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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.

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