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osric:chapter2 [2019/06/08 19:32]
robertfreemanday [Magic User Spells] TOC 3
osric:chapter2 [2019/06/08 19:51] (current)
robertfreemanday [Magic User Spells] TOC 4
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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'​s effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls. This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell'​s effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls.
  
-**Secret Chest**+==== Secret Chest ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster'​s possessions. The chest itself must be crafted of the finest materials in order to support the spell'​s magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the æthereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chest'​s actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the æthereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger one from the æther wherever he or she might be. It is possible, although not likely, that some æthereal creature or æthereal traveller might happen upon the chest while it is in the æthereal plane. So long as the chest remains in the æthereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the æthereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell'​s link to the chest will fail, and the chest will be irrecoverable. This spell allows the magic user to shift a magically crafted treasure chest into the æthereal plane, where it will be safe from those who might seek to steal the caster'​s possessions. The chest itself must be crafted of the finest materials in order to support the spell'​s magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the æthereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chest'​s actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the æthereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger one from the æther wherever he or she might be. It is possible, although not likely, that some æthereal creature or æthereal traveller might happen upon the chest while it is in the æthereal plane. So long as the chest remains in the æthereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the æthereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell'​s link to the chest will fail, and the chest will be irrecoverable.
  
-**Shape Change**+==== Shape Change ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp. Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewellery worth 5,000 gp.
  
-**Shatter**+==== Shatter ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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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,​ etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction. This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware,​ etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction.
  
-**Shield**+==== Shield ​==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell'​s duration. The shield is a frontal defence and grants no benefits against attacks from behind or from the rear flanks. By means of this spell, the caster creates an invisible barrier of magical force. //Magic missiles// cannot penetrate the barrier at all. The magic user gains an armour class of 2 against any hurled weapon, armour class of 3 against propelled weapons such as arrows, and armour class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell'​s duration. The shield is a frontal defence and grants no benefits against attacks from behind or from the rear flanks.
  
-**Shocking Grasp**+==== Shocking Grasp ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell imbues the caster'​s hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster. This spell imbues the caster'​s hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster.
  
-**Simulacrum**+==== Simulacrum ​==== 
  
 //Arcane Illusion/ Phantasm// //Arcane Illusion/ Phantasm//
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 This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate'​s substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points and a lower level of experience (1d4+1×10%). The simulacrum does not have its own personality;​ it is under the caster'​s control and has no volition without the caster'​s spoken command. A simulacrum can be improved by the use of other spells; a //​reincarnation//​ spell will provide it with its own personality,​ and a //limited wish// may be used to give it the original'​s personality and 40-60% of the original'​s memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated. This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate'​s substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points and a lower level of experience (1d4+1×10%). The simulacrum does not have its own personality;​ it is under the caster'​s control and has no volition without the caster'​s spoken command. A simulacrum can be improved by the use of other spells; a //​reincarnation//​ spell will provide it with its own personality,​ and a //limited wish// may be used to give it the original'​s personality and 40-60% of the original'​s memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated.
  
-**Sleep**+==== Sleep ==== 
  
 //Arcane Enchantment/​Charm//​ //Arcane Enchantment/​Charm//​
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-**Slow**+==== Slow ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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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/​caster level, but all must be within the area of the spell'​s area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative. This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/​caster level, but all must be within the area of the spell'​s area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative.
  
-**Spell Immunity**+==== Spell Immunity ​==== 
  
 //Arcane Abjuration//​ //Arcane Abjuration//​
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 This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell'​s duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size. This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spell'​s duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size.
  
-**Spider Climb**+==== Spider Climb ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 When the magic user casts this spell, the recipient'​s bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30-ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect. When the magic user casts this spell, the recipient'​s bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30-ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect.
  
-**Spirit-Rack**+==== Spirit-Rack ​==== 
  
 //Arcane Abjuration//​ //Arcane Abjuration//​
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 Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend'​s goals and personality,​ but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual. Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiend'​s goals and personality,​ but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual.
  
-**Statue**+==== Statue ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation,​ the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break. The //statue// spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The ensorcelled creature can shift in and out of the statue form in one second and is not limited to one such shift in a single round. During the initial transformation,​ the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break.
  
-**Stinking Cloud**+==== Stinking Cloud ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible. This spell creates a nauseating cloud of vapours to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible.
  
-**Stone Shape**+==== Stone Shape ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard'​s tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful. The magic user moulds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizard'​s tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful.
  
-**Stone to Flesh (Reversible)**+==== Stone to Flesh (Reversible) ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/​caster level may be transformed. A saving throw is permitted only against the spell'​s reverse,// flesh to stone//. This spell transforms stone into flesh, or vice versa if the caster has elected to memorise the reversed version, //flesh to stone//. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic-ft/​caster level may be transformed. A saving throw is permitted only against the spell'​s reverse,// flesh to stone//.
  
-**Strength**+==== Strength ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell increases a person'​s strength (affecting the same sorts of creatures as hold person). The recipient'​s strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 "to hit" as well. This spell increases a person'​s strength (affecting the same sorts of creatures as hold person). The recipient'​s strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 "to hit" as well.
  
-**Suggestion**+==== Suggestion ​==== 
  
 //Arcane Enchantment/​Charm//​ //Arcane Enchantment/​Charm//​
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 This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("​These are not the halflings you seek"​),​ suggestions of a course of action ("You won't mention you saw us, I have no doubt"​),​ or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable,​ but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "​magical"​ torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster. This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions ("​These are not the halflings you seek"​),​ suggestions of a course of action ("You won't mention you saw us, I have no doubt"​),​ or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable,​ but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a //feather fall// spell, or hand the victim a "​magical"​ torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster.
  
-**Symbol**+==== Symbol ​==== 
  
 //Arcane Conjuration/​Summoning//​ //Arcane Conjuration/​Summoning//​
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 Material components for this spell cost at least 10,000 gp. Material components for this spell cost at least 10,000 gp.
  
-**Telekinesis**+==== Telekinesis ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/​round,​ but the caster can double this speed every round (to 40-ft, then 80-ft, then 160-ft) to a maximum of 102,​400-ft/​round (1,​706-ft/​second). For every 2,​000-ft/​round that an object is travelling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically. This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20-ft/​round,​ but the caster can double this speed every round (to 40-ft, then 80-ft, then 160-ft) to a maximum of 102,​400-ft/​round (1,​706-ft/​second). For every 2,​000-ft/​round that an object is travelling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically.
  
-**Teleport**+==== Teleport ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. **Mishap:** The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid.
  
-**Temporal Stasis (Reversible)**+==== Temporal Stasis (Reversible) ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell'​s reverse form. This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of //dispel magic// or the spell'​s reverse form.
  
-**Time Stop**+==== Time Stop ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell'​s common name is a misnomer, for time does not actually stop; rather the caster simply gains a few "​extra"​ moments, captured in between the points of time's normal passage. Effectively,​ the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster. This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the flow of time's passage. The spell'​s common name is a misnomer, for time does not actually stop; rather the caster simply gains a few "​extra"​ moments, captured in between the points of time's normal passage. Effectively,​ the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster.
  
-**Tiny Hut**+==== Tiny Hut ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 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/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell'​s area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell'​s area, or may be used to cancel out the effects of the //tongues// spell. Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell'​s area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell'​s area, or may be used to cancel out the effects of the //tongues// spell.
  
-**Transformation**+==== Transformation ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 Upon the completion of this spell, the caster'​s form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The caster'​s existing hit points are doubled, and any damage sustained is first deducted from the "​additional"​ hit points with no deduction from the "​true"​ hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The caster'​s armour class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a //**potion of heroism**//​. Upon the completion of this spell, the caster'​s form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The caster'​s existing hit points are doubled, and any damage sustained is first deducted from the "​additional"​ hit points with no deduction from the "​true"​ hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The caster'​s armour class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a //**potion of heroism**//​.
  
-**Transmute Rock to Mud**+==== Transmute Rock to Mud ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 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/​Summoning//​ //Arcane Conjuration/​Summoning//​
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 This spell traps a victim'​s soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permitted—the imprisonment is automatic). When a being is freed from imprisonment,​ even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a //geas//. This spell traps a victim'​s soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permitted—the imprisonment is automatic). When a being is freed from imprisonment,​ even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a //geas//.
  
-**Unseen Servant**+==== Unseen Servant ​==== 
  
 //Arcane Conjuration/​Summoning//​ //Arcane Conjuration/​Summoning//​
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 By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell'​s area of effect. By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell'​s area of effect.
  
-**Vanish**+==== Vanish ​==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 The caster'​s magic words cause an object to vanish, either being teleported away or shifted into the æthereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a //​teleport//​ spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the æthereal plane, to be replaced with shapeless stone. A //dispel magic// cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish. The caster'​s magic words cause an object to vanish, either being teleported away or shifted into the æthereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a //​teleport//​ spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the æthereal plane, to be replaced with shapeless stone. A //dispel magic// cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish.
  
-**Ventriloquism**+==== Ventriloquism ​==== 
  
 //Arcane Illusion/​Phantasm//​ //Arcane Illusion/​Phantasm//​
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 The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound. The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound.
  
-**Wall of Fire**+==== Wall of Fire ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/​level. In all other respects, the spell resembles the druidic spell //wall of fire//. A magic user's //wall of fire// does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10-ft+3-ft/​level. In all other respects, the spell resembles the druidic spell //wall of fire//.
  
-**Wall of Force**+==== Wall of Force ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity,​ heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed,​ hanging magically in place where it was evoked. A //wall of force is// a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity,​ heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed,​ hanging magically in place where it was evoked.
  
-**Wall of Ice**+==== Wall of Ice ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%. A //wall of ice// spell creates a huge wall of ice, with a front face of up to 100 square-ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square-ft. The wall might be 10-ft high and 200-ft long, or 5-ft high and 400-ft long, or 20-ft high and 100-ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10-ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapour to form and linger for a full turn, obscuring vision by 50%.
  
-**Wall of Iron**+==== Wall of Iron ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/​caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations,​ but its existence is magical and may be dispelled. By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 square-ft/​caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations,​ but its existence is magical and may be dispelled.
  
-**Wall of Stone**+==== Wall of Stone ==== 
  
 //Arcane Evocation// //Arcane Evocation//
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 When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be 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/​Alteration//​ //Arcane Transmutation/​Alteration//​
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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'​s area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell'​s area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1-ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1-ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10-ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100-ft per turn. The strands of a //web// spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs. This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell'​s area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell'​s area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1-ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1-ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10-ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100-ft per turn. The strands of a //web// spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs.
  
-**Wish**+==== Wish ==== 
  
 //Arcane Conjuration/​Summoning//​ //Arcane Conjuration/​Summoning//​
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 The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson.
  
-**Wizard Eye**+==== Wizard Eye ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter. The //wizard eye// is a// //scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100-ft and can see at a distance of 600-ft in normal lighting. The eye travels at a rate of 30-ft per round if it is not scrutinising its surroundings closely, but can proceed no faster than 10-ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye's vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter.
  
-**Wizard Lock**+==== Wizard Lock ==== 
  
 //Arcane Transmutation/​Alteration//​ //Arcane Transmutation/​Alteration//​
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 A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//. A //wizard lock// spell functions similarly to a powerful //hold portal// spell, except that extra-dimensional creatures cannot pass through a //wizard lock// as they can a //held portal//.
  
-**Write**+==== Write ==== 
  
 //Arcane Evocation// //Arcane Evocation//
osric/chapter2.txt · Last modified: 2019/06/08 19:51 by robertfreemanday