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MAGIC-USER SPELLS (8TH LEVEL)Permanency (Alteration)Level: 8Range: SpecialDuration: PermanentArea of Effect: SpecialComponents: V,S,MCasting Time: 2 roundsSaving Throw: NoneExplanation/Description: This spell affects the duration of certain otherspells, making the duration permanent. The spells upon which a personalpermanency will be effective are:<strong>com</strong>prehend languagesdetect evildetect invisibilitydetect magicinfrovisionprotection from evilprotection from normal missilesread magictonguesunseen servantThe magic-user casts the desired spell and then follows with thepermanency spell. Each permanency spell lowers the magic-user'sconstitution by 1 point. The magic-user cannot cast these spells upon othercreatures. In addition to personal use, the permanency spell can be used tomake the following obiect/creature or area effect spells lasting:enlargefeargust of windinvisibilitymagic mouthprismatic spherestinking cloudwall of firewall of forcewebThe former application of permanency can be dispelled only by a magicuserof greater level than the spell caster was when he or she initially castit. The permanency application to other spells allows it to be castsimultaneously with any of the latter when no living creature is the target,but the permanency can be dispelled normally, and thus the entire spellnegated.Polymorph Any Object (Alteration)Level: 8Range: %"/levelDuration: VariableArea of Effect: SpecialComponents: V,S,MCasting Time: I roundSaving Throw: SpecialExplanation/Description: This spell changes one object (living orotherwise) into another. When used as a polymorph other or stone to flesh,simply treat the spell as a more powerful version, with saving throws madeat -4 on the die. When it is cast in order to change other objects, theduration of the spell will depend on how radically removed the originalwas from its magicked state, as well as how different in size. This will bedetermined by your Dungeon Master by <strong>com</strong>paring:kingdom - animal, vegetable, mineralclass - mammals, bipeds, fungi, metals, spheres, etc.relationship- twig is to tree, sand is to beach, etc.size - smaller, equal, largershape - <strong>com</strong>parative resemblance of the original to thepolymorphed stateintelligence - particularly with regard to a change in which the endproduct is more intelligentChange in kingdom makes the spell work for hours or turns, i.e. hours ifone removed, turns if two removed. Other changes likewise affect spellduration. Thus, changing a lion to an androsphinx would be permanent,but turning a turnip to a purple worm would be a change of only hoursduration; turning a tusk into an elephant would be permanent, but turninga twig into a sword would be only a change of several turns duration. Allpolymorphed objects radiate a strong magic, and if a dispel magic spell isused upon them, they will return to their natural form. Note that a stone toflesh, or its reverse, will affect obiects under this spell. The material<strong>com</strong>ponents of this spell are mercury, gum arabic, and smoke. N.B.:System shock applies to living creatures, as do the restrictions notedregarding polymorph others and Stone to flesh (qq.v.).Power Word, blind (Con juration/Summoning)Level: 8Range: %"/levelDuration: SpecialArea of Effect: 3"diameterComponents: VCasting Time: I segmentSaving Throw: NoneMAGIC-USER SPELLS (8TH LEVEL)Explanation/Description: When a power word, blind is cast, one or morecreatures within spell range and area of effect will be<strong>com</strong>e temporarilysightless. The spell affects up to 100 hit points of creatures, but the durationis dependent upon how many hit points of creatures are affected. If 50 orless points are affected, blindness lasts for 2 to 5 (d4+1) turns, if 51 ormore hit points of creatures are affected, the spell duration is but 2 to 5rounds. Note that the spell caster must indicate which creatures he or shedesires to affect with the spell, noting one as target center, prior todetermining results. Creatures with over 100 hit points are not affected.Blindness can be removed by cure blindness or dispel magic.Serten's Spell Immunity (Abjuration)Level: 8Range: TouchDuration: I turn/levelArea of Effect: Creature(s) touched<strong>com</strong>ponents: V,S,MCasting Time: I round/recipientSaving Throw: NoneExplanation/Description: By use of this spell the magic-user is able toconfer virtual immunity to certain spells and magical attack forms uponthose he or she touches and magicks. For every 4 levels of experience ofthe magic-user, 1 creature can be protected by the Serten's Spell Immunityspell, but the duration of the protection is similarly disbursed upon theseadditional figures. (Example: A 16th level magic-user can cast thedweomer upon 1 creature and it will last 16 turns, or he or she can place itupon 2 creatures for an 8 turn duration, or upon 4 creatures for but 4 turnsduration.) The protection gives a bonus to saving throws as follows:Beguiling, Charm, SuggestionCommand, Domination, Fear, Hold, ScareGeas, Quest+9+7+5The material <strong>com</strong>ponent of this spell is a diamond which must be crushedand sprinkled over the spell recipients, and each such creature must alsohave in its possession a diamond of any size, intact and carried on itsperson.Symbol (Conjuration/Summoning)Level: 8Range: TouchDuration: SpecialArea of Effect: SpecialComponents: V,S,MCasting Time: 8 segmentsSaving Throw: SpecialExplanation/Description: A symbol spell causes the creation of magicalrunes which affect creatures which pass over, touch, read, or pass througha portal upon which the symbol is inscribed. Upon casting the spell, themagic-user inscribes the symbol upon whatever surface he or she desires.Likewise, the spell caster is able to place the symbol of his or her choice,using any one of the following:Death -Discord -Fear -Hopelessness -One or more creatures whose total hit points do notexceed 80 are slain.All creatures are affected and immediately fall toloudly bickering and arguing; furthermore, there is a50% probability that creatures of different alignmentwill attack each other. The bickering lasts for 5-20rounds; the fighting for 2-8 rounds.This symbol operates as an extra-strong fear spell,causing all creatures to save vs. the spell at -4 on thedie or panic and flee as if affected by a fear spell(q.v.1.All creatures are affected and must turn back indejection unless they save versus magic. Affectedcreatures will submit to the demands of anyopponent, i.e. surrender, get out, etc.; thehopelessness lasts for 3 to 12 (3d4) turns, and duringthis period it is 25% probable that affected creatureswill take no action during any round, and 25% likelythat those taking action will turn back or retire frombattle, os applicable.91

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