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MAGIC-USER SPELLS (4TH LEVEL)vision, or when the duration of the spell is at an end. Note that the veil offlame is not a magical fire, and passing through it incurs the same typeand amount of damage as would be sustained from passing through itsoriginal fire source. The material <strong>com</strong>ponent for this spell is a small pieceof multicolored silk of exceptional thinness which the dweomercraeftermust throw into the fire source.Fin sheild: (Evocation-Alteration)Level: 4Range: 0Duration: 2 rounds + Iround/levelArea of Effect: PersonalComponents: V, S, MCasting Time: 4 segmenkSaving Throw: NoneExplanation/Description: By casting this spell the magic-user appears toimmolate himself or herself, but the flames are thin and wispy, sheddinglight equal only to half that of a normal torch (15’ radius of dim light), andcolored blue or green if variation A is cast, violet or blue if variation B isemployed. Any creature striking the spell caster with body or hand-heldweopons will inflict normal damage upon the magic-user, but the attackerwill take double the amount of damoge so inflicted! The other spellpowers depend on the variation of the spell used:A) The flames are hot, and any cold-based attacks will be savedagainst at $2 on the dice, and either half normal damage orno damage will be sustained; fire-based attacks are normal,but if the magic-user fails to make the required saving throw(if any) against them, he or she will sustain double normaldamage. The material <strong>com</strong>ponent for this variation is a bit ofphosphorous.B)The flames are cold, and any fire-based attack will be savedagainst at f 2 on the dice, and either half normal damage orno damage will be sustained; cold-based attacks are normal,but if the magic-user fails to make the required saving throw(if ony) against them, he or she will sustain double normaldomage. The material <strong>com</strong>ponent for this variation is a livefirefly or glow worm or the tail portions of 4 dead ones.Fire Trap (Evocation)Level: 4Range: TouchDuration: Permanent untildischorgedArea of Effect: Object touchedComponents: V, S, MCasting Time: 3 roundsSoving Throw: 5dischargedExplanation/Description: Any closable item (book, box, bottle, chest,coffer, coffin, door, drawer, and so forth) is affected by a fire trop spell,but the item so trapped cannot have a second spell such as hold portal orwizord lock placed upon it except as follows: if a fire trap/hold portal isattempted, only the spell first cast will work, and the other will be negated(both negated if cast simultaneously). If o fire trop is cast after a wizordlock, the former is negated, if both are cast simultoneously both arenegated, and if a wizard lock is cost after placement of o fire trop there is o50% chonce that both spells will be negated. A knock spell will not affect afire trop in any way - as soon as the offending party enters/touches, thetrap will discharge. The caster can use the trapped object withoutdischarging it. When the trap is discharged there will be an explosion of 5’radius, and all creatures within this orea must make saving throws versusmogic. Damage is 1-4 hit points plus 1 hit point per level of the magic-userwho cost the spell, or one-half the total amount for creatures successfullysaving versus magic. The item trapped is NOT harmed by this explosion.There is only 50% of the normal chonce to detect a fire trop, ond failure toremove it when such action is attempted detonates it immediately. Toplace this spell, the caster must trace the outline of the closure with a bit ofsulphur or saltpeter.Fumble (Enchantment/Charm)Level: 4Range: I”/levelDuration: I roundAevelArea of Effect: I creotureComponents: V, S, MCasting Time: 4 segmentsSaving Throw: 5Explanation/Description: When a fumble spell is cast, the magic-usercauses the recipient of the magic to suddenly be<strong>com</strong>e clumsy andMAGIC-USER SPELLS (4TH LEVEL)awkward. Running creatures will trip and fall, those reaching for an itemwill fumble and drop it, those employing weapons will likewiseawkwardly drop them. Recovery from a fall or of a fumbled object willtypically require the whole of the next melee round. Note that breakableitems might suffer damage when dropped. If the victim makes his or hersaving throw, the fumble will simply moke him or her effectively operateat one-half normal efficiency (cf. slow spell). The material <strong>com</strong>ponent ofthisspell isadabof solidified milkfat.Hallucinatory Terrain (illusion/Phantasm)Level: 4Range: 2”AevelDuration: SpecialArea of Effect: I ” X I ” squorearea/levelComponents: V, S, MCosting Time: I turnSaving Throw: NoneExplanation/Description: By means of this spell the magic-user causes anillusion which hides the actual terrain within the area of the spell’s effect.Thus, open fields or a road can be made to look as if a swamp or hill orcrevasse or some other difficult or impassoble terrain existed there. Also, apond can be made to appear as a grassy meadow, a precipice look as if itwere a gentle slope, or a rock-strewn gully made to look as if it were awide and smooth road. The hallucinatory terrain persists until a dispelmagic spell is cast upon the orea or until it is contacted by on intelligentcreature. Each level of experience of the magic-user enables him or her toaffect a larger area. At 10th level, a magic-user can affect an area up to10 X 10” square, while at 12th level the spell caster affects a 12” X 12”square area. The material <strong>com</strong>ponents of this spell are a stone, a twig, anda bit of green plant - leaf or grass blade.Ice Storm (Evocation)Level: 4Range: I”/levelDuration: I roundArea of Effect: SpecialComponents: V, S, MCosting Time: 4 segmentsSaving Throw: NoneExplanation/Description: When this spell is cast, the magic-user causeseither great hail stones to pound down in an area of 4” diameter andinflict from 3 to 30 (3d10) hit points of damage on any creatures within thearea of effect; or the ice storm can be made to cause driving sleet to fall inan area of 8” diameter and both blind creatures within its area of effect forthe duration of the spell and cause the ground in the area to be icy, thusslowing movement within by 50% and making it 50% probable thot amoving creature will slip and fall when trying to move. The material<strong>com</strong>ponents for this spell are a pinch of dust and o few drops of water.(Note that this spell will negate a heat metal spell (q.v.), but its firstapplication will also cause damage in the process.)Marrmorph (illusion/Phantasm)Level: 4Range: I”/levelDuration: SpecialArea of Effect: I I’ X I”square/levelComponents: V, S, MCasting Time: I turnSaving Throw: NoneExplanation/Description: When this spell is cast upon willing creatures ofman-size or smaller, up to 10 such creatures per level of experience of themagic-user can be made to appear as normal trees of any sort. Thus, o<strong>com</strong>pany of creatures can be made to appear as a copse, grove, ororchard. Furthermore, these massmorphed creatures can be passedthrough - and even touched - by other creatures without revealing theillusion. Note, however, that blows to the creoture-trees will reveal theirnature, as damage will be sustained by the creatures struck and blood willbe seen. Creatures massmorphed must be within the spell‘s area of effect.Unwilling creatures are not affected. The spell persists until the caster<strong>com</strong>mands it to cease or until a dispel magic is cast upon the creatures. Thematerial <strong>com</strong>ponent of this spell is a handful of bark chips.Minor Globeof Invulnerability (Abjuration)Level: 4Range: 0Duration: I round/levelArea of Effect: 1“diametersphereComponents: V, S, MCasting Time: 4 segmenkSaving Throw: None77

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