spell creates a globe of light 20-ft in radius, centered upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. The reverse of the spell, //darkness//, creates an area of utter darkness just as the //light// spell creates light, with the only distinction being that the //darkness// spell has half the duration of a //light// spell. If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).
  
 ==== Locate Object (Reversible) ==== ==== Locate Object (Reversible) ====
  
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Enchantment/Charm]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|7| |**Level:**|7|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|7| |**Level:**|7|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Enchantment/Charm]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-By casting //speak with dead//, the cleric opens a mystical channel to the afterworld, permitting him or her to ask a dead creature several questions. As with most spells that concern the afterlife, the length of time that the soul has departed is a factorthe longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creature's language and must have some portion of its bodily remains available as the focus of the spell.+By casting //speak with dead//, the cleric opens a mystical channel to the afterworld, permitting him or her to ask a dead creature several questions. As with most spells that concern the afterlife, the length of time that the soul has departed is a factor--the longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creature's language and must have some portion of its bodily remains available as the focus of the spell.
  
 |  **Caster level**  |  **Spell duration**  |  **Max number  |  **Caster level**  |  **Spell duration**  |  **Max number 
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Invocation//+//[[chapter2#cleric_spells_by_level|Clerical Invocation]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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 To cast this spell, the cleric shapes a glowing symbol in the air. Any creature seeing the symbol closely enough to discern its shape (approximately 100-ft) will be affected by it. The clerical casting of this spell allows for three different symbols: Hopelessness, Pain, and Persuasion. To cast this spell, the cleric shapes a glowing symbol in the air. Any creature seeing the symbol closely enough to discern its shape (approximately 100-ft) will be affected by it. The clerical casting of this spell allows for three different symbols: Hopelessness, Pain, and Persuasion.
  
-**Hopelessness:** The symbol of hopelessness causes despair. Any creature (other than those with no intelligence) failing the saving throw will wander sadly away or surrender in the face of a challenge such as a combat. The despair will persist for 3d4 turns.+**Hopelessness:** The symbol of hopelessness causes despair. Any creature (other than those with no intelligence) failing the saving throw will wander sadly away or surrender in the face of a challenge such as a combat. The despair will persist for 3d4 turns.
  
-**Pain:** The symbol of pain inflicts terrible, shooting pains for a duration of 2-20 turns. Any creature so affected will suffer a -4 penalty on attack rolls and a temporary loss of 2 dexterity points.+**Pain:**   The symbol of pain inflicts terrible, shooting pains for a duration of 2-20 turns. Any creature so affected will suffer a -4 penalty on attack rolls and a temporary loss of 2 dexterity points.
  
-**Persuasion:** Those viewing the symbol of persuasion and failing their saving throw will undergo a temporary change of alignment to the caster's alignment and become friendly to the caster for 1d20 turns.+**Persuasion:**   Those viewing the symbol of persuasion and failing their saving throw will undergo a temporary change of alignment to the caster's alignment and become friendly to the caster for 1d20 turns.
  
 ==== Tongues (Reversible) ==== ==== Tongues (Reversible) ====
  
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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 ==== Animal Growth (Reversible) ==== ==== Animal Growth (Reversible) ====
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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 ==== Animal Summoning I ==== ==== Animal Summoning I ====
  
-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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 The powerful enchantment woven by this spell will affect any "person," meaning character races (with the exception of elves) and other small to medium-sized bipeds analogous to persons (orcs, goblins, etc.). The spell also affects mammalian animals of any kind, even those that are supernatural, giant, or monstrous. If the target creature fails a saving throw, it will view the druid as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the druid's behalf, but will not undertake risks beyond those the creature might ordinarily take. The druid must be able to talk to the charmed creature if he or she is to make any sort of complex "request." Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence: The powerful enchantment woven by this spell will affect any "person," meaning character races (with the exception of elves) and other small to medium-sized bipeds analogous to persons (orcs, goblins, etc.). The spell also affects mammalian animals of any kind, even those that are supernatural, giant, or monstrous. If the target creature fails a saving throw, it will view the druid as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the druid's behalf, but will not undertake risks beyond those the creature might ordinarily take. The druid must be able to talk to the charmed creature if he or she is to make any sort of complex "request." Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence:
  
-19+ one saving throw/day +|19+|one saving throw/day| 
-18 one saving throw/2 days +|18|one saving throw/2 days| 
-17 one saving throw/3 days +|17|one saving throw/3 days| 
-15-16 one saving throw/week +|15-16|one saving throw/week| 
-13-14 one saving throw/2 weeks +|13-14|one saving throw/2 weeks| 
-10-12 one saving throw/3 weeks +|10-12|one saving throw/3 weeks| 
-7-9 one saving throw/month +|7-9|one saving throw/month| 
-4-6 one saving throw/2 months +|4-6|one saving throw/2 months| 
-3 or less one saving throw/3 months+|3 or less|one saving throw/3 months|
  
 The charm will be broken automatically if the druid obviously tries to harm the charmed creature. The charm will be broken automatically if the druid obviously tries to harm the charmed creature.
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-**Note:** A creature that meanders away is not entitled to further saving throws, but will be freed from the spell's effects after taking a full turn of movement (at normal speed) away from the caster.+**Note:**   A creature that meanders away is not entitled to further saving throws, but will be freed from the spell's effects after taking a full turn of movement (at normal speed) away from the caster.
  
 ==== Conjure Earth Elemental (Reversible) ==== ==== Conjure Earth Elemental (Reversible) ====
  
  
-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-Except as noted above, this spell is identical to the clerical spell of the same name. Note however that the druidic spell has no reverse version; the druid may create, but not destroy, water.+This spell creates potable water, four gallons per level of the caster. The water may be created in a receptacle or in thin air (whence it will, of course, fall). Water cannot be created inside a creature, nor can it be created in any place the caster cannot see Note however that the druidic spell has no reverse version; the druid may create, but not destroy, water.
  
 ==== Creeping Doom ==== ==== Creeping Doom ====
  
  
-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-The terrifying //creeping doom// spell causes a massive swarm of insects, spiders, and centipedes to boil forth from the ground in front of the caster, marching in whatever direction he or she orders, destroying and killing all that stands in their way. The swarm is composed of (1d6+4)×100 nonflying vermin, each of which inflicts 1 hp damage against an opponent before dying. Only as many insects as are needed to kill an opponent will die, and once the target is dead the swarm will move on. If the druid allows the swarm to get more than 80-ft away from his or her person, 50 insects for every 10-ft beyond this range will depart the swarm. The druid can order the swarm to attack specific targets and/ or to change direction. Although the spell can be devastating (potentially causing as much as 1,000 hp of damage in total), many means can be used to counter itthe most obvious being a //fireball// or other area-of-effect damage spell.+The terrifying //creeping doom// spell causes a massive swarm of insects, spiders, and centipedes to boil forth from the ground in front of the caster, marching in whatever direction he or she orders, destroying and killing all that stands in their way. The swarm is composed of (1d6+4)×100 nonflying vermin, each of which inflicts 1 hp damage against an opponent before dying. Only as many insects as are needed to kill an opponent will die, and once the target is dead the swarm will move on. If the druid allows the swarm to get more than 80-ft away from his or her person, 50 insects for every 10-ft beyond this range will depart the swarm. The druid can order the swarm to attack specific targets and/ or to change direction. Although the spell can be devastating (potentially causing as much as 1,000 hp of damage in total), many means can be used to counter it--the most obvious being a //fireball// or other area-of-effect damage spell.
  
 ==== Cure Disease (Reversible) ==== ==== Cure Disease (Reversible) ====
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-Except as noted abovethis spell is identical to the clerical spell of the same name.+By means of this spell, the caster may cure most diseases by laying hands upon the afflicted creature. Depending upon the nature of the disease, full recovery may require as little time as a single turnor as long as a week. The spell's reverse, //cause disease//, requires that the caster successfully touch the intended victim, who is permitted a saving throw against the spell's insidious effects. If the saving throw is failed, the effects of the disease will manifest within 1d6 turns, inflicting 1 hit point of damage per turn thereafter and one point of lost strength per hour (6 turns) until the victim is reduced to 10% of his or her original hit points and strength. Until the disease is cured or runs its course, the afflicted person will not be able to naturally recover either strength or hit points over and above 10%. The disease runs its course in 1d6 days.
  
 ==== Cure Critical Wounds (Reversible) ==== ==== Cure Critical Wounds (Reversible) ====
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-Except as noted above, this spell is identical to the clerical spell of the same name.+This powerful spell is similar in nature to //cure light wounds//, operating in the same fashion but healing 3d8+3 hit points of damage. The reverse of the spell functions as //cause critical wounds//, but delivers 3d8+3 points of damage.
  
 ==== Cure Light Wounds (Reversible) ==== ==== Cure Light Wounds (Reversible) ====
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-Except as noted abovethis spell is identical to the clerical spell of the same name.+//Cure light wounds// allows the caster to lay hands upon a wounded creaturerestoring 1d8 hit points to the spell's beneficiary. The reverse of the spell operates in the same manner (although requiring a "to hit" roll), but inflicts 1d8 hit points rather than healing. If the caster fails to hit while casting //cause light wounds//, the spell is lost. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character's normal number. Non-corporeal creatures are not affected by this spell, nor are undead, nor are creatures that are harmed only by iron, silver, or magical weapons.
  
 ==== Cure Serious Wounds (Reversible) ==== ==== Cure Serious Wounds (Reversible) ====
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-Except as noted abovethis spell is identical to the clerical spell of the same name.+A benison similar to //cure light wounds////cure serious wounds// permits the caster to lay on hands for 2d8+1 hit points of healing. The spell's limits are otherwise similar to those of //cure light wounds//. The reverse of the spell causes damage rather than healing, requiring that the cleric successfully touch the target.
  
 ==== Detect Magic ==== ==== Detect Magic ====
  
  
-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-Except as noted above, this spell is identical to the first level clerical spell //detect magic//.+//Detect magic //creates a tunnel of magical vision in a path 10-ft wide and 30-ft long, in which the caster sees the aura of any magic item as a glowing blue nimbus. The spell's effect is blocked by solid wood 3-ft thick, by stone 1-ft thick, and by solid metal 1 inch thick. The caster can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the caster's vision.
  
 ==== Detect Pits and Snares ==== ==== Detect Pits and Snares ====
  
  
-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-Except as noted abovethis spell is identical to the clerical spell of the same name.+//Dispel magic// has a base chance of 50% permanently to negate magic--both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. Howevereven a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled. 
 + 
 +With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
  
 ==== Entangle ==== ==== Entangle ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-Except as noted above, this spell is identical to the magic user'(not the clerical) spell of the same name.+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'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.
  
 ==== Finger of Death ==== ==== Finger of Death ====
  
  
-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Conjuration//+//[[chapter2#druid_spells_by_level|Druidic Conjuration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-Except as noted above, this spell is identical to the magic user spell of the same name.+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 castermagical 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. 
  
 ==== Hallucinatory Forest ==== ==== Hallucinatory Forest ====
  
  
-//Druidic Illusion/Phantasm//+//[[chapter2#druid_spells_by_level|Druidic Illusion/Phantasm]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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 **Heat** **Heat**
- +|Round 1|No effect other than discomfort| 
-Round 1 No effect other than discomfort +|Round 2|1d4 hp damage| 
- +|Rounds 3-5|2d4 hp damage, severe blistering to extremities (hands, feet), and unconsciousness if the metal is a helmet| 
-Round 2 1d4 hp damage +|Round 6|1d4 hp damage| 
- +|Round 7|Discomfort|
-Rounds 3-5 2d4 hp damage, severe blistering to extremities (hands, feet), and unconsciousness if the metal is a helmet +
- +
-Round 6 1d4 hp damage +
- +
-Round 7 Discomfort+
  
 **Cold** **Cold**
- +|Round 1|no effect other than discomfort| 
-Round 1 no effect other than discomfort +|Round 2|1d2 hp damage| 
- +|Rounds 3-5|1d4 hp damage, severe frostbite (possible need for amputation of extremities such as fingers, ears)| 
-Round 2 1d2 hp damage +|Round 6|1d4 hp damage| 
- +|Round 7|discomfort|
-Rounds 3-5 1d4 hp damage, severe frostbite (possible need for amputation of extremities such as fingers, ears) +
- +
-Round 6 1d4 hp damage +
- +
-Round 7 discomfort+
  
 Immersion in water will negate the effects of the //heat// version of the spell, and magical protections against the appropriate elements will negate both versions. If no such options are available, the target of this spell is well advised to spend a round divesting him- or herself of metal gauntlets and helmet at the very least, to avoid the side effects. Immersion in water will negate the effects of the //heat// version of the spell, and magical protections against the appropriate elements will negate both versions. If no such options are available, the target of this spell is well advised to spend a round divesting him- or herself of metal gauntlets and helmet at the very least, to avoid the side effects.
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-Except as noted above, this spell is identical to the fifth level clerical spell of the same name.+While casting this spell, the caster designates a central point for the spell's origin up to 360-ft from where he or she stands. When the caster utters the final words of the incantation, this focal point belches forth a massive cloud of stinging insects, which boils outward almost instantly to fill the spell's area of effect. Within the area of this massive cloud, visibility is limited to 30-ft, and all creatures automatically sustain 1 hit point of damage per round from the stings and bites of the numberless flying vermin. All creatures caught in the cloud with 4 or fewer hit dice must check morale, and those with 2 or fewer hit dice will automatically flee until they are 240-ft away from the edge of the roiling cloud. Fire and smoke will keep the swarm at bay (as will //walls of force//, etc.), but virtually the only way to disperse a swarm before the spell duration expires is to cast //dispel magic// upon the swarm's focal point. Even a //fireball// or //flame strike// will do nothing other than temporarily (1 turn) to clear the insects out of the area affected by their flames.
  
 ==== Invisibility to Animals ==== ==== Invisibility to Animals ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-Except as noted above, this spell is identical to the clerical spell of the same name.+This spell detoxifies any sort of venom in a creature or object touched by the caster. An opponent (a venomous spider, for example) must be successfully touched by the caster, but is not entitled to a saving throw if the attack succeeds. Note that if the venomous creature produces new venom (normally a process that takes time), the new venom will be toxic, but any venom that is stored up in the creature will be affected and detoxified. The spell may also be used to prevent a poisoned character from suffering the poison's effects. The reverse of the spell allows the caster to deliver a lethally poisonous touch, requiring a successful roll to hit, and allowing a saving throw against the poison.
  
 ==== Obscurement ==== ==== Obscurement ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-Any creature upon which this spell is cast can move through any sort of terrain without leaving behind the slightest sign of its passage. It leaves no footprints, no scent and no other telltales of movement. It is impossible to trace its path except, temporarily, by one methodthe path will radiate magic for 6d6 turns. Once this time elapses, the magical aura will fade away, leaving the trail undisturbed by any sign that the spell's recipient was ever there.+Any creature upon which this spell is cast can move through any sort of terrain without leaving behind the slightest sign of its passage. It leaves no footprints, no scent and no other telltales of movement. It is impossible to trace its path except, temporarily, by one method--the path will radiate magic for 6d6 turns. Once this time elapses, the magical aura will fade away, leaving the trail undisturbed by any sign that the spell's recipient was ever there.
  
 ==== Plant Door ==== ==== Plant Door ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteratio////n//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteratio]]////n//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-This spell lends the recipient the same protection against lightning and electricity as the third level spell //protection from fire// affords against fire.+The druid may use this spell to confer considerable protection from lightning upon another creature, but if he or she casts it upon him- or herself the effects are far greater, conferring temporary invulnerability even to lightning of magical nature, such as dragon's breath. If the spell is cast upon another creature, the recipient gains immunity to normal electrical effects and a saving throw bonus of +4 against lightning based attacks. Any damage incurred by them will also reduced by half. If the spell is cast upon the druid, he or she becomes completely invulnerable to normal electrical effects and also ignores all damage from magical lightning (dragon breath, //lightning bolt//, etc.) until a total of 12 hp/caster level has been absorbed by the spell, at which time the spell will be dissipated. 
  
 ==== Purify Water (Reversible) ==== ==== Purify Water (Reversible) ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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 The //pyrotechnics// spell may be used to produce two entirely different effects: a bright display of fiery light or a massive pall of smoke. Both possible uses of the spell require an existing fire source (which may be anywhere in the spell's range), and the spell's area of effect depends on the size of the originating fire. The //pyrotechnics// spell may be used to produce two entirely different effects: a bright display of fiery light or a massive pall of smoke. Both possible uses of the spell require an existing fire source (which may be anywhere in the spell's range), and the spell's area of effect depends on the size of the originating fire.
  
-If the spell is used to produce fireworks, the flashing display will temporarily blind (for 1d4+1 rounds) all creatures in the area of effect and 120-ft beyondprovided that the display is not obstructed from view, of course. The fireworks fill an area ten times the volume of the original fire source and persist for 1 segment/caster level.+If the spell is used to produce fireworks, the flashing display will temporarily blind (for 1d4+1 rounds) all creatures in the area of effect and 120-ft beyond--provided that the display is not obstructed from view, of course. The fireworks fill an area ten times the volume of the original fire source and persist for 1 segment/caster level.
  
 If the spell is used to produce smoke, a billowing cloud will emanate from the fire source, obscuring vision beyond 20-ft in an area 100 times the volume of the fire source. Whatever fire is used as the spell's source is extinguished immediately as the spell is cast. If the spell is used to produce smoke, a billowing cloud will emanate from the fire source, obscuring vision beyond 20-ft in an area 100 times the volume of the fire source. Whatever fire is used as the spell's source is extinguished immediately as the spell is cast.
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-Provided that a body has been dead for no more than a week, a powerful druid can recall its spirit from the deadbut into another body. The form of the new body is not subject to the druid's control, and is determined by means of the tables below. The new body will appear within 1d6 turns near the soul's former body. Elves may be brought back to life by reincarnation. There is a 35% chance that the new incarnation will be from the "humanoid" table and a 65% chance that the new incarnation will be from the animal table. The new incarnation (if sapient) will retain the original character's experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his or her original mental ability scores (Int, Wis, Cha).+Provided that a body has been dead for no more than a week, a powerful druid can recall its spirit from the dead--but into another body. The form of the new body is not subject to the druid's control, and is determined by means of the tables below. The new body will appear within 1d6 turns near the soul's former body. Elves may be brought back to life by reincarnation. There is a 35% chance that the new incarnation will be from the "humanoid" table and a 65% chance that the new incarnation will be from the animal table. The new incarnation (if sapient) will retain the original character's experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his or her original mental ability scores (Int, Wis, Cha).
  
 **Humanoid Table** **Humanoid Table**
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-This spell allows the druid to speak with all animals of a particular type or species that are within 40-ft of him or her when the spell'casting is complete. In all other respects, except as noted above, the spell is identical to the second level cleric spell //speak with animals//.+When the caster invokes this spell, he or she becomes able to communicate with and understand the "speech" of normal animals (with the exception of mindless creatures). While the spell lasts, the animal (and any other animals of the same type in its company) will refrain from attacking, even if they were initially hostile. Depending upon the nature of the conversation, if the animal'alignment is neutral or of the same tendency as the cleric's, the animal may be disposed to help the cleric in some manner. It is important to note that the spell does not permit speech with animals of monstrous or unnatural nature; communication with a monster such as a cockatrice, for example, is beyond the spell's power. Neither does the spell suddenly imbue an animal with intelligence; the observations and opinions of an animal such as a badger will be appropriate to the animal's own experiences, motives, and intellectual limitations.
  
 ==== Speak With Plants ==== ==== Speak With Plants ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-Except as noted abovethis spell is identical to the clerical spell// speak with plants//.+The caster becomes able to hold converse with living plant matter. He or she may pose questions and understand the answers givenalthough any conclusions or opinions the plant provides will be based on the plant's level of intelligence. Even a normal plant, however, will be able to convey information about events that have transpired near it. If the plants are capable of motion, it will be possible for the caster to persuade them into a course of action, such as drawing aside to allow passage, or even attacking an enemy citadel.
  
 ==== Sticks to Snakes (Reversible) ==== ==== Sticks to Snakes (Reversible) ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-Except as noted above, this spell is identical to the clerical spell of the same name.+This spell enables the caster to transform sticks into serpents that attack at the caster's will. The snakes may be ordered to take other actions if the caster can speak with thembut this spell alone does not grant the power to communicate with the snakes, only to will them to attack particular opponents. The spell transforms one stick per caster level, and each snake has a 5% chance per caster level of being venomous. The reverse of the spell will change snakes into harmless sticks and can work such a transformation upon snakes created by means of this spell. Sticks of a magical quality, such as wands or magic spears, are not affected by the spell.
  
 ==== Stone Shape ==== ==== Stone Shape ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-Except as noted above, this spell is identical to the magic user spell of the same name.+The caster moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate a building with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful.
  
 ==== Summon Insects ==== ==== Summon Insects ====
  
  
-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-This spell turns an appropriate object into a magical trap of sorts. The object rises from the ground and trips any creature crossing over it, even if they are aware of it (saving throw vs spellsunlisted category, +4 if aware of the object). The object is 80% undetectable and will affect even the caster. The trap causes falls to be much worse than normal: a running creature will suffer 1d6 points of damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall onto a soft surface such as grass. Creatures larger than size M are not affected by the spell.+This spell turns an appropriate object into a magical trap of sorts. The object rises from the ground and trips any creature crossing over it, even if they are aware of it (saving throw vs spells--unlisted category, +4 if aware of the object). The object is 80% undetectable and will affect even the caster. The trap causes falls to be much worse than normal: a running creature will suffer 1d6 points of damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall onto a soft surface such as grass. Creatures larger than size M are not affected by the spell.
  
 ==== Turn Wood ==== ==== Turn Wood ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration// +//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]// 
 +]
 |**Level:**|Druid 3| |**Level:**|Druid 3|
 |**Range:**|Touch| |**Range:**|Touch|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-The area of effect of this spell is d% square miles, but except as noted above, the spell is similar to the clerical spell //control weather//allowing the druid to affect, but not directexisting weather conditions.+The area of effect of this spell is d% square miles, bringing about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitationtemperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warmand only a light breeze can be raised from calm weather.
  
 ===== Magic User Spells ===== ===== Magic User Spells =====
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-Except as noted abovethis spell is identical to the druidic spell// animal growth//.+This spell causes up to 8 animals in the area of effect to grow to twice normal sizedoubling their hit dice and the damage they inflict. The spell does not influence the animals' attitude toward the caster, so it is advisable to ensure ahead of time that they are friendly. The reverse of the spell halves their size and damage inflicted.
  
 ==== Animate Dead ==== ==== Animate Dead ====
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-Except as noted above, this spell is identical to the clerical spell //animate dead//.+By casting this spellthe caster calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of //dispel magic//. Use of this spell is inherently not in accordance with the good alignments and is seldom used by good characters unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A caster may animate one zombie or skeleton per caster level.
  
 ==== Anti-Magic Shell ==== ==== Anti-Magic Shell ====
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-Except as noted above, this spell is identical to the clerical spell of the same name.+//Astral spell// allows the caster and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the spell is cast, the character's material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the caster may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While travelling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a "silver cord," an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form. 
 + 
 +Most magic items lose some or all of their power on the astral plane. Unless an item's magical qualities are imbued so deeply as to exist in many planes, an astral traveller's physical manifestation on another plane will be equipped with only the unenchanted substance of otherwise magic items and weapons.
  
 ==== Audible Glamour ==== ==== Audible Glamour ====
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-This spell summons a demon or other fiend (such as a devil) from the lower planes of existence into the material planes. In order to cast the spell, the caster must know the fiend's true name, but such information is often contained in forbidden tomes of lost lore. The spell cannot summon the lesser sorts of demons that have no personal names, nor is it powerful enough to summon members of the demonic or diabolical nobility. The spell provides no protection whatsoever against the wrath of the summoned creatureand make no mistake, the summoned creature will be extremely resentful of the caster's temerity.+This spell summons a demon or other fiend (such as a devil) from the lower planes of existence into the material planes. In order to cast the spell, the caster must know the fiend's true name, but such information is often contained in forbidden tomes of lost lore. The spell cannot summon the lesser sorts of demons that have no personal names, nor is it powerful enough to summon members of the demonic or diabolical nobility. The spell provides no protection whatsoever against the wrath of the summoned creature--and make no mistake, the summoned creature will be extremely resentful of the caster's temerity.
  
 In general, this spell is cast only with multiple protections against the summoned fiend, such as a pentacle to contain the demon and a magic circle to protect the magic user. The exact nature of any discussions or negotiations with creatures of the nether planes is, of course, a matter to be handled in the course of the game, with the GM deciding what the fiend is thinking and how it acts. In general, this spell is cast only with multiple protections against the summoned fiend, such as a pentacle to contain the demon and a magic circle to protect the magic user. The exact nature of any discussions or negotiations with creatures of the nether planes is, of course, a matter to be handled in the course of the game, with the GM deciding what the fiend is thinking and how it acts.
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-//Clairvoyance//, together with //clairaudience//, is one of the classic "scrying" spellsspells that allow the caster to extend his or her perception and senses far into the distance to spy upon enemies and scout locations. //Clairvoyance// is a means of seeing events in a distant location. There is no effective limit to the spell's range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door.+//Clairvoyance//, together with //clairaudience//, is one of the classic "scrying" spells--spells that allow the caster to extend his or her perception and senses far into the distance to spy upon enemies and scout locations. //Clairvoyance// is a means of seeing events in a distant location. There is no effective limit to the spell's range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door.
  
 The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 10-ft radius of the spell's focal point even if the area is dark. If the area is not dark, the caster will be able to see as if he or she were standing at the spell's focal point, for a normal distance but in all directions at once (for the vision is in his or her mind's eye). The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 10-ft radius of the spell's focal point even if the area is dark. If the area is not dark, the caster will be able to see as if he or she were standing at the spell's focal point, for a normal distance but in all directions at once (for the vision is in his or her mind's eye).
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-Except as noted above, this spell is identical to the clerical spell //control weather//.+The //control weather// spell brings about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitation, temperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warm, and only a light breeze can be raised from calm weather. 
 + 
 +This spell may be cast successively to bring about a dramatic change, moving, for example, from a calm to a light breeze, from the breeze to a strong wind, and on the third casting to transform the strong wind into a gale. 
  
 ==== Crushing Hand ==== ==== Crushing Hand ====
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-A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //firebal//spell.+A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //fireball// spell.
  
 ==== Detect Evil (Reversible) ==== ==== Detect Evil (Reversible) ====
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-Except as noted abovethis spell functions in the same manner as the clerical spell //detect magic//.+//Detect magic //creates a tunnel of magical vision in a path 10-ft wide and 30-ft long, in which the caster sees the aura of any magic item as a glowing blue nimbus. The spell's effect is blocked by solid wood 3-ft thick, by stone 1-ft thick, and by solid metal 1 inch thick. The caster can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the caster's vision. 
  
 ==== Dig ==== ==== Dig ====
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-Except as noted above, this spell is identical to the clerical spell //dispel magic//.+//Dispel magic// has a base chance of 50% permanently to negate magic--both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled. 
 + 
 +With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
  
 ==== Distance Distortion ==== ==== Distance Distortion ====
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-By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensionshe or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)×1,000 gp in value.+By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensions--he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)×1,000 gp in value.
  
 ==== Enchant an Item ==== ==== Enchant an Item ====
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- +The insidious //feeblemind// spell affects only those who can cast spellstracing and poisoning the mystical channels of their arcane power like a viral infection. The spell reduces a victim into a state of extreme mental retardation, which persists until the victim is magically restored by means of a heal, wish, or restoration spell. The different types of spell casting ability are not equally vulnerable to the //feeblemind// spell. Practitioners of clerical magic gain a bonus of +1 to saving throws; druids save at -1; magic users and illusionists save at -4. (Those who can use more than one type of magic must save using the average of their modifiers.)
-Except as may be noted abovethis spell is identical to the druidic spell //feeblemind//.+
  
 ==== Feign Death ==== ==== Feign Death ====
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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 causedpotentially 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 ====
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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 trueconversely, 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 ====
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 This spell may be employed in one of three different forms, depending upon the words and material component used during casting. At the time of memorisation, the magic user need not specify which will be used; these are alternate uses of the same spell, not different versions of it. This spell may be employed in one of three different forms, depending upon the words and material component used during casting. At the time of memorisation, the magic user need not specify which will be used; these are alternate uses of the same spell, not different versions of it.
  
-**Ice seed:** conjures a sphere of an intensely cold magical substance that freezes water to a depth of 6 inches over a surface area 100 square-ft/caster level. The ice is thick enough to walk upon without fear of falling through. The duration of the ice is 1 round/level. The material component for this use is a piece of crystal.+**Ice seed:**  conjures a sphere of an intensely cold magical substance that freezes water to a depth of 6 inches over a surface area 100 square-ft/caster level. The ice is thick enough to walk upon without fear of falling through. The duration of the ice is 1 round/level. The material component for this use is a piece of crystal.
  
-**Ice ray:** A ray of cold lances from the caster's hand, inflicting 4 hp/caster level against anything in its path. A successful saving throw results in no damage. Even if the ray strikes an object, it continues on the other side until it has extended 10-ft/caster level or is stopped by a thickness of stone of 1-ft or more. The material component for this use is a gem worth 1,000 gp.+**Ice ray:**   A ray of cold lances from the caster's hand, inflicting 4 hp/caster level against anything in its path. A successful saving throw results in no damage. Even if the ray strikes an object, it continues on the other side until it has extended 10-ft/caster level or is stopped by a thickness of stone of 1-ft or more. The material component for this use is 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.+**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 ====
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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 planesummoning Thor is unlikely to bring the thunder god from the halls of Valhallahowever, 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 ====
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 This spell causes opaque materials to become transparent, either to the caster alone or to anyone, at the caster's option. The dimensions of the transparent area are 3-ft×2-ft, and the depth depends upon the nature of the substance being made transparent. Lead and gold, being the base and pure metals respectively, are not affected by the spell at all. Only four inches of any other metal can be made transparent, but stone can be seen through to a distance of 6-ft, and wood to a distance of 20-ft. This spell causes opaque materials to become transparent, either to the caster alone or to anyone, at the caster's option. The dimensions of the transparent area are 3-ft×2-ft, and the depth depends upon the nature of the substance being made transparent. Lead and gold, being the base and pure metals respectively, are not affected by the spell at all. Only four inches of any other metal can be made transparent, but stone can be seen through to a distance of 6-ft, and wood to a distance of 20-ft.
  
-**Globe of Invulnerability**+==== Globe of Invulnerability ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
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 This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// except as noted above and in that it protects against spells level 1-4 rather than 1-3. This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// except as noted above and in that it protects against spells level 1-4 rather than 1-3.
  
-**Grasping Hand**+==== Grasping Hand ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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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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 This powerful spell is primarily used to defend the caster's stronghold. The ward protects 200 square-ft per caster level. The warded area can be as much as 20-ft high and shaped as the caster desires. The magic user can ward several stories of a stronghold by dividing the area among them; he or she must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area: This powerful spell is primarily used to defend the caster's stronghold. The ward protects 200 square-ft per caster level. The warded area can be as much as 20-ft high and shaped as the caster desires. The magic user can ward several stories of a stronghold by dividing the area among them; he or she must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:
  
-**Fog:** Fog fills all corridors, obscuring all sight, including infravision, beyond 10-ft.+**Fog:** Fog fills all corridors, obscuring all sight, including infravision, beyond 10-ft.
  
-**Wizard Locks:** All doors in the warded area are wizard locked.+**Wizard Locks:** All doors in the warded area are wizard locked.
  
-**Webs:** Webs fill all stairs from top to bottom. These strands are identical to those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.+**Webs:**   Webs fill all stairs from top to bottom. These strands are identical to those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.
  
-**Confusion:** Where there are choices in directionsuch as a corridor intersection or side passagea minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment/charm effect that will not affect elves or other creatures immune to //charm//.+**Confusion:** Where there are choices in direction--such as a corridor intersection or side passage--a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment/charm effect that will not affect elves or other creatures immune to //charm//.
  
-**Lost Doors:** One door per caster level is covered by an illusion to appear as if it were a plain wall.+**Lost Doors:**   One door per caster level is covered by an illusion to appear as if it were a plain wall.
  
 In addition, the magic user can place his or her choice of one of the following five magical effects: In addition, the magic user can place his or her choice of one of the following five magical effects:
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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/Alteration// //Arcane Transmutation/Alteration//
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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's effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player. This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell's effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player.
  
-**Haste**+==== Haste ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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's level is not sufficient to affect all of the creatures in the area. The spell ages the creatures upon which it is cast by 2 years. This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the caster's level is not sufficient to affect all of the creatures in the area. The spell ages the creatures upon which it is cast by 2 years.
  
-**Hold Monster**+==== Hold Monster ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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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/Charm// //Arcane Enchantment/Charm//
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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/Alteration// //Arcane Transmutation/Alteration//
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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's duration expires. This is not a particularly powerful spell; any being not native to the material planes (such as a demon) will ignore its effects, as will a magic user four or more levels higher than the caster. The spell may also be negated by means of a //knock// or //dispel magic// spell. This quickly-shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spell's duration expires. This is not a particularly powerful spell; any being not native to the material planes (such as a demon) will ignore its effects, as will a magic user four or more levels higher than the caster. The spell may also be negated by means of a //knock// or //dispel magic// spell.
  
-**Ice Storm**+==== Ice Storm ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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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's duration, the magic user has a 15% +5%/caster level of gaining an insight into the nature of the item's enchantment. Insights include magical effects (and the corresponding command word) and number of charges (plus or minus 25% of the actual number). The exact bonus (or penalty) of a weapon is not revealed to the player, unless the GM chooses to do so for convenience; the character, of course, would not think of a magic sword as being "+1" or "+3," just as "enchanted" or "powerfully enchanted," and the spell reveals information in these terms. The spell must be cast within 1 hour/caster level of the time a magic item first comes near the caster, or the magic user's own aura will have blended too much in to the item's aura, contaminating his ability to read it. Upon casting the spell, the magic user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp. This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell's duration, the magic user has a 15% +5%/caster level of gaining an insight into the nature of the item's enchantment. Insights include magical effects (and the corresponding command word) and number of charges (plus or minus 25% of the actual number). The exact bonus (or penalty) of a weapon is not revealed to the player, unless the GM chooses to do so for convenience; the character, of course, would not think of a magic sword as being "+1" or "+3," just as "enchanted" or "powerfully enchanted," and the spell reveals information in these terms. The spell must be cast within 1 hour/caster level of the time a magic item first comes near the caster, or the magic user's own aura will have blended too much in to the item's aura, contaminating his ability to read it. Upon casting the spell, the magic user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp.
  
-**Imprisonment (Reversible)**+==== Imprisonment (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
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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 //imprisonment// appears at the exact spot where the //imprisonment// took place. When casting the spell's reverse, if the caster is not specific enough about the imprisoned creature's identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the groundsome far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%).+The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from //imprisonment// appears at the exact spot where the //imprisonment// took place. When casting the spell's reverse, if the caster is not specific enough about the imprisoned creature's identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the ground--some far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%). 
 + 
 +==== Incendiary Cloud ====
  
-**Incendiary Cloud** 
  
 //Arcane Evocation// //Arcane Evocation//
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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/Alteration// //Arcane Transmutation/Alteration//
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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/Summoning// //Arcane Conjuration/Summoning//
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-This spell calls a specific, desired object into the caster's hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that timeall but the final word of the incantation. The item is then touched with another item, the spell's focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item's location, and some details about the owner, as determined by the GM. The spell will function across the planes.+This spell calls a specific, desired object into the caster's hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that time--all but the final word of the incantation. The item is then touched with another item, the spell's focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item's location, and some details about the owner, as determined by the GM. The spell will function across the planes. 
 + 
 +==== Interposing Hand ====
  
-**Interposing Hand** 
  
 //Arcane Evocation// //Arcane Evocation//
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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/Phantasm// //Arcane Illusion/Phantasm//
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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, 10-ft Radius**+==== Invisibility, 10-ft Radius ==== 
  
 //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's radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spell's radius must remain within 10-ft of the creature upon whom the spell is centred. All creatures affected can see each other. This spell operates as does the invisibility spell, but affects all creatures within 10-ft of the recipient at the time the final words of the spell are uttered. If the creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spell's radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spell's radius must remain within 10-ft of the creature upon whom the spell is centred. All creatures affected can see each other.
  
-**Invisible Stalker**+==== Invisible Stalker ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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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/Charm// //Arcane Enchantment/Charm//
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 The creature touched (successful "to hit" roll) flies into an uncontrollable, twitching tarantella, dancing wildly. The creature's armour class is penalised by -4, and it will fail any and all saving throws during the spell's duration. It cannot act in any way, or gain benefit from a shield. The creature touched (successful "to hit" roll) flies into an uncontrollable, twitching tarantella, dancing wildly. The creature's armour class is penalised by -4, and it will fail any and all saving throws during the spell's duration. It cannot act in any way, or gain benefit from a shield.
  
-**Jump**+==== Jump ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
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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, will not be opened by means of the spell. If a door is secured by a number of devices, only two will be opened by the spell; a triple-locked door is proof against a single casting of the enchantment. The powerful magic words of a //knock// spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, will not be opened by means of the spell. If a door is secured by a number of devices, only two will be opened by the spell; a triple-locked door is proof against a single casting of the enchantment.
  
-**Legend Lore**+==== Legend Lore ==== 
  
 //Arcane Divination// //Arcane Divination//
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 This spell, when cast, gathers mystical echoes of legend and rumour about a specific person, place, or object. These inchoate rhymes, whispers, and memories form in the caster's mind until he can finally piece them together into meaningful information. The spell's power is far greater if the item is actually at hand when the spell is cast, for it can then be used as a focus for the gathering of echoes; casting time under these circumstances will be 1d4 turns. If the item (or place) is not at hand, but some detailed information can be woven into the casting of the spell as a focus for the gathering of legend-echoes, the casting time will be 1d10 days. If all that the caster knows about the object or place is rumour, the casting time will be 2d6 weeks. While casting the spell, the caster may not engage in any other activity other than short breaks to eat and sleep. This spell, when cast, gathers mystical echoes of legend and rumour about a specific person, place, or object. These inchoate rhymes, whispers, and memories form in the caster's mind until he can finally piece them together into meaningful information. The spell's power is far greater if the item is actually at hand when the spell is cast, for it can then be used as a focus for the gathering of echoes; casting time under these circumstances will be 1d4 turns. If the item (or place) is not at hand, but some detailed information can be woven into the casting of the spell as a focus for the gathering of legend-echoes, the casting time will be 1d10 days. If all that the caster knows about the object or place is rumour, the casting time will be 2d6 weeks. While casting the spell, the caster may not engage in any other activity other than short breaks to eat and sleep.
  
-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 valueoften a potionmust be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend.+When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some value--often a potion--must be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend. 
 + 
 +==== Levitate ====
  
-**Levitate** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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 Isee Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall.+This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I--see Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall. 
 + 
 +==== Light ====
  
-**Light** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
 +The //light// spell creates a globe of light 20-ft in radius, centered upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. If it is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).
  
 +==== Lightning Bolt ====
  
-Other than as noted above, this spell is identical to the clerical spell //light//. 
- 
-**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, such as a stone wall, it will be deflected backward toward the caster (potentially inflicting a second shock upon those in the target area). Note that the length of a deflected bolt is not increased; the bolt will only rebound for the distance remaining in its original area of effect. All items hit by the full force of the bolt must make item saving throws or be destroyed. The force of the bolt is often sufficient to blast doors into smouldering ruin. If the bolt strikes an object that does not conduct electricity, such as a stone wall, it will be deflected backward toward the caster (potentially inflicting a second shock upon those in the target area). Note that the length of a deflected bolt is not increased; the bolt will only rebound for the distance remaining in its original area of effect.
  
-**Limited Wish**+==== Limited Wish ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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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/Alteration// //Arcane Transmutation/Alteration//
Line 4837: Line 4857:
  
  
 +With a majestic gesture, the caster forces an area of water to sink downward by 5% of its original depth per caster level. Despite its name, the spell's power is not limited to water; it can affect other non-living fluid substances as well, including gases and materials slightly more viscous than water. The GM may adjust the amount by which the spell affects other substances based upon the difference of their material properties from those of water. The spell's area of effect is a square with sides measuring 10-ft per level. For example, a caster of 7th level can affect a square area up to 70-ft×70-ft. The reverse of the spell raises water in an area of effect similar to that of //lower water//, but not to the same degree of height, returning water to its natural level plus 5 feet per caster level.
  
-Except as may be noted above, this spell is identical to the clerical spell //lower water//. The spell'reverse can raise water no more than 5-ft/level.+==== Mage'Faithful Hound ====
  
-**Mage's Faithful Hound** 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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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; it inflicts 5d4 hp against size S and M creatures, or 5d6 against larger creatures. The sword can be dispelled by //dispel magic//. The material components for the spell cost 500 gp or more. The caster evokes a magical sword into being and can wield it by exerting his or her will. While doing so, he or she cannot cast spells, use magic items, or move, although the spell does not end if the magic user's concentration is broken; the sword simply does not attack during that round. The sword attacks as a fighter one-half the magic user's caster level (and always hits on a natural 19 or 20), and it can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; it inflicts 5d4 hp against size S and M creatures, or 5d6 against larger creatures. The sword can be dispelled by //dispel magic//. The material components for the spell cost 500 gp or more.
  
-**Magic Aura**+==== Magic Aura ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
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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's mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body. While the caster is in the magic jar waiting to possess another body, he or she can sense creatures beyond the jar, but not their nature. The jar may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). He or she does not gain any knowledge from the creature's mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body.
  
-**Magic Missile**+==== Magic Missile ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 When this spell is cast, missiles of magical energy dart forth from the caster's fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first-level magic user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on. When this spell is cast, missiles of magical energy dart forth from the caster's fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first-level magic user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on.
  
-**Magic Mouth**+==== Magic Mouth ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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's power limits the range at which the mouth can detect the triggering events. The mouth can "perceive" events at a range of 5-ft/caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as "hit dice," "class," "level," etc. but must use terms that would be familiar to the character. This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster's power limits the range at which the mouth can detect the triggering events. The mouth can "perceive" events at a range of 5-ft/caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as "hit dice," "class," "level," etc. but must use terms that would be familiar to the character.
  
-**Mass Charm**+==== Mass Charm ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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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/Phantasm// //Arcane Illusion/Phantasm//
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 This spell acts in the same manner as an //invisibility// spell, but has an effective radius of 30-ft×30-ft, possibly hiding as many as 300 medium-sized creatures if they are packed in close and do not jostle one another. This spell acts in the same manner as an //invisibility// spell, but has an effective radius of 30-ft×30-ft, possibly hiding as many as 300 medium-sized creatures if they are packed in close and do not jostle one another.
  
-**Massmorph**+==== Massmorph ==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
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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 "tree's" reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled). This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The "tree's" reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled).
  
-**Maze**+==== Maze ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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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 //ropetrick//. This wormhole has an entrance, which closes immediately after the target is trapped, and an exit, which is difficult to find in the branching, twisting maze of the dimensional labyrinth. A creature's intelligence determines the amount of time required to find the way out and emerge back into the material plane. The targeted creature is trapped by this spell into an interdimensional reality similar to that created by the second level spell //ropetrick//. This wormhole has an entrance, which closes immediately after the target is trapped, and an exit, which is difficult to find in the branching, twisting maze of the dimensional labyrinth. A creature's intelligence determines the amount of time required to find the way out and emerge back into the material plane.
  
-**Mending**+==== Mending ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
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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, granting no saving throw and inflicting full damage. When the meteor strikes its target, the explosion of fire may catch other creatures in its radius. These creatures receive saving throws for half damage. Large meteors inflict 10d4 hp damage and explode in a radius of 15-ft. Small meteors inflict 5d4 hp damage and explode in a radius of 7½-ft. If the explosions overlap, a creature in this area is subject to damage from all the explosions, but is entitled to a separate saving throw (halving damage) for each. Meteor-like chunks of magical fire streak from the magic user's outstretched hand, exploding into an inferno of flame when they strike the intended targets. The caster may hurl four large meteors or eight small meteors. These missiles strike the first creature in their straight-line trajectories automatically, granting no saving throw and inflicting full damage. When the meteor strikes its target, the explosion of fire may catch other creatures in its radius. These creatures receive saving throws for half damage. Large meteors inflict 10d4 hp damage and explode in a radius of 15-ft. Small meteors inflict 5d4 hp damage and explode in a radius of 7½-ft. If the explosions overlap, a creature in this area is subject to damage from all the explosions, but is entitled to a separate saving throw (halving damage) for each.
  
-**Mind Blank**+==== Mind Blank ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
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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/Phantasm// //Arcane Illusion/Phantasm//
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 The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell's 6-ft radius also becomes slightly blurred to sight, like the reflection of a slightly distorted mirror. The combination of these two magical phenomena makes it impossible to distinguish the images from the caster without aid of a magical nature, such as //true seeing//. When an opponent makes a successful hit against one of the images, the image breaks up and disappears (the others remain). If an opponent attempts to attack a magic user obscured by this spell, it is randomly determined whether the "to hit" roll is directed toward the person or one of the images. At the end of the spell's duration, the images fade from sight. The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell's 6-ft radius also becomes slightly blurred to sight, like the reflection of a slightly distorted mirror. The combination of these two magical phenomena makes it impossible to distinguish the images from the caster without aid of a magical nature, such as //true seeing//. When an opponent makes a successful hit against one of the images, the image breaks up and disappears (the others remain). If an opponent attempts to attack a magic user obscured by this spell, it is randomly determined whether the "to hit" roll is directed toward the person or one of the images. At the end of the spell's duration, the images fade from sight.
  
-**Mnemonic Enhancement**+==== Mnemonic Enhancement ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities. This spell enhances the magic user's precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorisation, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities.
  
-**Monster Summoning I**+==== Monster Summoning I ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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 Evil casters may get the monsters in parentheses, at the GM's option. Evil casters may get the monsters in parentheses, at the GM's option.
  
-**Monster Summoning II**+==== Monster Summoning II ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5178: Line 5216:
  
  
-**Monster Summoning III**+==== Monster Summoning III ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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-**Monster Summoning IV**+==== Monster Summoning IV ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5242: Line 5282:
  
  
-**Monster Summoning V**+==== Monster Summoning V ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5270: Line 5311:
  
  
-**Monster Summoning VI**+==== Monster Summoning VI ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5302: Line 5344:
  
  
-**Monster Summoning VII**+==== Monster Summoning VII ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5330: Line 5373:
  
  
-**Move Earth**+==== Move Earth ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 The spell is normally used to create walls, moats, etc., but can also be used to move an intact terrain feature from one place to another (although the spell cannot move rock unless the rock is carried within the moved earth). The spell is normally used to create walls, moats, etc., but can also be used to move an intact terrain feature from one place to another (although the spell cannot move rock unless the rock is carried within the moved earth).
  
-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 thepresumably undesiredresult of destroying the cottage in the process.+If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with the--presumably undesired--result of destroying the cottage in the process. 
 + 
 +==== Part Water ====
  
-**Part Water** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
-Except as may be noted above, this spell is identical to the clerical spell //part water//.+This spell causes water to draw apart, forming a trench. The depth and length of the water displacement is determined by the caster's level. For each caster level, they may displace an area of water 30-ft deep and 20-ft wide. The spell can affect other liquids besides water, but the more different the physical properties of the other liquid, the less the caster may be capable of displacing. 
 + 
 +==== Passwall ====
  
-**Passwall** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 By means of a //passwall// spell, the magic user creates an inter-dimensional opening through any non-metallic material, allowing him or her and any others to simply walk directly into the hillside or through a wall. More than one spell may be used in succession to create longer passages. The inside of the passageway is still a part of the material plane; the inter-dimensional warping of space simply acts to "remove" the material through which the passage is created. By means of a //passwall// spell, the magic user creates an inter-dimensional opening through any non-metallic material, allowing him or her and any others to simply walk directly into the hillside or through a wall. More than one spell may be used in succession to create longer passages. The inside of the passageway is still a part of the material plane; the inter-dimensional warping of space simply acts to "remove" the material through which the passage is created.
  
-**Permanency**+==== Permanency ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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/Phantasm// //Arcane Illusion/Phantasm//
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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, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results. Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.
  
-**Phase Door**+==== Phase Door ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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 //passwall//. The caster opens, by means of this spell, a dimensional pathway through a solid object, 10-ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a //passwall//.
  
-**Plant Growth**+==== Plant Growth ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
-Except as noted above, this spell is identical to the druidic spell //plant growth//.+By means of this spell, the caster causes plants and vines to grow with unbelievable speed, forming a tangled barrier of thick vegetation. The enchantment may be dispelled, or the plants cleared by normal means. Chopping a way through the barrier is possible, but movement is restricted to 10-ft/turn (20-ft for size L creatures). 
 + 
 +==== Polymorph Object ====
  
-**Polymorph Object** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell allows the magic user to transform one thing, living or not, into another sort of thing. If the spell is used simply to duplicate the effects of a //polymorph other// spell or a //stone to flesh// spell, it will function in the same manner as these spells but with a -4 penalty to the victim's saving throw. Otherwise, the spell's duration depends upon the degree of change involved in the transformation. The calculation is made using a "duration factor" found on table 1, and the explanation of the resulting duration factor is found on table 2. This spell allows the magic user to transform one thing, living or not, into another sort of thing. If the spell is used simply to duplicate the effects of a //polymorph other// spell or a //stone to flesh// spell, it will function in the same manner as these spells but with a -4 penalty to the victim's saving throw. Otherwise, the spell's duration depends upon the degree of change involved in the transformation. The calculation is made using a "duration factor" found on table 1, and the explanation of the resulting duration factor is found on table 2.
  
-**Polymorph ObjectTable 1**** (magic user level 8)**+**Polymorph Object--Table 1**** (magic user level 8)**
  
 |**Changed Subject Is:**|  **Increase to Duration Factor**  | |**Changed Subject Is:**|  **Increase to Duration Factor**  |
Line 5481: Line 5532:
 Add all that apply. Look up the total on the next table. Add all that apply. Look up the total on the next table.
  
-**Polymorph ObjectTable 2**** (magic user level 8)**+**Polymorph Object--Table 2**** (magic user level 8)**
  
 |  **Duration Factor**  |  **Duration**  |  **Example**  | |  **Duration Factor**  |  **Duration**  |  **Example**  |
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 This spell can be dispelled. This spell can be dispelled.
  
-**Polymorph Other**+==== Polymorph Other ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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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/Alteration// //Arcane Transmutation/Alteration//
Line 5532: Line 5585:
 The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defences, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human's soft fists. Similarly, if he or she transforms into a dragon, he or she will have the dragon's ability to fly but no breath weapon. As an orc, he or she would be able to use whatever weapons he or she could use in his original shape, but would lack infravision. The caster retains his or her own hit points and armour class. The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defences, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human's soft fists. Similarly, if he or she transforms into a dragon, he or she will have the dragon's ability to fly but no breath weapon. As an orc, he or she would be able to use whatever weapons he or she could use in his original shape, but would lack infravision. The caster retains his or her own hit points and armour class.
  
-**Power Word, Blind**+==== Power Word, Blind ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5548: Line 5602:
 The word of //power to blind// removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect. The word of //power to blind// removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect.
  
-**Power Word, Kill**+==== Power Word, Kill ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5564: Line 5619:
 Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, be used to slaughter up to 120 hp of creatures with 10 or fewer hit points each. The total number of hit points is based upon the target's current hit points, not maximum hit points, so wounded creatures are more vulnerable to the spell. All creatures to be killed must be within the spell's area of effect. Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, be used to slaughter up to 120 hp of creatures with 10 or fewer hit points each. The total number of hit points is based upon the target's current hit points, not maximum hit points, so wounded creatures are more vulnerable to the spell. All creatures to be killed must be within the spell's area of effect.
  
-**Power Word, Stun**+==== Power Word, Stun ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5580: Line 5636:
 The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the word's magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spell's effect is determined by the target's current hit points (not its normal maximum). A creature with 1-30 remaining hit points will be stunned for 4d4 rounds, a creature with 31-60 hp remaining will be stunned for 2d4 rounds, a creature with 61-90 hp remaining will be stunned for 1d4 rounds, and creatures with 90+ hit points will be able to shrug off the effect of the spell entirely. The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the word's magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spell's effect is determined by the target's current hit points (not its normal maximum). A creature with 1-30 remaining hit points will be stunned for 4d4 rounds, a creature with 31-60 hp remaining will be stunned for 2d4 rounds, a creature with 61-90 hp remaining will be stunned for 1d4 rounds, and creatures with 90+ hit points will be able to shrug off the effect of the spell entirely.
  
-**Prismatic Sphere**+==== Prismatic Sphere ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5611: Line 5668:
  
  
-**Project Image**+==== Project Image ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
Line 5627: Line 5685:
 This spell creates an illusory duplicate of the magic user in another place within the spell's range. The image must remain visible to the caster or the spell will end. Much like //mirror image//, the projected image mimics all the caster's movements, but it is not affected by attacks of any kind. The image possesses an arcane link to the caster; if desired, the magic user can cast spells that originate at the image rather than at the caster, as if the image, rather than the magic user, cast the spell. Thus, the effective range of an attack spell can be increased, or a spell that would ordinarily centre on the caster could be brought into effect around the projected image. This spell creates an illusory duplicate of the magic user in another place within the spell's range. The image must remain visible to the caster or the spell will end. Much like //mirror image//, the projected image mimics all the caster's movements, but it is not affected by attacks of any kind. The image possesses an arcane link to the caster; if desired, the magic user can cast spells that originate at the image rather than at the caster, as if the image, rather than the magic user, cast the spell. Thus, the effective range of an attack spell can be increased, or a spell that would ordinarily centre on the caster could be brought into effect around the projected image.
  
-**Protection From Evil (Reversible)**+==== Protection From Evil (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5643: Line 5702:
 Other than as noted above, this spell is identical to the clerical spell //protection from evil//. Other than as noted above, this spell is identical to the clerical spell //protection from evil//.
  
-**Protection From Evil, 10-ft Radius (Reversible)**+==== Protection From Evil, 10-ft Radius (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5657: Line 5717:
  
  
-This spell, except as noted above, is similar to the clerical spell //protection from evil, 10-ft radius//.+This spell has effects and limitations identical to //protection from evil//but the radius of divine protection extends a full 10-ft around the spell's recipient, allowing allies to shelter within the protective ambience. 
 + 
 +==== Protection From Normal Missiles ====
  
-**Protection From Normal Missiles** 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5675: Line 5736:
 The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell's power is not sufficient to completely ward off the larger missiles hurled by siege engines such as catapults and ballistae, nor the enchantment of a magic arrow or bolt, but does reduce any damage caused by such weapons by 1 hit point per die of damage. The spell conveys no protection whatsoever against spells, including spells with missile-like qualities such as //fireball// or //ray of enfeeblement//. The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell's power is not sufficient to completely ward off the larger missiles hurled by siege engines such as catapults and ballistae, nor the enchantment of a magic arrow or bolt, but does reduce any damage caused by such weapons by 1 hit point per die of damage. The spell conveys no protection whatsoever against spells, including spells with missile-like qualities such as //fireball// or //ray of enfeeblement//.
  
-**Push**+==== Push ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
Line 5691: Line 5753:
 The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one pound per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10-ft/round(directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty "to hit" equal to the caster's level. For example, a tenth level magic user could exert so much eldritch force against an attacking orc's axe that the orc would suffer a -10 "to hit" with it. Moving an actual creature or a heavier object is only possible if the creature's weight in pounds is not more than 50 times the caster's level. The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one pound per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10-ft/round(directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty "to hit" equal to the caster's level. For example, a tenth level magic user could exert so much eldritch force against an attacking orc's axe that the orc would suffer a -10 "to hit" with it. Moving an actual creature or a heavier object is only possible if the creature's weight in pounds is not more than 50 times the caster's level.
  
-**Pyrotechnics**+==== Pyrotechnics ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5707: Line 5770:
 With any exceptions noted above, this spell is identical to the druidic spell //pyrotechnics//. With any exceptions noted above, this spell is identical to the druidic spell //pyrotechnics//.
  
-**Ray of Enfeeblement**+==== Ray of Enfeeblement ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 5723: Line 5787:
 As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster's hand to strike the chosen target. No attack roll is required to hit. If the target fails a saving throw, its strength and the effect of all attacks which are dependent upon strength are reduced by 25%. The amount of reduction is increased by 1%/caster level (to be rounded off in the case of lower-level magic users simply as a matter of convenience). Thus, if an orc is struck with the //ray// by a level one magic user, the orc would lose 26% (rounded to 25%, at the option of the GM) of its strength. Its "to hit" rolls are not affected, but any damage it inflicts is reduced to 75% (or 74%) of the damage rolled (a good GM avoids minuscule calculations that might bog down the game). A //ray of enfeeblement// may technically reduce the target's strength below the required minimum to qualify for a class, but its effects are too temporary to affect class choices (so an enfeebled paladin with a temporary strength of 8 retains his or her paladinhood). Any further effects of the reduced strength are determined by the GM. As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster's hand to strike the chosen target. No attack roll is required to hit. If the target fails a saving throw, its strength and the effect of all attacks which are dependent upon strength are reduced by 25%. The amount of reduction is increased by 1%/caster level (to be rounded off in the case of lower-level magic users simply as a matter of convenience). Thus, if an orc is struck with the //ray// by a level one magic user, the orc would lose 26% (rounded to 25%, at the option of the GM) of its strength. Its "to hit" rolls are not affected, but any damage it inflicts is reduced to 75% (or 74%) of the damage rolled (a good GM avoids minuscule calculations that might bog down the game). A //ray of enfeeblement// may technically reduce the target's strength below the required minimum to qualify for a class, but its effects are too temporary to affect class choices (so an enfeebled paladin with a temporary strength of 8 retains his or her paladinhood). Any further effects of the reduced strength are determined by the GM.
  
-**Read Magic (Reversible)**+==== Read Magic (Reversible) ==== 
  
 //Arcane Divination// //Arcane Divination//
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 //Read magic// is normally the first spell in every magic user's spell book, and its mastery is the first task of every apprentice. The spell allows the caster to read magical writings (other than his or her own, of course, which are always intelligible to the original author). //Read magic// is normally the first spell in every magic user's spell book, and its mastery is the first task of every apprentice. The spell allows the caster to read magical writings (other than his or her own, of course, which are always intelligible to the original author).
  
-Unless the writings are cursed, reading magical script does not normally activate the magic formulae described thereinreviewing a scroll prior to casting from it does not, for instance, actually cast whatever spell is written upon the scroll. Once the magic user has read a particular set of magical inscriptions by use of this spell, the spell is no longer needed to re-read the writing at a later time.+Unless the writings are cursed, reading magical script does not normally activate the magic formulae described therein--reviewing a scroll prior to casting from it does not, for instance, actually cast whatever spell is written upon the scroll. Once the magic user has read a particular set of magical inscriptions by use of this spell, the spell is no longer needed to re-read the writing at a later time.
  
 The reverse of the spell allows the magic user to make magical writings indecipherable for the spell's duration, and is cast upon the writing rather than upon the caster him- or herself. The reverse of the spell allows the magic user to make magical writings indecipherable for the spell's duration, and is cast upon the writing rather than upon the caster him- or herself.
  
-**Remove Curse (Reversible)**+==== Remove Curse (Reversible) ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5759: Line 5825:
 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 5858:
  
  
-**Repulsion**+==== Repulsion ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
Line 5807: Line 5875:
 All living creatures in the spell's path will move away from the caster at their normal movement rates for the spell's duration, as if by choice. All living creatures in the spell's path will move away from the caster at their normal movement rates for the spell's duration, as if by choice.
  
-**Reverse Gravity**+==== Reverse Gravity ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 The caster momentarily reverses gravity in the area of effect, which is a 30 square-ft area, extending a mile into the air. Any object or creature in this area will "fall" upwards for a distance of 20-ft, striking intervening objects as per a normal, downward fall. When the duration ends, of course, they will fall downward again. The caster momentarily reverses gravity in the area of effect, which is a 30 square-ft area, extending a mile into the air. Any object or creature in this area will "fall" upwards for a distance of 20-ft, striking intervening objects as per a normal, downward fall. When the duration ends, of course, they will fall downward again.
  
-**Rope Trick**+==== Rope Trick ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell's expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within. This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell's expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within.
  
-**Scare**+==== Scare ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 5855: Line 5926:
 This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell's effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls. This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell's effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls.
  
-**Secret Chest**+==== Secret Chest ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster's possessions. The chest itself must be crafted of the finest materials in order to support the spell's magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the æthereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chest's actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the æthereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger one from the æther wherever he or she might be. It is possible, although not likely, that some æthereal creature or æthereal traveller might happen upon the chest while it is in the æthereal plane. So long as the chest remains in the æthereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the æthereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell's link to the chest will fail, and the chest will be irrecoverable. This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster's possessions. The chest itself must be crafted of the finest materials in order to support the spell's magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the æthereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chest's actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the æthereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger one from the æther wherever he or she might be. It is possible, although not likely, that some æthereal creature or æthereal traveller might happen upon the chest while it is in the æthereal plane. So long as the chest remains in the æthereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the æthereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell's link to the chest will fail, and the chest will be irrecoverable.
  
-**Shape Change**+==== Shape Change ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp.
  
-**Shatter**+==== Shatter ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5903: Line 5977:
 This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware, etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction. This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware, etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction.
  
-**Shield**+==== Shield ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell's duration. The shield is a frontal defence and grants no benefits against attacks from behind or from the rear flanks. By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell's duration. The shield is a frontal defence and grants no benefits against attacks from behind or from the rear flanks.
  
-**Shocking Grasp**+==== Shocking Grasp ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell imbues the caster's hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster. This spell imbues the caster's hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster.
  
-**Simulacrum**+==== Simulacrum ==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
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 This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate's substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points and a lower level of experience (1d4+1×10%). The simulacrum does not have its own personality; it is under the caster's control and has no volition without the caster's spoken command. A simulacrum can be improved by the use of other spells; a //reincarnation// spell will provide it with its own personality, and a //limited wish// may be used to give it the original's personality and 40-60% of the original's memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated. This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate's substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points and a lower level of experience (1d4+1×10%). The simulacrum does not have its own personality; it is under the caster's control and has no volition without the caster's spoken command. A simulacrum can be improved by the use of other spells; a //reincarnation// spell will provide it with its own personality, and a //limited wish// may be used to give it the original's personality and 40-60% of the original's memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated.
  
-**Sleep**+==== Sleep ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
Line 5978: Line 6056:
  
  
-**Slow**+==== Slow ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
Line 5994: Line 6073:
 This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/caster level, but all must be within the area of the spell's area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative. This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/caster level, but all must be within the area of the spell's area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative.
  
-**Spell Immunity**+==== Spell Immunity ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
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 This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell's duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size. This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell's duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size.
  
-**Spider Climb**+==== Spider Climb ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 When the magic user casts this spell, the recipient's bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30-ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect. When the magic user casts this spell, the recipient's bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30-ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect.
  
-**Spirit-Rack**+==== Spirit-Rack ==== 
  
 //Arcane Abjuration// //Arcane Abjuration//
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 Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend's goals and personality, but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual. Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend's goals and personality, but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual.
  
-**Statue**+==== Statue ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break. The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break.
  
-**Stinking Cloud**+==== Stinking Cloud ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible.
  
-**Stone Shape**+==== Stone Shape ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard's tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful. The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard's tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful.
  
-**Stone to Flesh (Reversible)**+==== Stone to Flesh (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/caster level may be transformed. A saving throw is permitted only against the spell's reverse,// flesh to stone//. This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/caster level may be transformed. A saving throw is permitted only against the spell's reverse,// flesh to stone//.
  
-**Strength**+==== Strength ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell increases a person's strength (affecting the same sorts of creatures as hold person). The recipient's strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 "to hit" as well. This spell increases a person's strength (affecting the same sorts of creatures as hold person). The recipient's strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 "to hit" as well.
  
-**Suggestion**+==== Suggestion ==== 
  
 //Arcane Enchantment/Charm// //Arcane Enchantment/Charm//
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 This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("These are not the halflings you seek"), suggestions of a course of action ("You won't mention you saw us, I have no doubt"), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "magical" torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster. This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("These are not the halflings you seek"), suggestions of a course of action ("You won't mention you saw us, I have no doubt"), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "magical" torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster.
  
-**Symbol**+==== Symbol ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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 Material components for this spell cost at least 10,000 gp. Material components for this spell cost at least 10,000 gp.
  
-**Telekinesis**+==== Telekinesis ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/round, but the caster can double this speed every round (to 40-ft, then 80-ft, then 160-ft) to a maximum of 102,400-ft/round (1,706-ft/second). For every 2,000-ft/round that an object is travelling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically. This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/round, but the caster can double this speed every round (to 40-ft, then 80-ft, then 160-ft) to a maximum of 102,400-ft/round (1,706-ft/second). For every 2,000-ft/round that an object is travelling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically.
  
-**Teleport**+==== Teleport ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 |  **Familiarity**  |  **On Target**  |  **Off Target**  |  **Similar Area**  |  **Mishap**  | |  **Familiarity**  |  **On Target**  |  **Off Target**  |  **Similar Area**  |  **Mishap**  |
-|  Very familiar  |  01-97  |  98-99  |  100  |  —  |+|  Very familiar  |  01-97  |  98-99  |  100  |  --  |
 |  Studied carefully  |  01-94  |  95-97  |  98-99  |  100  | |  Studied carefully  |  01-94  |  95-97  |  98-99  |  100  |
 |  Seen casually  |  01-88  |  89-94  |  95-96  |  97-100  | |  Seen casually  |  01-88  |  89-94  |  95-96  |  97-100  |
 |  Viewed once  |  01-76  |  77-88  |  89-90  |  99-100  | |  Viewed once  |  01-76  |  77-88  |  89-90  |  99-100  |
-|  False destination  |  (1d20+80)  |  —   81-92  |  93-100  |+|  False destination  |  (1d20+80)  |  --   81-92  |  93-100  |
  
  
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 **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid.
  
-**Temporal Stasis (Reversible)**+==== Temporal Stasis (Reversible) ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell's reverse form. This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell's reverse form.
  
-**Time Stop**+==== Time Stop ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell's common name is a misnomer, for time does not actually stop; rather the caster simply gains a few "extra" moments, captured in between the points of time's normal passage. Effectively, the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster. This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell's common name is a misnomer, for time does not actually stop; rather the caster simply gains a few "extra" moments, captured in between the points of time's normal passage. Effectively, the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster.
  
-**Tiny Hut**+==== Tiny Hut ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 This spell causes a bubble of magical force to form around the caster. The field will extend through solid substances if necessary, providing a complete sphere of protection even against burrowing creatures. When the caster stands on the ground, the sphere will thus appear to be a hemisphere, with half of it beneath the ground. The field's outside surface is not transparent and is usually a dark amber colour, but anyone inside the sphere can see through to the outside as if the force field did not exist. The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut, and up to 6 medium-sized or 8 small creatures can shelter inside with the caster. If the caster leaves the hut, the spell ends. This spell causes a bubble of magical force to form around the caster. The field will extend through solid substances if necessary, providing a complete sphere of protection even against burrowing creatures. When the caster stands on the ground, the sphere will thus appear to be a hemisphere, with half of it beneath the ground. The field's outside surface is not transparent and is usually a dark amber colour, but anyone inside the sphere can see through to the outside as if the force field did not exist. The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut, and up to 6 medium-sized or 8 small creatures can shelter inside with the caster. If the caster leaves the hut, the spell ends.
  
-Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70˚ Fahrenheit for so long as the outside temperature remains in a range from 0˚ to 100˚. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70˚. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside.+Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70-deg Fahrenheit for so long as the outside temperature remains in a range from 0 to 100-deg. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70-deg. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside. 
 + 
 +==== Tongues (Reversible) ====
  
-**Tongues (Reversible)** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell's area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell's area, or may be used to cancel out the effects of the //tongues// spell. Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell's area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell's area, or may be used to cancel out the effects of the //tongues// spell.
  
-**Transformation**+==== Transformation ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 Upon the completion of this spell, the caster's form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The caster's existing hit points are doubled, and any damage sustained is first deducted from the "additional" hit points with no deduction from the "true" hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The caster's armour class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a //**potion of heroism**//. Upon the completion of this spell, the caster's form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The caster's existing hit points are doubled, and any damage sustained is first deducted from the "additional" hit points with no deduction from the "true" hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The caster's armour class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a //**potion of heroism**//.
  
-**Transmute Rock to Mud**+==== Transmute Rock to Mud ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 +This spell transforms solid rock into mud, the volume transformed being proportionate to the caster's level. Any volume of mud will sink until its depth is equal to about one half the pool's diameter. If this spell is cast upon a ceiling, the resulting volume of mud will immediately collapse, possibly trapping or suffocating those caught beneath. Similarly, if a floor is turned to mud, creatures standing in the area will sink and may be trapped. If //dispel magic// is cast upon the mud before it eventually dries into dirt, the mud will return to stone, but in the shape and location of the mud (i.e., a collapsed ceiling will not return to its original place; it will be frozen back into stone where it collapsed). The spell's reverse transforms mud into sandstone or a similar sedimentary rock.
  
-Except as may be noted above, this spell is identical to the druidic spell of the same name.+==== Trap the Soul ====
  
-**Trap the Soul** 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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-This spell traps a victim's soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permittedthe imprisonment is automatic). When a being is freed from imprisonment, even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a //geas//.+This spell traps a victim's soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permitted--the imprisonment is automatic). When a being is freed from imprisonment, even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a //geas//. 
 + 
 +==== Unseen Servant ====
  
-**Unseen Servant** 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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 By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell's area of effect. By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell's area of effect.
  
-**Vanish**+==== Vanish ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 |**Level:**|Magic user 7| |**Level:**|Magic user 7|
 |**Range:**|Touch| |**Range:**|Touch|
-|**Duration:**|Instantaneous or permanentsee below|+|**Duration:**|Instantaneous or permanent--see below|
 |**Area of Effect:**|One object| |**Area of Effect:**|One object|
 |**Components:**|V| |**Components:**|V|
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 The caster's magic words cause an object to vanish, either being teleported away or shifted into the æthereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a //teleport// spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the æthereal plane, to be replaced with shapeless stone. A //dispel magic// cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish. The caster's magic words cause an object to vanish, either being teleported away or shifted into the æthereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a //teleport// spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the æthereal plane, to be replaced with shapeless stone. A //dispel magic// cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish.
  
-**Ventriloquism**+==== Ventriloquism ==== 
  
 //Arcane Illusion/Phantasm// //Arcane Illusion/Phantasm//
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 The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound. The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound.
  
-**Wall of Fire**+==== Wall of Fire ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/level. In all other respects, the spell resembles the druidic spell //wall of fire//. A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/level. In all other respects, the spell resembles the druidic spell //wall of fire//.
  
-**Wall of Force**+==== Wall of Force ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed, hanging magically in place where it was evoked. A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed, hanging magically in place where it was evoked.
  
-**Wall of Ice**+==== Wall of Ice ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%. A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%.
  
-**Wall of Iron**+==== Wall of Iron ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations, but its existence is magical and may be dispelled. By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations, but its existence is magical and may be dispelled.
  
-**Wall of Stone**+==== Wall of Stone ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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-When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchoreda bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone.+When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored--a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. 
 + 
 +==== Water Breathing (Reversible) ====
  
-**Water Breathing (Reversible)** 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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-Except as noted above, this spell is identical to the druidic spell //water breathing//.+This spell grants the ability to breathe underwater while the spell lasts. The reverse of the spell allows a water-breathing creature to breathe in the air. 
 + 
 +==== Web ====
  
-**Web** 
  
 //Arcane Evocation// //Arcane Evocation//
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 This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell's area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell's area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1-ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1-ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10-ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100-ft per turn. The strands of a //web// spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs. This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell's area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell's area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1-ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1-ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10-ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100-ft per turn. The strands of a //web// spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs.
  
-**Wish**+==== Wish ==== 
  
 //Arcane Conjuration/Summoning// //Arcane Conjuration/Summoning//
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 The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson.
  
-**Wizard Eye**+==== Wizard Eye ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter. The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter.
  
-**Wizard Lock**+==== Wizard Lock ==== 
  
 //Arcane Transmutation/Alteration// //Arcane Transmutation/Alteration//
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 A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//. A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//.
  
-**Write**+==== Write ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 +//Astral spell// allows the caster and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the spell is cast, the character's material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the caster may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While travelling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a "silver cord," an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name.+Most magic items lose some or all of their power on the astral plane. Unless an item's magical qualities are imbued so deeply as to exist in many planes, an astral traveller's physical manifestation on another plane will be equipped with only the unenchanted substance of otherwise magic items and weapons.
  
 ==== Audible Glamour ==== ==== Audible Glamour ====
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- +This spell is, as its name suggeststhe creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within the spell's range. The focal point can be moved by the caster at will until the spell's duration expires. The spell can create any type of sound, but the maximum volume of the noise depends upon the caster's level. A third level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th. Listeners are only entitled to saving throws if they have cause to doubt the apparent sounds. Players must state such disbelief, while the GM will make such determinations for monsters and NPCs based on the plausibility of the audible glamour.
-Except as may be noted abovethis spell functions in the same manner as the magic user spell of the same name.+
  
 ==== Blindness ==== ==== Blindness ====
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 |**Saving Throw:**|See below| |**Saving Throw:**|See below|
  
 +This spell causes creatures to behave strangely and unpredictably. A certain number of creatures in the spell's area of effect must make a saving throw each round in order to avoid becoming confused. The base number of creatures is 2d8, but additional creatures may be affected; if the caster's level is higher than the HD of the strongest opponent, the difference is the number of additional creatures that must make saving throws. This spell is extremely powerful; all saving throws are made with a penalty of -2. Creatures that fail their saving throws (check each round) act randomly in accordance with the following table:
  
 +|  **d%**  |**Action**|
 +|  01-10  |Attacks the druid or his or her allies|
 +|  11-20  |Acts normally|
 +|  21-50  |Babbles incoherently|
 +|  51-70  |Meanders away from caster for a full turn|
 +|  71-00  |Attacks nearest creature|
 +
 +
 +
 +**Note:**   A creature that meanders away is not entitled to further saving throws, but will be freed from the spell's effects after taking a full turn of movement (at normal speed) away from the caster.
  
-This spell affects a base number of 2d8 creatures. Except as noted above, it is otherwise identical to the druidic spell of the same name. 
  
 ==== Conjure Animals ==== ==== Conjure Animals ====
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- +A caster may use this spell to conjure animal allies from thin air and order them into combat. The total hit dice of summoned animals cannot exceed the caster's level, and the animals must all be of the same type. This spell will only summon mammals, although giant or prehistoric forms of normal mammals may be conjured if these are present within a few miles of the caster. The GM determines the specific type of animal that appears.
-Except as may be noted above, this spell is identical to the clerical spell of the same name.+
  
 ==== Continual Darkness ==== ==== Continual Darkness ====
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
 +This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell.
  
- 
-Except as noted above (particularly the area of effect), this spell is identical to the magic user spell //darkness, 15ft radius//. 
  
 ==== Continual Light ==== ==== Continual Light ====
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 +This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In some respects the spell is identical to the spell light, but its effects are permanent until dispelled. The light cast is greater than that produced by a //light spell//, extending 60-ft into the darkness.
  
-Except as may be noted abovethis spell is identical to the clerical spell of the same name.+By casting the spell upon an enemy's eyes or other organs of sight, the caster may blind the spell's subjectcausing the same penalties as if the creature were blinded by a light spell. In this instance, a saving throw is permitted, and if it is successful the spell's effect will centre upon the area immediately behind the targeted creature.
  
 ==== Dancing Lights ==== ==== Dancing Lights ====
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 +This spell creates small lights at a chosen distance, under the caster's control. It may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow. The lights move at the caster's mental command, without any particular concentration required. If the caster allows the lights to move beyond the spell's range, the lights will disappear and the spell will end.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Darkness ==== ==== Darkness ====
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 +This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell.
  
-Except as may be noted above, this spell is identical to the magic user spell //darkness, 15-ft radius//. 
  
 ==== Deafness ==== ==== Deafness ====
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 +This spell allows the caster to see that which is invisible or hidden, and also to perceive the astral and æthereal planes.
 +
 +The spell's sight is limited to the stated range of 10-ft/caster level.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Detect Magic ==== ==== Detect Magic ====
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 +//Detect magic //creates a tunnel of magical vision in a path 10-ft wide and 60-ft long, in which the caster sees the aura of any magic item as a glowing blue nimbus. The spell's effect is blocked by solid wood 3-ft thick, by stone 1-ft thick, and by solid metal 1 inch thick. The caster can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in their vision.
  
-Except as may be noted above, this spell is identical to the clerical spell of the same name. 
  
 ==== Dispel Exhaustion ==== ==== Dispel Exhaustion ====
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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.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Fog Cloud ==== ==== Fog Cloud ====
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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's effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Hypnotic Pattern ==== ==== Hypnotic Pattern ====
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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.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Invisibility, 10-ft Radius ==== ==== Invisibility, 10-ft Radius ====
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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's radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spell's radius must remain within 10-ft of the creature upon whom the spell is centred. All creatures affected can see each other.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Light ==== ==== Light ====
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- +The //light// spell creates a globe of light 20-ft in radiuscentred upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. If the spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).
-Except as may be noted abovethis spell is identical to the clerical spell //light//.+
  
 ==== Magic Mouth ==== ==== Magic Mouth ====
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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 caster can set any condition for the appearance of the magic mouth, but the caster's power limits the range at which the mouth can detect the triggering events. The mouth can "perceive" events at a range of 5-ft/caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as "hit dice," "class," "level," etc. but must use terms that would be familiar to the character.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Major Creation ==== ==== Major Creation ====
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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 "tree's" reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled).
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Maze ==== ==== Maze ====
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-Except as noted above, this spell is identical to the magic user spell //phantasmal force//.+This extremely flexible spell allows the caster to craft a visual illusion of virtually anything that can fit within the spell's area of effect. The spell creates no sound whatsoever. The caster must maintain his or her concentration upon the illusionor it will evaporate, but while concentrating the caster is able to make the illusion move and respond to events. 
 + 
 +The illusion is dispelled if it is struck with a blow, a falling person, etc. There is no saving throw against the illusion if the observer believes it, and the illusion can actually cause damage to such a deceived victim. A demon wielding a sword can attack and do damage, and the appearance of a pit full of spikes can be fatal even though it is not real. If the observer doubts the reality of the illusion, he or she will be permitted a saving throw to see the illusion for what it really is. If one observer disbelieves the illusion and this disbelief is communicated to others, the others will also gain a saving throw at a bonus of +4. 
 + 
 +Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.
  
 ==== Phantasmal Killer ==== ==== Phantasmal Killer ====
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 +This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell's expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Shades ==== ==== Shades ====
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-Except as noted abovethis spell is identical to the magic user spell of the same name.+This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("These are not the halflings you seek")suggestions of a course of action ("You won't mention you saw us, I have no doubt"), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "magical" torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster.
  
 ==== Summon Shadow ==== ==== Summon Shadow ====
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 +The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Vision ==== ==== Vision ====
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 The illusionist creates a curtain of obscuring fog in the area of effect. Vision of all kinds is reduced to 2-ft through the swirling vapour. The fog can be affected by normal or magical wind and breezes. The illusionist creates a curtain of obscuring fog in the area of effect. Vision of all kinds is reduced to 2-ft through the swirling vapour. The fog can be affected by normal or magical wind and breezes.
 +
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday

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