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CLERIC SPELLS (7TH LEVEL)Wind Walk (Alteration)Level: 7Range: TouchDuration: 6 turns/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 1 roundSaving Throw: NoneExplanation/Description: This spell enables the cleric, and possibly one ortwo other persons, to alter the substance of his or her body to cloud-likevapors. A magical wind then wafts the cleric along at o speed of up to 60"per turn, or as slow as 6" per turn, as the spell caster wills. The wind walkspell lasts as long as the cleric desires, up to a maximum duration of 6 turns(one hour) per level of experience of the caster. For every 8 levels ofexperience the cleric has attained, up to 24, he or she is able to touchanother and carry that person, or those two persons, along with the windwalk. Persons wind 'walking are not invisible but appear misty and aretransparent. If fully clothed in white they are 80% likely to be mistaken forclouds, fog, vapors, etc. The material <strong>com</strong>ponents of this spell are fire andholy/unholy water.DRUID SPELLSNotes Regarding Druid (Cleric) Spells:The religious symbol of druids is mistletoe. Of lesser importance is holly.Some magical power resides in oak leaves. All of the druidic spells with amaterial <strong>com</strong>ponent assume the use of mistletoe, as gathered by the druidcharacter in the manner described hereafter. Lesser mistletoe, as well asholly and oak leaves, will reduce spell effectiveness asfollows:SPELL SPELL AREA OFITEM RANGE DURATION EFFECTLesser mistletoe 100% 75%* 100%Borrowed mistletoe 75%* 50%** 100%Holly 75%* W%** 75%*Oak leaves 50%** 50% 50%**or + 1 on saving throw, if any, if category is not applicable** or f 2 on saving throw, if ony, if category is not applicableGreater mistletoe, that is, mistletoe which is properly harvested by thedruid, must be gathered by the druid as follows. On Midsummer's Eve, thedruid must locate his mistletoe, cut it with a gold or silver sickle and catchit in a bowl before it touches the ground.lesser mistletoe is that which is not harvested on the eve of midsummer, orthat which the druid takes in a way which is not prescribed (such as pickingby hand).DRUID SPELLS (1ST LEVEL)Training for each such "trick" must be done over a period of 1 week, andall must be done within 3 months of acquiring the creature. During thetraining period the animal will not harm the druid, but if the creature is leftalone for more than 3 days it will revert to its natural state and actaccordingly. The druid may use this spell to attract up to 2 hit dice ofanimal(s) per level of experience he or she possesses. This also meansthat the druid can never have more hit dice of animals so attracted andtrained than are equal to or less than twice his or her levels of experience.Only neutral animals can be attracted, befriended, and trained. Thematerial <strong>com</strong>ponents of this spell are mistletoe and a piece of foodattractive to the animal subject.detect Magic (Divination)Level: 1Range: 0Duration: 12 roundsArea of Effect: l"path, 4" longExplanation/Description: Except as noted above, this spell is the same asthe first level cleric spell of the same name.detect Snares & Pits (Divination)Level: 1Range: 0Duration: 4 rounds/levelArea of Effect: 1 " path, 4" longComponents: V, S, MCasting Time: 3 segmentsSaving Throw: NoneExplanation/Description: Upon casting this spell, the druid is able to detectsnares & pits along the 1" wide by 4" long area of effect path and thusavoid such deadfalls. Note that in the underground only simple pits, not allforms of traps, would be detected by means of this spell. Outdoors, thespell detects all forms of traps - deadfalls, missile trips, snares, etc. Thespell lasts 4 melee rounds for each level of experience of the druid castingit, i.e. 4 rounds at the 1 st level, 8 at the 2nd, 12 (1 turn plus 2 rounds) ot the3rd, etc.Entangle (Alterat ion)level: 1Range: 8"Duration: 1 turnArea of Effect: 4"diameterComponents: V, S, MCasting Time: 3 segmentsSaving Throw: NoneComponents: V, S, MCasting Time: 3 segmentsSaving Throw: 1/2Explanation/Description: By means of this spell the druid is able to causeplonts in the area of effect to entangle creatures within the area. Thegrosses, weeds, bushes, and even trees wrap, twist, and entwine aboutcreatures, thus holding them fast for the duration of the spell. If anycreature in the area of effect mokes its saving throw, the effect of the spellis to slow its movement by 50% for the spell duration.Borrowed mistletoe is any mistletoe which is not personally harvested bythe druid.Holly and oak leaves must be gathered by the druid, but these may bepicked or gathered in any manner.Faerie Fire (Alteration)Level: 1Range: 8"Duration: 4 rounds/levelarea of Effect: 12 linear feet/levelwithin a 4" radiusComponents: V- Casting Time: 3 segmentsSaving Throw: NoneFirst Level Spells:Animal Friendship (Enchantment/Charm)Level: 1Range: I"Duration: PermanentArea of Effect: One animalComponents: V, S, MCasting Time: 6 turnsSaving Throw: Neg.Explanation/Description: By means of this spell the druid is able to showany animal which is of atjeast animal intelligence (but not abovesemi-intelligent rating) that the druid is disposed to be its friend. If theanimal does not make its saving throw versus magic immediotely whenthe spell is begun, it will stand quietly while the druid finishes the spell.Thereafter, it will follow the druid about, and he or she can teach it 3specific "tricks" or tasks for each point of intelligence it possesses. (Typicaltasks are those taught a dog or similar pet, i.e. they cannot be <strong>com</strong>plex.)Explanation/Description: When the druid casts this spell, he or she outlinesan object or creature with a pale glowing light. The <strong>com</strong>pleteness of thelining is dependent upon the number of linear feet the druid is able toaffect, about 12' per level (Le. one 6' man or two 3' kobolds). If there issufficient power, several objects or creatures con be covered by the faeriefire, but one must be fully outlined before the next is begun, and all mustbe within the area of effect. Outlined obiects or creatures (including thoseotherwise invisible) are visibleot 8" in the dark, 4" if the viewer is near abright light source. Outlined creatures are easier to strike, thus opponentsgain +2 on "to hit" dice. The faerie fire con be blue, green, or violetaccording to the word of the druid at the time he or she costs the spell. Thefaerie fire does not itself cause any harm to the object or creature lined.Invisibility To Animals (Alterotion)Level: 1Range: TouchComponents: S, MCasting Time: 4 segments54

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