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MAGIC-USER SPELLS (4TH LEVEL)instructions, or orders most faithfully (cf. suggestion spell). Affectedcreatures will eventually <strong>com</strong>e out from under the influence of the spell,and the probability of such breaking of a charm monster spell is a functionof the creature’s level, i.e. its number of hit dice:MAGIC-USER SPELLS (4TH LEVEL)that the magic-user wears or carries, subject to a maximum weight equalto 5,000 gold pieces of non-living matter, or half that amount of livingmatter, is transferred with the spell caster. Recovery from use of adimension door spell requires 7 segments.Monster levelor Hit Dice1st or up to 22ndorupto3f23rd or up to 4 + 44th or up to 65th or up to 7 + 26th or up to 8 + 47th or up to 108th or up to 129th or over 12Percent Chance/Week of Breaking Spell5%10%15%25%35%45%60%75%90%Naturally, overtly hostile acts by the person charming the monster willautomatically break the spell, or at the very least allow the monster a newsaving throw versus the charm. The spell will affect from 2-8 1st levelcreatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th arhigher level.Confusion (Enchantment/Charm)Level: 4Range: 12”Duration: 2 rounds + Iround/levelArea of Effect: Up to 6”X6”Explanation/Description: Except as noted above, this spell is identical tothe seventh level druid spell, confusion (q.v.). However, it affects a basic2-16 creatures. Its material <strong>com</strong>ponent is a set of three nut shells.Dig (Evocation)Level: 4Range: 3“Duration: I round/levelArea of Effect: 5’ cube per level ofthe magic-userComponents: V, S, MCasting Time: 4 segmentsSaving Throw: SpecialComponents: V, S, MCasting Time: 4 segmentsSaving Throw: SpecialExplanation/Description: A dig spell enables the caster to excavate 125cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5’per side. The material thrown from the excavation scatters evenly aroundthe pit. If the magic-user continues downward beyond 5’, there is a chancethat the pit will collapse: 15%/additional 5’ in depth in earth,35%/additionalS depth in sand, and 55%/additional5’ depth in mud. Anycreature at the edge (1’) of such a pit uses its dexterity score as a savingthrow to avoid falling into the hole, with a score equal to or less than thedexterity meaning that a fall was avoided. Any creature moving rapidlytowards a pit area will fall in unless it saves versus magic. Any creaturecaught in the center of a pit iust dug will always fall in. The spell casteruses a miniature shovel and tiny bucket to activate a dig spell and mustcontinue to hold these material <strong>com</strong>ponents while each pit is excavated.Dimension Door (Alteration)Level: 4Range: 0Duration: SpecialArea of Effect: Spell casterComponents: VCasting Time: I segmentSaving Throw: NoneExplanation/Description: By means of a dimension door spell, the magicuserinstantly transfers himself or herself up to 3” distance per level ofexperience of the spell caster. This special form of teleportation allows forno error, and the magic-user always arrives at exactly the spot desired -whether by simply visualizing the area (within spell transfer distance, ofcourse) or by stating direction such as ”30 inches straight downwards,” or“upwards ta the northwest, 45 degree angle, 42 inches.” If the magic-userarrives in a place which is already occupied by a solid body, he or sheremains in the Astral plane until located by some helpful creature willingto cast a dispel magic upon the person, for he or she is stunned and cannotsuccessfully perform any spell casting. If distances are stated and the spellcaster arrives with no support below his or her feet (i.e., in mid-air), fallingand damage will result unless further magical means are employed. AllEnchanted Weapon (Alteration) ReversibleLevel: 4 Components: V, S, MRange: TouchDuration: 5 roundsAeve1Casting Time: I turnSaving Throw: NoneArea of Effect: Weapon(sJ touchedExplanation/Description: This spell turns an ordinary weapon into amagical one. The weapon is the equivalent of a fl weapon but has nobonuses whatsoever. Thus, arrows, axes, bolts, bows, daggers, hammers,maces, spears, swords, etc. can be made into enchanted weapons. Twosmall (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer,mace, etc.) weapon can be affected by the spell. Note that successful hitsby enchanted missile weapons cause the spell to be broken, but thatotherwise the spell duration lasts until the time limit based on the level ofexperience of the magic-user casting it expires, i.e. 40 rounds (4 turns) inthe case of an 8th level magic-user. The material <strong>com</strong>ponents of this spellare powdered lime and carbon.Extension I (Alteration)Level: 4Range: 0Duration: SpeciolArea of Effect: SpeciolComponents: VCasting Time: 2 segmentsSaving Throw: NoneExplanation/Description: By use of an extension I spell the magic-userprolongs the duration of a previously cast first, second, or third level spellby 50%. Thus, a levitation spell can be made to function 1 Vi turns/level, ahold person spell made to work for 3 rounds/level, etc. Naturally, the spellhas effect only on such spells where duration is meaningful.Fear (illusion/Phantasm)Level: 4Range: 0Duration: SpecialArea of Effect: 6” long cone, 3”diameter at end, %’ at baseComponents: V, S, MCasting Time: 4 segmentsSaving Throw: Neg.Explanation/Description: When a feor spell is cast, the magic-user sendsforth an invisible ray which causes creatures within its area of effect to turnaway from the spell caster and flee in panic. Affected creatures are likelyto drop whatever they are holding when struck by the spell; the basechance of this is60% at 1st level (or at 1 hit die), and each level (or hit die)above this reduces the probability by 5%, 1.e. at 10th level there is only a15% chance, and at 13th level 0% chance. Creatures affected by fear fleeat their fastest rate for the number of melee rounds equal to the level ofexperience of the spell caster. The panic takes effect on the melee roundfollowing the spell casting, but dropping of items in hand will take placeimmediately. Of course, creatures which make their saving throws versusthe spell are not affected. The material <strong>com</strong>ponent of this spell is either theheart of a hen or a white feather.Fire Charm (Enchantmen/charm)Level: 4Range: I“Duration: 2 rounds/levelArea of Effect: 30‘ diameter of fireComponents: V, S, MCasting Time: 4 segmentsSaving Throw: Neg.Explanation/Description: By means of this spell the magic-user causes anormal fire source such as a brazier, flambeau, or bonfire to serve as amagical agent, for from this source he or she causes a gossamer veil ofmulti-hued flame to circle the fire at 5’ distance. Any creatures observingthe fire or the dancing circle of flame around it must save versus magic orbe charmed into remaining motionless and gazing, transfixed at theflames. While so chormed, creatures are subiect to suggestion spells of 12or fewer words, saving against their influence at -3. The fire charm isbroken by any physical attack upon the chormed creature, if a solid obiectis interposed between the creature and the veil of flames so as to obstruct76

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