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osric:chapter2 [2020/08/01 18:02] – Round one of removing "Except as noted above, this spell is identical to the..." sillyness. Not needed in a wiki format! robertfreemandayosric:chapter2 [2020/08/15 19:37] – Except as may be noted above - edits. robertfreemanday
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 <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**| +
-|  1  |Charm Monster|Airy Water|Anti-Magic Shell| +
-|  2  |Confusion|Animal Growth|Control Weather| +
-|  3  |Dig|Animate Dead|Death Spell| +
-|  4  |Dimension Door|Cloudkill|Disintegrate| +
-|  5  |Enchanted Weapon|Cone of Cold|Enchant an Item| +
-|  6  |Extension I|Conjure Elemental|Extension III| +
-|  7  |Fear|Contact Other Plane|Forceful Hand| +
-|  8  |Fire Charm|Distance Distortion|Freezing Sphere| +
-|  9  |Fire Shield|Extension II|Geas| +
-|  10  |Fire Trap|Feeblemind|Glasseye| +
-|  11  |Fumble|Hold Monster|Globe of Invulnerability| +
-|  12  |Hallucinatory Terrain|Interposing Hand|Guards and Wards| +
-|  13  |Ice Storm|Mage's Faithful Hound|Invisible Stalker| +
-|  14  |Massmorph|Magic Jar|Legend Lore| +
-|  15  |Minor Globe of Invulnerability|Monster Summoning III|Lower Water| +
-|  16  |Mnemonic Enhancement|Passwall|Monster Summoning IV| +
-|  17  |Monster Summoning II|Secret Chest|Move Earth| +
-|  18  |Plant Growth|Stone Shape|Part Water| +
-|  19  |Polymorph Other|Telekinesis|Project Image| +
-|  20  |Polymorph Self|Teleport|Reincarnation| +
-|  21  |Remove Curse|Transmute Rock to Mud|Repulsion| +
-|  22  |Wall of Fire|Wall of Force|Spirit-rack| +
-|  23  |Wall of Ice|Wall of Iron|Stone to Flesh| +
-|  24  |Wizard Eye|Wall of Stone|Transformation|+
  
  
 +|  |  **LeveL Four**  |  **Level Five**  |  **Level Six**  |
 +|  1  | [[chapter2#charm_monster|Charm Monster]]| [[chapter2#airy_water|Airy Water]]| [[chapter2#anti-magic_shell|Anti-Magic Shell]]|
 +|  2  | [[chapter2#confusion|Confusion]]| [[chapter2#animal_growth_reversible1|Animal Growth]]| [[chapter2#control_weather|Control Weather]]|
 +|  3  | [[chapter2#dig|Dig]]| [[chapter2#animate_dead|Animate Dead]]| [[chapter2#death_spell|Death Spell]]|
 +|  4  | [[chapter2#dimension_door|Dimension Door]]| [[chapter2#cloudkill|Cloudkill]]| [[chapter2#disintegrate|Disintegrate]]|
 +|  5  | [[chapter2#enchanted_weapon_reversible|Enchanted Weapon]]| [[chapter2#cone_of_cold|Cone of Cold]]| [[chapter2#enchant_an_item|Enchant an Item]]|
 +|  6  | [[chapter2#extension_i|Extension I]]| [[chapter2#conjure_elemental|Conjure Elemental]]| [[chapter2#extension_iii|Extension III]]|
 +|  7  | [[chapter2#fear|Fear]]| [[chapter2#contact_other_plane|Contact Other Plane]]| [[chapter2#forceful_hand|Forceful Hand]]|
 +|  8  | [[chapter2#fire_charm|Fire Charm]]| [[chapter2#distance_distortion|Distance Distortion]]| [[chapter2#freezing_sphere|Freezing Sphere]]|
 +|  9  | [[chapter2#fire_shield|Fire Shield]]| [[chapter2#extension_ii|Extension II]]| [[chapter2#geas|Geas]]|
 +|  10  | [[chapter2#fire_trap|Fire Trap]]| [[chapter2#feeblemind|Feeblemind]]| [[chapter2#glasseye|Glasseye]]|
 +|  11  | [[chapter2#fumble|Fumble]]| [[chapter2#hold_monster|Hold Monster]]| [[chapter2#globe_of_invulnerability|Globe of Invulnerability]]|
 +|  12  | [[chapter2#hallucinatory_terrain|Hallucinatory Terrain]]| [[chapter2#interposing_hand|Interposing Hand]]| [[chapter2#guards_and_wards|Guards and Wards]]|
 +|  13  | [[chapter2#ice_storm|Ice Storm]]| [[chapter2#mage's_faithful_hound|Mage's Faithful Hound]]| [[chapter2#invisible_stalker|Invisible Stalker]]|
 +|  14  | [[chapter2#massmorph|Massmorph]]| [[chapter2#magic_jar|Magic Jar]]| [[chapter2#legend_lore|Legend Lore]]|
 +|  15  | [[chapter2#minor_globe_of_invulnerability|Minor Globe of Invulnerability]]| [[chapter2#monster_summoning_iii|Monster Summoning III]]| [[chapter2#lower_water_reversible1|Lower Water]]|
 +|  16  | [[chapter2#mnemonic_enhancement|Mnemonic Enhancement]]| [[chapter2#passwall|Passwall]]| [[chapter2#monster_summoning_iv|Monster Summoning IV]]|
 +|  17  | [[chapter2#monster_summoning_ii|Monster Summoning II]]| [[chapter2#secret_chest|Secret Chest]]| [[chapter2#move_earth|Move Earth]]|
 +|  18  | [[chapter2#plant_growth|Plant Growth]]| [[chapter2#stone_shape|Stone Shape]]| [[chapter2#part_water|Part Water]]|
 +|  19  | [[chapter2#polymorph_other|Polymorph Other]]| [[chapter2#telekinesis|Telekinesis]]| [[chapter2#project_image|Project Image]]|
 +|  20  | [[chapter2#polymorph_self|Polymorph Self]]| [[chapter2#teleport|Teleport]]| [[chapter2#reincarnation|Reincarnation]]|
 +|  21  | [[chapter2#remove_curse_reversible1|Remove Curse]]| [[chapter2#transmute_rock_to_mud|Transmute Rock to Mud]]| [[chapter2#repulsion|Repulsion]]|
 +|  22  | [[chapter2#wall_of_fire1|Wall of Fire]]| [[chapter2#wall_of_force|Wall of Force]]| [[chapter2#spirit-rack|Spirit-rack]]|
 +|  23  | [[chapter2#wall_of_ice|Wall of Ice]]| [[chapter2#wall_of_iron|Wall of Iron]]| [[chapter2#stone_to_flesh_reversible|Stone to Flesh]]|
 +|  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**|
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 //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster's plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the caster's plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creature's hit dice: //Holy word// is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the caster's plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the caster's plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creature's hit dice:
  
-Less than 4 HD Kills +  * Less than 4 HD Kills 
-4-7 HD Paralyses (duration 10-40 rounds) +  4-7 HD Paralyses (duration 10-40 rounds) 
-8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls +  8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls (duration 2-8 rounds) 
- (duration 2-8 rounds) +  12+ HD Deafens, reduces move by 25%, causes -2 to attack rolls, causes 50% chance of spell failure (duration 1-4 rounds)
-12+ HD Deafens, reduces move by 25%, causes -2 to attack +
- rolls, causes 50% chance of spell failure  +
- (duration 1-4 rounds)+
  
 The spell's reverse is //unholy word//, which functions in the same manner as //holy word// but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment. The spell's reverse is //unholy word//, which functions in the same manner as //holy word// but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment.
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-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 ====
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-This spell allows the druid to speak with all animals of a particular type or species that are within 40-ft of him or her when the spell'casting is complete. In all other respects, except as noted above, the spell is identical to the second level cleric spell //speak with animals//.+When the caster invokes this spell, he or she becomes able to communicate with and understand the "speech" of normal animals (with the exception of mindless creatures). While the spell lasts, the animal (and any other animals of the same type in its company) will refrain from attacking, even if they were initially hostile. Depending upon the nature of the conversation, if the animal'alignment is neutral or of the same tendency as the cleric's, the animal may be disposed to help the cleric in some manner. It is important to note that the spell does not permit speech with animals of monstrous or unnatural nature; communication with a monster such as a cockatrice, for example, is beyond the spell's power. Neither does the spell suddenly imbue an animal with intelligence; the observations and opinions of an animal such as a badger will be appropriate to the animal's own experiences, motives, and intellectual limitations.
  
 ==== Speak With Plants ==== ==== Speak With Plants ====
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-Except as noted abovethis spell is identical to the clerical spell// speak with plants//.+The caster becomes able to hold converse with living plant matter. He or she may pose questions and understand the answers givenalthough any conclusions or opinions the plant provides will be based on the plant's level of intelligence. Even a normal plant, however, will be able to convey information about events that have transpired near it. If the plants are capable of motion, it will be possible for the caster to persuade them into a course of action, such as drawing aside to allow passage, or even attacking an enemy citadel.
  
 ==== Sticks to Snakes (Reversible) ==== ==== Sticks to Snakes (Reversible) ====
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-Except as noted above, this spell is identical to the clerical spell of the same name.+This spell enables the caster to transform sticks into serpents that attack at the caster's will. The snakes may be ordered to take other actions if the caster can speak with thembut this spell alone does not grant the power to communicate with the snakes, only to will them to attack particular opponents. The spell transforms one stick per caster level, and each snake has a 5% chance per caster level of being venomous. The reverse of the spell will change snakes into harmless sticks and can work such a transformation upon snakes created by means of this spell. Sticks of a magical quality, such as wands or magic spears, are not affected by the spell.
  
 ==== Stone Shape ==== ==== Stone Shape ====
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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 ====
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-The area of effect of this spell is d% square miles, but except as noted above, the spell is similar to the clerical spell //control weather//allowing the druid to affect, but not directexisting weather conditions.+The area of effect of this spell is d% square miles, bringing about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitationtemperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warmand only a light breeze can be raised from calm weather.
  
 ===== Magic User Spells ===== ===== Magic User Spells =====
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-Except as noted abovethis spell is identical to the druidic spell// animal growth//.+This spell causes up to 8 animals in the area of effect to grow to twice normal sizedoubling their hit dice and the damage they inflict. The spell does not influence the animals' attitude toward the caster, so it is advisable to ensure ahead of time that they are friendly. The reverse of the spell halves their size and damage inflicted.
  
 ==== Animate Dead ==== ==== Animate Dead ====
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-Except as noted above, this spell is identical to the clerical spell //animate dead//.+By casting this spellthe caster calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of //dispel magic//. Use of this spell is inherently not in accordance with the good alignments and is seldom used by good characters unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A caster may animate one zombie or skeleton per caster level.
  
 ==== Anti-Magic Shell ==== ==== Anti-Magic Shell ====
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-Except as noted above, this spell is identical to the clerical spell of the same name.+//Astral spell// allows the caster and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the spell is cast, the character's material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the caster may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While travelling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a "silver cord," an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form. 
 + 
 +Most magic items lose some or all of their power on the astral plane. Unless an item's magical qualities are imbued so deeply as to exist in many planes, an astral traveller's physical manifestation on another plane will be equipped with only the unenchanted substance of otherwise magic items and weapons.
  
 ==== Audible Glamour ==== ==== Audible Glamour ====
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-Except as noted above, this spell is identical to the clerical spell //control weather//.+The //control weather// spell brings about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitation, temperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warm, and only a light breeze can be raised from calm weather. 
 + 
 +This spell may be cast successively to bring about a dramatic change, moving, for example, from a calm to a light breeze, from the breeze to a strong wind, and on the third casting to transform the strong wind into a gale. 
  
 ==== Crushing Hand ==== ==== Crushing Hand ====
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-A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //firebal//spell.+A delayed //blast fireball// is somewhat more powerful than a normal //fireball// (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the //fireball// spell.
  
 ==== Detect Evil (Reversible) ==== ==== Detect Evil (Reversible) ====
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-Except as noted abovethis spell functions in the same manner as the clerical spell //detect magic//.+//Detect magic //creates a tunnel of magical vision in a path 10-ft wide and 30-ft long, in which the caster sees the aura of any magic item as a glowing blue nimbus. The spell's effect is blocked by solid wood 3-ft thick, by stone 1-ft thick, and by solid metal 1 inch thick. The caster can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the caster's vision. 
  
 ==== Dig ==== ==== Dig ====
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-Except as noted above, this spell is identical to the clerical spell //dispel magic//.+//Dispel magic// has a base chance of 50% permanently to negate magic—both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become non-operational for one round. Any spells in the process of being cast in the spell's area of effect will be lost, and any ongoing spell effects (such as //invisibility//) will be dispelled. 
 + 
 +With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster's level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster's own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
  
 ==== Distance Distortion ==== ==== Distance Distortion ====
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- +The insidious //feeblemind// spell affects only those who can cast spellstracing and poisoning the mystical channels of their arcane power like a viral infection. The spell reduces a victim into a state of extreme mental retardation, which persists until the victim is magically restored by means of a heal, wish, or restoration spell. The different types of spell casting ability are not equally vulnerable to the //feeblemind// spell. Practitioners of clerical magic gain a bonus of +1 to saving throws; druids save at -1; magic users and illusionists save at -4. (Those who can use more than one type of magic must save using the average of their modifiers.)
-Except as may be noted abovethis spell is identical to the druidic spell //feeblemind//.+
  
 ==== Feign Death ==== ==== Feign Death ====
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- +With a majestic gesturethe caster forces an area of water to sink downward by 5% of its original depth per caster level. Despite its name, the spell's power is not limited to water; it can affect other non-living fluid substances as well, including gases and materials slightly more viscous than water. The GM may adjust the amount by which the spell affects other substances based upon the difference of their material properties from those of water. The spell'area of effect is a square with sides measuring 10-ft per level. For example, a caster of 7th level can affect a square area up to 70-ft×70-ft. The reverse of the spell raises water in an area of effect similar to that of //lower water//, but not to the same degree of height, returning water to its natural level plus 5 feet per caster level.
-Except as may be noted abovethis spell is identical to the clerical spell //lower water//. The spell'reverse can raise water no more than 5-ft/level.+
  
 ==== Mage's Faithful Hound ==== ==== Mage's Faithful Hound ====
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
-Except as may be noted above, this spell is identical to the clerical spell //part water//.+This spell causes water to draw apart, forming a trench. The depth and length of the water displacement is determined by the caster's level. For each caster level, they may displace an area of water 30-ft deep and 20-ft wide. The spell can affect other liquids besides water, but the more different the physical properties of the other liquid, the less the caster may be capable of displacing.
  
 ==== Passwall ==== ==== Passwall ====
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
-Except as noted above, this spell is identical to the druidic spell //plant growth//.+By means of this spell, the caster causes plants and vines to grow with unbelievable speed, forming a tangled barrier of thick vegetation. The enchantment may be dispelled, or the plants cleared by normal means. Chopping a way through the barrier is possible, but movement is restricted to 10-ft/turn (20-ft for size L creatures).
  
 ==== Polymorph Object ==== ==== Polymorph Object ====
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-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 ====
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- +This spell transforms solid rock into mudthe volume transformed being proportionate to the caster's level. Any volume of mud will sink until its depth is equal to about one half the pool's diameter. If this spell is cast upon a ceiling, the resulting volume of mud will immediately collapse, possibly trapping or suffocating those caught beneath. Similarly, if a floor is turned to mud, creatures standing in the area will sink and may be trapped. If //dispel magic// is cast upon the mud before it eventually dries into dirt, the mud will return to stone, but in the shape and location of the mud (i.e., a collapsed ceiling will not return to its original place; it will be frozen back into stone where it collapsed). The spell's reverse transforms mud into sandstone or a similar sedimentary rock.
-Except as may be noted above, this spell is identical to the druidic spell of the same name.+
  
 ==== Trap the Soul ==== ==== Trap the Soul ====
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-Except as noted above, this spell is identical to the druidic spell //water breathing//.+This spell grants the ability to breathe underwater while the spell lasts. The reverse of the spell allows a water-breathing creature to breathe in the air.
  
 ==== Web ==== ==== Web ====
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 +//Astral spell// allows the caster and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the spell is cast, the character's material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the caster may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While travelling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a "silver cord," an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name.+Most magic items lose some or all of their power on the astral plane. Unless an item's magical qualities are imbued so deeply as to exist in many planes, an astral traveller's physical manifestation on another plane will be equipped with only the unenchanted substance of otherwise magic items and weapons.
  
 ==== Audible Glamour ==== ==== Audible Glamour ====
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- +This spell is, as its name suggeststhe creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within the spell's range. The focal point can be moved by the caster at will until the spell's duration expires. The spell can create any type of sound, but the maximum volume of the noise depends upon the caster's level. A third level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th. Listeners are only entitled to saving throws if they have cause to doubt the apparent sounds. Players must state such disbelief, while the GM will make such determinations for monsters and NPCs based on the plausibility of the audible glamour.
-Except as may be noted abovethis spell functions in the same manner as the magic user spell of the same name.+
  
 ==== Blindness ==== ==== Blindness ====
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 |**Saving Throw:**|See below| |**Saving Throw:**|See below|
  
 +This spell causes creatures to behave strangely and unpredictably. A certain number of creatures in the spell's area of effect must make a saving throw each round in order to avoid becoming confused. The base number of creatures is 2d8, but additional creatures may be affected; if the caster's level is higher than the HD of the strongest opponent, the difference is the number of additional creatures that must make saving throws. This spell is extremely powerful; all saving throws are made with a penalty of -2. Creatures that fail their saving throws (check each round) act randomly in accordance with the following table:
  
 +|  **d%**  |**Action**|
 +|  01-10  |Attacks the druid or his or her allies|
 +|  11-20  |Acts normally|
 +|  21-50  |Babbles incoherently|
 +|  51-70  |Meanders away from caster for a full turn|
 +|  71-00  |Attacks nearest creature|
 +
 +
 +
 +**Note:** A creature that meanders away is not entitled to further saving throws, but will be freed from the spell's effects after taking a full turn of movement (at normal speed) away from the caster.
  
-This spell affects a base number of 2d8 creatures. Except as noted above, it is otherwise identical to the druidic spell of the same name. 
  
 ==== Conjure Animals ==== ==== Conjure Animals ====
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- +A caster may use this spell to conjure animal allies from thin air and order them into combat. The total hit dice of summoned animals cannot exceed the caster's level, and the animals must all be of the same type. This spell will only summon mammals, although giant or prehistoric forms of normal mammals may be conjured if these are present within a few miles of the caster. The GM determines the specific type of animal that appears.
-Except as may be noted above, this spell is identical to the clerical spell of the same name.+
  
 ==== Continual Darkness ==== ==== Continual Darkness ====
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
 +This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell.
  
- 
-Except as noted above (particularly the area of effect), this spell is identical to the magic user spell //darkness, 15ft radius//. 
  
 ==== Continual Light ==== ==== Continual Light ====
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 +This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In some respects the spell is identical to the spell light, but its effects are permanent until dispelled. The light cast is greater than that produced by a //light spell//, extending 60-ft into the darkness.
  
-Except as may be noted abovethis spell is identical to the clerical spell of the same name.+By casting the spell upon an enemy's eyes or other organs of sight, the caster may blind the spell's subjectcausing the same penalties as if the creature were blinded by a light spell. In this instance, a saving throw is permitted, and if it is successful the spell's effect will centre upon the area immediately behind the targeted creature.
  
 ==== Dancing Lights ==== ==== Dancing Lights ====
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 +This spell creates small lights at a chosen distance, under the caster's control. It may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow. The lights move at the caster's mental command, without any particular concentration required. If the caster allows the lights to move beyond the spell's range, the lights will disappear and the spell will end.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Darkness ==== ==== Darkness ====
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 +This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spell's effect is neutralised by (and neutralises) the counteracting effect of a light or continual light spell.
  
-Except as may be noted above, this spell is identical to the magic user spell //darkness, 15-ft radius//. 
  
 ==== Deafness ==== ==== Deafness ====
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 +This spell allows the caster to see that which is invisible or hidden, and also to perceive the astral and æthereal planes.
 +
 +The spell's sight is limited to the stated range of 10-ft/caster level.
  
-Except as may be noted above, this spell is identical to the magic user spell of the same name. 
  
 ==== Detect Magic ==== ==== Detect Magic ====
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-Except as noted above, this spell is identical to the magic user spell //phantasmal force//.+This extremely flexible spell allows the caster to craft a visual illusion of virtually anything that can fit within the spell's area of effect. The spell creates no sound whatsoever. The caster must maintain his or her concentration upon the illusionor it will evaporate, but while concentrating the caster is able to make the illusion move and respond to events. 
 + 
 +The illusion is dispelled if it is struck with a blow, a falling person, etc. There is no saving throw against the illusion if the observer believes it, and the illusion can actually cause damage to such a deceived victim. A demon wielding a sword can attack and do damage, and the appearance of a pit full of spikes can be fatal even though it is not real. If the observer doubts the reality of the illusion, he or she will be permitted a saving throw to see the illusion for what it really is. If one observer disbelieves the illusion and this disbelief is communicated to others, the others will also gain a saving throw at a bonus of +4. 
 + 
 +Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.
  
 ==== Phantasmal Killer ==== ==== Phantasmal Killer ====
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-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

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