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 />
area <strong>of</strong> effect may make a saving throw<br />
vs. Death Ray to halve the damage<br />
received. <strong>The</strong> caster does not receive any<br />
damage.<br />
Unless a spare spell focus is at hand,<br />
the caster will be unable to use further<br />
spells until a new focus is attuned.<br />
Absorb<br />
Level: 6<br />
Range: 120 feet<br />
Duration: Permanent until spell is<br />
absorbed<br />
Effect: Absorbs one spell into a piece <strong>of</strong><br />
amber<br />
This spell enables a piece <strong>of</strong> amber to<br />
capture and absorb one spell, <strong>of</strong> any type,<br />
cast by another spellcaster within range.<br />
<strong>The</strong> absorption takes place<br />
instantaneously, and the captured magic<br />
is grounded harmlessly into the earth.<br />
<strong>The</strong> spell may be cast in advance. If two<br />
pieces <strong>of</strong> absorbing amber are brought<br />
within 120 feet <strong>of</strong> each other, they will<br />
cancel one another.<br />
<strong>The</strong> amber may only absorb spells <strong>of</strong><br />
levels within the casters range; i.e. an<br />
amber mage capable <strong>of</strong> casting 5 th level<br />
spells may produce amber that absorbs<br />
spells up to 5 th level.<br />
<strong>The</strong>re is a quality-dependent chance<br />
that the amber will disintegrate after the<br />
spell is absorbed – the DM should roll<br />
d00 and consult the following table. <strong>The</strong><br />
amber loses its enchantment after<br />
absorbing a spell.<br />
Quality Survival (%)<br />
Very Poor 5%<br />
Poor 10%<br />
Fairly Poor 15%<br />
Average 30%<br />
Fairly<br />
50%<br />
Good<br />
Good 70%<br />
Very Good 80%<br />
Animal Growth*<br />
Level: 6<br />
Range: 60 feet<br />
Duration: 6 turns<br />
Effect: Increases the size <strong>of</strong> one animal<br />
This spell requires the consumption <strong>of</strong><br />
a piece <strong>of</strong> amber <strong>of</strong> at least good quality.<br />
<strong>The</strong> spell causes one animal to grow<br />
many times its original size, possibly to<br />
gigantic proportions (in contrast to the<br />
third level clerical spell growth <strong>of</strong><br />
animals).<br />
<strong>The</strong> allowable creature sizes are Small,<br />
Medium, and Large, as per the standard<br />
rules. <strong>The</strong> modifier listed under<br />
“Growth” is the number <strong>of</strong> size classes<br />
that a creature can grow. Using very<br />
good amber, the caster can make a target<br />
creature grow up to two sizes larger – a<br />
small creature could become large.<br />
(Note: a medium-sized creature can only<br />
be raised one class).<br />
Quality Growth Modifier<br />
Good +1 -2/+4/+4<br />
V. Good +2 -4/+8/+8<br />
<strong>The</strong> final column indicates how much<br />
the creature’s Armor Class, Hit Dice, and<br />
damage rolls improve as a result <strong>of</strong> the<br />
transformation. Thus, a small creature<br />
with an Armor Class <strong>of</strong> 9, 1 Hit Die, and<br />
capable <strong>of</strong> inflicting 1d2 damage, if<br />
transformed into a large monster, would<br />
have an Armor Class <strong>of</strong> 5, 9 Hit Dice,<br />
and would inflict 1d2+8 damage per hit.<br />
<strong>The</strong> reverse <strong>of</strong> this spell, shrink animal,<br />
works in an identical manner, except that<br />
Armor Class, Hit Dice, and damage<br />
inflicted are worsened by the amounts<br />
listed above. This spell may only be cast<br />
on creatures <strong>of</strong> animal intelligence or<br />
less.<br />
Sharpness<br />
Level: 6<br />
Range: 20 feet<br />
Duration: 6 turns<br />
Effect: Enchants one weapon<br />
This spell produces a faint, deep yellow<br />
aura around one weapon chosen by the<br />
caster. While in effect, the spell grants<br />
the weapon an additional +2 to hit and<br />
damage, on top <strong>of</strong> any other bonuses. If<br />
the caster is using a spell focus <strong>of</strong> very<br />
good quality to cast this spell, the bonus<br />
increases to +4 to hit and damage.<br />
11<br />
Summon Amber Golem<br />
Level: 6<br />
Range: 1 mile<br />
Duration: Until task is accomplished or<br />
creature is slain<br />
Effect: Summons one amber golem<br />
This spell summons an amber golem to<br />
perform one task for the caster,<br />
regardless <strong>of</strong> the time, distance, or nature<br />
<strong>of</strong> the task involved. If within range, a<br />
golem will appear within 1d6 hours <strong>of</strong><br />
casting. A summoned golem cannot be<br />
dismissed, and the term <strong>of</strong> service lasts<br />
until the task is accomplished or the<br />
golem is destroyed.<br />
Amber Bolt<br />
Level: 7<br />
Range: 240 feet<br />
Duration: One round<br />
Effect: One powerful magical bolt<br />
By sacrificing a piece <strong>of</strong> amber in the<br />
casting <strong>of</strong> this spell, the caster may throw<br />
a powerful bolt <strong>of</strong> magical energy at a<br />
single opponent within range. <strong>The</strong> bolt<br />
inflicts 1d6 damage per level <strong>of</strong> caster,<br />
up to 20d6. <strong>The</strong> victim may save against<br />
Death Ray for half damage. <strong>The</strong> saving<br />
throw is modified according to amber<br />
quality.<br />
Quality Save Modifier<br />
Very Poor +4<br />
Poor +2<br />
Fairly Poor +1<br />
Average +0<br />
Fairly<br />
-1<br />
Good<br />
Good -2<br />
Very Good -4<br />
Amber Wall<br />
Level: 7<br />
Range: 60 feet<br />
Duration: Special<br />
Effect: Creates 300 cubic feet <strong>of</strong> amber<br />
This spell creates a vertical wall <strong>of</strong><br />
amber one foot thick in a previously<br />
unoccupied space. <strong>The</strong> dimensions are<br />
determined by the caster, but the total<br />
area must be 300 square feet or less (e.g.,<br />
10’ x 30’, 60’ x 5’, etc.) <strong>The</strong> entire wall<br />
must also be within 60 feet <strong>of</strong> the caster.