osric:chapter2
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osric:chapter2 [2019/06/08 18:59] – [Magic User Spells] TOC 2 robertfreemanday | osric:chapter2 [2021/04/04 17:11] (current) – [Light (Reversible)] spelling correction robertfreemanday | ||
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If the range of a spell is " | If the range of a spell is " | ||
- | Spell duration refers to the length of time that the spell' | + | Spell duration refers to the length of time that the spell' |
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' | 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' | ||
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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 // | + | 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 // |
===== 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 |
- | | 2 |Command|Chant|Continual Light| | + | | 2 |
- | | 3 |Create Water|Detect Charm|Create Food/Water| | + | | 3 |
- | | 4 |Cure Light Wounds|Find Traps|Cure Blindness| | + | | 4 |
- | | 5 |Detect Evil|Hold Person|Cure Disease| | + | | 5 |
- | | 6 |Detect Magic|Know Alignment|Dispel Magic| | + | | 6 |
- | | 7 |Light|Resist Fire|Feign Death| | + | | 7 |
- | | 8 |Protection from Evil|Silence, | + | | 8 |
- | | 9 |Purify Food and Drink|Slow Poison|Locate Object| | + | | 9 |
- | | 10 |Remove Fear|Snake Charm|Prayer| | + | | 10 |
- | | 11 |Resist Cold|Speak With Animals|Remove Curse| | + | | 11 |
- | | 12 |Sanctuary|Spiritual Weapon|Speak with Dead| | + | | 12 |
+ | | | **Level Four** | ||
+ | | 1 | [[chapter2# | ||
+ | | 2 | [[chapter2# | ||
+ | | 3 | [[chapter2# | ||
+ | | 4 | [[chapter2# | ||
+ | | 5 | [[chapter2# | ||
+ | | 6 | [[chapter2# | ||
+ | | 7 | [[chapter2# | ||
+ | | 8 | [[chapter2# | ||
+ | | 9 | [[chapter2# | ||
+ | | 10 | [[chapter2# | ||
- | | | | + | <sup>*</ |
- | | 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 One** | **Level Two** | **Level Three** | ||
- | | 1 |Animal Friendship|Barkskin|Call Lightning|Animal Summoning I| | + | | 1 |
- | | 2 |Detect Magic|Charm Person/ | + | | 2 |
- | | 3 |Detect Pits/ | + | | 3 |
- | | 4 |Entangle|Cure Light Wounds|Neutralise Poison|Cure Serious Wounds| | + | | 4 |
- | | 5 |Faerie Fire|Feign Death|Plant Growth|Dispel Magic| | + | | 5 |
- | | 6 |Invisibility to Animals|Fire Trap|Protection From Fire|Hallucinatory Forest| | + | | 6 |
- | | 7 |Locate Animals|Heat Metal|Pyrotechnics|Hold Plant| | + | | 7 |
- | | 8 |Pass Without Trace|Locate Plants|Snare|Plant Door| | + | | 8 |
- | | 9 |Predict Weather|Obscurement|Stone Shape|Produce Fire| | + | | 9 |
- | | 10 |Purify Water|Produce Flame|Summon Insects|Pro. From Lightning| | + | | 10 |
- | | 11 |Shillelagh|Trip|Tree|Repel Insects| | + | | 11 |
- | | 12 |Speak with Animals|Warp Wood|Water Breathing|Speak with Plants| | + | | 12 |
+ | | | **Level Five** | ||
+ | | 1 | [[chapter2# | ||
+ | | 2 | [[chapter2# | ||
+ | | 3 | [[chapter2# | ||
+ | | 4 | [[chapter2# | ||
+ | | 5 | [[chapter2# | ||
+ | | 6 | [[chapter2# | ||
+ | | 7 | [[chapter2# | ||
+ | | 8 | [[chapter2# | ||
+ | | 9 | [[chapter2# | ||
+ | | 10 | [[chapter2# | ||
- | + | <sup>*</ | |
- | | |**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# | ||
+ | | 2 | [[chapter2# | ||
+ | | 3 | [[chapter2# | ||
+ | | 4 | [[chapter2# | ||
+ | | 5 | [[chapter2# | ||
+ | | 6 | [[chapter2# | ||
+ | | 7 | [[chapter2# | ||
+ | | 8 | [[chapter2# | ||
+ | | 9 | [[chapter2# | ||
+ | | 10 | [[chapter2# | ||
+ | | 11 | [[chapter2# | ||
+ | | 12 | [[chapter2# | ||
+ | | 13 | [[chapter2# | ||
+ | | 14 | [[chapter2# | ||
+ | | 15 | [[chapter2# | ||
+ | | 16 | [[chapter2# | ||
+ | | 17 | [[chapter2# | ||
+ | | 18 | [[chapter2# | ||
+ | | 19 | [[chapter2# | ||
+ | | 20 | [[chapter2# | ||
+ | | 21 | [[chapter2# | ||
+ | | 22 | [[chapter2# | ||
+ | | 23 | [[chapter2# | ||
+ | | 24 | [[chapter2# | ||
+ | | 25 | [[chapter2# | ||
+ | | 26 | [[chapter2# | ||
+ | | 27 | [[chapter2# | ||
+ | | 28 | [[chapter2# | ||
+ | | 29 | [[chapter2# | ||
+ | | 30 | [[chapter2# | ||
- | | |**Level One**|**Level Two**|**Level Three**| | ||
- | | 1 |Affect Normal Fires|Audible Glamour|Blink| | ||
- | | 2 |Burning Hands|Continual Light|Clairaudience| | ||
- | | 3 |Charm Person|Darkness, | ||
- | | 4 |Comprehend Languages|Detect Evil|Dispel Magic| | ||
- | | 5 |Dancing Lights|Detect Invisibility|Explosive Runes| | ||
- | | 6 |Detect Magic|ESP|Feign Death| | ||
- | | 7 |Enlarge|Fool' | ||
- | | 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, | ||
- | | 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/ | ||
- | | 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** | ||
+ | | 1 | [[chapter2# | ||
+ | | 2 | [[chapter2# | ||
+ | | 3 | [[chapter2# | ||
+ | | 4 | [[chapter2# | ||
+ | | 5 | [[chapter2# | ||
+ | | 6 | [[chapter2# | ||
+ | | 7 | [[chapter2# | ||
+ | | 8 | [[chapter2# | ||
+ | | 9 | [[chapter2# | ||
+ | | 10 | [[chapter2# | ||
+ | | 11 | [[chapter2# | ||
+ | | 12 | [[chapter2# | ||
+ | | 13 | [[chapter2# | ||
+ | | 14 | [[chapter2# | ||
+ | | 15 | [[chapter2# | ||
+ | | 16 | [[chapter2# | ||
+ | | 17 | [[chapter2# | ||
+ | | 18 | [[chapter2# | ||
+ | | 19 | [[chapter2# | ||
+ | | 20 | [[chapter2# | ||
+ | | 21 | [[chapter2# | ||
+ | | 22 | [[chapter2# | ||
+ | | 23 | [[chapter2# | ||
+ | | 24 | [[chapter2# | ||
+ | | | **Level Seven** | ||
+ | | 1 | [[chapter2# | ||
+ | | 2 | [[chapter2# | ||
+ | | 3 | [[chapter2# | ||
+ | | 4 | [[chapter2# | ||
+ | | 5 | [[chapter2# | ||
+ | | 6 | [[chapter2# | ||
+ | | 7 | [[chapter2# | ||
+ | | 8 | [[chapter2# | ||
+ | | 9 | [[chapter2# | ||
+ | | 10 | [[chapter2# | ||
+ | | 11 | [[chapter2# | ||
+ | | 12 | [[chapter2# | ||
- | | |**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' | + | |
- | | 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|Antipathy/ Sympathy|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' | + | |
- | | 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 |
- | | 2 |Change Self|Blur|Continual Light| | + | | 2 |
- | | 3 |Colour Spray|Deafness|Dispel Illusion| | + | | 3 |
- | | 4 |Dancing Lights|Detect Magic|Fear| | + | | 4 |
- | | 5 |Darkness|Fog Cloud|Hallucinatory Terrain| | + | | 5 |
- | | 6 |Detect Illusion|Hypnotic Pattern|Illusory Script| | + | | 6 |
- | | 7 |Detect Invisibility|Improved Phantasmal Force|Invisibility, | + | | 7 |
- | | 8 |Gaze Reflection|Invisibility|Non-Detection| | + | | 8 |
- | | 9 |Hypnotism|Magic Mouth|Paralysation| | + | | 9 |
- | | 10 |Light|Mirror Image|Rope Trick| | + | | 10 |
- | | 11 |Phantasmal Force|Misdirection|Spectral Force| | + | | 11 |
- | | 12 |Wall of Fog|Ventriloquism|Suggestion| | + | | 12 |
- | + | | | **Level Four** | |
- | | |**Level Four**|**Level Five**|**Level Six**|**Level Seven**| | + | | 1 |
- | | 1 |Confusion|Chaos|Conjure Animals|Alter Reality| | + | | 2 |
- | | 2 |Dispel Exhaustion|Demi-Shadow Monsters|Demi-Shadow Magic|Astral Spell| | + | | 3 |
- | | 3 |Emotion|Major Creation|Mass Suggestion|Prismatic Spray| | + | | 4 |
- | | 4 |Improved Invisibility|Maze|Permanent Illusion|Prismatic Wall| | + | | 5 |
- | | 5 |Massmorph|Project Image|Program. Illusion|Vision| | + | | 6 |
- | | 6 |Minor Creation|Shadow Door|Shades|Arcane Spells level 1| | + | | 7 |
- | | 7 |Phantasmal Killer|Shadow Magic|True Sight| | + | | 8 |
- | | 8 |Shadow Monsters|Summon Shadow|Veil| | + | |
===== Cleric Spells ===== | ===== Cleric Spells ===== | ||
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==== Aerial Servant ==== | ==== Aerial Servant ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animate Dead ==== | ==== Animate Dead ==== | ||
- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animate Object ==== | ==== Animate Object ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Astral Spell ==== | ==== Astral Spell ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Atonement ==== | ==== Atonement ==== | ||
- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Augury ==== | ==== Augury ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 manifest—a set of sticks made from dragon' | + | 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' |
==== Blade Barrier ==== | ==== Blade Barrier ==== | ||
- | //Clerical Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Bless (Reversible) ==== | ==== Bless (Reversible) ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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' | + | 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' |
The spell' | The spell' | ||
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==== Chant ==== | ==== Chant ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Command ==== | ==== Command ==== | ||
- | // | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Commune ==== | ==== Commune ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Conjure Animals ==== | ==== Conjure Animals ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Continual Light (Reversible) ==== | ==== Continual Light (Reversible) ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Control Weather ==== | ==== Control Weather ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Create Food and Water ==== | ==== Create Food and Water ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Create Water (Reversible) ==== | ==== Create Water (Reversible) ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Cure Blindness (Reversible) ==== | ==== Cure Blindness (Reversible) ==== | ||
- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Cure Critical Wounds (Reversible) ==== | ==== Cure Critical Wounds (Reversible) ==== | ||
- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Detect Evil (Reversible) ==== | ==== Detect Evil (Reversible) ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //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' | + | //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' |
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' | 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' | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | This spell magically slows the recipient' |
==== Find the Path (Reversible) ==== | ==== Find the Path (Reversible) ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell' | + | A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell' |
==== Glyph of Warding ==== | ==== Glyph of Warding ==== | ||
- | //Clerical Abjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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' | //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster' | ||
- | Less than 4 HD Kills | + | * Less than 4 HD Kills |
- | 4-7 HD Paralyses (duration 10-40 rounds) | + | |
- | 8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls | + | |
- | (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) | + | |
The spell' | The spell' | ||
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- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | The //light// spell creates a globe of light 20-ft in radius, | + | The //light// spell creates a globe of light 20-ft in radius, |
==== Locate Object (Reversible) ==== | ==== Locate Object (Reversible) ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 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' | + | 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' |
| **Caster level** | | **Caster level** | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Invocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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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, | 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, | ||
- | **Hopelessness: | + | **Hopelessness: |
- | **Pain: | + | **Pain: |
- | **Persuasion: | + | **Persuasion: |
==== Tongues (Reversible) ==== | ==== Tongues (Reversible) ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animal Growth (Reversible) ==== | ==== Animal Growth (Reversible) ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animal Summoning I ==== | ==== Animal Summoning I ==== | ||
- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Abjuration// | + | //[[chapter2# |
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- | //Druidic Abjuration// | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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The powerful enchantment woven by this spell will affect any " | The powerful enchantment woven by this spell will affect any " | ||
- | 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/ | + | |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/ | + | |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# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | **Note: | + | **Note: |
==== Conjure Earth Elemental (Reversible) ==== | ==== Conjure Earth Elemental (Reversible) ==== | ||
- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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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/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 it—the most obvious being a // | + | 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 // |
==== Cure Disease (Reversible) ==== | ==== Cure Disease (Reversible) ==== | ||
- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except | + | 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 |
==== Cure Critical Wounds (Reversible) ==== | ==== Cure Critical Wounds (Reversible) ==== | ||
- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | This powerful |
==== Cure Light Wounds (Reversible) ==== | ==== Cure Light Wounds (Reversible) ==== | ||
- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | //Cure light wounds// allows the caster to lay hands upon a wounded creature, restoring 1d8 hit points |
==== Cure Serious Wounds (Reversible) ==== | ==== Cure Serious Wounds (Reversible) ==== | ||
- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | 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 |
==== Detect Magic ==== | ==== Detect Magic ==== | ||
- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical to the first level clerical spell //detect | + | //Detect |
==== Detect Pits and Snares ==== | ==== Detect Pits and Snares ==== | ||
- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except | + | //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 |
+ | |||
+ | With respect | ||
==== Entangle ==== | ==== Entangle ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | This spell magically slows the recipient' |
==== Finger of Death ==== | ==== Finger of Death ==== | ||
- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the caster, magical fire explodes in an area 5-ft in radius around the //fire trapped// object, causing 1d4 plus the caster' |
==== Hallucinatory Forest ==== | ==== Hallucinatory Forest ==== | ||
- | //Druidic Illusion/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | While casting this spell, the caster designates a central point for the spell' |
==== Invisibility to Animals ==== | ==== Invisibility to Animals ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | 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 |
==== Obscurement ==== | ==== Obscurement ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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, | + | 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, |
==== Plant Door ==== | ==== Plant Door ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | This spell lends the recipient | + | 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 |
==== Purify Water (Reversible) ==== | ==== Purify Water (Reversible) ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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The // | The // | ||
- | 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/ | + | 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/ |
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' | 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' | ||
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- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 dead—but into another body. The form of the new body is not subject to the druid' | + | 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' |
**Humanoid Table** | **Humanoid Table** | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | This spell allows | + | When the caster invokes this spell, he or she becomes able to communicate |
==== Speak With Plants ==== | ==== Speak With Plants ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | The caster becomes able to hold converse with living plant matter. He or she may pose questions and understand the answers given, although any conclusions or opinions the plant provides will be based on the plant' |
==== Sticks to Snakes (Reversible) ==== | ==== Sticks to Snakes (Reversible) ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | Except as noted above, this spell is identical | + | This spell enables the caster to transform sticks into serpents that attack at the caster' |
==== Stone Shape ==== | ==== Stone Shape ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 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. | + | 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/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
+ | ] | ||
|**Level: | |**Level: | ||
|**Range: | |**Range: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | The area of effect of this spell is d% square miles, | + | The area of effect of this spell is d% square miles, |
===== Magic User Spells ===== | ===== Magic User Spells ===== | ||
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- | Except as noted above, this spell is identical | + | This spell causes up to 8 animals in the area of effect to grow to twice normal size, doubling their hit dice and the damage they inflict. The spell does not influence the animals' |
==== Animate Dead ==== | ==== Animate Dead ==== | ||
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- | Except as noted above, | + | By casting |
==== 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' |
+ | |||
+ | 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' | ||
==== 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' | + | 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' |
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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- | // | + | // |
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' | 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' | ||
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- | Except as noted above, this spell is identical to the clerical spell //control weather//. | + | The //control 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 // | + | A delayed //blast fireball// is somewhat more powerful than a normal // |
==== Detect Evil (Reversible) ==== | ==== Detect Evil (Reversible) ==== | ||
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- | Except as noted above, this spell functions | + | //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' |
==== Dig ==== | ==== Dig ==== | ||
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- | Except as noted above, this spell is identical | + | //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 |
+ | |||
+ | 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' | ||
==== 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 dimensions—he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, | + | By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensions--he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, |
==== Enchant an Item ==== | ==== Enchant an Item ==== | ||
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- | + | The insidious // | |
- | Except as may be noted above, this spell is identical | + | |
==== Feign Death ==== | ==== Feign Death ==== | ||
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- | This spell magically slows the recipient' | + | This spell magically slows the recipient' |
==== Find Familiar ==== | ==== Find Familiar ==== | ||
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- | This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, | + | This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, |
==== Forceful Hand ==== | ==== Forceful Hand ==== | ||
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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, | 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, | ||
- | **Ice seed: | + | **Ice seed: |
- | **Ice ray:** A ray of cold lances from the caster' | + | **Ice ray: |
- | **Shattering globe: | + | **Shattering globe: |
==== Friends ==== | ==== Friends ==== | ||
Line 4283: | Line 4276: | ||
- | A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell' | + | A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell' |
==== Geas ==== | ==== Geas ==== | ||
Line 4336: | Line 4329: | ||
This spell causes opaque materials to become transparent, | This spell causes opaque materials to become transparent, | ||
- | **Globe of Invulnerability** | + | ==== Globe of Invulnerability |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// | This spell creates a spherical shield, impermeable to spells. It functions as the spell //minor globe of invulnerability// | ||
- | **Grasping Hand** | + | ==== Grasping Hand ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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This spell is a more powerful evocation of the //forceful hand// spell, acting in the same manner but able to hold motionless a creature of up to 1,000 lbs or move creatures with twice the force of a //forceful hand//. | This spell is a more powerful evocation of the //forceful hand// spell, acting in the same manner but able to hold motionless a creature of up to 1,000 lbs or move creatures with twice the force of a //forceful hand//. | ||
- | **Guards and Wards** | + | ==== Guards and Wards ==== |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 4384: | Line 4380: | ||
This powerful spell is primarily used to defend the caster' | This powerful spell is primarily used to defend the caster' | ||
- | **Fog: | + | **Fog:** Fog fills all corridors, obscuring all sight, including infravision, |
- | **Wizard Locks: | + | **Wizard Locks:** All doors in the warded area are wizard locked. |
- | **Webs: | + | **Webs: |
- | **Confusion: | + | **Confusion: |
- | **Lost Doors: | + | **Lost Doors: |
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: | ||
Line 4404: | Line 4400: | ||
The whole warded area radiates strong magic. A //dispel magic// cast on a specific effect, if successful, removes only that effect. | The whole warded area radiates strong magic. A //dispel magic// cast on a specific effect, if successful, removes only that effect. | ||
- | **Gust of Wind** | + | ==== Gust of Wind ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 4420: | Line 4417: | ||
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// | ||
Line 4436: | Line 4434: | ||
This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell' | This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell' | ||
- | **Haste** | + | ==== Haste ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 4452: | Line 4451: | ||
This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the caster' | This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the caster' | ||
- | **Hold Monster** | + | ==== Hold Monster |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 4472: | Line 4472: | ||
Creatures held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. | Creatures held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. | ||
- | **Hold Person** | + | ==== Hold Person |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 4492: | Line 4493: | ||
Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. | Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. | ||
- | **Hold Portal** | + | ==== Hold Portal |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 4508: | Line 4510: | ||
This quickly-shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spell' | This quickly-shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spell' | ||
- | **Ice Storm** | + | ==== Ice Storm ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
Line 4524: | Line 4527: | ||
The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hail storm is a vicious barrage of huge hailstones that pound into a 40-ft×40-ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80-ft×80-ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone. | The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hail storm is a vicious barrage of huge hailstones that pound into a 40-ft×40-ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80-ft×80-ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone. | ||
- | **Identify** | + | ==== Identify |
//Arcane Divination// | //Arcane Divination// | ||
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This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell' | This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell' | ||
- | **Imprisonment (Reversible)** | + | ==== Imprisonment (Reversible) |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 4554: | Line 4559: | ||
- | The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from // | + | The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from // |
+ | |||
+ | ==== Incendiary Cloud ==== | ||
- | **Incendiary Cloud** | ||
//Arcane Evocation// | //Arcane Evocation// | ||
Line 4574: | Line 4580: | ||
In the first round of the flare, the blazing cloud inflicts one hit point of damage for every two levels of the caster. In the second round of the flare, the heat increases to inflict 1 hit point per caster level, and in the third round of the blaze, damage falls again to one point per two levels. After three rounds, the cloud burns out, and for any further duration it retains only the properties of pyrotechnic smoke. | In the first round of the flare, the blazing cloud inflicts one hit point of damage for every two levels of the caster. In the second round of the flare, the heat increases to inflict 1 hit point per caster level, and in the third round of the blaze, damage falls again to one point per two levels. After three rounds, the cloud burns out, and for any further duration it retains only the properties of pyrotechnic smoke. | ||
- | **Infravision** | + | ==== Infravision |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 4590: | Line 4597: | ||
This spell allows the magic user to confer the ability to see in the dark, perceiving variations of heat in the infrared spectrum. The range of this vision is 60-ft. Lamps and other light sources tend to spoil the effects of infravision. Infravision does not perceive invisibility any more than normal vision. | This spell allows the magic user to confer the ability to see in the dark, perceiving variations of heat in the infrared spectrum. The range of this vision is 60-ft. Lamps and other light sources tend to spoil the effects of infravision. Infravision does not perceive invisibility any more than normal vision. | ||
- | **Instant Summons** | + | ==== Instant Summons |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 4604: | Line 4612: | ||
- | This spell calls a specific, desired object into the caster' | + | This spell calls a specific, desired object into the caster' |
+ | |||
+ | ==== Interposing Hand ==== | ||
- | **Interposing Hand** | ||
//Arcane Evocation// | //Arcane Evocation// | ||
Line 4622: | Line 4631: | ||
This spell creates a magical hand with the same number of hit points as the caster. The magic user can cause the hand to be as small as his or her own, or as large as a shield. The caster selects a foe, and the hand will place itself between the magic user and that particular enemy, moving so rapidly that it cannot be avoided. It is strong enough to hold back any creature weighing 200 lbs or less and will slow heavier opponents to half movement. The movement rates of opponents of truly massive size (such as dragons) will be adjudicated by the GM, being slowed to a quarter movement rate or pushing the hand aside entirely. | This spell creates a magical hand with the same number of hit points as the caster. The magic user can cause the hand to be as small as his or her own, or as large as a shield. The caster selects a foe, and the hand will place itself between the magic user and that particular enemy, moving so rapidly that it cannot be avoided. It is strong enough to hold back any creature weighing 200 lbs or less and will slow heavier opponents to half movement. The movement rates of opponents of truly massive size (such as dragons) will be adjudicated by the GM, being slowed to a quarter movement rate or pushing the hand aside entirely. | ||
- | **Invisibility** | + | ==== Invisibility |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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When the words of this spell are completed, the recipient and all he or she carries fade from sight, becoming invisible. Even infravision cannot detect an invisible creature. The spell remains in effect until the invisible creature attacks someone, the caster ends the spell, or the magic is dispelled. Note that the spell does not make the recipient any more quiet than normal, nor does it eliminate scents. The invisible person can see him- or herself, but the caster (unless they are one and the same) cannot. The spell cannot be cast upon an unwilling subject. | When the words of this spell are completed, the recipient and all he or she carries fade from sight, becoming invisible. Even infravision cannot detect an invisible creature. The spell remains in effect until the invisible creature attacks someone, the caster ends the spell, or the magic is dispelled. Note that the spell does not make the recipient any more quiet than normal, nor does it eliminate scents. The invisible person can see him- or herself, but the caster (unless they are one and the same) cannot. The spell cannot be cast upon an unwilling subject. | ||
- | **Invisibility, | + | ==== Invisibility, |
//Arcane Illusion/ Phantasm// | //Arcane Illusion/ Phantasm// | ||
Line 4654: | Line 4665: | ||
This spell operates as does the invisibility spell, but affects all creatures within 10-ft of the recipient at the time the final words of the spell are uttered. If the creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spell' | This spell operates as does the invisibility spell, but affects all creatures within 10-ft of the recipient at the time the final words of the spell are uttered. If the creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spell' | ||
- | **Invisible Stalker** | + | ==== Invisible Stalker |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 4670: | Line 4682: | ||
This spell summons an invisible stalker (see Chapter 5). The stalker will perform one task as commanded by the caster, but resents its slavery and will always seek to misinterpret a command if it is worded ambiguously. | This spell summons an invisible stalker (see Chapter 5). The stalker will perform one task as commanded by the caster, but resents its slavery and will always seek to misinterpret a command if it is worded ambiguously. | ||
- | **Irresistible Dance** | + | ==== Irresistible Dance ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 4686: | Line 4699: | ||
The creature touched (successful "to hit" roll) flies into an uncontrollable, | The creature touched (successful "to hit" roll) flies into an uncontrollable, | ||
- | **Jump** | + | ==== Jump ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 4702: | Line 4716: | ||
This spell allows the subject to make one or more prodigious leaps, one additional leap for each three caster levels above 1. Thus, at a caster level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30-ft, or may leap backward or straight up for a distance of 10-ft. The leap is almost perfectly straight, with no arc. | This spell allows the subject to make one or more prodigious leaps, one additional leap for each three caster levels above 1. Thus, at a caster level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30-ft, or may leap backward or straight up for a distance of 10-ft. The leap is almost perfectly straight, with no arc. | ||
- | **Knock** | + | ==== Knock ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 4718: | Line 4733: | ||
The powerful magic words of a //knock// spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, | The powerful magic words of a //knock// spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, | ||
- | **Legend Lore** | + | ==== Legend Lore ==== |
//Arcane Divination// | //Arcane Divination// | ||
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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' | 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' | ||
- | When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some value—often a potion—must be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend. | + | When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some value--often a potion--must be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend. |
+ | |||
+ | ==== Levitate ==== | ||
- | **Levitate** | ||
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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- | This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I—see Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall. | + | This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I--see Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall. |
+ | |||
+ | ==== Light ==== | ||
- | **Light** | ||
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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|**Saving Throw: | |**Saving Throw: | ||
+ | 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' | ||
+ | ==== 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, | All items hit by the full force of the bolt must make item saving throws or be destroyed. The force of the bolt is often sufficient to blast doors into smouldering ruin. If the bolt strikes an object that does not conduct electricity, | ||
- | **Limited Wish** | + | ==== Limited Wish ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. | The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. | ||
- | **Locate Object** | + | ==== Locate Object |
//Arcane Divination// | //Arcane Divination// | ||
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Other than as noted above, this spell is identical to the clerical spell //locate object//. | Other than as noted above, this spell is identical to the clerical spell //locate object//. | ||
- | **Lower Water (Reversible)** | + | ==== Lower Water (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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+ | 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' | ||
- | Except as may be noted above, this spell is identical to the clerical spell //lower water//. The spell' | + | ==== Mage' |
- | **Mage' | ||
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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This spell summons an invisible watchdog to guard an area. The hound is invisible to all but the caster, who may order it to keep watch over a particular area. The area must be close to the caster, however, for if the caster is more than 30-ft from the area the hound guards, it will return to the spirit realm. The hound can detect virtually any creature that enters the area: it can detect invisibility (which includes creatures on the astral and æthereal planes), can see creatures that are moving between dimensions, and can detect virtually any other method that might be employed to sneak into an area. If any creature larger than a cat or small dog enters the area, the hound will begin baying with its echoing, supernatural bark. Moreover, it will seek to attack intruders from behind (it does not make frontal assaults) and can attack as a monster of 10 HD for 3d6 damage, even if the opponent requires up to a +3 magical weapon to be hit. The hound cannot be harmed by any means other than by dispelling it. | This spell summons an invisible watchdog to guard an area. The hound is invisible to all but the caster, who may order it to keep watch over a particular area. The area must be close to the caster, however, for if the caster is more than 30-ft from the area the hound guards, it will return to the spirit realm. The hound can detect virtually any creature that enters the area: it can detect invisibility (which includes creatures on the astral and æthereal planes), can see creatures that are moving between dimensions, and can detect virtually any other method that might be employed to sneak into an area. If any creature larger than a cat or small dog enters the area, the hound will begin baying with its echoing, supernatural bark. Moreover, it will seek to attack intruders from behind (it does not make frontal assaults) and can attack as a monster of 10 HD for 3d6 damage, even if the opponent requires up to a +3 magical weapon to be hit. The hound cannot be harmed by any means other than by dispelling it. | ||
- | **Mage's Sword** | + | ==== Mage's Sword ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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The caster evokes a magical sword into being and can wield it by exerting his or her will. While doing so, he or she cannot cast spells, use magic items, or move, although the spell does not end if the magic user's concentration is broken; the sword simply does not attack during that round. The sword attacks as a fighter one-half the magic user's caster level (and always hits on a natural 19 or 20), and it can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; | The caster evokes a magical sword into being and can wield it by exerting his or her will. While doing so, he or she cannot cast spells, use magic items, or move, although the spell does not end if the magic user's concentration is broken; the sword simply does not attack during that round. The sword attacks as a fighter one-half the magic user's caster level (and always hits on a natural 19 or 20), and it can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; | ||
- | **Magic Aura** | + | ==== Magic Aura ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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This spell creates a false magical aura around a single object of not more than five lbs per caster level. A //detect magic// spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the //detect magic// spell, he or she will be permitted a saving throw to realize that the aura is, in fact, not a true magical aura but a counterfeit. | This spell creates a false magical aura around a single object of not more than five lbs per caster level. A //detect magic// spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the //detect magic// spell, he or she will be permitted a saving throw to realize that the aura is, in fact, not a true magical aura but a counterfeit. | ||
- | **Magic Jar** | + | ==== Magic Jar ==== |
//Arcane Possession// | //Arcane Possession// | ||
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While the caster is in the magic jar waiting to possess another body, he or she can sense creatures beyond the jar, but not their nature. The jar may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). He or she does not gain any knowledge from the creature' | While the caster is in the magic jar waiting to possess another body, he or she can sense creatures beyond the jar, but not their nature. The jar may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). He or she does not gain any knowledge from the creature' | ||
- | **Magic Missile** | + | ==== Magic Missile |
//Arcane Evocation// | //Arcane Evocation// | ||
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When this spell is cast, missiles of magical energy dart forth from the caster' | When this spell is cast, missiles of magical energy dart forth from the caster' | ||
- | **Magic Mouth** | + | ==== Magic Mouth ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster' | This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster' | ||
- | **Mass Charm** | + | ==== Mass Charm ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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This spell functions as does //charm monster//, but affects more than one creature. Total hit dice limits the number of creatures affected; the caster cannot affect a total number of hit dice more than twice his or her caster level. All of the target creatures must be within a 30-ft×30-ft area. | This spell functions as does //charm monster//, but affects more than one creature. Total hit dice limits the number of creatures affected; the caster cannot affect a total number of hit dice more than twice his or her caster level. All of the target creatures must be within a 30-ft×30-ft area. | ||
- | **Mass Invisibility** | + | ==== Mass Invisibility |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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This spell acts in the same manner as an // | This spell acts in the same manner as an // | ||
- | **Massmorph** | + | ==== Massmorph |
//Arcane Illusion/ Phantasm// | //Arcane Illusion/ Phantasm// | ||
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This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The " | This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The " | ||
- | **Maze** | + | ==== Maze ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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The targeted creature is trapped by this spell into an interdimensional reality similar to that created by the second level spell // | The targeted creature is trapped by this spell into an interdimensional reality similar to that created by the second level spell // | ||
- | **Mending** | + | ==== Mending |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities. | This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities. | ||
- | **Message** | + | ==== Message |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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Once this spell is cast, the magic user may point to any creature in range and whisper a message that the other creature will hear. If there is time remaining, the recipient may whisper a message in reply. Only one creature may be in contact with the caster at a time, but if time allows, the caster may make contact with more than one possible recipient. The gestures of this spell are subtle, and it is easy to conceal that the enchantment is being cast. Note that the path between the magic user and the recipient must be a straight line and not completely blocked. | Once this spell is cast, the magic user may point to any creature in range and whisper a message that the other creature will hear. If there is time remaining, the recipient may whisper a message in reply. Only one creature may be in contact with the caster at a time, but if time allows, the caster may make contact with more than one possible recipient. The gestures of this spell are subtle, and it is easy to conceal that the enchantment is being cast. Note that the path between the magic user and the recipient must be a straight line and not completely blocked. | ||
- | **Meteor Swarm** | + | ==== Meteor Swarm ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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Meteor-like chunks of magical fire streak from the magic user's outstretched hand, exploding into an inferno of flame when they strike the intended targets. The caster may hurl four large meteors or eight small meteors. These missiles strike the first creature in their straight-line trajectories automatically, | Meteor-like chunks of magical fire streak from the magic user's outstretched hand, exploding into an inferno of flame when they strike the intended targets. The caster may hurl four large meteors or eight small meteors. These missiles strike the first creature in their straight-line trajectories automatically, | ||
- | **Mind Blank** | + | ==== Mind Blank ==== |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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By means of this spell, the person upon whom it is cast becomes completely protected from all divination and scrying magic. His or her thoughts cannot be detected in any way, he or she cannot be magically overheard when speaking, his or her soul cannot be trapped or affected, etc. | By means of this spell, the person upon whom it is cast becomes completely protected from all divination and scrying magic. His or her thoughts cannot be detected in any way, he or she cannot be magically overheard when speaking, his or her soul cannot be trapped or affected, etc. | ||
- | **Minor Globe of Invulnerability** | + | ==== Minor Globe of Invulnerability |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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A globe of eldritch power forms around the magic user, hedging out all spells of third or lower level. Spells may be cast from within the globe. Dispel magic, if cast upon the globe, will destroy it. | A globe of eldritch power forms around the magic user, hedging out all spells of third or lower level. Spells may be cast from within the globe. Dispel magic, if cast upon the globe, will destroy it. | ||
- | **Mirror Image** | + | ==== Mirror Image ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell' | The //mirror image// spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell' | ||
- | **Mnemonic Enhancement** | + | ==== Mnemonic Enhancement |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell enhances the magic user's precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorisation, | This spell enhances the magic user's precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorisation, | ||
- | **Monster Summoning I** | + | ==== Monster Summoning I ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 5150: | Line 5187: | ||
Evil casters may get the monsters in parentheses, | Evil casters may get the monsters in parentheses, | ||
- | **Monster Summoning II** | + | ==== Monster Summoning II ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning III** | + | ==== Monster Summoning III ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning IV** | + | ==== Monster Summoning IV ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning V** | + | ==== Monster Summoning V ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning VI** | + | ==== Monster Summoning VI ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Monster Summoning VII** | + | ==== Monster Summoning VII ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Move Earth** | + | ==== Move Earth ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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 the—presumably undesired—result of destroying the cottage in the process. | + | If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with the--presumably undesired--result of destroying the cottage in the process. |
+ | |||
+ | ==== Part Water ==== | ||
- | **Part Water** | ||
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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|**Saving Throw: | |**Saving Throw: | ||
- | Except as may be noted above, this spell is identical | + | This spell causes water to draw apart, forming a trench. The depth and length of the water displacement is determined by the caster' |
+ | |||
+ | ==== Passwall ==== | ||
- | **Passwall** | ||
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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By means of a // | By means of a // | ||
- | **Permanency** | + | ==== Permanency |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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These spells may be dispelled by any caster subject to the normal rules for //dispel magic//. | These spells may be dispelled by any caster subject to the normal rules for //dispel magic//. | ||
- | **Phantasmal Force** | + | ==== Phantasmal Force ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, | Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, | ||
- | **Phase Door** | + | ==== Phase Door ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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The caster opens, by means of this spell, a dimensional pathway through a solid object, 10-ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a // | The caster opens, by means of this spell, a dimensional pathway through a solid object, 10-ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a // | ||
- | **Plant Growth** | + | ==== Plant Growth |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5450: | Line 5500: | ||
|**Saving Throw: | |**Saving Throw: | ||
- | Except as noted above, | + | 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/ | //Arcane Transmutation/ | ||
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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' | 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' | ||
- | **Polymorph Object—Table 1**** (magic user level 8)** | + | **Polymorph Object--Table 1**** (magic user level 8)** |
|**Changed Subject Is: | |**Changed Subject Is: | ||
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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 Object—Table 2**** (magic user level 8)** | + | **Polymorph Object--Table 2**** (magic user level 8)** |
| **Duration Factor** | | **Duration Factor** | ||
Line 5496: | Line 5547: | ||
This spell can be dispelled. | This spell can be dispelled. | ||
- | **Polymorph Other** | + | ==== Polymorph Other ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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For every intelligence point of the transformed creature, the base chance is reduced by 5%, and there is a further ±5% alteration for each level (or HD) by which the original form's level (or HD) differs from that of the new form. This check is made on a daily basis, so such a transformation will, eventually, become inevitable according to the laws of chance if the transformed creature is not magically brought back to its original form. A transformed creature retains its former hit points, but otherwise assumes all the physical characteristics of the new form immediately. The transformation may be dispelled, but the second change of shape will necessitate another system shock check. | For every intelligence point of the transformed creature, the base chance is reduced by 5%, and there is a further ±5% alteration for each level (or HD) by which the original form's level (or HD) differs from that of the new form. This check is made on a daily basis, so such a transformation will, eventually, become inevitable according to the laws of chance if the transformed creature is not magically brought back to its original form. A transformed creature retains its former hit points, but otherwise assumes all the physical characteristics of the new form immediately. The transformation may be dispelled, but the second change of shape will necessitate another system shock check. | ||
- | **Polymorph Self** | + | ==== Polymorph Self ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defences, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human' | The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defences, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human' | ||
- | **Power Word, Blind** | + | ==== Power Word, Blind ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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The word of //power to blind// removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect. | The word of //power to blind// removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect. | ||
- | **Power Word, Kill** | + | ==== Power Word, Kill ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, | Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, | ||
- | **Power Word, Stun** | + | ==== Power Word, Stun ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the word's magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spell' | The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the word's magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spell' | ||
- | **Prismatic Sphere** | + | ==== Prismatic Sphere |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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- | **Project Image** | + | ==== Project Image ==== |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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This spell creates an illusory duplicate of the magic user in another place within the spell' | This spell creates an illusory duplicate of the magic user in another place within the spell' | ||
- | **Protection From Evil (Reversible)** | + | ==== Protection From Evil (Reversible) |
//Arcane Abjuration// | //Arcane Abjuration// | ||
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Other than as noted above, this spell is identical to the clerical spell // | Other than as noted above, this spell is identical to the clerical spell // | ||
- | **Protection From Evil, 10-ft Radius (Reversible)** | + | ==== Protection From Evil, 10-ft Radius (Reversible) |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 5657: | Line 5717: | ||
- | This spell, except as noted above, is similar | + | This spell has effects and limitations identical |
+ | |||
+ | ==== 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' | The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell' | ||
- | **Push** | + | ==== Push ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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/ | The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one pound per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10-ft/ | ||
- | **Pyrotechnics** | + | ==== Pyrotechnics |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5707: | Line 5770: | ||
With any exceptions noted above, this spell is identical to the druidic spell // | With any exceptions noted above, this spell is identical to the druidic spell // | ||
- | **Ray of Enfeeblement** | + | ==== Ray of Enfeeblement |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 5723: | Line 5787: | ||
As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster' | As this spell is cast, a ray of unpleasant and indescribable colour arcs from the caster' | ||
- | **Read Magic (Reversible)** | + | ==== Read Magic (Reversible) |
//Arcane Divination// | //Arcane Divination// | ||
Line 5739: | Line 5804: | ||
//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 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. | + | 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' | The reverse of the spell allows the magic user to make magical writings indecipherable for the spell' | ||
- | **Remove Curse (Reversible)** | + | ==== Remove Curse (Reversible) |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 5759: | Line 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' | All living creatures in the spell' | ||
- | **Reverse Gravity** | + | ==== Reverse Gravity |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5823: | Line 5892: | ||
The caster momentarily reverses gravity in the area of effect, which is a 30 square-ft area, extending a mile into the air. Any object or creature in this area will " | The caster momentarily reverses gravity in the area of effect, which is a 30 square-ft area, extending a mile into the air. Any object or creature in this area will " | ||
- | **Rope Trick** | + | ==== Rope Trick ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5839: | Line 5909: | ||
This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell' | This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell' | ||
- | **Scare** | + | ==== Scare ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 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' | This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell' | ||
- | **Secret Chest** | + | ==== Secret Chest ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5871: | Line 5943: | ||
This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster' | This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster' | ||
- | **Shape Change** | + | ==== Shape Change |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5887: | Line 5960: | ||
Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. | Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. | ||
- | **Shatter** | + | ==== Shatter |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 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, | This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware, | ||
- | **Shield** | + | ==== Shield |
//Arcane Evocation// | //Arcane Evocation// | ||
Line 5919: | Line 5994: | ||
By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell' | By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell' | ||
- | **Shocking Grasp** | + | ==== Shocking Grasp ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 5935: | Line 6011: | ||
This spell imbues the caster' | This spell imbues the caster' | ||
- | **Simulacrum** | + | ==== Simulacrum |
//Arcane Illusion/ Phantasm// | //Arcane Illusion/ Phantasm// | ||
Line 5951: | Line 6028: | ||
This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate' | This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate' | ||
- | **Sleep** | + | ==== Sleep ==== |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 5978: | Line 6056: | ||
- | **Slow** | + | ==== Slow ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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/ | This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/ | ||
- | **Spell Immunity** | + | ==== Spell Immunity |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 6010: | Line 6090: | ||
This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell' | This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell' | ||
- | **Spider Climb** | + | ==== Spider Climb ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6026: | Line 6107: | ||
When the magic user casts this spell, the recipient' | When the magic user casts this spell, the recipient' | ||
- | **Spirit-Rack** | + | ==== Spirit-Rack |
//Arcane Abjuration// | //Arcane Abjuration// | ||
Line 6046: | Line 6128: | ||
Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend' | Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend' | ||
- | **Statue** | + | ==== Statue |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6062: | Line 6145: | ||
The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, | The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, | ||
- | **Stinking Cloud** | + | ==== Stinking Cloud ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
Line 6078: | Line 6162: | ||
This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. | This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. | ||
- | **Stone Shape** | + | ==== Stone Shape ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6094: | Line 6179: | ||
The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard' | The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard' | ||
- | **Stone to Flesh (Reversible)** | + | ==== Stone to Flesh (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6110: | Line 6196: | ||
This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/ | This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/ | ||
- | **Strength** | + | ==== Strength |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6126: | Line 6213: | ||
This spell increases a person' | This spell increases a person' | ||
- | **Suggestion** | + | ==== Suggestion |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
Line 6142: | Line 6230: | ||
This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (" | This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (" | ||
- | **Symbol** | + | ==== Symbol |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 6176: | Line 6265: | ||
Material components for this spell cost at least 10,000 gp. | Material components for this spell cost at least 10,000 gp. | ||
- | **Telekinesis** | + | ==== Telekinesis |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6192: | Line 6282: | ||
This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/ | This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/ | ||
- | **Teleport** | + | ==== Teleport |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6209: | Line 6300: | ||
| **Familiarity** | | **Familiarity** | ||
- | | Very familiar | + | | Very familiar |
| Studied carefully | | Studied carefully | ||
| Seen casually | | Seen casually | ||
| Viewed once | 01-76 | 77-88 | 89-90 | 99-100 | | Viewed once | 01-76 | 77-88 | 89-90 | 99-100 | ||
- | | False destination | + | | False destination |
Line 6231: | Line 6322: | ||
**Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. | **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. | ||
- | **Temporal Stasis (Reversible)** | + | ==== Temporal Stasis (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6247: | Line 6339: | ||
This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell' | This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell' | ||
- | **Time Stop** | + | ==== Time Stop ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6263: | Line 6356: | ||
This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell' | This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell' | ||
- | **Tiny Hut** | + | ==== Tiny Hut ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6279: | Line 6373: | ||
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' | 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' | ||
- | 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/ | //Arcane Transmutation/ | ||
Line 6297: | Line 6392: | ||
Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell' | Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell' | ||
- | **Transformation** | + | ==== Transformation |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6313: | Line 6409: | ||
Upon the completion of this spell, the caster' | Upon the completion of this spell, the caster' | ||
- | **Transmute Rock to Mud** | + | ==== Transmute Rock to Mud ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6326: | Line 6423: | ||
+ | This spell transforms solid rock into mud, the volume transformed being proportionate to the caster' | ||
- | Except as may be noted above, this spell is identical to the druidic spell of the same name. | + | ==== Trap the Soul ==== |
- | **Trap the Soul** | ||
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 6343: | Line 6440: | ||
- | This spell traps a victim' | + | This spell traps a victim' |
+ | |||
+ | ==== Unseen Servant ==== | ||
- | **Unseen Servant** | ||
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
Line 6361: | Line 6459: | ||
By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell' | By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell' | ||
- | **Vanish** | + | ==== Vanish |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6367: | Line 6466: | ||
|**Level: | |**Level: | ||
|**Range: | |**Range: | ||
- | |**Duration: | + | |**Duration: |
|**Area of Effect: | |**Area of Effect: | ||
|**Components: | |**Components: | ||
Line 6377: | Line 6476: | ||
The caster' | The caster' | ||
- | **Ventriloquism** | + | ==== Ventriloquism |
//Arcane Illusion/ | //Arcane Illusion/ | ||
Line 6393: | Line 6493: | ||
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// | ||
Line 6409: | Line 6510: | ||
A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/ | A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/ | ||
- | **Wall of Force** | + | ==== Wall of Force ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
Line 6425: | Line 6527: | ||
A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, | A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, | ||
- | **Wall of Ice** | + | ==== Wall of Ice ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
Line 6441: | Line 6544: | ||
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// | ||
Line 6457: | Line 6561: | ||
By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/ | By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/ | ||
- | **Wall of Stone** | + | ==== Wall of Stone ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
Line 6471: | Line 6576: | ||
- | When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored—a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. | + | When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored--a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. |
+ | |||
+ | ==== Water Breathing (Reversible) ==== | ||
- | **Water Breathing (Reversible)** | ||
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
Line 6487: | Line 6593: | ||
- | Except as noted above, this spell is identical | + | This spell grants the ability |
+ | |||
+ | ==== Web ==== | ||
- | **Web** | ||
//Arcane Evocation// | //Arcane Evocation// | ||
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This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell' | This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell' | ||
- | **Wish** | + | ==== Wish ==== |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. | The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. | ||
- | **Wizard Eye** | + | ==== Wizard Eye ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter. | The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter. | ||
- | **Wizard Lock** | + | ==== Wizard Lock ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//. | A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//. | ||
- | **Write** | + | ==== Write ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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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' | ||
- | Except | + | Most magic items lose some or all of their power on the astral plane. Unless an item's magical qualities are imbued so deeply |
==== Audible Glamour ==== | ==== Audible Glamour ==== | ||
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- | + | This spell is, as its name suggests, the creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within | |
- | Except | + | |
==== Blindness ==== | ==== Blindness ==== | ||
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|**Saving Throw: | |**Saving Throw: | ||
+ | This spell causes creatures to behave strangely and unpredictably. A certain number of creatures in the spell' | ||
+ | | **d%** | ||
+ | | 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: | ||
- | 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 | |
- | Except as may be noted above, | + | |
==== Continual Darkness ==== | ==== Continual Darkness ==== | ||
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|**Saving Throw: | |**Saving Throw: | ||
+ | This spell creates an area of utter lightlessness, | ||
- | |||
- | 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 above, this spell is identical to the clerical | + | By casting the spell upon an enemy' |
==== Dancing Lights ==== | ==== Dancing Lights ==== | ||
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+ | This spell creates small lights at a chosen distance, under the caster' | ||
- | 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, | ||
- | 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' | ||
- | 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' | ||
- | 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' | ||
- | 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' | ||
- | 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, | ==== Invisibility, | ||
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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' | ||
- | 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 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. If the spell is cast upon a living creature, the creature is entitled | |
- | Except as may be noted above, this spell is identical | + | |
==== 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' | ||
- | 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 " | ||
- | 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 | + | This extremely flexible spell allows the caster to craft a visual illusion of virtually anything that can fit within the spell' |
+ | |||
+ | 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 | ||
+ | |||
+ | Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, | ||
==== 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' | ||
- | 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 above, this spell is identical | + | This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (" |
==== 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