osric:chapter2
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osric:chapter2 [2019/06/08 19:32] – [Magic User Spells] TOC 3 robertfreemanday | osric:chapter2 [2019/06/08 19:51] – [Magic User Spells] TOC 4 robertfreemanday | ||
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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/ | ||
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This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster' | 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/ | ||
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Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. | Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. | ||
- | **Shatter** | + | ==== Shatter |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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// | ||
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By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell' | 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/ | ||
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This spell imbues the caster' | This spell imbues the caster' | ||
- | **Simulacrum** | + | ==== Simulacrum |
//Arcane Illusion/ Phantasm// | //Arcane Illusion/ Phantasm// | ||
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This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate' | 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/ | ||
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- | **Slow** | + | ==== Slow ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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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// | ||
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This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell' | 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/ | ||
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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// | ||
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Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend' | 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/ | ||
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The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation, | The //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// | ||
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This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. | This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. | ||
- | **Stone Shape** | + | ==== Stone Shape ==== |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard' | 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/ | ||
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This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/ | 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/ | ||
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This spell increases a person' | This spell increases a person' | ||
- | **Suggestion** | + | ==== Suggestion |
//Arcane Enchantment/ | //Arcane Enchantment/ | ||
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This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (" | 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/ | ||
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Material components for this spell cost at least 10,000 gp. | Material components for this spell cost at least 10,000 gp. | ||
- | **Telekinesis** | + | ==== Telekinesis |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/ | 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/ | ||
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**Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. | **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. | ||
- | **Temporal Stasis (Reversible)** | + | ==== Temporal Stasis (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell' | 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/ | ||
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This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell' | 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/ | ||
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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˚ 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. | ||
- | **Tongues (Reversible)** | + | ==== Tongues (Reversible) |
//Arcane Transmutation/ | //Arcane Transmutation/ | ||
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Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell' | 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/ | ||
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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/ | ||
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Except as may be noted above, this spell is identical to the druidic spell of the same name. | 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/ | ||
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This spell traps a victim' | This spell traps a victim' | ||
- | **Unseen Servant** | + | ==== Unseen Servant |
//Arcane Conjuration/ | //Arcane Conjuration/ | ||
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By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell' | 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/ | ||
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The caster' | The caster' | ||
- | **Ventriloquism** | + | ==== Ventriloquism |
//Arcane Illusion/ | //Arcane Illusion/ | ||
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The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound. | The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound. | ||
- | **Wall of Fire** | + | ==== Wall of Fire ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/ | 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// | ||
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A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, | 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// | ||
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A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%. | A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%. | ||
- | **Wall of Iron** | + | ==== Wall of Iron ==== |
//Arcane Evocation// | //Arcane Evocation// | ||
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By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/ | 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// | ||
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When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be 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/ | ||
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Except as noted above, this spell is identical to the druidic spell //water breathing// | Except as noted above, this spell is identical to the druidic spell //water breathing// | ||
- | **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// |
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday