User Tools

Site Tools


osric:chapter2

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
osric:chapter2 [2020/07/31 20:18] – [Cleric Spells by Level] squeenosric:chapter2 [2020/08/10 14:51] – [Magic User Spells by Level] squeen
Line 72: Line 72:
 <sup>*</sup>//spell is reversible// <sup>*</sup>//spell is reversible//
 ===== Druid Spells by Level ===== ===== Druid Spells by Level =====
- 
 |    |  **Level One**  |  **Level Two**  |  **Level Three**  |  **Level Four**  | |    |  **Level One**  |  **Level Two**  |  **Level Three**  |  **Level Four**  |
-|  1  |Animal Friendship|Barkskin|Call Lightning|Animal Summoning I| +|  1  | [[chapter2#animal_friendship|Animal Friendship]]| [[chapter2#barkskin|Barkskin]]| [[chapter2#call_lightning|Call Lightning]]| [[chapter2#animal_summoning_i|Animal Summoning I]] 
-|  2  |Detect Magic|Charm Person/Mam.|Cure Disease|Call Woodland Beings| +|  2  | [[chapter2#detect_magic|Detect Magic]]| [[chapter2#charm person_or_mammal|Charm Person/Mam.]]| [[chapter2#cure_disease_reversible|Cure Disease]]| [[chapter2#call_woodland_beings|Call Woodland Beings]] 
-|  3  |Detect Pits/Snares|Create Water|Hold Animal|Cntrl Temp., 100-ft R.| +|  3  | [[chapter2#detect_pits_and_snares|Detect Pits/Snares]]| [[chapter2#create water|Create Water]]| [[chapter2#hold_animal|Hold Animal]]| [[chapter2#control_temperature_10-ft_radius|Cntrl Temp., 10-ft R.]] 
-|  4  |Entangle|Cure Light Wounds|Neutralise Poison|Cure Serious Wounds| +|  4  | [[chapter2#entangle|Entangle]]| [[chapter2#cure_light_wounds_reversible|Cure Light Wounds]]| [[chapter2#neutralise_poison_reversible|Neutralise Poison]]| [[chapter2#cure_serious_wounds_reversible|Cure Serious Wounds]] 
-|  5  |Faerie Fire|Feign Death|Plant Growth|Dispel Magic| +|  5  | [[chapter2#faerie_fire|Faerie Fire]]| [[chapter2#feign death|Feign Death]]| [[chapter2#plant_growth|Plant Growth]]| [[chapter2#dispel_magic|Dispel Magic]] 
-|  6  |Invisibility to Animals|Fire Trap|Protection From Fire|Hallucinatory Forest| +|  6  | [[chapter2#invisibility_to_animals|Invisibility to Animals]]| [[chapter2#fire trap|Fire Trap]]| [[chapter2#protection_from_fire|Protection From Fire]]| [[chapter2#hallucinatory_forest|Hallucinatory Forest]] 
-|  7  |Locate Animals|Heat Metal|Pyrotechnics|Hold Plant| +|  7  | [[chapter2#locate_animals|Locate Animals]]| [[chapter2#heat_metal_reversible|Heat Metal]]| [[chapter2#pyrotechnics|Pyrotechnics]]| [[chapter2#hold_plant|Hold Plant]] 
-|  8  |Pass Without Trace|Locate Plants|Snare|Plant Door| +|  8  | [[chapter2#pass_without_trace|Pass Without Trace]]| [[chapter2#locate plants|Locate Plants]]| [[chapter2#snare|Snare]]| [[chapter2#plant_door|Plant Door]] 
-|  9  |Predict Weather|Obscurement|Stone Shape|Produce Fire| +|  9  | [[chapter2#predict_weather|Predict Weather]]| [[chapter2#obscurement|Obscurement]]| [[chapter2#stone_shape|Stone Shape]]| [[chapter2#produce_fire_reversible|Produce Fire]] 
-|  10  |Purify Water|Produce Flame|Summon Insects|Pro. From Lightning| +|  10  | [[chapter2#purify_water_reversible|Purify Water]]| [[chapter2#produce flame|Produce Flame]]| [[chapter2#summon_insects|Summon Insects]]| [[chapter2#protection_from_lightning|Pro. From Lightning]] 
-|  11  |Shillelagh|Trip|Tree|Repel Insects| +|  11  | [[chapter2#shillelagh|Shillelagh]]| [[chapter2#trip|Trip]]| [[chapter2#tree|Tree]]| [[chapter2#repel_insects|Repel Insects]] 
-|  12  |Speak with Animals|Warp Wood|Water Breathing|Speak with Plants| +|  12  | [[chapter2#speak_with_animals|Speak with Animals]]| [[chapter2#warp wood|Warp Wood]]| [[chapter2#water_breathing_reversible|Water Breathing]]| [[chapter2#speak_with_plants|Speak with Plants]] |
- +
  
 |    |  **Level Five**  |  **Level Six**  |  **Level Seven**  | |    |  **Level Five**  |  **Level Six**  |  **Level Seven**  |
-|  1  |Animal Growth|Animal Summoning III|Animate Rock| +|  1  | [[chapter2#animal_growth_reversible|Animal Growth]]| [[chapter2#animal_summoning_iii|Animal Summoning III]]| [[chapter2#animate_rock|Animate Rock]]|  
-|  2  |Animal Summoning II|Anti-Animal Shell|Chariot of Fire| +|  2  | [[chapter2#animal_summoning_ii|Animal Summoning II]]| [[chapter2#anti-animal_shell|Anti-Animal Shell]]| [[chapter2#chariot_of_fire|Chariot of Fire]]|  
-|  3  |Anti-Plant Shell|Conjure Fire Elemental|Confusion| +|  3  | [[chapter2#anti-plant_shell|Anti-Plant Shell]]| [[chapter2#conjure_fire_elemental_reversible|Conjure Fire Elemental]]| [[chapter2#confusion|Confusion]]|  
-|  4  |Commune With Nature|Cure Critical Wounds|Conjure Earth Elemental| +|  4  | [[chapter2#commune_with_nature|Commune With Nature]]| [[chapter2#cure_critical_wounds_reversible|Cure Critical Wounds]]| [[chapter2#conjure_earth_elemental_reversible|Conjure Earth Elemental]]|  
-|  5  |Control Winds|Feeblemind|Control Weather| +|  5  | [[chapter2#control_winds|Control Winds]]| [[chapter2#feeblemind|Feeblemind]]| [[chapter2#control_weather|Control Weather]]|  
-|  6  |Insect Plague|Fire Seeds|Creeping Doom| +|  6  | [[chapter2#insect_plague|Insect Plague]]| [[chapter2#fire_seeds|Fire Seeds]]| [[chapter2#creeping_doom|Creeping Doom]]|  
-|  7  |Pass Plant|Transport via Plants|Finger of Death| +|  7  | [[chapter2#pass_plant|Pass Plant]]| [[chapter2#transport_via_plants|Transport via Plants]]| [[chapter2#finger_of_death|Finger of Death]]|  
-|  8  |Sticks to Snakes|Turn Wood|Fire Storm| +|  8  | [[chapter2#sticks_to_snakes_reversible|Sticks to Snakes]]| [[chapter2#turn_wood|Turn Wood]]| [[chapter2#fire_storm_reversible|Fire Storm]]|  
-|  9  |Transmute Rock to Mud|Wall of Thorns|Reincarnate| +|  9  | [[chapter2#transmute_rock_to_mud_reversible|Transmute Rock to Mud]]| [[chapter2#wall_of_thorns|Wall of Thorns]]| [[chapter2#reincarnate|Reincarnate]]|  
-|  10  |Wall of Fire|Weather Summoning|Transmute Metal to Wood|+|  10  | [[chapter2#wall_of_fire|Wall of Fire]]| [[chapter2#weather_summoning|Weather Summoning]]| [[chapter2#transmute_metal_to_wood|Transmute Metal to Wood]]|
  
 ===== Magic User Spells by Level ===== ===== Magic User Spells by Level =====
- +|    |  **Level One**   **Level Two**   **Level Three**  
-|    |**Level One**|**Level Two**|**Level Three**| +|  1  | [[chapter2#affect_normal_fires|Affect Normal Fires]]| [[chapter2#audible_glamour|Audible Glamour]]| [[chapter2#blink|Blink]]|  
-|  1  |Affect Normal Fires|Audible Glamour|Blink| +|  2  | [[chapter2#burning_hands|Burning Hands]]| [[chapter2#continual_light|Continual Light]]| [[chapter2#clairaudience|Clairaudience]]|  
-|  2  |Burning Hands|Continual Light|Clairaudience| +|  3  | [[chapter2#charm_person|Charm Person]]| [[chapter2#darkness,_15-ft_radius|Darkness, 15-ft Radius]]| [[chapter2#clairvoyance|Clairvoyance]]|  
-|  3  |Charm Person|Darkness, 15-ft Radius|Clairvoyance| +|  4  | [[chapter2#comprehend_languages|Comprehend Languages]]| [[chapter2#detect_evil_reversible|Detect Evil]]| [[chapter2#dispel_magic|Dispel Magic]]|  
-|  4  |Comprehend Languages|Detect Evil|Dispel Magic| +|  5  | [[chapter2#dancing_lights|Dancing Lights]]| [[chapter2#detect_invisibility|Detect Invisibility]]| [[chapter2#explosive_runes|Explosive Runes]]|  
-|  5  |Dancing Lights|Detect Invisibility|Explosive Runes| +|  6  | [[chapter2#detect_magic2|Detect Magic]]| [[chapter2#esp|ESP]]| [[chapter2#feign_death|Feign Death]]|  
-|  6  |Detect Magic|ESP|Feign Death| +|  7  | [[chapter2#enlarge_reversible|Enlarge]]| [[chapter2#fool's_gold|Fool's Gold]]| [[chapter2#fireball|Fireball]]|  
-|  7  |Enlarge|Fool's Gold|Fireball| +|  8  | [[chapter2#erase|Erase]]| [[chapter2#forget|Forget]]| [[chapter2#flame_arrow|Flame Arrow]]|  
-|  8  |Erase|Forget|Flame Arrow| +|  9  | [[chapter2#feather_fall|Feather Fall]]| [[chapter2#invisibility|Invisibility]]| [[chapter2#fly|Fly]]|  
-|  9  |Feather Fall|Invisibility|Fly| +|  10  | [[chapter2#find_familiar|Find Familiar]]| [[chapter2#knock|Knock]]| [[chapter2#gust_of_wind|Gust of Wind]]|  
-|  10  |Find Familiar|Knock|Gust of Wind| +|  11  | [[chapter2#floating_disk|Floating Disk]]| [[chapter2#false_trap|False Trap]]| [[chapter2#haste|Haste]]|  
-|  11  |Floating Disk|False Trap|Haste| +|  12  | [[chapter2#friends|Friends]]| [[chapter2#levitate|Levitate]]| [[chapter2#hold_person|Hold Person]]|  
-|  12  |Friends|Levitate|Hold Person| +|  13  | [[chapter2#hold_portal|Hold Portal]]| [[chapter2#locate_object|Locate Object]]| [[chapter2#infravision|Infravision]]|  
-|  13  |Hold Portal|Locate Object|Infravision| +|  14  | [[chapter2#identify|Identify]]| [[chapter2#magic_mouth|Magic Mouth]]| [[chapter2#invisibility,_10-ft_radius|Invisibility, 10-ft Radius]]|  
-|  14  |Identify|Magic Mouth|Invisibility, 10-ft Radius| +|  15  | [[chapter2#jump|Jump]]| [[chapter2#mirror_image|Mirror Image]]| [[chapter2#lightning_bolt|Lightning Bolt]]|  
-|  15  |Jump|Mirror Image|Lightning Bolt| +|  16  | [[chapter2#light|Light]]| [[chapter2#pyrotechnics|Pyrotechnics]]| [[chapter2#monster_summoning_i|Monster Summoning I]]|  
-|  16  |Light|Pyrotechnics|Monster Summoning I| +|  17  | [[chapter2#magic_aura|Magic Aura]]| [[chapter2#ray_of_enfeeblement|Ray of Enfeeblement]]| [[chapter2#phantasmal_force|Phantasmal Force]]|  
-|  17  |Magic Aura|Ray of Enfeeblement|Phantasmal Force| +|  18  | [[chapter2#magic_missile|Magic Missile]]| [[chapter2#rope_trick|Rope Trick]]| [[chapter2#protection_from_evil_10-ft_radius_reversible1|Pro. From Evil, 10-ft Radius]]|  
-|  18  |Magic Missile|Rope Trick|Pro. From Evil, 10-ft Radius| +|  19  | [[chapter2#mending|Mending]]| [[chapter2#scare|Scare]]| [[chapter2#protection_from_normal_missiles|Protection/Normal Missiles]]|  
-|  19  |Mending|Scare|Protection/Normal Missiles| +|  20  | [[chapter2#message|Message]]| [[chapter2#shatter|Shatter]]| [[chapter2#slow|Slow]]|  
-|  20  |Message|Shatter|Slow| +|  21  | [[chapter2#protection_from_evil_reversible|Protection From Evil]]| [[chapter2#stinking_cloud|Stinking Cloud]]| [[chapter2#suggestion|Suggestion]]|  
-|  21  |Protection From Evil|Stinking Cloud|Suggestion| +|  22  | [[chapter2#push|Push]]| [[chapter2#strength|Strength]]| [[chapter2#tiny_hut|Tiny Hut]]|  
-|  22  |Push|Strength|Tiny Hut| +|  23  | [[chapter2#read_magic_reversible|Read Magic]]| [[chapter2#web|Web]]| [[chapter2#tongues|Tongues]]|  
-|  23  |Read Magic|Web|Tongues| +|  24  | [[chapter2#shield|Shield]]| [[chapter2#wizard_lock|Wizard Lock]]| [[chapter2#water_breathing_reversible|Water Breathing]]|  
-|  24  |Shield|Wizard Lock|Water Breathing| +|  25  | [[chapter2#shocking_grasp|Shocking Grasp]]| | |  
-|  25  |Shocking Grasp|       +|  26  | [[chapter2#sleep|Sleep]]| | |  
-|  26  |Sleep|       +|  27  | [[chapter2#spider_climb|Spider Climb]]| | |  
-|  27  |Spider Climb|       +|  28  | [[chapter2#unseen_servant|Unseen Servant]]| | |  
-|  28  |Unseen Servant|       +|  29  | [[chapter2#ventriloquism|Ventriloquism]]| | |  
-|  29  |Ventriloquism|       +|  30  | [[chapter2#write|Write]]| | | 
-|  30  |Write|       | +
  
  
 |  |**LeveL Four**|**Level Five**|**Level Six**| |  |**LeveL Four**|**Level Five**|**Level Six**|
-|  1  |Charm Monster|Airy Water|Anti-Magic Shell| +|  1  | [[chapter2#charm_monster|Charm Monster]]| [[chapter2#airy_water|Airy Water]]| [[chapter2#anti-magic_shell|Anti-Magic Shell]]
-|  2  |Confusion|Animal Growth|Control Weather| +|  2  | [[chapter2#confusion|Confusion]]| [[chapter2#animal_growth|Animal Growth]]| [[chapter2#control_weather|Control Weather]]
-|  3  |Dig|Animate Dead|Death Spell| +|  3  | [[chapter2#dig|Dig]]| [[chapter2#animate_dead|Animate Dead]]| [[chapter2#death_spell|Death Spell]]
-|  4  |Dimension Door|Cloudkill|Disintegrate| +|  4  | [[chapter2#dimension_door|Dimension Door]]| [[chapter2#cloudkill|Cloudkill]]| [[chapter2#disintegrate|Disintegrate]]
-|  5  |Enchanted Weapon|Cone of Cold|Enchant an Item| +|  5  | [[chapter2#enchanted_weapon|Enchanted Weapon]]| [[chapter2#cone_of_cold|Cone of Cold]]| [[chapter2#enchant_an_item|Enchant an Item]]
-|  6  |Extension I|Conjure Elemental|Extension III| +|  6  | [[chapter2#extension_i|Extension I]]| [[chapter2#conjure_elemental|Conjure Elemental]]| [[chapter2#extension_iii|Extension III]]
-|  7  |Fear|Contact Other Plane|Forceful Hand| +|  7  | [[chapter2#fear|Fear]]| [[chapter2#contact_other_plane|Contact Other Plane]]| [[chapter2#forceful_hand|Forceful Hand]]
-|  8  |Fire Charm|Distance Distortion|Freezing Sphere| +|  8  | [[chapter2#fire_charm|Fire Charm]]| [[chapter2#distance_distortion|Distance Distortion]]| [[chapter2#freezing_sphere|Freezing Sphere]]
-|  9  |Fire Shield|Extension II|Geas| +|  9  | [[chapter2#fire_shield|Fire Shield]]| [[chapter2#extension_ii|Extension II]]| [[chapter2#geas|Geas]]
-|  10  |Fire Trap|Feeblemind|Glasseye| +|  10  | [[chapter2#fire_trap|Fire Trap]]| [[chapter2#feeblemind|Feeblemind]]| [[chapter2#glasseye|Glasseye]]
-|  11  |Fumble|Hold Monster|Globe of Invulnerability| +|  11  | [[chapter2#fumble|Fumble]]| [[chapter2#hold_monster|Hold Monster]]| [[chapter2#globe_of_invulnerability|Globe of Invulnerability]]
-|  12  |Hallucinatory Terrain|Interposing Hand|Guards and Wards| +|  12  | [[chapter2#hallucinatory_terrain|Hallucinatory Terrain]]| [[chapter2#interposing_hand|Interposing Hand]]| [[chapter2#guards_and_wards|Guards and Wards]]
-|  13  |Ice Storm|Mage's Faithful Hound|Invisible Stalker| +|  13  | [[chapter2#ice_storm|Ice Storm]]| [[chapter2#mage's_faithful_hound|Mage's Faithful Hound]]| [[chapter2#invisible_stalker|Invisible Stalker]]
-|  14  |Massmorph|Magic Jar|Legend Lore| +|  14  | [[chapter2#massmorph|Massmorph]]| [[chapter2#magic_jar|Magic Jar]]| [[chapter2#legend_lore|Legend Lore]]
-|  15  |Minor Globe of Invulnerability|Monster Summoning III|Lower Water| +|  15  | [[chapter2#minor_globe_of_invulnerability|Minor Globe of Invulnerability]]| [[chapter2#monster_summoning_iii|Monster Summoning III]]| [[chapter2#lower_water|Lower Water]]
-|  16  |Mnemonic Enhancement|Passwall|Monster Summoning IV| +|  16  | [[chapter2#mnemonic_enhancement|Mnemonic Enhancement]]| [[chapter2#passwall|Passwall]]| [[chapter2#monster_summoning_iv|Monster Summoning IV]]
-|  17  |Monster Summoning II|Secret Chest|Move Earth| +|  17  | [[chapter2#monster_summoning_ii|Monster Summoning II]]| [[chapter2#secret_chest|Secret Chest]]| [[chapter2#move_earth|Move Earth]]
-|  18  |Plant Growth|Stone Shape|Part Water| +|  18  | [[chapter2#plant_growth|Plant Growth]]| [[chapter2#stone_shape|Stone Shape]]| [[chapter2#part_water|Part Water]]
-|  19  |Polymorph Other|Telekinesis|Project Image| +|  19  | [[chapter2#polymorph_other|Polymorph Other]]| [[chapter2#telekinesis|Telekinesis]]| [[chapter2#project_image|Project Image]]
-|  20  |Polymorph Self|Teleport|Reincarnation| +|  20  | [[chapter2#polymorph_self|Polymorph Self]]| [[chapter2#teleport|Teleport]]| [[chapter2#reincarnation|Reincarnation]]
-|  21  |Remove Curse|Transmute Rock to Mud|Repulsion| +|  21  | [[chapter2#remove_curse|Remove Curse]]| [[chapter2#transmute_rock_to_mud|Transmute Rock to Mud]]| [[chapter2#repulsion|Repulsion]]
-|  22  |Wall of Fire|Wall of Force|Spirit-rack| +|  22  | [[chapter2#wall_of_fire|Wall of Fire]]| [[chapter2#wall_of_force|Wall of Force]]| [[chapter2#spirit-rack|Spirit-rack]]
-|  23  |Wall of Ice|Wall of Iron|Stone to Flesh| +|  23  | [[chapter2#wall_of_ice|Wall of Ice]]| [[chapter2#wall_of_iron|Wall of Iron]]| [[chapter2#stone_to_flesh|Stone to Flesh]]
-|  24  |Wizard Eye|Wall of Stone|Transformation| +|  24  | [[chapter2#wizard_eye|Wizard Eye]]| [[chapter2#wall_of_stone|Wall of Stone]]| [[chapter2#transformation|Transformation]]|
- +
  
 |  |**Level Seven**|**Level Eight**|**Level Nine**| |  |**Level Seven**|**Level Eight**|**Level Nine**|
Line 737: Line 730:
  
  
-Except as noted above, this spell is identical to the third level magic user spell of the same name. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject.+This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hearsmell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused—potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject.
  
 ==== Find the Path (Reversible) ==== ==== Find the Path (Reversible) ====
Line 875: Line 868:
 //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster's plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the caster's plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creature's hit dice: //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster's plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the caster's plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creature's hit dice:
  
-Less than 4 HD Kills +  * Less than 4 HD Kills 
-4-7 HD Paralyses (duration 10-40 rounds) +  4-7 HD Paralyses (duration 10-40 rounds) 
-8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls +  8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls (duration 2-8 rounds) 
- (duration 2-8 rounds) +  12+ HD Deafens, reduces move by 25%, causes -2 to attack rolls, causes 50% chance of spell failure (duration 1-4 rounds)
-12+ HD Deafens, reduces move by 25%, causes -2 to attack +
- rolls, causes 50% chance of spell failure  +
- (duration 1-4 rounds)+
  
 The spell's reverse is //unholy word//, which functions in the same manner as //holy word// but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment. The spell's reverse is //unholy word//, which functions in the same manner as //holy word// but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment.
Line 1943: Line 1933:
  
  
-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 ====
Line 1977: Line 1967:
  
  
-Except as noted abovethis spell is identical to the clerical spell of the same name.+By means of this spell, the caster may cure most diseases by laying hands upon the afflicted creature. Depending upon the nature of the disease, full recovery may require as little time as a single turnor as long as a week. The spell's reverse, //cause disease//, requires that the caster successfully touch the intended victim, who is permitted a saving throw against the spell's insidious effects. If the saving throw is failed, the effects of the disease will manifest within 1d6 turns, inflicting 1 hit point of damage per turn thereafter and one point of lost strength per hour (6 turns) until the victim is reduced to 10% of his or her original hit points and strength. Until the disease is cured or runs its course, the afflicted person will not be able to naturally recover either strength or hit points over and above 10%. The disease runs its course in 1d6 days.
  
 ==== Cure Critical Wounds (Reversible) ==== ==== Cure Critical Wounds (Reversible) ====
Line 1994: Line 1984:
  
  
-Except as noted above, this spell is identical to the clerical spell of the same name.+This powerful spell is similar in nature to //cure light wounds//, operating in the same fashion but healing 3d8+3 hit points of damage. The reverse of the spell functions as //cause critical wounds//, but delivers 3d8+3 points of damage.
  
 ==== Cure Light Wounds (Reversible) ==== ==== Cure Light Wounds (Reversible) ====
Line 2011: Line 2001:
  
  
-Except as noted abovethis spell is identical to the clerical spell of the same name.+//Cure light wounds// allows the caster to lay hands upon a wounded creaturerestoring 1d8 hit points to the spell's beneficiary. The reverse of the spell operates in the same manner (although requiring a "to hit" roll), but inflicts 1d8 hit points rather than healing. If the caster fails to hit while casting //cause light wounds//, the spell is lost. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character's normal number. Non-corporeal creatures are not affected by this spell, nor are undead, nor are creatures that are harmed only by iron, silver, or magical weapons.
  
 ==== Cure Serious Wounds (Reversible) ==== ==== Cure Serious Wounds (Reversible) ====
Line 2028: Line 2018:
  
  
-Except as noted abovethis spell is identical to the clerical spell of the same name.+A benison similar to //cure light wounds////cure serious wounds// permits the caster to lay on hands for 2d8+1 hit points of healing. The spell's limits are otherwise similar to those of //cure light wounds//. The reverse of the spell causes damage rather than healing, requiring that the cleric successfully touch the target.
  
 ==== Detect Magic ==== ==== Detect Magic ====
Line 2045: Line 2035:
  
  
-Except as noted above, this spell is identical to the first level clerical spell //detect magic//.+//Detect magic //creates a tunnel of magical vision in a path 10-ft wide and 30-ft long, in which the caster sees the aura of any magic item as a glowing blue nimbus. The spell's effect is blocked by solid wood 3-ft thick, by stone 1-ft thick, and by solid metal 1 inch thick. The caster can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the caster's vision.
  
 ==== Detect Pits and Snares ==== ==== Detect Pits and Snares ====
Line 2079: Line 2069:
  
  
-Except as noted abovethis spell is identical to the clerical spell of the same name.+//Dispel magic// has a base chance of 50% permanently to negate magic—both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. Howevereven a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled. 
 + 
 +With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
  
 ==== Entangle ==== ==== Entangle ====
Line 2147: Line 2139:
  
  
-Except as noted above, this spell is identical to the magic user'(not the clerical) spell of the same name.+This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell'recipient will not even know that the damage has been caused—potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.
  
 ==== Finger of Death ==== ==== Finger of Death ====
Line 2217: Line 2209:
  
  
-Except as noted above, this spell is identical to the magic user spell of the same name.+This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the castermagical fire explodes in an area 5-ft in radius around the //fire trapped// object, causing 1d4 plus the caster's level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a //fire trap// is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a //fire trap//, and the trap will detonate if an attempt to remove traps fails. 
  
 ==== Hallucinatory Forest ==== ==== Hallucinatory Forest ====
Line 2330: Line 2323:
  
  
-Except as noted above, this spell is identical to the fifth level clerical spell of the same name.+While casting this spell, the caster designates a central point for the spell's origin up to 360-ft from where he or she stands. When the caster utters the final words of the incantation, this focal point belches forth a massive cloud of stinging insects, which boils outward almost instantly to fill the spell's area of effect. Within the area of this massive cloud, visibility is limited to 30-ft, and all creatures automatically sustain 1 hit point of damage per round from the stings and bites of the numberless flying vermin. All creatures caught in the cloud with 4 or fewer hit dice must check morale, and those with 2 or fewer hit dice will automatically flee until they are 240-ft away from the edge of the roiling cloud. Fire and smoke will keep the swarm at bay (as will //walls of force//, etc.), but virtually the only way to disperse a swarm before the spell duration expires is to cast //dispel magic// upon the swarm's focal point. Even a //fireball// or //flame strike// will do nothing other than temporarily (1 turn) to clear the insects out of the area affected by their flames.
  
 ==== Invisibility to Animals ==== ==== Invisibility to Animals ====
Line 2398: Line 2391:
  
  
-Except as noted above, this spell is identical to the clerical spell of the same name.+This spell detoxifies any sort of venom in a creature or object touched by the caster. An opponent (a venomous spider, for example) must be successfully touched by the caster, but is not entitled to a saving throw if the attack succeeds. Note that if the venomous creature produces new venom (normally a process that takes time), the new venom will be toxic, but any venom that is stored up in the creature will be affected and detoxified. The spell may also be used to prevent a poisoned character from suffering the poison's effects. The reverse of the spell allows the caster to deliver a lethally poisonous touch, requiring a successful roll to hit, and allowing a saving throw against the poison.
  
 ==== Obscurement ==== ==== Obscurement ====
Line 2737: Line 2730:
  
  
-This spell allows the druid to speak with all animals of a particular type or species that are within 40-ft of him or her when the spell'casting is complete. In all other respects, except as noted above, the spell is identical to the second level cleric spell //speak with animals//.+When the caster invokes this spell, he or she becomes able to communicate with and understand the "speech" of normal animals (with the exception of mindless creatures). While the spell lasts, the animal (and any other animals of the same type in its company) will refrain from attacking, even if they were initially hostile. Depending upon the nature of the conversation, if the animal'alignment is neutral or of the same tendency as the cleric's, the animal may be disposed to help the cleric in some manner. It is important to note that the spell does not permit speech with animals of monstrous or unnatural nature; communication with a monster such as a cockatrice, for example, is beyond the spell's power. Neither does the spell suddenly imbue an animal with intelligence; the observations and opinions of an animal such as a badger will be appropriate to the animal's own experiences, motives, and intellectual limitations.
  
 ==== Speak With Plants ==== ==== Speak With Plants ====
Line 2754: Line 2747:
  
  
-Except as noted abovethis spell is identical to the clerical spell// speak with plants//.+The caster becomes able to hold converse with living plant matter. He or she may pose questions and understand the answers givenalthough any conclusions or opinions the plant provides will be based on the plant's level of intelligence. Even a normal plant, however, will be able to convey information about events that have transpired near it. If the plants are capable of motion, it will be possible for the caster to persuade them into a course of action, such as drawing aside to allow passage, or even attacking an enemy citadel.
  
 ==== Sticks to Snakes (Reversible) ==== ==== Sticks to Snakes (Reversible) ====
Line 2771: Line 2764:
  
  
-Except as noted above, this spell is identical to the clerical spell of the same name.+This spell enables the caster to transform sticks into serpents that attack at the caster's will. The snakes may be ordered to take other actions if the caster can speak with thembut this spell alone does not grant the power to communicate with the snakes, only to will them to attack particular opponents. The spell transforms one stick per caster level, and each snake has a 5% chance per caster level of being venomous. The reverse of the spell will change snakes into harmless sticks and can work such a transformation upon snakes created by means of this spell. Sticks of a magical quality, such as wands or magic spears, are not affected by the spell.
  
 ==== Stone Shape ==== ==== Stone Shape ====
Line 2788: Line 2781:
  
  
-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 ====
Line 2998: Line 2991:
  
  
-The area of effect of this spell is d% square miles, but except as noted above, the spell is similar to the clerical spell //control weather//allowing the druid to affect, but not directexisting weather conditions.+The area of effect of this spell is d% square miles, bringing about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitationtemperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warmand only a light breeze can be raised from calm weather.
  
 ===== Magic User Spells ===== ===== Magic User Spells =====
Line 3053: Line 3046:
  
  
-Except as noted abovethis spell is identical to the druidic spell// animal growth//.+This spell causes up to 8 animals in the area of effect to grow to twice normal sizedoubling their hit dice and the damage they inflict. The spell does not influence the animals' attitude toward the caster, so it is advisable to ensure ahead of time that they are friendly. The reverse of the spell halves their size and damage inflicted.
  
 ==== Animate Dead ==== ==== Animate Dead ====
Line 3070: Line 3063:
  
  
-Except as noted above, this spell is identical to the clerical spell //animate dead//.+By casting this spellthe caster calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of //dispel magic//. Use of this spell is inherently not in accordance with the good alignments and is seldom used by good characters unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A caster may animate one zombie or skeleton per caster level.
  
 ==== Anti-Magic Shell ==== ==== Anti-Magic Shell ====
Line 3123: Line 3116:
  
  
-Except as noted above, this spell is identical to the clerical spell of the same name.+//Astral spell// allows the caster and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the spell is cast, the character's material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the caster may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While travelling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a "silver cord," an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form. 
 + 
 +Most magic items lose some or all of their power on the astral plane. Unless an item's magical qualities are imbued so deeply as to exist in many planes, an astral traveller's physical manifestation on another plane will be equipped with only the unenchanted substance of otherwise magic items and weapons.
  
 ==== Audible Glamour ==== ==== Audible Glamour ====
Line 3512: Line 3507:
  
  
-Except as noted above, this spell is identical to the clerical spell //control weather//.+The //control weather// spell brings about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitation, temperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warm, and only a light breeze can be raised from calm weather. 
 + 
 +This spell may be cast successively to bring about a dramatic change, moving, for example, from a calm to a light breeze, from the breeze to a strong wind, and on the third casting to transform the strong wind into a gale. 
  
 ==== Crushing Hand ==== ==== Crushing Hand ====
Line 3597: Line 3595:
  
  
-A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //firebal//spell.+A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //fireball// spell.
  
 ==== Detect Evil (Reversible) ==== ==== Detect Evil (Reversible) ====
Line 3650: Line 3648:
  
  
-Except as noted abovethis spell functions in the same manner as the clerical spell //detect magic//.+//Detect magic //creates a tunnel of magical vision in a path 10-ft wide and 30-ft long, in which the caster sees the aura of any magic item as a glowing blue nimbus. The spell's effect is blocked by solid wood 3-ft thick, by stone 1-ft thick, and by solid metal 1 inch thick. The caster can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the caster's vision. 
  
 ==== Dig ==== ==== Dig ====
Line 3718: Line 3717:
  
  
-Except as noted above, this spell is identical to the clerical spell //dispel magic//.+//Dispel magic// has a base chance of 50% permanently to negate magic—both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled. 
 + 
 +With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
  
 ==== Distance Distortion ==== ==== Distance Distortion ====
Line 5510: Line 5511:
 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
-Except as noted above, this spell is identical to the druidic spell //plant growth//.+By means of this spell, the caster causes plants and vines to grow with unbelievable speed, forming a tangled barrier of thick vegetation. The enchantment may be dispelled, or the plants cleared by normal means. Chopping a way through the barrier is possible, but movement is restricted to 10-ft/turn (20-ft for size L creatures).
  
 ==== Polymorph Object ==== ==== Polymorph Object ====
Line 5727: Line 5728:
  
  
-This spell, except as noted above, is similar to the clerical spell //protection from evil, 10-ft radius//.+This spell has effects and limitations identical to //protection from evil//but the radius of divine protection extends a full 10-ft around the spell's recipient, allowing allies to shelter within the protective ambience.
  
 ==== Protection From Normal Missiles ==== ==== Protection From Normal Missiles ====
Line 6604: Line 6605:
  
  
-Except as noted above, this spell is identical to the druidic spell //water breathing//.+This spell grants the ability to breathe underwater while the spell lasts. The reverse of the spell allows a water-breathing creature to breathe in the air.
  
 ==== Web ==== ==== Web ====
Line 6867: Line 6868:
 |**Saving Throw:**|See below| |**Saving Throw:**|See below|
  
 +This spell causes creatures to behave strangely and unpredictably. A certain number of creatures in the spell's area of effect must make a saving throw each round in order to avoid becoming confused. The base number of creatures is 2d8, but additional creatures may be affected; if the caster's level is higher than the HD of the strongest opponent, the difference is the number of additional creatures that must make saving throws. This spell is extremely powerful; all saving throws are made with a penalty of -2. Creatures that fail their saving throws (check each round) act randomly in accordance with the following table:
  
 +|  **d%**  |**Action**|
 +|  01-10  |Attacks the druid or his or her allies|
 +|  11-20  |Acts normally|
 +|  21-50  |Babbles incoherently|
 +|  51-70  |Meanders away from caster for a full turn|
 +|  71-00  |Attacks nearest creature|
 +
 +
 +
 +**Note:** A creature that meanders away is not entitled to further saving throws, but will be freed from the spell's effects after taking a full turn of movement (at normal speed) away from the caster.
  
-This spell affects a base number of 2d8 creatures. Except as noted above, it is otherwise identical to the druidic spell of the same name. 
  
 ==== Conjure Animals ==== ==== Conjure Animals ====
Line 6899: Line 6910:
 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
 +This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell.
  
- 
-Except as noted above (particularly the area of effect), this spell is identical to the magic user spell //darkness, 15ft radius//. 
  
 ==== Continual Light ==== ==== Continual Light ====
Line 7483: Line 7493:
  
  
-Except as noted above, this spell is identical to the magic user spell //phantasmal force//.+This extremely flexible spell allows the caster to craft a visual illusion of virtually anything that can fit within the spell's area of effect. The spell creates no sound whatsoever. The caster must maintain his or her concentration upon the illusionor it will evaporate, but while concentrating the caster is able to make the illusion move and respond to events. 
 + 
 +The illusion is dispelled if it is struck with a blow, a falling person, etc. There is no saving throw against the illusion if the observer believes it, and the illusion can actually cause damage to such a deceived victim. A demon wielding a sword can attack and do damage, and the appearance of a pit full of spikes can be fatal even though it is not real. If the observer doubts the reality of the illusion, he or she will be permitted a saving throw to see the illusion for what it really is. If one observer disbelieves the illusion and this disbelief is communicated to others, the others will also gain a saving throw at a bonus of +4. 
 + 
 +Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.
  
 ==== Phantasmal Killer ==== ==== Phantasmal Killer ====
Line 7697: Line 7711:
  
  
-Except as noted abovethis spell is identical to the magic user spell of the same name.+This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("These are not the halflings you seek")suggestions of a course of action ("You won't mention you saw us, I have no doubt"), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "magical" torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster.
  
 ==== Summon Shadow ==== ==== Summon Shadow ====
osric/chapter2.txt · Last modified: 2021/04/04 17:11 by robertfreemanday

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki