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MAGIC-USER SPELLS (6TH LEVEL)normal troll rather than one conjured up, for instance) can pass throughthe shell, as can normal missiles. While a magic sword would not functionmagically within the shell, it would still be a sword.Bigby’s Forceful Hand (Evocation)Level: 6Range: I”/levelDuration: I round/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 6 segmentsSaving Throw: NoneExplanation/Description: Bigby’s Forceful Hand is a more powerful versionof Bigby‘s Interposing Hand (q.v.). It exerts a force in addition tointerposing itself, and this force is sufficient to push a creature away fromthe spell caster if the creature weighs 500 pounds or less, to push so as toslow movement to 1” per round if the creature weighs between 500 and2,000 pounds, and to slow movement by 50% of creatures weighing up to8,000 pounds. It takes as many hit points to destroy as its creator has. Itsmaterial <strong>com</strong>ponent isa glove.Control Weather (Alteration)Level: 6Range: 0Duration: 4-24 hoursArea of Effect: 4- 16 square milesComponents: V, S, MCasting Time: I turnSwing Throw: NoneExplanation/Description: Except as noted above, and for the differingmaterial <strong>com</strong>ponents, this spell is the same as the seventh level clericcontrol weather spell (q.v.). The material <strong>com</strong>ponents of this spell areburning incense, and bits of earth and wood mixed in water.Death Spell (Conjuration/Summoning)Level: 6Range: I”/levelDuration: InstantaneousArea of Effect: %“square/levelComponents: V, S, MCasting Time: 6 segmentsSaving Throw: NoneDisintegrate (Alteration)Level: 6Range: %“/levelDuration: PermanentArea of Effect: SpecialMAGIC-USER SPELLS (6TH LEVEL)Components: V, S, MCasting Time: 6 segmentsSaving Throw: Neg.Explanation/Description: This spell causes matter to vanish. It will affecteven matter (or energy) of a magical nature, such as Bigby‘s ForcefulHand, but not a globe of invulnerability or an anti-magic shell.Disintegration is instantaneous, and its effects ore permanent. Any livingthing can be affected, even undead, and non-living matter up to 1” cubicvolume can be obliterated by the spell. Creatures, and magical materialwith a saving throw, which successfully save versus the spell are notaffected. Only 1 creature or object ,can be the target of the spell. Itsmaterial <strong>com</strong>ponents are a lodestone and a pinch of dust.Enchant An Item (Conjuration/Summoning)Level: 6Range: TouchDuration: SpecialArea of Effect: One itemComponents: V, S, MCasting Time: SpecialSaving Throw: Neg.Explanation/Description: This is a spell which must be used by a magicuserplanning to create a magic item. The enchant an item spell preparesthe obiect to accept the magic to be placed upon or within it. The item tobe magicked must meet the following tests: 1) it must be in sound andundamaged condition; 2) the item must be the finest possible, consideringits nature, i.e. crafted of the highest quality material and with the finestworkmanship; and 3) its cost or value must reflect the second test, and inmost cases the item must have a raw materials cost in excess of 100 g.p.With respect to requirement 3), it is not possible to apply this test to itemssuch as ropes, leather goods, cloth, and pottery not normally embroidered,bejeweled tooled, carved, and/or engraved; however, if such work ormaterials can be added to an item without weakening or horming itsnormal functions, these are required for the item to be magicked.Explanation/Description: When a death spell is cast, it slays creatures inthe area of effect instantly and irrevocably. The number of creatures whichcan be so slain is a function of their hit dice:Victim’s Hit Diceless than 22 to 44+1 to6+36+4to8+3Maximum Number of CreaturesAffected4-80 (4d20)3-30 (3d10)2-8 (2d4)1-4 (ld4)If a mixed group of creatures is attacked with a death spell, use thefollowing conversion:Equals Creatures with Hit Dice of:Creature’s Hit Dice: less than 2 2 to 4 4+ 1 to 64-3 6+4ta 8+36+4to8+3 10 5 24+1 to6+3 8 3 .52 to 4 4 .125 .05First, simply roll the dice to see how many creatures of less than 2 hit diceare affected, kill all these, then use the conversion to kill all 2 to 4 hit dicemonsters, etc. If not enough of the number remains to kill the higherlevels, they remain. This system can be reversed by applying it to higherhit dice victims first. Example: The 4d20 when rolled indicate a total of 53,20 of this is used to kill one 6 + 4 to 8 + 3 die creature (20 X .05 = l), 16are used to kill two 4 + 1 to 6 + 3 hit dice creatures (16 X .125 = 2), 12are used to kill three 2 to 4 die creatures (3 X 4 = 12), and 5 remaindercan be used to kill off 5 less-than-2 dice creatures (5 X 1 = 5), i.e. 20 + 16+ 12 + 5 = 53. A death spell does not affect lycanthropes, undeadcreatures, or creatures from other than the Prime Material Plane. Thematerial <strong>com</strong>ponent of this spell is a crushed black pearl with a minimumvalue of loo0 g.p.The item to be prepared must be touched manually by the spell caster. Thistouching must be constant and continual during the casting time which is abase 16 hours plus an additional 8-64 hpurs (as the magic-user may neverwork over 8 hours per day, and haste or any other spells will not alter timerequired in any way, this effectively means that casting time for this spellis 2 days + 1-8 days). All work must be uninterrupted, and during restperiods the item being enchanted must never be more than 1’ distant fromthe spell caster, for if it is, the whole spell is spoiled and must be begunagain. (Note that during rest periods absolutely no other form of magicmay be performed, and the magic-user must remain quiet and inisolation.) At the end of the spell, the caster will “know” that the item isready for the final test. He or she will then pronounce the final magicalsyllable, and if the item makes a saving throw (which is exactly the sameas that of the magic-user who magicked it) versus magic, the spell is<strong>com</strong>pleted. (Note that the spell caster’s saving throw bonuses also apply tothe item, up to but not exceeding +3.) A result of 1 on the die (d20)always results in failure, regardless of modifications. Once the spell isfinished, the magic-user may begin to place the desired dweomer uponthe item, and the spell he or she plans to place on or within the item mustbe cast within 24 hours or the preparatory spell fades, and the item mustagain be enchanted.Each spell subsequently cast upon an obiect bearing an enchant an itemspell requires 4 hours + 4-8 additional hours per spell level of the magicbeing cast. Again, during casting the item must be touched by the magicuser,and during rest periods it must always be within 1’ of his or herperson. This procedure holds true for any additional spells placed upon theitem, and each successive dweomer must be begun within 24 hours of thelast, even if any prior spell failed.83

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