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MAGIC-USER SPELLS (IST LEVEL)touched and handled by the magic-user in order that he or she maypossibly find what dweomer it possesses. The item in question must beheld or worn as would be normal for any such obiect, i.e. a bracelet mustbe placed on the spell caster's wrist, a helm on his or her head, boots onthe feet, a cloak worn, a dagger held, and so on. Note that anyconsequences of this use of the item fall fully upon the magic-user,although any saving throw normally allowed is still the privilege of themagic-user. For each segment the spell is in force, it is 15% + 5% per levelof the magic-user probable that 1 property of the object touched canbe<strong>com</strong>e known - possibly that the item has no properties and is merely aruse (the presence of Nystul's Magic Aura or a magic mouth beingdetected). Each time a property can be known, the referee will secretly rollto see if the magic-user made his or her saving throw versus magic. If thesave was successful, the property is known; if it is 1 point short, a falsepower will be revealed; and if it is lower than 1 under the required scoreno information will be gained. The item will never reveal its exact plussesto hit or its damage bonuses, although the fact that it has few or many suchplusses can be discovered. If it has charges, the oject will never revealthe exact number, but it will give information which is +/-25% of actual,i.e. a wand with 40 charges could feel as if it had 30, or 50, or any numberin between. The item to be identified must be examined by the magic-userwithin 1 hour per level of experience of the examiner after it has beendiscovered, or all readable impressions will have been blended into thoseof the characters who have possessed it since. After casting the spell anddetermining what can be learned from it, the magic-user loses 8 points ofconstitution. He or she must rest for 6 turns per 1 point in order to regainthem. If the 8 point loss drops the spell caster below a constitution of 3, heor she will fall unconscious, and consciousness will not be regained untilfull constitution is restored 24 hours later. The material <strong>com</strong>ponents of thisspell are a pearl (of at least 100 g.p. value) and an owl feather steeped inwine, with the infusion drunk and a live miniature carp swallowed wholeprior to spell casting. If a luckstone is powdered and added to the infusion,probability increases 25% and all saving throws are made at +4.Jump (Alteration)Level: IRange: TouchDuration: SpecialArea of Effect: Creature touchedComponents: V, S, MCasting Time: I segmentSaving Throw: NoneExplanation/Description: When this spell is cast, the individual isempowered to leap up to 30' forward or 10' backward or straight upward.Horizontal leaps forward or backward are in only a slight arc - about2'/10' of distance traveled. The jump spell does not insure any safety inlanding or grasping at the end of the leap. For every 3 additional levels ofexperience of the magic-user beyond the lst, he or she is able to empower1 additional leap, so a 4th level magic-user can cast a jump spell whichenables the recipient to make 2 leaps, 3 leaps at 7th level, etc. All leapsmust be <strong>com</strong>pleted within 1 turn after the spell is cast, for after that periodhas elapsed the spell wears off. The material <strong>com</strong>ponent of this spell is agrasshopper's hind leg, one for each leap, to be broken when the leap ismade.light (Alteration)Level: IRange: 6"Duration: I turn/levelArea of Effect: 2" radius globeComponents: V, SCasting Time: I segmentSaving Throw: NoneExplanation/Description: With the exceptions noted above, this spell is thesame as the first level cleric light spell (q.v.).Magic Missile (Evocation)Level: IRange: 6" + I"/levelDuration: SpecialArea of Effect: One or morecreatures in a IO square foot areaComponents: V, SCasting Time: I segmentSaving Throw: NoneExplanation/Description: Use of the magic missile spell creates one ormore magical missiles which dart forth from the magic-user's fingertip andunerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1 ) ofdamage. If the magic-user has multiple missile capability, he or she canhave them strike a single target creature or several creatures, as desired.For each level of experience of the magic-user, the range of his or herMAGIC-USER SPELLS (IST LEVEL)magic missile extends 1" beyond the 6" base range. For every 2 levels ofexperience, the magic-user gains an additional missile, i.e. 2 at 3rd level,3 at 5th level, 4 at 7th level, etc.Mending (Alteration)Level: IRange: 3"Duration: PermanentArea of Effect: One objectComponents: V, S, MCosting Time: I segmentSaving Throw: NoneExplanation/Description: This spell repairs small breaks in obiects. It willweld a broken ring, chain link, medallion or slender dagger, providing butone break exists. Ceramic or wooden objects with multiple breaks can beinvisibly rejoined to be as strong as new. A hole in a leather sack orwineskin is <strong>com</strong>pletely healed over by a mending spell. This spell will notrepair magic items of any kind. The material <strong>com</strong>ponents of this spell aretwo small magnets of any type (lodestone in all likelihood) or two burrs.Message (Alteration)Level: IRange: 6" + I"/levelDuration: 5 segments + Isegment/levelArea of Effect: 7/4"pathComponents: V,S,MCasting Time: I segmentSaving Throw: NoneExplanation/Description: When this spell is cast, the magic-user canwhisper a message and secretly, or openly, point his or her finger while sodoing, and the whispered message will travel in a straight line and beaudible to the creature pointed at. The message must fit spell duration,and if there is time remaining, the creature who received the message canwhisper a reply and be heard by the spell caster. Note that there must bean open and unobstructed path between the spell caster and the recipientof the spell. The material <strong>com</strong>ponent of the spell is a short piece of copperdrawn fine.Nystul's Magic Aura (Illusion/Phantasm)Level: IRange: TouchDuration: I day/levelArea of Effect: SpecialComponents: V, S, MCasting Time: I roundSaving Throw: SpecialExplanation/Description: By means of this spell any one item of a weightof 50 g.p. per level of experience of the spell caster can be given an aurawhich will be noticed if detection of magic is exercised upon the object. Ifthe object bearing the Nystul's Magic Aura is actually held by the creaturedetecting for a dweomer, he, she or it is entitled to a saving throw versusmagic, and if this throw is successful, the creature knows that the aura hasbeen placed to mislead the unwary. Otherwise, the aura is simply magical,but no amount of testing will reveal what the magic is. The <strong>com</strong>ponent forthis spell is a small square of silk which must be passed over the object tobear the aura.Protection From Evil (Abjuration) ReversibleLevel: IRange: TouchDuration: 2 rounddlevelArea of Effect: Creature touchedComponents: V, S, MCasting Time: I segmentSaving Throw: NoneExplanation/Description: With the differences shown above, and therequirement of powdered iron and silver as the material <strong>com</strong>ponents fortracing the magic circle for protection from evil, the spell is the same as thefirst level cleric protection from evil spell (q.v.).Push (Conjuration/Summoning)Level: IRange: I" + 7/4"/levelDuration: InstantaneousArea of Effect: Special ~Components: V, S, MCasting Time: I segmentSaving Throw: Neg.Explanation/Description: Upon pronouncing the syllables of this spell, themagic-user causes an invisible force to strike against whatever object heor she is pointing at. The force of the push is not great, being 1 foot pound67

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