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MAGIC-USER SPELLS (5TH LEVEL)miniature of the chest is lost or destroyed, there is no way, including awish, that the large chest will return.While on the ethereal plane, there is a 1% cumulative chance per weekthat some creature/being will find the chest. If this occurs there is 10%likelihood that the chest will be ignored, 10% possibility that somethingwill be added to the contents, 30% possibility that the contents will beexchanged for something else, 30% chance that something will be stolenfrom it, and 20% probability that it will be emptied. In addition, when thesecret chest is brought back to the Prime Material Plane, an etherealwindow is opened and remains open for 5 hours, slowly diminishing insize. As this hole opens between the planes there is a 5% chance that someethereal monster will be drawn through, with a 1% cumulative reductionin probability each hour thereafter until the window is gone. However, nocreature on the Prime Material Plane can locate the chest, even with agem of seeing, true seeing, etc.If Leomund's Secret Chest is not retrieved before spell duration lapses,there is a cumulative chance of 5% per day that the chest will be lostforever, i.e. 5% chance for loss at 61 days, 10% at 62 days, and so forth.MAGIC-USER SPELLS (5TH LEVEL)magic jar is the spell's material <strong>com</strong>ponent. Note that a possessed creaturewith any negative difference or a positive difference less than 5 is entitledto a saving throw each round to determine if it is able to displace thepossessor's mind, a positive difference of 5 to 8 gains a saving throw eachturn, a positive difference of 9 to 12 gains a saving throw each day, and apositive difference of 13 or better gains a saving throw each week. If themagic jarred creature regains control of its mind, the magic-user is trappeduntil he or she can take over the mind for control or escape.monster Summoning 111 (Con j uration/Su mmon i ng)Level: 5Range: 5"Duration: 4 rounds + Iround/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: When this spell is cast, 1-4 third level monstersare summoned, <strong>com</strong>ing within 1-4 rounds. See monster summoning I forother details.Mordenkainen'r Faithful Hound (Con juration/Summoning)Level: 5Range: I"Duration: 2 rounds/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 5 segmentsSaving Throw; NoneMagic Jar (Possession)Level: 5Range: I"/levelDuration: SpecialArea of Effect: One creatureComponents: V, S, MCasting Time: I roundSaving Throw: SpecialExplanation/Description: Magic jar is a very unusual spell. It enables themagic user to take over the mind of the victim and thus control thecreature's body. In fact, if the body is human or humanoid, the magic-usercan even use the spells he or she knows. The possessor can call uponrudimentary knowledge of the possessed, but not upon the realknowledge, i.e. a possessor will not know the language or spells of thepossessed. The spell caster transfers his or her life force to a specialcontainer (a large gem or crystal), and from this magic jar the life forcecan sense and attack any creature within the spell range radius, but whatthe creature is, is not determinable from the magic jar. The special lifeforce receptacle must be within spell range of the magic-user's body at thetime of spell casting. Possession takes place only if the victim fails to makethe required saving throw. Failure to possess a victim leaves the life forceof the magic-user in the magic jar. Possession attempts require 1 roundeach. If the body of the spell caster is destroyed, the life force in the magicjar is not harmed. If the magic jar is destroyed, the life force is snuffed out.Returning to the real body requires 1 round, and can only be done from amagic jar in spell range of the body. The saving throw versus a magic jarspell is modified by <strong>com</strong>paring <strong>com</strong>bined intelligence and wisdom scores(intelligence only in non-human or non-humanoid creatures) of themagic-user and victim.DifferenceNegative 9 or +Negotive 8 to 6Negative 5 to 3Negative 2 to 0Positive 1 to 4Positive 5 to 8Positive 9 to 12Positive 13 or +Die Adjustment+4+3+2+10-1-2-3A negative score indicates the magic-user has a lower score than does hisor her intended victim; thus, the victim has a saving throw bonus. TheExplanation/Description: By means of this spell the magic-user summonsup a phantom watchdog which only he or she can see. He or she may then<strong>com</strong>mand it to perform as guardian of a passage, room, door, or similarspace or portal. The phantom watchdog will immediately <strong>com</strong>mence aloud barking if any creature larger than a cat approaches the place itguards. As the Faithful Hound is able to detect invisible, astral, ethereal,out of phase, duo-dimensional, or similarly non-visible creatures, it is anexcellent guardian. In addition, if the intruding creature or creatures allowtheir backs to be exposed to the phantom watchdog, it will deliver avicious attack as if it were a 10 hit dice monster, striking for 3-18 hit pointsof damage, and being able to hit opponents of all sorts, even thosenormally subject only to magical weapons of +3 or greater. The FaithfulHound cannot be attacked, but it can be dispelled. Note, however, that thespell caster can never be more than 3" distant from the area that thephantom watchdog is guarding, or the magic is automatically dispelled.The material <strong>com</strong>ponents of this spell ore a tiny silver whistle, a piece ofbone, and a thread.passwall (Alteration)Level: 5Range: 3"Duration: 6 turns + I turn/levelArea of Effect: specialComponents: V, S, MCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: A passwall enables the spell caster to open apassage through wooden, plaster, or stone walls; thus he or she and anyassociates can simply walk through. The spell causes a 5' wide by 8' highby 10' deep opening. Note several of these spells will form a continuingpassage so that very thick walls can be pierced The material <strong>com</strong>ponentof this spell is a pinch of sesame seeds.Stone Shape (Alteration)Level: 5Range: TouchDuration: PermanentArea of Effect: One cubic foot perlevelComponents: V, S, MCasting Time: I roundSaving Throw: NoneExplanation/Description: By means of this spell the magic-user con forman existing piece of stone into a shape which will suit his or her purposes.For example, a stone weapon can be made, a special trapdoor fashioned,or an idol sculpted. By the same token, it would allow the spell caster toreshape a stone door, perhaps, so as to escape imprisonment, providingthe volume of stone involved was within the limits of the area of effect.While stone coffers can be thus formed, secret doors made, etc., thefineness of detail is not great. The material <strong>com</strong>ponent of this spell is softclay which must be worked into roughly the desired shape of the stoneobject and then touched to the stone when the spell is uttered.81

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