osric:chapter2
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osric:chapter2 [2020/08/31 13:34] – [Magic User Spells by Level] squeen | osric:chapter2 [2021/04/04 17:11] (current) – [Light (Reversible)] spelling correction robertfreemanday | ||
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If the range of a spell is " | If the range of a spell is " | ||
- | Spell duration refers to the length of time that the spell' | + | Spell duration refers to the length of time that the spell' |
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' | 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' | ||
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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 // | + | 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 // |
===== Cleric Spells by Level ===== | ===== Cleric Spells by Level ===== | ||
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==== Aerial Servant ==== | ==== Aerial Servant ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animate Dead ==== | ==== Animate Dead ==== | ||
- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animate Object ==== | ==== Animate Object ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Astral Spell ==== | ==== Astral Spell ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Atonement ==== | ==== Atonement ==== | ||
- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Augury ==== | ==== Augury ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 manifest—a set of sticks made from dragon' | + | 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' |
==== Blade Barrier ==== | ==== Blade Barrier ==== | ||
- | //Clerical Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Chant ==== | ==== Chant ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Commune ==== | ==== Commune ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Conjure Animals ==== | ==== Conjure Animals ==== | ||
- | //Clerical Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Continual Light (Reversible) ==== | ==== Continual Light (Reversible) ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Control Weather ==== | ==== Control Weather ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Create Food and Water ==== | ==== Create Food and Water ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Create Water (Reversible) ==== | ==== Create Water (Reversible) ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Cure Blindness (Reversible) ==== | ==== Cure Blindness (Reversible) ==== | ||
- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Cure Critical Wounds (Reversible) ==== | ==== Cure Critical Wounds (Reversible) ==== | ||
- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Detect Evil (Reversible) ==== | ==== Detect Evil (Reversible) ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //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' | + | //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' |
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' | 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' | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | This spell magically slows the recipient' | + | This spell magically slows the recipient' |
==== Find the Path (Reversible) ==== | ==== Find the Path (Reversible) ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Evocation// | + | //[[chapter2# |
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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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' | + | 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' |
==== Glyph of Warding ==== | ==== Glyph of Warding ==== | ||
- | //Clerical Abjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Enchantment/ | + | //[[chapter2# |
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | The //light// spell creates a globe of light 20-ft in radius, | + | The //light// spell creates a globe of light 20-ft in radius, |
==== Locate Object (Reversible) ==== | ==== Locate Object (Reversible) ==== | ||
- | //Clerical Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Enchantment/ | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Abjuration// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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- | //Clerical Enchantment/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Necromancy// | + | //[[chapter2# |
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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 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' | + | 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' |
| **Caster level** | | **Caster level** | ||
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Invocation// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Divination// | + | //[[chapter2# |
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- | //Clerical Conjuration/ | + | //[[chapter2# |
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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, | 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, | ||
- | **Hopelessness: | + | **Hopelessness: |
- | **Pain: | + | **Pain: |
- | **Persuasion: | + | **Persuasion: |
==== Tongues (Reversible) ==== | ==== Tongues (Reversible) ==== | ||
- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Divination// | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Clerical Transmutation/ | + | //[[chapter2# |
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- | //Druidic Enchantment/ | + | //[[chapter2# |
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==== Animal Growth (Reversible) ==== | ==== Animal Growth (Reversible) ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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==== Animal Summoning I ==== | ==== Animal Summoning I ==== | ||
- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Abjuration// | + | //[[chapter2# |
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- | //Druidic Abjuration// | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Evocation// | + | //[[chapter2# |
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- | //Druidic Enchantment/ | + | //[[chapter2# |
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The powerful enchantment woven by this spell will affect any " | The powerful enchantment woven by this spell will affect any " | ||
- | 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/ | + | |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/ | + | |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# |
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- | //Druidic Enchantment/ | + | //[[chapter2# |
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- | **Note: | + | **Note: |
==== Conjure Earth Elemental (Reversible) ==== | ==== Conjure Earth Elemental (Reversible) ==== | ||
- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Conjuration/ | + | //[[chapter2# |
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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 it—the most obvious being a // | + | 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 // |
==== Cure Disease (Reversible) ==== | ==== Cure Disease (Reversible) ==== | ||
- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Necromancy// | + | //[[chapter2# |
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- | //Druidic Necromancy// | + | //[[chapter2# |
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- | //Druidic Necromancy// | + | //[[chapter2# |
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- | //Druidic Divination// | + | //[[chapter2# |
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- | //Druidic Divination// | + | //[[chapter2# |
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- | //Druidic Abjuration// | + | //[[chapter2# |
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- | //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' | + | //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' |
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' | 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' | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Transmutation/ | + | //[[chapter2# |
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- | //Druidic Enchantment/ | + | //[[chapter2# |
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- | //Druidic Necromancy// | + | //[[chapter2# |
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- | This spell magically slows the recipient' | + | This spell magically slows the recipient' |
==== Finger of Death ==== | ==== Finger of Death ==== | ||
- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Illusion/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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**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. | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | 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, | + | 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, |
==== Plant Door ==== | ==== Plant Door ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Divination// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | This spell lends the recipient | + | 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 |
==== Purify Water (Reversible) ==== | ==== Purify Water (Reversible) ==== | ||
- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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The // | The // | ||
- | 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/ | + | 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/ |
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' | 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' | ||
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- | //Druidic Necromancy// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 dead—but into another body. The form of the new body is not subject to the druid' | + | 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' |
**Humanoid Table** | **Humanoid Table** | ||
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- | //Druidic Abjuration// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Enchantment/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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 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. | + | 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/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Evocation// | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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- | //Druidic Transmutation/ | + | //[[chapter2# |
+ | ] | ||
|**Level: | |**Level: | ||
|**Range: | |**Range: | ||
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- | //Druidic Conjuration/ | + | //[[chapter2# |
|**Level: | |**Level: | ||
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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' | + | 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' |
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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- | // | + | // |
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' | 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' | ||
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- | //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' | + | //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' |
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' | 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' | ||
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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 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, | + | 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, |
==== Enchant an Item ==== | ==== Enchant an Item ==== | ||
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- | This spell magically slows the recipient' | + | This spell magically slows the recipient' |
==== Find Familiar ==== | ==== Find Familiar ==== | ||
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- | This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, | + | This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, |
==== 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, | 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, | ||
- | **Ice seed: | + | **Ice seed: |
- | **Ice ray:** A ray of cold lances from the caster' | + | **Ice ray: |
- | **Shattering globe: | + | **Shattering globe: |
==== 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' | + | 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' |
==== Geas ==== | ==== Geas ==== | ||
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This powerful spell is primarily used to defend the caster' | This powerful spell is primarily used to defend the caster' | ||
- | **Fog: | + | **Fog:** Fog fills all corridors, obscuring all sight, including infravision, |
- | **Wizard Locks: | + | **Wizard Locks:** All doors in the warded area are wizard locked. |
- | **Webs: | + | **Webs: |
- | **Confusion: | + | **Confusion: |
- | **Lost Doors: | + | **Lost Doors: |
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 // | + | 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 // |
==== Incendiary Cloud ==== | ==== Incendiary Cloud ==== | ||
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- | This spell calls a specific, desired object into the caster' | + | This spell calls a specific, desired object into the caster' |
==== 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' | 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' | ||
- | 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. | + | 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 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. | + | 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: | |**Saving Throw: | ||
- | + | The // | |
- | + | ||
- | Other than as noted above, this spell is identical | + | |
==== 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 the—presumably undesired—result 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' | 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' | ||
- | **Polymorph Object—Table 1**** (magic user level 8)** | + | **Polymorph Object--Table 1**** (magic user level 8)** |
|**Changed Subject Is: | |**Changed Subject Is: | ||
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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 Object—Table 2**** (magic user level 8)** | + | **Polymorph Object--Table 2**** (magic user level 8)** |
| **Duration Factor** | | **Duration Factor** | ||
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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 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. | + | 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' | The reverse of the spell allows the magic user to make magical writings indecipherable for the spell' | ||
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| **Familiarity** | | **Familiarity** | ||
- | | Very familiar | + | | Very familiar |
| Studied carefully | | Studied carefully | ||
| Seen casually | | Seen casually | ||
| Viewed once | 01-76 | 77-88 | 89-90 | 99-100 | | Viewed once | 01-76 | 77-88 | 89-90 | 99-100 | ||
- | | False destination | + | | False destination |
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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' | 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' | ||
- | 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' | + | This spell traps a victim' |
==== Unseen Servant ==== | ==== Unseen Servant ==== | ||
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|**Level: | |**Level: | ||
|**Range: | |**Range: | ||
- | |**Duration: | + | |**Duration: |
|**Area of Effect: | |**Area of Effect: | ||
|**Components: | |**Components: | ||
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- | When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored—a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. | + | When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the wall's stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20-ft×20-ft per caster level. The wall need not be vertical, but must be anchored--a bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. |
==== Water Breathing (Reversible) ==== | ==== Water Breathing (Reversible) ==== | ||
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- | **Note: | + | **Note: |
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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