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ILLUSIONIST SPELLS (7TH LEVEL)touch will conform to the visual illusion. If hallucinatory terrain is created,touch will not cause it to vanish.Seventh level Spells:Alter Reality (illusion/Phantasm, Conjuration/Summoning)Level: 7Range: UnlimitedDuration: SpecialArea of Effect: SpecialComponents: SpecialCasting Time: SpecialSaving Throw: SpecialExplanation/Description: The alter reality spell is similar to the seventhlevel magic-user limited wish spell (q.v.) . In order to effect the magic fully,the illusionist must depict the enactment of the alterotion of reality throughthe casting of a phantasmal force, as well as verbalization in a limitedform, before the spell goes into action.Astral Spell (Alteration)Level: 7Range: TouchDuration: SpecialArea of Effect: SpecialComponents: V,SCasting Time: 3 turnsSaving Throw: NoneExplanation/Description: This spell is the same as the seventh level clericspell, astral spell (q.v.) .Prismatic Spray (Abjuration, Conjuration/Summoning)Level: 7Range: 0Durotion: InstantaneousArea of Effect: 7" long plane, I %"wide at end, %"wide at baseComponents: V,SCasting Time: 7segmentsSaving Throw: SpecialExplanation/Description: When this spell is cast, the illusionist causes 7rays of the prismatic sphere spell (q.v.) to spring from his or her hand. Anycreature in the area of effect will be touched by 1 or more of the rays. Todetermine which ray strikes the concerned creature, roll on eight-sideddie:1 =red2 = orange3 = yellow4 = green5 = blue6 = indigo7 = violet8 = struck by 2 rays, roll againtwice ignoring any 8 sSaving throws apply only with respect to those prismatic color rays whichcall for such.Prismatic Wall (Abjuration, Conjuration/Summoning)Level: 7Range: I"Duration: I turn/levelAre0 of Effect: SpecialComponents: V,SCasting Time: 7 SegmentsSaving Throw: SpecialExplanation/Description: The prismatic wall spell is similar to the prismaticsphere spell (q.v.). It differs only in that the spell creates a wall, or curtain,of scintillating colors. The wall is of maximum proportions of 4' wide perlevel of experience of the spell caster and 2' high per level of experience.Vision (Divination)Level: 7Range: 0Duration: SpecialArea of Effect: The illusionistComponents: V,S,MCasting Time: 7segmentsSaving Throw: NoneExplanation/Description: At such time as the illusionist wishes to gainsupernatural guidance, he or she casts a vision spell, calling uponwhatever power he or she desires aid from, and asking the question forwhich a vision is to be given to answer. Two six-sided dice are rolled. Ifthey total 2 to 6, the power is annoyed and will cause the illusionist, byultra-powerful geas or quest, to do some service, and no question will beanswered. If the dice total 7 to 9, the poweris indifferent, and some minorvision, possibly unrelated to the question, will be given. A score of 10 orSPELL CASTINGbetter indicates the vision is granted. Note that the materiol <strong>com</strong>ponent ofthe spell is the sacrifice of something valued by the spell caster ond/or bythe power supplicated. The more precious the sacrifice, the better thechance of spell success, for a very precious item will give a bonus of + 1an the dice, one that is extremely precious will add +2, and apriceless/nonesuch will add +3.First level Magic-user SpellsLevel: 7Range:Duration: *Area of Effect:*As appropriate to the spell in questionComponents: *Casting Time:Saving Throw: *Explanation/Description: The illusionist gains four of the following firstlevel magic-user spells at the 14th level of experience and an additionalone as each additional level of experience is gained. The spells are:Affect Normal FiresBurning HandsCharm PersonComprehend languagesEnlargeEraseFeather FallFriendsHold PortalMagic MissileMendingMessageNystul's Magic AuraProtection from EvilRead MagicShieldShocking GraspSleepTenser's Floating DiscUnseen ServentThe illusionist moy learn any spell or spells from the preceding list. He orshe must seek the spells in the some manner as a magic-user. If theillusionist chooses to take this"spell', he or she actually takes four or morefirst level mogic-user spellsas a seventh level spell.SPELL CASTINGThe casting of spells during the course of an adventure will be discussed atlength hereafter in the section of this book which deals with a11 aspects ofan expedition into underground or outdoors settings.Each character able to cast spells can remember only a certain number atany given level. (This number can be modified by magical means.) Once aspell is cast, that particular spell is wiped from the mind, forgotten, butanother spell of the same type con still be remembered, i.e. the spellcaster can hove several of the some spell memorized and prepared for,within the number limits for his or her porticular class and level.Most spells can be cost during the course of a single melee round,although some - porticularly high level ones - require more time.Casting a spell requires certain actions, and if these are interrupted, thespell cannot be cast and it is lost from memory. A good example of this is amagic-user about to cost a fireball spell being struck by on arrow when inthe midst of the spell. Magical silence or physical gagging will preventverbal (V) spell <strong>com</strong>pletion. Magical immobility prevents any spellcasting. Physical restraint, including grappling, grasping, binding, etc.prevents proper somatic (S) spell <strong>com</strong>pletion, for gestures must be exactand movements free and as prescribed. Despite these restrictions, there isno doubt that spells in general are potent offensive and defensiveweapons, providing the caster does not hesitate, i.e. he or she must knowwhich spell is being cast when the melee round begins.As each spell is cost, it is crossed off the character's list of spells memorizedfor that porticular expedition. The same is true for any material<strong>com</strong>ponents which are required for the spell cast; the <strong>com</strong>ponent(s) mustbe reody and then crossed off as expended.Scroll Spells: Use of scroll spells is similar to the casting of normal(memorized) spells. They too disappear when read off the scroll, for theirmagical properties and energies are bound up in the characters, runes,signs, sigils, and words written for the particular spell. Being written, thescroll spell requires no somatic or materiol <strong>com</strong>ponents. The time requiredto cast (read) a scroll spell is exactly that shown for the memorized spell.Of course, this assumes the scroll is in hand and reody to read. In general,scroll spells will be 12th level as regards range and duration and area ofeffect. Notable variations occur in projectile attack spells (magic missile,100

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