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The Kingdom of Littonia - Vaults of Pandius

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AMBER MAGIC<br />

amber used. Regardless <strong>of</strong> quality, the<br />

amber used in this spell is consumed.<br />

Quality Points Restored<br />

Average 1d3<br />

Fairly Good 1d4<br />

Good 1d6<br />

Very Good 1d6+2<br />

Vigor<br />

Level: 2<br />

Range: Touch<br />

Duration: 6 rounds<br />

Effect: Gives spell recipient added battle<br />

prowess.<br />

With this spell, the caster may enhance<br />

any one person’s fighting skills for up to<br />

six rounds by touching them. While the<br />

spell is in effect, a bonus <strong>of</strong> +2 is added<br />

to all attack rolls, and a bonus <strong>of</strong> +1 is<br />

added to all damage rolls. <strong>The</strong>se are<br />

added after all other applicable bonuses.<br />

If weapon mastery is used, attempts to<br />

parry, deflect, and disarm opponents also<br />

receive a +1 bonus.<br />

Amber Dart<br />

Level: 3<br />

Range: 30 feet + 5 feet per caster level<br />

Duration: One round<br />

Effect: Creates a dart <strong>of</strong> magical energy<br />

This spell creates a yellow bolt <strong>of</strong><br />

magical energy that inflicts 1d6+1 points<br />

<strong>of</strong> damage against one opponent. In<br />

contrast to its conventional counterpart,<br />

magic missile, additional darts are only<br />

gained at the rate <strong>of</strong> one extra dart for<br />

every 3 levels beyond 5 th – thus two darts<br />

at 8 th , three at 11 th , etc. If targeted<br />

against an opponent’s spell focus, the<br />

amber will shatter unless a successful<br />

saving throw vs. Death Ray is made. All<br />

spells contained within a shattered focus<br />

are lost.<br />

Amber Eye<br />

Level: 3<br />

Range: 120 feet + 10 feet/level <strong>of</strong> caster<br />

Duration: 6 turns<br />

Effect: Enchants a piece <strong>of</strong> amber to act<br />

as a scrying device.<br />

When cast on a piece <strong>of</strong> amber, this<br />

spell turns it into a device that grants the<br />

caster a wall-eyed view <strong>of</strong> everything<br />

within 20 feet <strong>of</strong> amber. Viewing is<br />

subject to line <strong>of</strong> sight – and may be<br />

blocked by covering – but the caster may<br />

be at a safely removed distance and need<br />

not be in direct line <strong>of</strong> sight <strong>of</strong> the amber.<br />

Amber Skin<br />

Level: 3<br />

Range: 0 feet (caster only)<br />

Duration: 6 turns<br />

Effect: Turns the caster’s skin to amber.<br />

With a piece <strong>of</strong> amber (fairly good or<br />

better), this spell thickens and yellows<br />

the caster’s skin, giving it a texture not<br />

unlike amber. While in this state, the<br />

caster’s armor class is improved, and<br />

some measure <strong>of</strong> resistance to spells is<br />

obtained – the DM should roll percentile<br />

dice to determine whether any spell cast<br />

at the amber mage fails. <strong>The</strong> table below<br />

summarizes the benefits, depending on<br />

the quality <strong>of</strong> amber used.<br />

Quality AC<br />

Spell<br />

Resistance<br />

Fairly Good 3 5%<br />

Good 1 10%<br />

Very Good -1 20%<br />

Such spell resistance also applies to<br />

beneficial magic, such as healing.<br />

Draught <strong>of</strong> Truth<br />

Level: 3<br />

Range: 20 feet<br />

Duration: Special<br />

Effect: Turns a drink into truth serum<br />

This spell is cast on a piece <strong>of</strong> amber,<br />

which is then dropped into a drink, into<br />

which it dissolves. <strong>The</strong> imbiber must<br />

save vs. Spells (the drink must be at least<br />

1 cup volume). <strong>The</strong> caster may compel<br />

anyone who fails their save to answer<br />

questions. <strong>The</strong> number <strong>of</strong> questions that<br />

may be asked depends on the quality <strong>of</strong><br />

the amber used – any piece <strong>of</strong> average<br />

quality or less will allow the caster to ask<br />

three questions, with an additional<br />

question granted for each level <strong>of</strong> quality<br />

above average (e.g. six questions if a<br />

very good piece is used).<br />

9<br />

Entrap<br />

Level: 3<br />

Range: 30 feet + 5 feet per caster level<br />

Duration: Special<br />

Effect: Coats an area with sticky resin<br />

that impedes movement.<br />

This spell allows the caster to transform<br />

a piece <strong>of</strong> amber into a ball <strong>of</strong> resin that<br />

may be thrown at an opponent or an area<br />

(treat an area as AC 15). If the target is<br />

struck under a normal to hit roll, the resin<br />

spreads over the victim or area. Amber<br />

quality determines duration, Hit Dice<br />

affected, and area <strong>of</strong> effect (see table<br />

below). Anyone hit by the resin will be<br />

assumed to be coated with the substance,<br />

and thereafter unable to move freely.<br />

Spells such as dispel magic and free<br />

person may be used to free anyone<br />

trapped by this spell.<br />

<strong>The</strong> amber piece is consumed by the<br />

spell.<br />

Amber<br />

Quality<br />

Area<br />

(ft^2)<br />

HD<br />

Duration<br />

(in rds)<br />

VP 2 x 2 1d2 1d4<br />

P 5 x 5 1d4 1d6<br />

FP 10 x 10 1d6 2d4<br />

A 20 x 20 2d4 2d6<br />

FG 30 x 30 3d4 3d4<br />

G 40 x 40 3d6 4d6<br />

VG 50 x 50 4d6 5d6<br />

Amber Shield, 10’ radius<br />

Level: 4<br />

Range: 10 feet<br />

Duration: 3 turns + 1 turn/level <strong>of</strong> caster<br />

Effect: Surrounds an area 10’ around the<br />

caster with a shield <strong>of</strong> protective energy.<br />

This spell functions in an identical<br />

manner to amber shield, except that it<br />

covers a ten foot radius around the caster.<br />

While the spell is in effect, people may<br />

enter and leave the protected area at will.<br />

Due to the more powerful nature <strong>of</strong> this<br />

spell, the caster must sacrifice a piece <strong>of</strong><br />

amber <strong>of</strong> at least fairly good quality to<br />

cast this spell; otherwise it will only<br />

protect the caster, as per the 2 nd level<br />

version <strong>of</strong> the spell.

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