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osric:chapter2 [2020/10/30 10:35] – cross linked the druid spell-type in the description back to the main table squeenosric:chapter2 [2021/04/04 17:11] (current) – [Light (Reversible)] spelling correction robertfreemanday
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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) ====
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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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 **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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-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) ====
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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 ====
osric/chapter2.1604054121.txt.gz · Last modified: 2020/10/30 10:35 by squeen

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