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MAGIC-USER SPELLS f3RD LEVEL)familiar to the spell caster or an obvious one (such as behind a door,around a corner, in a copse of woods, etc.). Only sounds which arenormally detectable by the magic-user can be heard by use of this spell.Only metal sheeting or magical protections will prevent the operation ofthe spell. Note that it will function only on the plane of existence on whichthe magic-user is at the time of casting. The material <strong>com</strong>ponent of thespell is a small silver horn of at least 100 g.p. value, and casting the spellcauses it to disappear.Clairvoyance (Divination)Level: 3Range: SpecialDuration: 7 round/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 3 segmentsSaving Throw: NoneExplanation/Description: Similar to the clairaudience spell, theclairvoyance spell empowers the magic-user to see in his or her mindwhatever is within sight range from the spell locale chosen. Distance is nota factor, but the locale must be known - familiar or obvious. Furthermore,light is a factor whether or not the spell caster has the ability to see into theinfrared or ultraviolet spectrums. If the area is dark, only a 1" radius fromthe center of the locale of the spell's area of effect can be clairvoyed;otherwise, the seeing extends to normal vision range. Metal sheeting ormagical protections will foil a clairvoyance spell. The spell functions onlyon the plane on which the magic-user is at the time of casting. Thematerial <strong>com</strong>ponent of the spell is a pinch of powdered pineal gland froma human or humanoid creature.Dispel magic (Abjuration)Level: 3Range: 12"Duration: PermanentArea of Effect: 3"cubeComponents: V,SCasting Time: 3 segmentsSaving Throw: NoneExplanation/Description: Except as noted above, this spell is the same asthe third level cleric spell dispel magic (q.v.).Explosive Runes (Alteration)Level: 3Range: TouchDuration: SpecialArea of Effect: 7"radiusComponents: V, SCasting Time: 3 segmentsSaving Throw: !4Explanation/Description: By tracing the mystic runes upon a book, map,scroll, or similar instrument bearing written information, the magic-userprevents unauthorized reading of such. The explosive runes are difficult todetect, 5% per level of magic use experience of the reader, thieves havingonly a 5% chance in any event. When read, the explosive runes detonate,delivering a full 12 to 30 (6d4 + 6) hit points of damage upon the reader,who gets no saving throw, and either a like amount, or half that if savingthrows are made, on creatures within the blast radius. The magic-user whocast the spell, as well as any other magic-users he or she instructs, can usethe instrument without triggering the runes. Likewise, the magic-user cantotally remove them whenever desired. They can otherwise be removedonly by a dispel magic spell, and the explosive runes last until the spell istriggered. The instrument upon which the runes are placed will bedestroyed when the explosion takes place unless it is not normally subjectto destruction by magical fire.Feign Death (Necromantic)level: 3Range: TouchDuration: 6 rounds + I round/levelArea of Effect: Creature touchedComponents: V, SCasting Time: 7 segmentSaving Throw? NoneExplanation/Description: By means of this spell, the caster or any othercreature whose levels of experience/hit dice do not exceed the magicuser'sown level can be put into a cataleptic state which is impossible todistinguish from actual death. Although the person/creature affected bythe feign death spell can smell, hear, and know what is going on, nofeeling or sight of any sort is possible; thus, any wounding or mistreatmentof the body will not be felt and no reaction will occur and damage will beMAGIC-USER SPELLS f3RD LEVEL)only one-half normal. In addition, paralysis, poison, or energy level drainwill not affect the individuaVcreature under the influence of this spell, butpoison injected or otherwise introduced into the body will be<strong>com</strong>eeffective when the spell recipient is no longer under the influence of thisspell, although a saving throw is permitted. Note that only a willingindividual can be affected by feign death. The spell caster is able to endthe spell effects at any time desired, but it requires 1 full round for bodilyfunctions to begin again.Fireball (Evocation)Level: 3Components: V, SRange: 10" + I"/levelCasting Time: 3 segmentsDuration: Instantaneous Saving Throw: !4Area of Effect: 2"radius sphereExplanation/Description: A fireball is an explosive burst of flame, whichdetonates with a low roar, and delivers damage proportionate to the levelof the magic-user who cast it, i.e. 1 six-sided die (d6) for each level ofexperience of the spell caster. Exception: Magic fireball wands deliver 6die fireballs (6d6), magic staves with this capability deliver 8 die fireballs,and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4)of damage. The burst of the fireball does not expend a considerableamount of pressure, and the burst will generally conform to the shape ofthe area in which it occurs, thus covering an area equal to its normalspherical volume. [The area which is covered by the fireball is a totalvolume of roughly 33,000 cubic feet (or yards)]. Besides causing damageto creatures, the fireball ignites all <strong>com</strong>bustible materials within its burstradius, and the heat of the fireball will melt soft metals such as gold,copper, silver, etc. Items exposed to the spell's effects must be rolled for todetermine if they are affected. Items with a creature which makes itssaving throw are considered as unaffected. The magic-u,ser points his orher finger and speaks the range (distance and height) at which the fireballis to borst. A streak flashes from the pointing digit and, unless it impactsupon a material body prior to attaining the prescribed range, flowers intothe fireball If creatures fail their saving throws, they all take full hit pointIdamage frqm the blast. Those who make saving throws manage to dodge,fall flat or roll aside, taking '/1 the full hit point damage - each and everyone within the blast area. The material <strong>com</strong>ponent of this spell is a tinyball <strong>com</strong>posed of bat guano and sulphur.Flame Arrow (Conjuration/Summoning)Level1 3Range: TouchDuration: 1 segment/fevelArea of Effect: Each arrow/bolttouchedComponents: V, S, MCasting Time: 3 segmentsSaving Throw: NoneExplanation/Description: Once the magic-user has cast this spell, he or sheis able to touch one arrow or crossbow bolt (quarrel) per segment for theduration of the flame arrow. Each such missile so touched be<strong>com</strong>es magic,although it gains no bonuses "to hit". Each such missile must bedischarged within 1 round, for after that period flame consumes it entirely,and the magic is lost. Fiery missiles will certainly have normal probabilitiesof causing <strong>com</strong>bustion, and any creature subject to additional fire damagewill suffer + 1 hit point of damage from any flame arrow which hits it. Thematerial <strong>com</strong>ponents for this spell are a drop of oil and a small piece offlint.Fly (Alteration)level: 3Range: TouchDuration: 1 turn/level + 1-6 turnsArea of Effect: Creature touchedExplanation/Description: This spell enables the magic-user to bestow thepower of magical flight. The creature affected is able to move verticallyand/or horizontally at a rate of 12" per move (half that if ascending, twicethat if descending in a dive). The exact duration of the spell is alwaysunknown to the spell caster, as the 1-6 turns variable addition isdetermined by the Dungeon Master secretly. The material <strong>com</strong>ponent ofthe fly spell is a wing feather of any bird.Gust Of Wind (Alteration)Level: 3Range: 0Components: V, S, MCasting Time: 3 segmentsSaving Throw: NoneComponents: V, S, MCasting Time: 3 segments73

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