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MAGIC-USER SPELLS (STH LEVEL)MAGIC-USER SPELLS (6TH LEVEL)telekinesis (Alteration)Level: 5Range: I"/levelDuration: 2 rounds + Iround/levelArea of Effect: 250 g.p.weight/levelComponents: V, SCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: By means of this spell the magic-user is able tomove objects by will force, by concentrating on moving them mentolly.The telekinesis spell causes the desired object to move vertically orhorizontally. Movement is 2" the first round, 4" the second, 8' the third,16" the fourth, and so on, doubling each round until a maximumtelekinetic movement of 1,024" per round is reached. (Heavy objectstravelling at high speed can be deadly weapons!) Note that telekinesiscan be used to move opponents who fall within the weight capacity of thespell, but if they are able to employ as simple a counter-measure as anenlarge spell, for example (thus making the body weight go over themaximum spell limit), it is easily countered. Likewise, ambulation or someother form of motive power if the recipient of the spell is not able toambulate, counters the effect of telekinesis, provided the velocity has notreached 16" per round. The various Bigby's . . . Hand spells will alsocounter this spell, as will many other magics.Teleport (Alteration)Level: 5Range: TouchDuration: InstantaneousArea of Effect: SpecialComponents: VCasting Time: 2 segmentsSoving Throw: NoneExplanation/Description: When this spell is used, the magic-user instantlytransports himself or herself, along with a certain amount of additionalweight which is upon, or being touched by, the spell caster, to a wellknowndestination. Distance is not a factor, but inter-plane travel is notpossible by means of a teleport spell. The spell caster is able to teleport amaximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p.weight for each level of experience above the 10th. i.e. a 13th levelmagic-user teleports a maximum weight of 7,000 g.p. (700 pounds). If thedestination area is very familiar to the magic-user (he or she has a clearmental picture through actual proximity to and studying of the area) it isunlikely that there will be any error in arriving exactly in the place desired.lesser known areas (those seen only magically or from a distance)increase the probability of error. Unfamiliar areas present considerableperil. This is demonstrated below:DestinationArea IsVery familiarStudied carefullySeen casuallyViewed onceNever seenProbability of TeleportingHigh OnTarget low01-02 , 03-99 0001 -04 05-98 99-0001 -08 <strong>09</strong>-96 97-0001-16 17-92 93-0001 -32 33-84 85-00Teleporting high means the magic-user will arrive 1" above ground forevery 1 % he or she is below the lowest "On Target" probability - only 2"when the destination is very familiar, and as high as 32" if the destinationarea was never seen. Any low result means the instant death of the magicuserif the area into which he or she teleports to is solid. Note that there isno possibility of teleporting to an area of empty space, is. a substantialarea of surface must be there, whether a wooden floor, a stone floor,natural ground, etc.Transmute Rock To Mud (Alteration) ReversibleLevel: 5Range: I"/levelDuration: SpecialArea of Effect: 2 cubic "/levelComponents: V, S, MCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: Except as noted above, and that the material<strong>com</strong>ponents for the spell are clay and water (or sand, lime and water forthe reverse), this spell is the same as the fifth level druid spell, transmuterock to mud.Wall Of Force (Evocation)Level: 5Ronge: 3"Duration: I turn + I roundNeve1Area of Effect: 2O'squore/levelExplanation/Description: A wall of force spell creates an invisible barrierin the locale desired by the caster, up to the spell's range. The wall of forcewill not move and is totally unaffected by any other spells, includingdispel magic, save a disintegrate spell, which will immediately destroy it.Likewise, the wall of force is not affected by blows, missiles, cold, heot,electricity, or any similar things. Spells or breath weapons will not passthrough it in either direction. The magic-user can, if desired, shape thewall to a hemispherical or spherical shape with an area equal to his or herability, moximum of 20 square feet per level of experience. The material<strong>com</strong>ponent for this spell is a pinch of powdered diamond.Wall Of Iron (Evocation)Level: 5Range: %"/levelDuration: PermanentArea of Effect: SpecialComponents: V, S, MCasting Time: 5 segmentsSaving Throw: NoneComponents: V, S, MCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: When this spell is cast, the magic-user causes avertical iron wall to spring into being. Typically, this wall is used to seal offa passage or close a breach, for the wall inserts itself into any surroundingmaterial if its area is sufficient to do so. The wall of iron is one quarter ofan inch thick per level of experience of the spell caster. The magic-user isable to evoke an area of iron wall 15 square feet for each of his or herexperience levels, so at 12th level a wall of iron 180 square feet in areacan be created. If the wall is created in a location where it is notsupported, it will fall and crush any creature beneath it. The wall ispermanent, unless attacked by a dispel magic spell, but subject to allforces a normal iron wall is subject to, i.e. rust, perforation, etc. Thematerial <strong>com</strong>ponent of this spell is a small piece of sheet iron.Wall Of Stone (Evocation)Level: 5Range: K"/levelDuration: PermanentArea of Effect: SpecialComponents: V, S, MCasting Time: 5 segmentsSoving Throw: NoneExplanation/Description: This spell creates a wall of granite rock whichmerges into adjoining rock surfaces if the area is sufficient to allow it. It istypically employed to close passages, portals, and breaches againstopponents. The wall of stone is 1/4' thick and 20' square in area per levelof experience of the magic-user casting the spell. Thds, a 12th level magicusercreates a wall of stone 3' thick and 240 square feet in surface area (a12' wide and 20' high wall, for example, to <strong>com</strong>pletely close a 10' X 16'passage). The wall created need not be vertical nor rest upon any firmfoundation (cf. wall of iron); however, it must merge with an existingstone formation. It can be used to bridge a chasm, for instance, or as aramp. The wall is permanent unless destroyed by a dispel magic spell or bynormal means such as breaking, chipping or a disintegrate spell. Thematerial <strong>com</strong>ponent is a small block of granite.Sixth level Spells:Anti-Magic Shell (Abjuration)Level: 6Range: 0Duration: I turnNeve1Area of Effect: I'/level diametersphereComponents: V, SCasting Time: I segmentSaving Throw: NoneExplanation/Description: By means of an anti-magic shell, the magic-usercauses an invisible barrier to surround his or her person, and this moveswith the spell caster. This barrier is totally impervious to 011 magic andmagic spell effects (this includes such attack forms as breath weapons,gaze weapons, and voice weapons). It thus prevents the entrance of spellsor their effects, and it likewise prevents the function of any magical itemsor spells within its confines. It prevents the entrance of charmed,summoned, and conjured creatures. However, normal creatures (assume a82

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