The Kingdom of Littonia - Vaults of Pandius
The Kingdom of Littonia - Vaults of Pandius
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.