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osric:chapter2 [2020/08/31 13:34] – [Magic User Spells by Level] squeenosric:chapter2 [2021/04/04 17:11] (current) – [Light (Reversible)] spelling correction robertfreemanday
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 If the range of a spell is "0," this indicates that the spell must be cast right at the caster's location, but that it remains stationary (in other words, it does not travel). If the range is "caster," this indicates that the spell moves with the caster. If the range of a spell is "0," this indicates that the spell must be cast right at the caster's location, but that it remains stationary (in other words, it does not travel). If the range is "caster," this indicates that the spell moves with the caster.
  
-Spell duration refers to the length of time that the spell's magic remains "magical." Thus a permanent duration means that the spell creates an enchantment (which can probably be dispelled). A spell with instantaneous duration is a spell that causes a permanent change in the world, but one that no longer requires a spell to maintain. The effect of a spell with instantaneous duration cannot later be dispelled. The cleric's cure spells are an excellent example: once a wounded person is cured, the regained hit points cannot be removed with a //dispel magic// spell, but they are not magically protected from being removed with a sword stroke, either. The spell is simply complete once it is cast, and no more magic is active after that point. Spells marked with "Instantaneous (permanent)" under "duration" all have this propertythey cannot be removed by being dispelled.+Spell duration refers to the length of time that the spell's magic remains "magical." Thus a permanent duration means that the spell creates an enchantment (which can probably be dispelled). A spell with instantaneous duration is a spell that causes a permanent change in the world, but one that no longer requires a spell to maintain. The effect of a spell with instantaneous duration cannot later be dispelled. The cleric's cure spells are an excellent example: once a wounded person is cured, the regained hit points cannot be removed with a //dispel magic// spell, but they are not magically protected from being removed with a sword stroke, either. The spell is simply complete once it is cast, and no more magic is active after that point. Spells marked with "Instantaneous (permanent)" under "duration" all have this property--they cannot be removed by being dispelled.
  
 Spell components may be verbal (representing the words used to incant the spell), somatic (representing the gesture or gestures that must accompany the casting), and/or material (representing physical components that are normally consumed in the spell's casting). Exception: Material components that are not normally consumed include a cleric's holy symbol. Spell components may be verbal (representing the words used to incant the spell), somatic (representing the gesture or gestures that must accompany the casting), and/or material (representing physical components that are normally consumed in the spell's casting). Exception: Material components that are not normally consumed include a cleric's holy symbol.
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 It is possible for high level magic users and illusionists to research new spells. Such spells should be assigned a level by the GM which should be commensurate with the approximate power of the spell. The GM should always ensure that such spell research is difficult, demanding, dangerous and very, very expensive! It is possible for high level magic users and illusionists to research new spells. Such spells should be assigned a level by the GM which should be commensurate with the approximate power of the spell. The GM should always ensure that such spell research is difficult, demanding, dangerous and very, very expensive!
  
-The spell names provided are generic, and may (or should) be adjusted for additional flavour and relevance to the particular campaign in question. Thus, for example, //Animate Dead// might be re-named //Jaxon's Fearsome Marching Corpse// after the name of the mage who originally researched it in that particular campaignor perhaps, after the spell's most famous (or infamous) victim.+The spell names provided are generic, and may (or should) be adjusted for additional flavour and relevance to the particular campaign in question. Thus, for example, //Animate Dead// might be re-named //Jaxon's Fearsome Marching Corpse// after the name of the mage who originally researched it in that particular campaign--or perhaps, after the spell's most famous (or infamous) victim.
  
 ===== Cleric Spells by Level ===== ===== Cleric Spells by Level =====
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 ==== Aerial Servant ==== ==== Aerial Servant ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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 ==== Animate Dead ==== ==== Animate Dead ====
  
-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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 ==== Animate Object ==== ==== Animate Object ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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 ==== Astral Spell ==== ==== Astral Spell ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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 ==== Atonement ==== ==== Atonement ====
  
-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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 ==== Augury ==== ==== Augury ====
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifesta set of sticks made from dragon's bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of an augury is not strong; it will only gather omens from the pattern of the next 3 turns (30 minutes), and can only indicate whether a future action will result in weal or woe to the party. The base chance for correctly interpreting the omens is 70% plus an additional 1% per level of the caster.+Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifest--a set of sticks made from dragon's bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of an augury is not strong; it will only gather omens from the pattern of the next 3 turns (30 minutes), and can only indicate whether a future action will result in weal or woe to the party. The base chance for correctly interpreting the omens is 70% plus an additional 1% per level of the caster.
  
 ==== Blade Barrier ==== ==== Blade Barrier ====
  
-//Clerical Evocation//+//[[chapter2#cleric_spells_by_level|Clerical Evocation]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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 ==== Chant ==== ==== Chant ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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 ==== Commune ==== ==== Commune ====
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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 ==== Conjure Animals ==== ==== Conjure Animals ====
  
-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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 ==== Continual Light (Reversible) ==== ==== Continual Light (Reversible) ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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 ==== Control Weather ==== ==== Control Weather ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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 ==== Create Food and Water ==== ==== Create Food and Water ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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 ==== Create Water (Reversible) ==== ==== Create Water (Reversible) ====
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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 ==== Cure Blindness (Reversible) ==== ==== Cure Blindness (Reversible) ====
  
-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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 ==== Cure Critical Wounds (Reversible) ==== ==== Cure Critical Wounds (Reversible) ====
  
-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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 ==== Detect Evil (Reversible) ==== ==== Detect Evil (Reversible) ====
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Dispel magic// has a base chance of 50% permanently to negate magicboth 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.+//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. 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.
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been causedpotentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject.+This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused--potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject.
  
 ==== Find the Path (Reversible) ==== ==== Find the Path (Reversible) ====
  
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Evocation//+//[[chapter2#cleric_spells_by_level|Clerical Evocation]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material plane. Summoning Thor is unlikely to bring the thunder god from the halls of Valhallahowever, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes of existence, particularly beings with individual names of their own, can be powerful and irascible.+A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material plane. Summoning Thor is unlikely to bring the thunder god from the halls of Valhalla--however, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes of existence, particularly beings with individual names of their own, can be powerful and irascible.
  
 ==== Glyph of Warding ==== ==== Glyph of Warding ====
  
  
-//Clerical Abjuration/Evocation//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration/Evocation]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Enchantment/Charm]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-The //light// spell creates a globe of light 20-ft in radius, centred upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. The reverse of the spell, //darkness//, creates an area of utter darkness just as the //light// spell creates light, with the only distinction being that the //darkness// spell has half the duration of a //light// spell. If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).+The //light// spell creates a globe of light 20-ft in radius, centered upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. The reverse of the spell, //darkness//, creates an area of utter darkness just as the //light// spell creates light, with the only distinction being that the //darkness// spell has half the duration of a //light// spell. If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).
  
 ==== Locate Object (Reversible) ==== ==== Locate Object (Reversible) ====
  
  
-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Enchantment/Charm]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|7| |**Level:**|7|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|7| |**Level:**|7|
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-//Clerical Abjuration//+//[[chapter2#cleric_spells_by_level|Clerical Abjuration]]//
  
 |**Level:**|Cleric 1| |**Level:**|Cleric 1|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Enchantment/Charm//+//[[chapter2#cleric_spells_by_level|Clerical Enchantment/Charm]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Necromancy//+//[[chapter2#cleric_spells_by_level|Clerical Necromancy]]//
  
 |**Level:**|Cleric 3| |**Level:**|Cleric 3|
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-By casting //speak with dead//, the cleric opens a mystical channel to the afterworld, permitting him or her to ask a dead creature several questions. As with most spells that concern the afterlife, the length of time that the soul has departed is a factorthe longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creature's language and must have some portion of its bodily remains available as the focus of the spell.+By casting //speak with dead//, the cleric opens a mystical channel to the afterworld, permitting him or her to ask a dead creature several questions. As with most spells that concern the afterlife, the length of time that the soul has departed is a factor--the longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creature's language and must have some portion of its bodily remains available as the focus of the spell.
  
 |  **Caster level**  |  **Spell duration**  |  **Max number  |  **Caster level**  |  **Spell duration**  |  **Max number 
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Invocation//+//[[chapter2#cleric_spells_by_level|Clerical Invocation]]//
  
 |**Level:**|Cleric 2| |**Level:**|Cleric 2|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Clerical Conjuration/Summoning//+//[[chapter2#cleric_spells_by_level|Clerical Conjuration/Summoning]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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 To cast this spell, the cleric shapes a glowing symbol in the air. Any creature seeing the symbol closely enough to discern its shape (approximately 100-ft) will be affected by it. The clerical casting of this spell allows for three different symbols: Hopelessness, Pain, and Persuasion. To cast this spell, the cleric shapes a glowing symbol in the air. Any creature seeing the symbol closely enough to discern its shape (approximately 100-ft) will be affected by it. The clerical casting of this spell allows for three different symbols: Hopelessness, Pain, and Persuasion.
  
-**Hopelessness:** The symbol of hopelessness causes despair. Any creature (other than those with no intelligence) failing the saving throw will wander sadly away or surrender in the face of a challenge such as a combat. The despair will persist for 3d4 turns.+**Hopelessness:** The symbol of hopelessness causes despair. Any creature (other than those with no intelligence) failing the saving throw will wander sadly away or surrender in the face of a challenge such as a combat. The despair will persist for 3d4 turns.
  
-**Pain:** The symbol of pain inflicts terrible, shooting pains for a duration of 2-20 turns. Any creature so affected will suffer a -4 penalty on attack rolls and a temporary loss of 2 dexterity points.+**Pain:**   The symbol of pain inflicts terrible, shooting pains for a duration of 2-20 turns. Any creature so affected will suffer a -4 penalty on attack rolls and a temporary loss of 2 dexterity points.
  
-**Persuasion:** Those viewing the symbol of persuasion and failing their saving throw will undergo a temporary change of alignment to the caster's alignment and become friendly to the caster for 1d20 turns.+**Persuasion:**   Those viewing the symbol of persuasion and failing their saving throw will undergo a temporary change of alignment to the caster's alignment and become friendly to the caster for 1d20 turns.
  
 ==== Tongues (Reversible) ==== ==== Tongues (Reversible) ====
  
  
-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 4| |**Level:**|Cleric 4|
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-//Clerical Divination//+//[[chapter2#cleric_spells_by_level|Clerical Divination]]//
  
 |**Level:**|Cleric 5| |**Level:**|Cleric 5|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 7| |**Level:**|Cleric 7|
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-//Clerical Transmutation/Alteration//+//[[chapter2#cleric_spells_by_level|Clerical Transmutation/Alteration]]//
  
 |**Level:**|Cleric 6| |**Level:**|Cleric 6|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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 ==== Animal Growth (Reversible) ==== ==== Animal Growth (Reversible) ====
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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 ==== Animal Summoning I ==== ==== Animal Summoning I ====
  
-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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 The powerful enchantment woven by this spell will affect any "person," meaning character races (with the exception of elves) and other small to medium-sized bipeds analogous to persons (orcs, goblins, etc.). The spell also affects mammalian animals of any kind, even those that are supernatural, giant, or monstrous. If the target creature fails a saving throw, it will view the druid as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the druid's behalf, but will not undertake risks beyond those the creature might ordinarily take. The druid must be able to talk to the charmed creature if he or she is to make any sort of complex "request." Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence: The powerful enchantment woven by this spell will affect any "person," meaning character races (with the exception of elves) and other small to medium-sized bipeds analogous to persons (orcs, goblins, etc.). The spell also affects mammalian animals of any kind, even those that are supernatural, giant, or monstrous. If the target creature fails a saving throw, it will view the druid as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the druid's behalf, but will not undertake risks beyond those the creature might ordinarily take. The druid must be able to talk to the charmed creature if he or she is to make any sort of complex "request." Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence:
  
-19+ one saving throw/day +|19+|one saving throw/day| 
-18 one saving throw/2 days +|18|one saving throw/2 days| 
-17 one saving throw/3 days +|17|one saving throw/3 days| 
-15-16 one saving throw/week +|15-16|one saving throw/week| 
-13-14 one saving throw/2 weeks +|13-14|one saving throw/2 weeks| 
-10-12 one saving throw/3 weeks +|10-12|one saving throw/3 weeks| 
-7-9 one saving throw/month +|7-9|one saving throw/month| 
-4-6 one saving throw/2 months +|4-6|one saving throw/2 months| 
-3 or less one saving throw/3 months+|3 or less|one saving throw/3 months|
  
 The charm will be broken automatically if the druid obviously tries to harm the charmed creature. The charm will be broken automatically if the druid obviously tries to harm the charmed creature.
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-**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.+**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.
  
 ==== Conjure Earth Elemental (Reversible) ==== ==== Conjure Earth Elemental (Reversible) ====
  
  
-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-The terrifying //creeping doom// spell causes a massive swarm of insects, spiders, and centipedes to boil forth from the ground in front of the caster, marching in whatever direction he or she orders, destroying and killing all that stands in their way. The swarm is composed of (1d6+4)×100 nonflying vermin, each of which inflicts 1 hp damage against an opponent before dying. Only as many insects as are needed to kill an opponent will die, and once the target is dead the swarm will move on. If the druid allows the swarm to get more than 80-ft away from his or her person, 50 insects for every 10-ft beyond this range will depart the swarm. The druid can order the swarm to attack specific targets and/ or to change direction. Although the spell can be devastating (potentially causing as much as 1,000 hp of damage in total), many means can be used to counter itthe most obvious being a //fireball// or other area-of-effect damage spell.+The terrifying //creeping doom// spell causes a massive swarm of insects, spiders, and centipedes to boil forth from the ground in front of the caster, marching in whatever direction he or she orders, destroying and killing all that stands in their way. The swarm is composed of (1d6+4)×100 nonflying vermin, each of which inflicts 1 hp damage against an opponent before dying. Only as many insects as are needed to kill an opponent will die, and once the target is dead the swarm will move on. If the druid allows the swarm to get more than 80-ft away from his or her person, 50 insects for every 10-ft beyond this range will depart the swarm. The druid can order the swarm to attack specific targets and/ or to change direction. Although the spell can be devastating (potentially causing as much as 1,000 hp of damage in total), many means can be used to counter it--the most obvious being a //fireball// or other area-of-effect damage spell.
  
 ==== Cure Disease (Reversible) ==== ==== Cure Disease (Reversible) ====
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
Line 1974: Line 1974:
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
Line 2008: Line 2008:
  
  
-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Dispel magic// has a base chance of 50% permanently to negate magicboth 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.+//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. 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.
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
Line 2095: Line 2095:
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been causedpotentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.+This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused--potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.
  
 ==== Finger of Death ==== ==== Finger of Death ====
  
  
-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Conjuration//+//[[chapter2#druid_spells_by_level|Druidic Conjuration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Illusion/Phantasm//+//[[chapter2#druid_spells_by_level|Druidic Illusion/Phantasm]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
Line 2249: Line 2249:
  
 **Heat** **Heat**
- +|Round 1|No effect other than discomfort| 
-Round 1 No effect other than discomfort +|Round 2|1d4 hp damage| 
- +|Rounds 3-5|2d4 hp damage, severe blistering to extremities (hands, feet), and unconsciousness if the metal is a helmet| 
-Round 2 1d4 hp damage +|Round 6|1d4 hp damage| 
- +|Round 7|Discomfort|
-Rounds 3-5 2d4 hp damage, severe blistering to extremities (hands, feet), and unconsciousness if the metal is a helmet +
- +
-Round 6 1d4 hp damage +
- +
-Round 7 Discomfort+
  
 **Cold** **Cold**
- +|Round 1|no effect other than discomfort| 
-Round 1 no effect other than discomfort +|Round 2|1d2 hp damage| 
- +|Rounds 3-5|1d4 hp damage, severe frostbite (possible need for amputation of extremities such as fingers, ears)| 
-Round 2 1d2 hp damage +|Round 6|1d4 hp damage| 
- +|Round 7|discomfort|
-Rounds 3-5 1d4 hp damage, severe frostbite (possible need for amputation of extremities such as fingers, ears) +
- +
-Round 6 1d4 hp damage +
- +
-Round 7 discomfort+
  
 Immersion in water will negate the effects of the //heat// version of the spell, and magical protections against the appropriate elements will negate both versions. If no such options are available, the target of this spell is well advised to spend a round divesting him- or herself of metal gauntlets and helmet at the very least, to avoid the side effects. Immersion in water will negate the effects of the //heat// version of the spell, and magical protections against the appropriate elements will negate both versions. If no such options are available, the target of this spell is well advised to spend a round divesting him- or herself of metal gauntlets and helmet at the very least, to avoid the side effects.
Line 2277: Line 2267:
  
  
-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
Line 2294: Line 2284:
  
  
-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
Line 2444: Line 2434:
  
  
-Any creature upon which this spell is cast can move through any sort of terrain without leaving behind the slightest sign of its passage. It leaves no footprints, no scent and no other telltales of movement. It is impossible to trace its path except, temporarily, by one methodthe path will radiate magic for 6d6 turns. Once this time elapses, the magical aura will fade away, leaving the trail undisturbed by any sign that the spell's recipient was ever there.+Any creature upon which this spell is cast can move through any sort of terrain without leaving behind the slightest sign of its passage. It leaves no footprints, no scent and no other telltales of movement. It is impossible to trace its path except, temporarily, by one method--the path will radiate magic for 6d6 turns. Once this time elapses, the magical aura will fade away, leaving the trail undisturbed by any sign that the spell's recipient was ever there.
  
 ==== Plant Door ==== ==== Plant Door ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Divination//+//[[chapter2#druid_spells_by_level|Druidic Divination]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteratio////n//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteratio]]////n//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-This spell lends the recipient the same protection against lightning and electricity as the third level spell //protection from fire// affords against fire.+The druid may use this spell to confer considerable protection from lightning upon another creature, but if he or she casts it upon him- or herself the effects are far greater, conferring temporary invulnerability even to lightning of magical nature, such as dragon's breath. If the spell is cast upon another creature, the recipient gains immunity to normal electrical effects and a saving throw bonus of +4 against lightning based attacks. Any damage incurred by them will also reduced by half. If the spell is cast upon the druid, he or she becomes completely invulnerable to normal electrical effects and also ignores all damage from magical lightning (dragon breath, //lightning bolt//, etc.) until a total of 12 hp/caster level has been absorbed by the spell, at which time the spell will be dissipated. 
  
 ==== Purify Water (Reversible) ==== ==== Purify Water (Reversible) ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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 The //pyrotechnics// spell may be used to produce two entirely different effects: a bright display of fiery light or a massive pall of smoke. Both possible uses of the spell require an existing fire source (which may be anywhere in the spell's range), and the spell's area of effect depends on the size of the originating fire. The //pyrotechnics// spell may be used to produce two entirely different effects: a bright display of fiery light or a massive pall of smoke. Both possible uses of the spell require an existing fire source (which may be anywhere in the spell's range), and the spell's area of effect depends on the size of the originating fire.
  
-If the spell is used to produce fireworks, the flashing display will temporarily blind (for 1d4+1 rounds) all creatures in the area of effect and 120-ft beyondprovided that the display is not obstructed from view, of course. The fireworks fill an area ten times the volume of the original fire source and persist for 1 segment/caster level.+If the spell is used to produce fireworks, the flashing display will temporarily blind (for 1d4+1 rounds) all creatures in the area of effect and 120-ft beyond--provided that the display is not obstructed from view, of course. The fireworks fill an area ten times the volume of the original fire source and persist for 1 segment/caster level.
  
 If the spell is used to produce smoke, a billowing cloud will emanate from the fire source, obscuring vision beyond 20-ft in an area 100 times the volume of the fire source. Whatever fire is used as the spell's source is extinguished immediately as the spell is cast. If the spell is used to produce smoke, a billowing cloud will emanate from the fire source, obscuring vision beyond 20-ft in an area 100 times the volume of the fire source. Whatever fire is used as the spell's source is extinguished immediately as the spell is cast.
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-//Druidic Necromancy//+//[[chapter2#druid_spells_by_level|Druidic Necromancy]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-Provided that a body has been dead for no more than a week, a powerful druid can recall its spirit from the deadbut into another body. The form of the new body is not subject to the druid's control, and is determined by means of the tables below. The new body will appear within 1d6 turns near the soul's former body. Elves may be brought back to life by reincarnation. There is a 35% chance that the new incarnation will be from the "humanoid" table and a 65% chance that the new incarnation will be from the animal table. The new incarnation (if sapient) will retain the original character's experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his or her original mental ability scores (Int, Wis, Cha).+Provided that a body has been dead for no more than a week, a powerful druid can recall its spirit from the dead--but into another body. The form of the new body is not subject to the druid's control, and is determined by means of the tables below. The new body will appear within 1d6 turns near the soul's former body. Elves may be brought back to life by reincarnation. There is a 35% chance that the new incarnation will be from the "humanoid" table and a 65% chance that the new incarnation will be from the animal table. The new incarnation (if sapient) will retain the original character's experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his or her original mental ability scores (Int, Wis, Cha).
  
 **Humanoid Table** **Humanoid Table**
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-//Druidic Abjuration//+//[[chapter2#druid_spells_by_level|Druidic Abjuration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 1| |**Level:**|Druid 1|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 4| |**Level:**|Druid 4|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 7| |**Level:**|Druid 7|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 3| |**Level:**|Druid 3|
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-//Druidic Enchantment/Charm//+//[[chapter2#druid_spells_by_level|Druidic Enchantment/Charm]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-This spell turns an appropriate object into a magical trap of sorts. The object rises from the ground and trips any creature crossing over it, even if they are aware of it (saving throw vs spellsunlisted category, +4 if aware of the object). The object is 80% undetectable and will affect even the caster. The trap causes falls to be much worse than normal: a running creature will suffer 1d6 points of damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall onto a soft surface such as grass. Creatures larger than size M are not affected by the spell.+This spell turns an appropriate object into a magical trap of sorts. The object rises from the ground and trips any creature crossing over it, even if they are aware of it (saving throw vs spells--unlisted category, +4 if aware of the object). The object is 80% undetectable and will affect even the caster. The trap causes falls to be much worse than normal: a running creature will suffer 1d6 points of damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall onto a soft surface such as grass. Creatures larger than size M are not affected by the spell.
  
 ==== Turn Wood ==== ==== Turn Wood ====
  
  
-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Evocation//+//[[chapter2#druid_spells_by_level|Druidic Evocation]]//
  
 |**Level:**|Druid 5| |**Level:**|Druid 5|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-//Druidic Transmutation/Alteration//+//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]//
  
 |**Level:**|Druid 2| |**Level:**|Druid 2|
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-//Druidic Transmutation/Alteration// +//[[chapter2#druid_spells_by_level|Druidic Transmutation/Alteration]]// 
 +]
 |**Level:**|Druid 3| |**Level:**|Druid 3|
 |**Range:**|Touch| |**Range:**|Touch|
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-//Druidic Conjuration/Summoning//+//[[chapter2#druid_spells_by_level|Druidic Conjuration/Summoning]]//
  
 |**Level:**|Druid 6| |**Level:**|Druid 6|
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-This spell summons a demon or other fiend (such as a devil) from the lower planes of existence into the material planes. In order to cast the spell, the caster must know the fiend's true name, but such information is often contained in forbidden tomes of lost lore. The spell cannot summon the lesser sorts of demons that have no personal names, nor is it powerful enough to summon members of the demonic or diabolical nobility. The spell provides no protection whatsoever against the wrath of the summoned creatureand make no mistake, the summoned creature will be extremely resentful of the caster's temerity.+This spell summons a demon or other fiend (such as a devil) from the lower planes of existence into the material planes. In order to cast the spell, the caster must know the fiend's true name, but such information is often contained in forbidden tomes of lost lore. The spell cannot summon the lesser sorts of demons that have no personal names, nor is it powerful enough to summon members of the demonic or diabolical nobility. The spell provides no protection whatsoever against the wrath of the summoned creature--and make no mistake, the summoned creature will be extremely resentful of the caster's temerity.
  
 In general, this spell is cast only with multiple protections against the summoned fiend, such as a pentacle to contain the demon and a magic circle to protect the magic user. The exact nature of any discussions or negotiations with creatures of the nether planes is, of course, a matter to be handled in the course of the game, with the GM deciding what the fiend is thinking and how it acts. In general, this spell is cast only with multiple protections against the summoned fiend, such as a pentacle to contain the demon and a magic circle to protect the magic user. The exact nature of any discussions or negotiations with creatures of the nether planes is, of course, a matter to be handled in the course of the game, with the GM deciding what the fiend is thinking and how it acts.
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-//Clairvoyance//, together with //clairaudience//, is one of the classic "scrying" spellsspells that allow the caster to extend his or her perception and senses far into the distance to spy upon enemies and scout locations. //Clairvoyance// is a means of seeing events in a distant location. There is no effective limit to the spell's range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door.+//Clairvoyance//, together with //clairaudience//, is one of the classic "scrying" spells--spells that allow the caster to extend his or her perception and senses far into the distance to spy upon enemies and scout locations. //Clairvoyance// is a means of seeing events in a distant location. There is no effective limit to the spell's range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door.
  
 The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 10-ft radius of the spell's focal point even if the area is dark. If the area is not dark, the caster will be able to see as if he or she were standing at the spell's focal point, for a normal distance but in all directions at once (for the vision is in his or her mind's eye). The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 10-ft radius of the spell's focal point even if the area is dark. If the area is not dark, the caster will be able to see as if he or she were standing at the spell's focal point, for a normal distance but in all directions at once (for the vision is in his or her mind's eye).
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-//Dispel magic// has a base chance of 50% permanently to negate magicboth 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.+//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. 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.
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-By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensionshe or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)×1,000 gp in value.+By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensions--he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)×1,000 gp in value.
  
 ==== Enchant an Item ==== ==== Enchant an Item ====
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-This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been causedpotentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.+This spell magically slows the recipient's metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell's recipient will not even know that the damage has been caused--potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.
  
 ==== Find Familiar ==== ==== Find Familiar ====
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-This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster's level is equal to or less than the observer's intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem trueconversely, there are mundane methods that give a chance to detect this very spell, such as striking the "gold" with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell.+This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster's level is equal to or less than the observer's intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true--conversely, there are mundane methods that give a chance to detect this very spell, such as striking the "gold" with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell.
  
 ==== Forceful Hand ==== ==== Forceful Hand ====
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 This spell may be employed in one of three different forms, depending upon the words and material component used during casting. At the time of memorisation, the magic user need not specify which will be used; these are alternate uses of the same spell, not different versions of it. This spell may be employed in one of three different forms, depending upon the words and material component used during casting. At the time of memorisation, the magic user need not specify which will be used; these are alternate uses of the same spell, not different versions of it.
  
-**Ice seed:** conjures a sphere of an intensely cold magical substance that freezes water to a depth of 6 inches over a surface area 100 square-ft/caster level. The ice is thick enough to walk upon without fear of falling through. The duration of the ice is 1 round/level. The material component for this use is a piece of crystal.+**Ice seed:**  conjures a sphere of an intensely cold magical substance that freezes water to a depth of 6 inches over a surface area 100 square-ft/caster level. The ice is thick enough to walk upon without fear of falling through. The duration of the ice is 1 round/level. The material component for this use is a piece of crystal.
  
-**Ice ray:** A ray of cold lances from the caster's hand, inflicting 4 hp/caster level against anything in its path. A successful saving throw results in no damage. Even if the ray strikes an object, it continues on the other side until it has extended 10-ft/caster level or is stopped by a thickness of stone of 1-ft or more. The material component for this use is a gem worth 1,000 gp.+**Ice ray:**   A ray of cold lances from the caster's hand, inflicting 4 hp/caster level against anything in its path. A successful saving throw results in no damage. Even if the ray strikes an object, it continues on the other side until it has extended 10-ft/caster level or is stopped by a thickness of stone of 1-ft or more. The material component for this use is a gem worth 1,000 gp.
  
-**Shattering globe:** The spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10-ft radius (half if save vs spells). If not used within 1 round/caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp.+**Shattering globe:**   The spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10-ft radius (half if save vs spells). If not used within 1 round/caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp.
  
 ==== Friends ==== ==== Friends ====
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-A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material planesummoning Thor is unlikely to bring the thunder god from the halls of Valhallahowever, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible.+A //gate// spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spell's casting might choose not to step through the gate into the material plane--summoning Thor is unlikely to bring the thunder god from the halls of Valhalla--however, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a //protection from evil// spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible.
  
 ==== Geas ==== ==== Geas ====
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 This powerful spell is primarily used to defend the caster's stronghold. The ward protects 200 square-ft per caster level. The warded area can be as much as 20-ft high and shaped as the caster desires. The magic user can ward several stories of a stronghold by dividing the area among them; he or she must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area: This powerful spell is primarily used to defend the caster's stronghold. The ward protects 200 square-ft per caster level. The warded area can be as much as 20-ft high and shaped as the caster desires. The magic user can ward several stories of a stronghold by dividing the area among them; he or she must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:
  
-**Fog:** Fog fills all corridors, obscuring all sight, including infravision, beyond 10-ft.+**Fog:** Fog fills all corridors, obscuring all sight, including infravision, beyond 10-ft.
  
-**Wizard Locks:** All doors in the warded area are wizard locked.+**Wizard Locks:** All doors in the warded area are wizard locked.
  
-**Webs:** Webs fill all stairs from top to bottom. These strands are identical to those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.+**Webs:**   Webs fill all stairs from top to bottom. These strands are identical to those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.
  
-**Confusion:** Where there are choices in directionsuch as a corridor intersection or side passagea minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment/charm effect that will not affect elves or other creatures immune to //charm//.+**Confusion:** Where there are choices in direction--such as a corridor intersection or side passage--a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment/charm effect that will not affect elves or other creatures immune to //charm//.
  
-**Lost Doors:** One door per caster level is covered by an illusion to appear as if it were a plain wall.+**Lost Doors:**   One door per caster level is covered by an illusion to appear as if it were a plain wall.
  
 In addition, the magic user can place his or her choice of one of the following five magical effects: In addition, the magic user can place his or her choice of one of the following five magical effects:
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-The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from //imprisonment// appears at the exact spot where the //imprisonment// took place. When casting the spell's reverse, if the caster is not specific enough about the imprisoned creature's identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the groundsome far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%).+The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from //imprisonment// appears at the exact spot where the //imprisonment// took place. When casting the spell's reverse, if the caster is not specific enough about the imprisoned creature's identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the ground--some far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%).
  
 ==== Incendiary Cloud ==== ==== Incendiary Cloud ====
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-This spell calls a specific, desired object into the caster's hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that timeall but the final word of the incantation. The item is then touched with another item, the spell's focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item's location, and some details about the owner, as determined by the GM. The spell will function across the planes.+This spell calls a specific, desired object into the caster's hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that time--all but the final word of the incantation. The item is then touched with another item, the spell's focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item's location, and some details about the owner, as determined by the GM. The spell will function across the planes.
  
 ==== Interposing Hand ==== ==== Interposing Hand ====
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 This spell, when cast, gathers mystical echoes of legend and rumour about a specific person, place, or object. These inchoate rhymes, whispers, and memories form in the caster's mind until he can finally piece them together into meaningful information. The spell's power is far greater if the item is actually at hand when the spell is cast, for it can then be used as a focus for the gathering of echoes; casting time under these circumstances will be 1d4 turns. If the item (or place) is not at hand, but some detailed information can be woven into the casting of the spell as a focus for the gathering of legend-echoes, the casting time will be 1d10 days. If all that the caster knows about the object or place is rumour, the casting time will be 2d6 weeks. While casting the spell, the caster may not engage in any other activity other than short breaks to eat and sleep. This spell, when cast, gathers mystical echoes of legend and rumour about a specific person, place, or object. These inchoate rhymes, whispers, and memories form in the caster's mind until he can finally piece them together into meaningful information. The spell's power is far greater if the item is actually at hand when the spell is cast, for it can then be used as a focus for the gathering of echoes; casting time under these circumstances will be 1d4 turns. If the item (or place) is not at hand, but some detailed information can be woven into the casting of the spell as a focus for the gathering of legend-echoes, the casting time will be 1d10 days. If all that the caster knows about the object or place is rumour, the casting time will be 2d6 weeks. While casting the spell, the caster may not engage in any other activity other than short breaks to eat and sleep.
  
-When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some valueoften a potionmust be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend.+When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This in formation, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. In order to cast the spell an item of some value--often a potion--must be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumour, rhyme, or legend.
  
 ==== Levitate ==== ==== Levitate ====
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-This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level Isee Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall.+This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20-ft per round, and can levitate another at a rate of 10-ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I--see Chapter 3), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall.
  
 ==== Light ==== ==== Light ====
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 |**Saving Throw:**|None| |**Saving Throw:**|None|
  
- +The //light// spell creates a globe of light 20-ft in radius, centered upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. If it is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A //light// spell cast upon a creature's eyes will blind it for the spell's duration, causing it a penalty of -4 on all rolls "to hit" if sight is its primary sense. The //light// spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).
- +
-Other than as noted above, this spell is identical to the clerical spell //light//.+
  
 ==== Lightning Bolt ==== ==== Lightning Bolt ====
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 The spell is normally used to create walls, moats, etc., but can also be used to move an intact terrain feature from one place to another (although the spell cannot move rock unless the rock is carried within the moved earth). The spell is normally used to create walls, moats, etc., but can also be used to move an intact terrain feature from one place to another (although the spell cannot move rock unless the rock is carried within the moved earth).
  
-If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with thepresumably undesiredresult of destroying the cottage in the process.+If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with the--presumably undesired--result of destroying the cottage in the process.
  
 ==== Part Water ==== ==== Part Water ====
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 This spell allows the magic user to transform one thing, living or not, into another sort of thing. If the spell is used simply to duplicate the effects of a //polymorph other// spell or a //stone to flesh// spell, it will function in the same manner as these spells but with a -4 penalty to the victim's saving throw. Otherwise, the spell's duration depends upon the degree of change involved in the transformation. The calculation is made using a "duration factor" found on table 1, and the explanation of the resulting duration factor is found on table 2. This spell allows the magic user to transform one thing, living or not, into another sort of thing. If the spell is used simply to duplicate the effects of a //polymorph other// spell or a //stone to flesh// spell, it will function in the same manner as these spells but with a -4 penalty to the victim's saving throw. Otherwise, the spell's duration depends upon the degree of change involved in the transformation. The calculation is made using a "duration factor" found on table 1, and the explanation of the resulting duration factor is found on table 2.
  
-**Polymorph ObjectTable 1**** (magic user level 8)**+**Polymorph Object--Table 1**** (magic user level 8)**
  
 |**Changed Subject Is:**|  **Increase to Duration Factor**  | |**Changed Subject Is:**|  **Increase to Duration Factor**  |
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 Add all that apply. Look up the total on the next table. Add all that apply. Look up the total on the next table.
  
-**Polymorph ObjectTable 2**** (magic user level 8)**+**Polymorph Object--Table 2**** (magic user level 8)**
  
 |  **Duration Factor**  |  **Duration**  |  **Example**  | |  **Duration Factor**  |  **Duration**  |  **Example**  |
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 //Read magic// is normally the first spell in every magic user's spell book, and its mastery is the first task of every apprentice. The spell allows the caster to read magical writings (other than his or her own, of course, which are always intelligible to the original author). //Read magic// is normally the first spell in every magic user's spell book, and its mastery is the first task of every apprentice. The spell allows the caster to read magical writings (other than his or her own, of course, which are always intelligible to the original author).
  
-Unless the writings are cursed, reading magical script does not normally activate the magic formulae described thereinreviewing a scroll prior to casting from it does not, for instance, actually cast whatever spell is written upon the scroll. Once the magic user has read a particular set of magical inscriptions by use of this spell, the spell is no longer needed to re-read the writing at a later time.+Unless the writings are cursed, reading magical script does not normally activate the magic formulae described therein--reviewing a scroll prior to casting from it does not, for instance, actually cast whatever spell is written upon the scroll. Once the magic user has read a particular set of magical inscriptions by use of this spell, the spell is no longer needed to re-read the writing at a later time.
  
 The reverse of the spell allows the magic user to make magical writings indecipherable for the spell's duration, and is cast upon the writing rather than upon the caster him- or herself. The reverse of the spell allows the magic user to make magical writings indecipherable for the spell's duration, and is cast upon the writing rather than upon the caster him- or herself.
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 |  **Familiarity**  |  **On Target**  |  **Off Target**  |  **Similar Area**  |  **Mishap**  | |  **Familiarity**  |  **On Target**  |  **Off Target**  |  **Similar Area**  |  **Mishap**  |
-|  Very familiar  |  01-97  |  98-99  |  100  |  —  |+|  Very familiar  |  01-97  |  98-99  |  100  |  --  |
 |  Studied carefully  |  01-94  |  95-97  |  98-99  |  100  | |  Studied carefully  |  01-94  |  95-97  |  98-99  |  100  |
 |  Seen casually  |  01-88  |  89-94  |  95-96  |  97-100  | |  Seen casually  |  01-88  |  89-94  |  95-96  |  97-100  |
 |  Viewed once  |  01-76  |  77-88  |  89-90  |  99-100  | |  Viewed once  |  01-76  |  77-88  |  89-90  |  99-100  |
-|  False destination  |  (1d20+80)  |  —   81-92  |  93-100  |+|  False destination  |  (1d20+80)  |  --   81-92  |  93-100  |
  
  
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 This spell causes a bubble of magical force to form around the caster. The field will extend through solid substances if necessary, providing a complete sphere of protection even against burrowing creatures. When the caster stands on the ground, the sphere will thus appear to be a hemisphere, with half of it beneath the ground. The field's outside surface is not transparent and is usually a dark amber colour, but anyone inside the sphere can see through to the outside as if the force field did not exist. The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut, and up to 6 medium-sized or 8 small creatures can shelter inside with the caster. If the caster leaves the hut, the spell ends. This spell causes a bubble of magical force to form around the caster. The field will extend through solid substances if necessary, providing a complete sphere of protection even against burrowing creatures. When the caster stands on the ground, the sphere will thus appear to be a hemisphere, with half of it beneath the ground. The field's outside surface is not transparent and is usually a dark amber colour, but anyone inside the sphere can see through to the outside as if the force field did not exist. The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut, and up to 6 medium-sized or 8 small creatures can shelter inside with the caster. If the caster leaves the hut, the spell ends.
  
-Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70˚ Fahrenheit for so long as the outside temperature remains in a range from 0˚ to 100˚. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70˚. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside.+Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70-deg Fahrenheit for so long as the outside temperature remains in a range from 0 to 100-deg. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70-deg. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside.
  
 ==== Tongues (Reversible) ==== ==== Tongues (Reversible) ====
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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 permittedthe 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 ====
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 |**Level:**|Magic user 7| |**Level:**|Magic user 7|
 |**Range:**|Touch| |**Range:**|Touch|
-|**Duration:**|Instantaneous or permanentsee below|+|**Duration:**|Instantaneous or permanent--see below|
 |**Area of Effect:**|One object| |**Area of Effect:**|One object|
 |**Components:**|V| |**Components:**|V|
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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 anchoreda 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) ====
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-**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.+**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.
  
  
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 The illusionist creates a curtain of obscuring fog in the area of effect. Vision of all kinds is reduced to 2-ft through the swirling vapour. The fog can be affected by normal or magical wind and breezes. The illusionist creates a curtain of obscuring fog in the area of effect. Vision of all kinds is reduced to 2-ft through the swirling vapour. The fog can be affected by normal or magical wind and breezes.
 +
osric/chapter2.1598880849.txt.gz · Last modified: 2020/08/31 13:34 by squeen

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