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Spells

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Spells

Post by Chris1234 »

First Level Magic User Spells

Affect Normal Fires (Alteration)
L1; R: 5 yards./level; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: 10’ radius; Saving Throw: None
This spell enables the magic-user to cause non-magical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The material component is the fire to be affected. The spell does not affect Fire Elementals or similar creatures.

Alarm (Abjuration, Evocation)
L1; R: 10 yards; Components: V, S, M; Duration: 4 hrs.+1/2 hr./level; CT: 1 round; AoE: Up to 20’ cube; Saving Throw: None
When an Alarm spell is cast, the magic-user causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it or otherwise contacts it without speaking a password established by the caster, the Alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. This radius is reduced by 10 feet for each interposing door and by 20 feet for each substantial interposing wall. The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire or rook’s brain.

Armour (Conjuration)
L1; R: Touch; Components: V, S, M; Duration: Special; CT: 1 round; AoE: 1 creature; Saving Throw: None
By means of this spell, the magic-user creates a magical field of force that serves as if it were scale mail armour (AC 6). The spell has no effect on a person already armoured or a creature with Armor Class 6 or better. It is not cumulative with the Shield spell, but it is cumulative with Dexterity and, in case of fighter/magic-users, with the shield bonus. The Armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totalling greater than 8 points + 1 per level of the caster. It is important to note that the armour does not absorb this damage. The armour merely grants an AC of 6; the wearer still suffers full damage from any successful attacks. Thus, the wearer might suffer 8 points of damage from an attack, and then several minutes later sustain an additional 1 point of damage. Unless the spell was cast by a magic-user of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armour spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a cleric.

Audible Glamour (Illusion/Phantasm)
L1; R: 60 yards. + 10 yards./level; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: Hearing range; Saving Throw: Special
When the Audible Glamour spell is cast, the magic-user causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the Audible Glamour at this level is that of four men, maximum. Each additional experience level of the magic-user adds a like volume, so that at 2nd level the magic-user can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching or running sounds can be created. The auditory illusion created by an Audible Glamour spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. A character stating that he does not believe the sound receives a saving throw and, if it succeeds, the character then hears a faint and obviously false sound, emanating from the casters direction. Note that this spell can enhance the effectiveness of the Phantasmal Force spell. The material component of the spell is a bit of wool or a small lump of wax.

Aura of Innocence (Enchantment/Charm)
L1; R: 1 yd./level; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: One person; Saving Throw: Negates
An Aura of Innocence spell allows the recipient to remain free from suspicion of being associated with any act or crime for the duration of the spell no matter how convincing the evidence is. Those viewing the recipient may attempt to make a saving throw in order to negate the effect. Otherwise, even a man who blatantly stabs a person and flaunts the bloody dagger to onlookers would not be immediately suspected of the crime. After the duration expires, people who witnessed an act will begin to recall the truth and wonder why their judgement was so clouded. The material component is a woollen fleece.

Bash Door (Evocation)
L1; R: 30 yards; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: One door; Saving Throw: None
This spell allows the caster to cause a tremendous force against a door. A closed (and even locked) door may be forced open with a successful open doors roll made with the equivalent effect of strength of 25. Note that no additional strength is actually granted to the magic-users physical body. The force of a Bash Door spell may only be used on a door. It has no effect on walls, windows or creatures.

Befriend (Enchantment/Charm)
L1; R: 0; Components: V, S, M; Duration: 1d4rds.+1 rd./level; CT: 1 segment; AoE: 60’ radius; Saving Throw: Special
A Befriend spell causes the magic-user to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the characters new Charisma. Those with favourable reactions tend to be very impressed with the spellcaster, make an effort to be friends with him and help him as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking Ores might spare the caster’s life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the GM. The components for this spell are chalk (or white flour), lampblack (or soot) and vermilion applied to the face before casting the spell.

Burning Hands (Alteration)
L1; R: 5 feet; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: The caster; Saving Throw: 1/2
When the magic-user casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the magic-user’s thumbs must touch each other and the fingers must be spread. The Burning Hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the magic-user. Any creature in the area of the flames suffers ld3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of ld3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.

Change Self (Illusion/Phantasm)
L1; R: 0; Components: V, S; Duration: 2d6 rds. + 2 rds./level; CT: 1 segment; AoE: The caster; Saving Throw: None
This spell enables the magic-user to alter the appearance of his form - including clothing and equipment - to appear 1 foot shorter or taller; thin, fat or in between; human, humanoid or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The GM may allow a saving throw for disbelief under certain circumstances; for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.

Charm Person (Enchantment/Charm)
L1; R: 120 yards; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1 person; Saving Throw: Negates
This spell affects any single person it is cast upon. The term person includes any bipedal human, demi-human or humanoid of man-size or smaller, such as Brownies, Dryads, dwarves, elves, Gnolls, gnomes, Goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, Lizard Men, Nixies, Ores, Pixies, Sprites, Troglodytes, and others. Thus, a 10th level fighter could be charmed, but an Ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the person receives damage from the caster’s group in the same round the Charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim’s saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favourable way. Thus, a Charmed Person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster’s life is for the person to hold back an onrushing Red Dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim’s language to communicate his commands). The duration of the spell is a function of the charmed person’s Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature’s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed person, the Charm spell is broken. If two or more charm effects simultaneously affect a creature, the result is decided by the GM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells. Note that the subject has full memory of the events that took place while he was charmed.
[Intelligence Score] / Time Between Checks
[≤3] / 3 months; [4-6] / 2 months; [7-9] / 1 month; [10-12] / 3 weeks; [13-14] / 2 weeks; [15-16] / 1 week; [17-18] / 3 days; [19-20] / 2 days; [≥21] / 1 day

Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the GM. The roll is made secretly.

Chill Touch (Necromancy)
L1; R: 0; Components: V, S; Duration: 3 rds.+1 rd./level; CT: 1 segment; AoE: The caster; Saving Throw: Negates
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the magic user makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer ld4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for ld4 rounds + 1 round per level of the caster.

Chromatic Orb (Alteration - Evocation)
L1; R: 30 feet; Components: V, S, M; Duration: Special; CT: 1 segment; AoE: One creature; Saving Throw: Special
The Chromatic Orb spell enables the caster to create a small globe of varying hue in his hand and hurl it at any opponent he desires, providing there are no barriers between him and the target creature, and that the target creature is within 30 feet (the longest distance the Chromatic Orb can be hurled). It is magical, and even creatures normally struck only by +5, +4, etc. magic weapons will be affected by the Chromatic Orb if it strikes. Magic resistance prevents the spell’s effects, of course. At 1 foot or closer, there is a +3 chance to-hit, at over 1 foot to 2 feet there is a +2 chance to strike the target, and from over 2 feet to the maximum 3 feet range the chance to-hit is only +1. If a Chromatic Orb misses a target, it dissipates without further effect. The colour of the globe determines its effect when a subject is struck. Low level casters are restricted as to what colour orb they can bring into existence by means of this spell, although the hues below their level are always available should the choice be made to select a colour not commensurate with level of experience:
[Minimum Caster Level] / Orb Colour / HP damage {Special Powers}
[1] / Pearly / 1d4 {Light: as Light spell for 1 round/level of the caster; subjects failing to save vs spell will be blinded for the duration}
[2] / Ruby / 1d6 {Heat: from the ruby Orb melts≤1 yard³ of ice; subjects failing to save vs spell lose 1 Str & 1 Con (-1 to-hit and AC) for 1}
[3] / Flame / 1d8 {Fire: from the Orb burns combustibles ≤1’ rad.; subjects failing to save vs spell lose +2HP from fire unless protected}
[4] / Amber / 1d10 {Blindness: Target must save vs spell or blinded for 1d4+4 rounds; negated by Cure Blindness or Dispell Magic}
[5] / Emerald / 1d12 {Stinking cloud: in 5’ radius around the target, who must save vs poison or be helpless, otherwise can only move out of the vapours}
[6] / Turquoise / 2d8 {Electrical damage: ferrous armour is magnetized for 3d4 rounds unless save vs spell. Open locked doors roll to pull free}
[7] / Sapphire / 2d4 {Paralysis: Target must save vs paralysation or paralyzed for 5d4 rounds}
[10] / Amethyst / Slow {Petrification: Target must save vs petrification to merely be slowed for 1d4 rounds}
[12] / Ashen / Paralysis {Death: Target must save vs death magic to merely be paralyzed for 1d4+1 rounds

The material component of the spell is a gem of the appropriate hue, or else a clear crystal one (such as a diamond). The gem can be as small (in value) as 50 gold pieces as long as its colour is appropriate.

Colour Spray (Alteration)
L1; R: 0; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: 5’ x 20’ x 20’ wedge; Saving Throw: Special
Upon casting this spell, the magic-user causes a vivid, fan-shaped spray of clashing colours to spring forth from his hand. From one to six creatures (ld6) within the area are affected in order of increasing distance from the magic-user. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the magic-user’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round. The material components of this spell are a pinch each of powder or sand that is coloured red, yellow and blue.

Comprehend Languages (Alteration) - Reversible
L1; R: Touch; Components: V, S, M; Duration: 5 rds./level; CT: 1 round; AoE: 1 speaking creature or written text; Saving Throw: None
When this spell is cast, the magic-user is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the magic-user must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know ir is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd level Secret Page and Illusionary Script spells), and it does not reveal messages concealed in otherwise normal text. The material components of this spell are a pinch of soot and a few grains of salt. The reverse of this spell, Confuse Languages, cancels a Comprehend Languages spell or renders a writing or a creatures speech incomprehensible, for the same duration as above.

Conjure Mount (Conjuration/Summoning)
L1; R: 10 yards; Components: V, S, M; Duration: 2 hrs.+1 hr./level; CT: 1 turn; AoE: 1 mount; Saving Throw: None
By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include:
[Caster Level] / Mount
[1-3] / Mule or light horse; [4-7] / Draft horse or war horse; [8-12] / Camel; [13-14] / Elephant (& howdah at 18th level); [≥15] / Griffon (& saddle at 18th level)

The conjured mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th level magic user can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured.

Dancing Lights (Alteration)
L1; R: 40 yards+10 yards./level; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When a Dancing Lights spell is cast, the magic-user creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by Will-o-the- Wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The Dancing Lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. If the magic-user concentrates, he can move the lights in a fantastic manner and put on quite a show. The spell cannot be used to cause blindness (see the 1st level Light spell), and it winks out if the range or duration is exceeded. The material component of this spell is either a bit of phosphorus or wychwood, or a glow-worm.

Detect Magic (Divination)
L1; R: 0; Components: V, S; Duration: 2 rds./level; CT: 1 segment; AoE: 10’x60’; Saving Throw: None
When the Detect Magic spell is cast, the magic-user detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the magic-user has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of I inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Extraplanar creatures may not necessarily be magical.

Detect Undead (Divination, Necromancy)
L1; R: 0; Components: V, S, M; Duration: 3 turns; CT: 1 round; AoE: 60’+10’/level; Saving Throw: None
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the magic-user), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.

Enlarge (Alteration) - Reversible
L1; R: 5 yards./level; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: 1 creature or object; Saving Throw: Negates
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the magic-user, increasing this amount in height, width and weight. All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials - the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell — a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class and attack rolls do not change, but damage rolls increase proportionately with size. For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
The reverse spell, Reduce, negates the Enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th level magic-user (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally ro 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell. The material component of ibis spell is a pinch of powdered iron.

Erase (Alteration)
L1; R: 30 yards; Components: V, S; Duration: Permanent; CT: 1 segment; AoE: 1 scroll or 2 pages.; Saving Throw: Special
The Erase spell removes writings of cither magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes Explosive Runes, Glyphs of Warding, Runes of Eyeball Implosion, Sepia Snake Sigils, and magic-user marks, but it does not remove Illusory Script or Symbols (see those spells). Non-magical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st level caster, 40% for a 2nd level caster, etc.).

Faerie Phantoms (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1d6 phantoms per level; Saving Throw: None
When a Faerie Phantoms spell is cast, the spell caster causes ld6 illusionary faeries to come into being. The phantasmal faeries will behave as normal faeries and begin frolicking, dancing, fluttering and generally having a grand of time without any concentration by the caster. If the caster concentrates, he can generally have the faeries react in a desired way such as attacking a foe, walking with the caster, or putting on a play. The faeries themselves do no damage. But their successful attacks can be sufficient to disrupt the concentration of another spell caster. When a phantom faerie is struck by a melee or missile attack, magical or otherwise, it disappears but any other existing phantoms remain intact until struck. If the phantoms are not dispelled or struck, they will last for one turn per level of the caster.

Feather Fall (Alteration)
L1; R: 10 yards./level; Components: V; Duration: 1 rd./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the magic-user or some other creature or object up to the maximum range and lasts for one round for each level of the magic-user. The Feather Fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. For example, a 2nd level magic-user has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with Gust of Wind and similar spells.

Find Familiar (Conjuration/Summoning)
L1; R: 1 mile/level; Components: V, S, M; Duration: Special; CT: 2d12 hours; AoE: 1 familiar; Saving Throw: Special
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cars, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels or even mice. A creature acting as a familiar can benefit a magic-user, conveying its sensory powers to its master, conversing with him and serving as a guard/scout/spy as well. A magic-user can have only one familiar at a time, however, and lie has no control over what sort of creature answers the summoning, if any at all come. The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the magic-user confers upon it an exceptionally long life. The magic-user receives the heightened senses of his familiar, which grants the magic-user a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.). The magic-user has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic — while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of Ores in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be ringed with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes. If separated from the caster, the familiar loses 1 hit point each day and dies if reduced to 0 hit points. When the familiar is in physical contact with its magic-user, it gains the magic-users saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.- If the familiar dies, the magic-user must successfully roll an immediate system shock check or die. Even if he survives this check, the magic-user loses 1 point from his Constitution when the familiar dies. The power of the conjuration is such that it can be attempted but once per year.
When the magic-user decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The GM secretly determines all results.
Note: most familiars are not inherently magical, nor does a Dispel Magic spell send them away. Deliberate mistreatment, failure to feed and care for the familiar or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavour from certain powerful entities, with dire results.
[d100] / Familiar
[01-10] / Black Cat; [11-15] / Marmoset; [16-20] / Ferret; [21-25] / Mouse; [26-30] / Crow; [31-35] / Rat; [36-40] / Hawk; [41-45] / Small Monkey; [46-50] / Special; [51-55] / Owl; [56-60] / Yellow Frog; [61-65] / Toad; [66-70] / Small Snake; [71-75] Weasel; [76-80] / Small Lizard; [81-85] / Fox; [86-90] / Rabbit; 91-95 Hedgehog; [96-100] / Small Dog

If a special familiar is indicated use the caster’s alignment to determine the type of familiar that is summoned. If the caster is a pixie fairy, an elf, or a half elf they may either choose the familiar indicated for their alignment, or take the special one for their race.
Familiar (Caster's Alignment)
Brownie (Lawful Good); Thessikrat (Lawful Neutral); Imp (Lawful Evil); Dungeon Cat (Neutral or Neutral Evil); Pseudo Dragon (Neutral Good or Chaotic Good); Quasit Chaotic (Neutral or Chaotic Evil); Elven Cat (Elf or Half-elf only); Butterfly Steed {Pixie fairy only}


Fireball Barrage (Alteration)
L1; R: 50 yards+10 yards/lvl; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 1 or more; Saving Throw: None
This spell allows the caster to launch a volley of tiny (laming spheres at any target within the spell’s range. The caster must roll to hit for each ball shot. Those that hit will do ld3 points of damage. The caster may shoot one such ball per round for the duration of the spell. The material components of this spell are a small ball of bat guano and a handful of sulphur

Fireball, Sidewinder Factor 1 (Evocation)
L1; R: 1 mile maximum; Components: V, S, M; Duration: 1 rd./level; CT: 1 segment; AoE: 10’ radius; Saving Throw: 1/2
The Sidewinder Fireball is similar to the Skipping Betty Fireball except that it uses d6-4 for damage instead of d4 and the range of the Fireball is only 100 feet per level of the caster. Thus each range increment is 100 feet. The spell range is further reduced by 10 feet per degree if the air temperature is less than 32° Fahrenheit. Potential targets also need not be in the 45 degree firing arc from the front of the caster. Additionally, the terrain need not be level as the Sidewinder Fireball can manoeuvre around obstructions and even hit an object hidden behind a wall, for example. The somatic gestures necessary for casting this spell include a side winding motion made with the casters arms. The material components arc a tiny ball of bat guano and some sulphur.

Firewater (Alteration)
L1; R: 10’; Components: V, S, M; Duration: 1 round; CT: 1 segment; AoE: 1 pint of water per level of caster; Saving Throw: None
By means of this spell, the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to Firewater flame will suffer 2-12 hit points of damage. The Firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited) within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin.

Flutter Soft (Alteration)
L1; R: 60’; Components: V, S, M; Duration: 1 hour; CT: 1 segment; AoE: One creature; Saving Throw: None
When this spell is cast upon a flying creature it allows that creature to fly in complete silence. This spell will silence the flight of anything from the size of a small bird to a dragon. The material component is an owl feather.

Fog Vision (Divination)
L1; R: Touch; Components: V, S, M; Duration: 1 turn/level; CT: 1 segment; AoE: one person; Saving Throw: None
This spell enables the caster or someone he touches the ability to see as if it were a clear sunny day even in the thickest fog. If the spell is cast within fog at night, the vision granted is still equivalent to that on a clear sunny day.

Gabal’s Magical Aura (Illusion/Phantasm)
L1; R: Touch; Components: V, S, M; Duration: 1 day/level; CT: 1 round; AoE: Special; Saving Throw: Special
By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful (if it is an artefact, for instance). If the object bearing Gabal’s Magical Aura has an Identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is. While this spell does not confer any to-hit or damage bonuses when placed upon weapons, it will allow someone who uses a weapon enchanted with the spell to hit creatures who would otherwise only be hit by magic weapons with a +1 enchantment. A successful saving throw versus magic by the creature potentially hit by the weapon will negate this facet of the dweomer. The component for this spell is a small square of silk, which must be passed over the object that receives the aura.

Gaze Reflection (Alteration)
L1; R: 0; Components: V, S; Duration: 2 rds+1 rd./level; CT: 1 segment; AoE: Special; Saving Throw: None
The gaze reflection spell creates a shimmering, mirror-like area of air before the magic-user that moves with the caster. Any gaze attack, such as that of a Basilisk, Eyes of Charming, a Vampire’s gaze, the 6th level Eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a Medusa). Only active gaze attacks are blocked by this spell.

Grease (Conjuration)
L1; R: 10 yards; Components: V, S, M; Duration: 3 rds+1 rd./level; CT: 1 segment; AoE: 10’x10’; Saving Throw: Special
A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid and fall. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The GM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter.

Haarpang's Floating Cart (Evocation)
L1; R: 20 yards; Components: V, S, M; Duration: 6 hours+1 hour/level; CT: 1 segment; AoE: Special; Saving Throw: None
With this spell, the caster creates the slightly concave, circular plane force jokingly referred to as Haarpang’s Floating Cart (after the famous cripple who found it difficult to get around with all his scroll cases and magic tomes.). The ‘cart’ is actually a hovering disc approximately 3 feet in diameter which can bear 100 pounds of weight per level of the magic-user casting the spell. The ‘Cart’ floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the magic-user. If the spellcaster moves beyond range (by moving faster, by such means as a Teleport spell or by trying to take the cart more than 3 feet from the surface beneath it), or if the spell duration expires, the floating cart winks out of existence, and whatever it was supporting crashes to the surface beneath it. There is, however, a 10% chance when the cart vanishes it will take anything it was supporting with it. Such items are forever lost and are usually deposited in a random Type II bagzone. The material component of the spell is a drop of mercury.

Hold Portal (Alteration)
L1; R: 20 yards/level; Component: V; Duration: 1 rd./level; CT: 1 segment; AoE: 20 sq. ft./level; Saving Throw: None
This spell magically bars a door, gate or valve of wood, metal or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (Djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A magic-user of 4 or more experience levels higher than the spellcaster can open the held portal at will. A Knock spell or a successful Dispel Magic spell can negate the Hold Portal. Held portals can be broken or physically battered down.

Hypnotism (Enchantment/Charm)
L1; R: 5 yards; Components: V, S; Duration: 1 rd.+1 rd./level; CT: 1 segment; AoE: 30’ cube; Saving Throw: Negates
The gestures of the magic-user, along with his droning incantation, cause ld6 creatures within the area to become susceptible to a suggestion - a brief and reasonable-sounding request (see the 3rd level magic-user Suggestion spell). The request must be given after the Hypnotism spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster hypnotized it.

Identify (Divination)
L1; R: 0; Components: V, S, M; Duration: 1 rd./level; CT: Special; AoE: 1 item/level; Saving Throw: None
When an Identify spell is cast, magical items subsequently touched by the magic user can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again.
When the spell is cast, each item must be handled in turn by the magic-user. Any consequences of this handling fall fully upon the magic-user and may end the spell, although the magic-user is allowed any applicable saving throw.-The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the GM. Any roll of 96- 00 indicates a false reading (91-95 reveals nothing).
Only one function of a multifunctional item is discovered per handling (i.e., a 5th level magic-user could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).
The material components of this spell arc a pearl (of at least 100 gp value) and an Owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a Luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined and the functions of a multifunctional item can be learned from a single reading. At the GM’s option, certain properties of an artefact or relic might also be learned.

Jump (Alteration)
L1; R: Touch; Components: V, S, M; Duration: 1d3 rds+1 rd./level; CT: 1 segment; AoE: Creature touched; Saving Throw: None
The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc - about 2 feet per 10 feet of distance travelled. The Jump spell docs not ensure safety in landing or grasping at the end of the leap. The material component of this spell is a grasshopper’s hind leg, to be broken by the caster when the spell is cast.

Light (Alteration)
L1; R: 60 yards; Components: V, M; Duration: 1 turn/level; CT: 1 segment; AoE: 20’ radius; Saving Throw: Special
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spells centre. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centred on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood or almost any similar substance. The effect is immobile unless it is specifically centred on a movable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centred immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the Light spell, if the darkness effect is continual). Light centred on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word. The material component is a firefly or a piece of phosphorescent moss.

Magic Missile (Evocation)
L1; R: 60 yards+10 yards./level; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: 1-5 targets in a 10’ square; Saving Throw: None
Use of the Magic Missile spell creates up to five missiles of magical energy that dart forth from the magic-user’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a Magic Missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts ld4+l points of damage. For every two extra levels of experience, the magic-user gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc. If the magic-user has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

Magic Shield (Evocation)
L1; R: 0; Components: V, S; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the magic-user. This Magic Shield totally negates Magic Missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the magic-user’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the magic-user, where the shield can move to interpose itself.

Melt (Alteration)
L1; R: 30 yards; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 1 cu. yd. ice/caster level, double for snow; Saving Throw: Special
When a Melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increase in warmth will melt ice in 1 round, so that a 1st level magic user can melt a cube of solid ice, 1 yard on a side, in 1 round after the spell is cast, so that the ice becomes water. Twice this volume of snow can be affected, so that the spell will melt 1 cubic yard of snow in 112 round, or will turn 2 cubic yards (1 yd. x I yd. x 2 yards.) of snow to water in 1 round.
Against such monsters as White Dragons, Winter Wolves, Yeti, Woolly Rhinos, those composed of para-elemental ice, and the like, a Melt spell will inflict 2 points of damage per level of the spell caster, or 1 point per level if the subject creature makes its saving throw versus spell. The Melt spell is generally ineffective against types of creatures other than those enumerated above. The material components for a Melt spell are a few crystals or rock salt and a pinch of soot.

Mend (Alteration)
L1; R: 30 yards; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: 1 object; Saving Throw: None
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly re-joined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a Mend spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades and the effect cannot be magically dispelled. Note that items do not have to be “broken" to be affected by this spell. It would be just as effective in joining two blankets together as it would be at repairing a hole torn in one. The maximum volume of material the caster can mend is 1 cubic foot per level. The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.

Merge Coin Pile (Alteration) - Reversible
L1; R: 10 yards; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: 10’x10’ area; Saving Throw: Special
This spell allows the caster to quickly and accurately convert a pile of coinage (all types) into a neat pile of higher denomination coins of equivalent value to the coins that the spell was cast upon. Coins that are not carried by a creature within the area of effect get no saving throw and are automatically converted. If a creature that holds or carries coins is within the area of effect he may attempt a saving throw to enable the coins on his person to resist the effect. The new pile of coins appears in the centre of the area of effect. The caster may specify which denominations he wishes the coin converted to and may even specify that the new coins are to be stamped with a certain minting as long as he has seen the type of minting desired. With the reverse of this spell, the caster may make change from higher denominations of coinage. Saving throws described above apply for coinage carried by a creature. Note that a successful attempt at making small change on a full coin pouch may cause the pouch to burst at the seams. The material component of this spell is the pile of coins to be converted.

Message (Alteration)
L1; R: 0; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, the magic-user can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the magicuser secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the magic-user whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster docs not wish to be overheard. The material component of the spell is a short piece of copper wire.

Minor Sphere of Perturbation (Alteration)
L1; R: 60 yards; Components: V, M; Duration: 1 turn/level; CT: 1 segment; AoE: 20’ radius; Saving Throw: Negates
This spell enables the caster to create a globe of magic wherein things just don’t function quite right. All creatures within the globe suffer -1 to-hit and to damage rolls and -1 to saving throws. Their movement is reduced by 10% and those affected cannot concentrate on casting spells or using spell-like devices while within the sphere. Once those affected leave the globe, their perception and abilities return to normal within one round. The globe is translucent but can be seen by the distorted reality waves (much like heat waves) that mark its boundary. The material component is a pinch of pepper blown in the direction of the target(s).

Phantasmal Fireball (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: 20’ radius; Saving Throw: special
This spell creates the illusion of a Fireball (see the 3rd level spell). The illusion is visual, thermal and auditory (but not olfactory) and affects all believing creatures that view it. Undead are immune. Damage dealt to those affected equals ld6 per level of the caster. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects. The GM must rule on the effectiveness of this spell. The material component of the spell is a bit of singed fleece.
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Re: Spells

Post by Chris1234 »

First Level Magic User Spells (continued)

Phantasmal Force (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S, M; Duration: Special; CT: 1 segment; AoE: 400 sq. ft. +100 sq. ft./level; Saving Throw: Special
This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the magic-user ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion arc subject to its effects. The illusionary effect can be moved by the caster within the limits of the area of effect. The material component of the spell is a bit of fleece.

Phantom Armor (Alteration/illusion)
L1; R: Touch; Components: V, S, M; Duration: Special; CT: 1 round; AoE: One person; Saving Throw: None
When this spell is cast, the magic-user creates a quasi-real suit of plate mail. This semi-illusory material covers the subject and actually gives some real protection. unless the opponent actively disbelieves in the Armor (saves versus spell), or else a Dispel Magic spell is cast upon it, or a Wand of Negation affects it. Until gone, or disbelieved, the Armour protects the wearer as if he were in plate mail (AC 3, and armour type 3 as well). For each level of the spell caster, the Phantom Armour will absorb 1 point of damage delivered by a blow which would otherwise hit armour class 3. When Phantom Armour has absorbed as many points of damage as the spell caster has levels of experience, it is dispelled and vanishes. Any remaining and all additional damage accrues to the person. Additionally, Phantom Armour allows a bonus of +1 on saving throws versus all attack forms which would be similarly modified by magic armour. The dweomer in no way affects the movement or spell-casting abilities of the wearer. It is not subject to a Rust Monster’s attack (and such may enhance disbelief). The spell will not function with any other form of magical protection. The material component is a small plate of mithril (10 gp value) which disappears when the spell is cast.

Pool Gold (Alteration)
L1; R: 20 feet; Components: V, S, M; Duration: 1 round; CT: 1 segment; AoE: 20’ radius; Saving Throw: .Special
The Pool Gold spell allows the caster to gather all gold in an area inro one or more neatly stacked piles. It is a minor form of telekinesis that will even extract gold leaf from furniture or gold jewellery from a person. In such cases as these when there is resistance involved, the item or person gets a saving throw to resist the effect. The material component is one gold coin.

Precipitation (Alteration)
L1; R: 10’/level; Components: V, S, M; Duration: 1 segment/level; CT: 3 segments; AoE: 3’ dia. Cylinder up to 12’ high; Saving Throw: None
When this spell is cast, all water vapour in the atmosphere within the area of effect is precipitated in the form of a light rain. (Note that low level spell casters will certainly be within the area of effect of the spell.) The rain will continue for only as many segments of time as the spell caster has levels of experience. Since only some 1/100th of an inch of precipitation falls during the course of a segment, the spell will have only the following general effects: Thin, light material will become damp in 1 segment and thoroughly wet thereafter. Twigs and heavy material such as canvas will be damp in 2 segments and wet thereafter. Flat, relatively non-porous surfaces, such as stone floors, rock, painted wood, etc., will be damp in 1 segment and filmed with water thereafter. Semi-porous surfaces and materials will become damp on the surface in 2 segments, and thereafter the damp area will progress downward/inward, until after 5 segments the surface or material will be thoroughly wet. Porous surfaces and materials will simply absorb the rain up to the limit of their capacity - which probably extends well beyond the duration of the spell. Small flames, such as those of candies, will be extinguished by 1 segment of precipitation. Small fires will slow and become smoky for 1 round after precipitation has ceased. Large fires will not be materially affected by the spell. Note that if the temperature is above 90° Fahrenheit, the duration of the spell will be extended to double normal except in arid regions. Also, where the temperature ranges between 34° and 31° Fahrenheit, the precipitation will fall in the form of sleet. At 30° Fahrenheit and below, the precipitation will fall as rather thick snow, and most dampness/wetness effects will be negated or postponed until the snow melts. If the magical heat of large area spell (i.e., a Wall of Fire, Fireball, Flame Strike, etc.) is applied to Precipitation, a cloud of warm fog of double the area of the precipitation effect will be formed. If magical cold is applied to the spell or the water which remains thereafter, normal ice will be formed. The material component of the spell is a pinch of silver dust.

Protection from Evil (Abjuration) - Reversible
L1; R: Touch; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: Creature touched; Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects. First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess (as by a Magic Jar attack) or to exercise mental control over (as by a Vampire’s charm ability) the protected creature is blocked by this spell. Note that the Protection does not prevent a Vampires charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as Aerial Servants, Elementals, Imps, Invisible Stalkers, Salamanders, Water Weirds, Xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the magic-user must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver. This spell can be reversed to become Protection from Good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.

Push (Conjuration/Summoning)
L1; R: 10’+1’/level; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: Special; Saving Throw: Negates
Upon pronouncing the syllables of this spell, the magic-user causes an invisible force to strike against whatever object he is pointing at, The force of the Push is not great, being 2 foot-pounds per level of the magic-user casting the spell, but it can move small objects up to 2 feet in a direction directly away from the caster, topple an object under the proper conditions, or cause a creature to lose its balance. An example of the latter use is causing a creature attacking to lose its balance when it is attacking, for if the creature foils its saving throw, it will not be able to attack that round. Of course, the mass of the creature attacking cannot exceed the force of the Push by more than a factor of 50, i.e. a 1st level magic-user cannot effectively push a creature weighing more than 100 pounds. A Push spell employed against an object held by a creature will cause it to subtract the force of the spell in foot pounds (2, 4, 6, etc.) from its chance to hit or add to opponent saving throws as applicable if the creature foils to make its saving throw against magic when the spell is cast. The material component of this spell is a small pinch of powdered brass, which must be blown from the palm prior to pointing at the object of the spell.

Read Magic (Divination)
L1; R: 0; Components: V, S, M; Duration: 2 rds./level; CT: 1 round; AoE: Special; Saving Throw: None
By means of a Read Magic spell, the magic-user is able to read magical inscriptions on objects — books, scrolls, weapons and the like - that would otherwise be totally unintelligible. The personal books of the magic-user, and works already magically read, are intelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the Read Magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the magic-user can read one page or its equivalent per round. The magic-user must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Run (Enchantment)
L1; R: Touch; Components: V, S, M; Duration: 5-8 hours; CT: 1 round; AoE: Special (humans & demi-humans only); Saving Throw: None
The Run spell enables the recipient to run at full speed (twice normal speed) for from 5-8 hours without tiring. However, after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every 2 levels of experience of the spell caster, another individual can be affected, i.e. at 4th level, 2 individuals can be touched and empowered to run; at 6th level, 3 individuals; etc. Only humans and demi-humans in their natural forms are affected by this spell, and barbarians having the special running ability of that class are immune to the spell’s effects. The material component of this spell is an elixir made from the juice of dried plums boiled in spring water and the oil of 5-8 beans of a spurge (castor) plant.

Shift Blame (Enchantment/Charm)
L1; R: Touch; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: Creature touched; Saving Throw: Negates
When the magic-user casts this spell, he creates an irrefutable suspicion in the eyes of onlookers with regard to the victim of the spell. Those viewing the spell recipient will be convinced beyond any doubt that the he is responsible for some act or crime as desired by the spell caster. The caster need only accuse the victim of a crime and others will believe him and act accordingly. After the duration expires, those affected by the spell may re-evaluate their actions and change their mind if logic dictates such a response. Otherwise, they might continue to believe the victim is guilty anyway. The material component of the spell is a bit of egg white that must be tossed on the face of the victim.

Shocking; Grasp (Alteration)
L1; R: Touch; Components: V, S; Duration: Special; CT: 1 segment; AoE: Creature touched; Saving Throw: None
When the magic-user casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers ld8 points of damage, plus 1 point per level of the magic-user (for example, a 2nd level magic-user would discharge a shock causing ld8+2 points of damage). While the magic-user must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.

Sleep (Enchantment/Charm)
L1; R: 30 yards; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When a magic-user casts a Sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by the Sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more arc unaffected. The centre of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored. For example, a magic-user casts Sleep at three Kobolds, two Gnolls, and an Ogre. The roll (2d4) result is 4. All the Kobolds and one Gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice). Note that the remainder is not enough to affect the last Gnoll or the Ogre. Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses. The material component for this spell is a pinch of fine sand, rose petals or a live cricket.

Smell Immunity (Illusion/Phantasm)
L1; R: 60’; Components: V, S, M; Duration: 1 turn/level; CT: 1 segment; AoE: 1 creature; Saving Throw: Neg
This spell completely dampens a creature’s sense of smell, making them immune to Stinking Cloud spells and the stench of Ghasts, Troglodytes, and the like. However the spell is not selective, and will block out all smells. Therefore poisons may be harder to detect, a hound will not be able to follow a trail, and the recipient will take longer to figure out that he just stepped in a cow chip. The material component is a small pair of nose plugs.

Spider Climb (Alteration)
L1; R: Touch; Components: V, S, M; Duration: 3 rds+1 rd./level; CT: 1 segment; AoE: Creature touched; Saving Throw: Negates
A Spider Climb spell enables the recipient to climb and travel upon vertical surfaces as well as a Giant Spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a magic-user will find it virtually impossible to cast spells if under a Spider Climb spell. Sufficient force can pull the recipient free; the GM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralysation (a moderately difficult saving throw). The caster can end the spell effect with a word. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.

Spook (Illusion/Phantasm)
L1; R: 30’; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1 creature; Saving Throw: Negates
A Spook spell enables the magic-user to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the magic-user merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the magic-user as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.

Taunt (Enchantment)
L1; R: 60 yards; Components: V, S, M; Duration: 1 round; CT: 1 segment; AoE: 30’ radius; Saving Throw: Negates
A Taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary (a Wall of Fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster Taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of + 1 to +4, at the GM’s discretion. If used in conjunction with a Throw Voice spell, the creatures may attack die apparent source, depending upon their Intelligence, a leaders presence, and so on. The material component is a slug, which is hurled at the creatures to be taunted.

Throw Voice (Illusion/Phantasm)
L1; R: 10 yards./level, max. 90 yards. ; Components: V, M; Duration: 4 rds+1 rd./level; CT: 1 segment; AoE: 1 creature or object; Saving Throw: Negates
This spell enables the magic-user to make his voice, someone else’s voice or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the GM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion. The material component of this spell is a parchment rolled up into a small cone.

Unseen Servant (Conjuration/Summoning)
L1; R: 0; Components: V, S, M; Duration: 4 hr+1 hour/level; CT: 1 segment; AoE: 30’ radius; Saving Throw: None
The Unseen Servant is an invisible, mindless and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the magic-user. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The Unseen Servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately. The material components of the spell are a piece of string and a bit of wood.

Wall of Fog (Evocation)
L1; R: 30 yards; Components: V, S, M; Duration: 2d4 rds+1 rd./level; CT: 1 segment; AoE: 20’ cube + 10’ cube/level; Saving Throw: None
By casting this spell, the magic-user creates a billowing wall of misty vapours in any area within the spell range. The Wall of Fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapour if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapours persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind. The material component is a pinch of split dried peas.

Wizard Mark (Alteration)
L1; R: Touch; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: Up to 1 sq. ft.; Saving Throw: None
When this spell is cast, the magic-user is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A Wizard Mark spell enables the caster to etch the rune upon stone, metal or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a Detect Magic spell will cause it to glow and be visible (though not necessarily understandable). Detect Invisibility, True Seeing, a Gem of Seeing, or a Robe of Eyes will likewise expose an invisible Wizard Mark. A Read Magic spell will reveal the maker’s words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an Erase spell. If cast on a living being, normal wear gradually causes the mark to fade. The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.

Wrygal’s Delicious Deception (Illusion/Phantasm)
L1; R: 100’; Components: V, S, M; Duration: 1 turn; CT: 1 segment; AoE: 60 yard radius; Saving Throw: None
When Wrygal’s Delicious Deception is cast it creates an aroma of delicious food being cooked. The odour emanates from the centre of the area of effect, and all creatures within that area can smell it, regardless of closed doors or other obstacles. In effect this increases the chance of encountering wandering monsters to 50%, rolled each round. At the GM’s option other local creatures can be attracted if they are in the area, i.e. guard dogs would be distracted; an Ogre in the next room might come out to see what’s cooking, and so on. Obviously the spell does not work on creatures that do not eat, are mindless, or undead. The material component is a wing from a Camp Moth.

Write (Evocation)
L1; R: 0; Components: V, S, M; Duration: 1 hour/level; CT: 1 round; AoE: One magical spell inscription; Saving Throw: Special
By means of this spell a magic-user might be able to inscribe a spell he cannot understand at the time (due to level or lack of sufficient Intelligence) into the tome or other compilation he employs to maintain a library of spells. The magic-user must make a saving throw versus magic to attempt the writing of any spell, +2 if it is only up to 1 level greater than he currently uses, 0 at 2 levels higher, and -1 per level from 3 levels higher onwards. If this saving throw fails, the magic-user is subject to ld4 points of damage for every level of the spell he was attempting to transcribe into his magic book, and furthermore be knocked unconscious for a like number of turns. This damage, if not fatal, can only be healed at the rate of 1-4 points per day, as it is damage to psyche and body. Furthermore, a spell will take 1 hour per level to transcribe in this fashion, and during this period, the magic-user is in a trance state and can always be surprised by any foe. In addition to the writing surface upon which the spell is to be transcribed, the spell caster needs a fine ink composed of rare substances (minimum cost 200 gp per bottle, if available at all without manufacture by the magic user).

Yudder’s Whistle of Hell’s Gate (Evocation)
L1; R: 5 yard radius/level; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 5 yard radius/lvl.; Saving Throw: Special/Neg
When this spell is used the caster creates a high pitched, shrill whistling that only dogs and creatures with similarly enhanced hearing can hear. The whistle renders normal dogs helpless while it lasts, and actually makes them run away in fear if they fail a saving throw. Dire animals, magical dogs and downright weird dog-like creatures may make a save to avoid the effects completely; otherwise they too are helpless or flee the area if they fail a second save. Note that the spell is not selective - all eligible victims in the area are affected! The material c
Chris1234
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Re: Spells

Post by Chris1234 »

First Level Cleric Spells

Befriend (Enchantment/Charm) Reversible
L1; R: 0; Components: V, S, M; Duration: 1d4 rds+1 rd/level; CT: 1 segment; AoE: 60’ radius; Saving Throw: Special
This is the same as the first level magic user spell except that it is reversible. The victim of the reverse of the spell may attempt to make a saving throw to negate the effects of the spell.

Bless (Conjuration/Summoning) Reversible
L1; R: 60 yds; Components: V, S, M; Duration: 6 rds; CT: 1 round; AoE: 50’ cube; Saving Throw: None
Upon uttering the Bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50’ cube centred on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not). A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a Rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. Multiple Bless spells are not cumulative. In addition to the verbal and somatic gesture components, the Bless spell requires holy water. This spell can be reversed by the cleric to a Curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The Curse spell requires the sprinkling of unholy water.

Ceremony (Invocation)
L1; R: Touch; Components: V, S, M; Duration: Permanent; CT: 1 hour; AoE: One creature, item or area; Saving Throw: Special
Ceremony has a number of applications in the religious organization, depending on the level of the cleric. The effect of a Ceremony spell does not leave behind an aura of magic, although in some cases an aura of good or evil might be present (and thus detectable). The specific Ceremony spells can vary from religion to religion, but usually encompass:
[Cleric minimum level] Ceremony
[1] Coming of Age, Burial, Marriage; [3] Dedication, Investiture, Consecrate Item; [5] Ordination, Special Vows; [7] Consecrate Ground; …[9] Anathematize

For all Ceremony spells except anathematize (see below), no saving throw is allied for, since the recipient is either inanimate or presumed to be willing to be affected by the magic; any version of the spell except for anathematize will simply fail if it is cast on an unwilling person. The ceremony details are:
Coming of Age: is a limited form of the Bless spell which is cast upon a young man (and in some cultures a young woman) at some point relatively early in life, often the age of 12. A young person who receives this spell gets a +1 bonus to any single saving throw, which can be taken at any time after the coming of age ceremony is completed. In some cultures, the coming of age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he can enjoy the rights and privileges of adulthood.
Burial: magically protects a corpse, and bestows it with the blessing of the religious organization. The body is shielded for one week as if by a Protection From Evil spell, and anyone trying to disinter the corpse within that time must make a saving throw versus spell or stop and flee in fear for one turn.
Marriage: has no tangible after-effect (i.e., it does not guarantee happiness or harmony), but it usually carries a moral or legal significance, not dissimilar in nature to the various rites of marriage that are performed in our real world.
Dedication: allows the recipient of the spell to be taken into the ranks of the casting cleric’s religion, making that person a sanctioned worshiper of the cleric’s gawd. The effect of a dedication is permanent, unless the worshiper demonstrates a desire to change allegiance to a different gawd. In such a case, the earlier dedication can be overridden by a new dedication cast by a cleric of a higher level than the one who performed the previous dedication.
Investiture: must be performed on any aspiring cleric before that character can achieve the status of a first-level cleric.
Consecrate Item: must be performed on any object to be placed on an altar or in some other location within a religious edifice. To prevent it from losing its potency, holy (or unholy) water must be kept in a properly consecrated container.
Ordination: must be performed on a cleric before the character can become the priest of a congregation or assume similar sorts of duties, and even an adventuring cleric must be ordained before he can gain followers and establish a following or other sort of group. In all cases, the cleric performing the ordination must be of higher level than the recipient; this ceremony is often conducted as part of the training a cleric receives in order to advance from second to third level.
Special Vows: can be received by a would-be cavalier, dark knight or paladin before that character embarks upon a career in the desired profession. The effects of this spell persist for as long as it takes the character to accumulate enough experience points to rise to the upper limit of his current level. The special vows can then be renewed as part of the characters training between levels, or at any time during advancement through the next higher level. A cavalier, dark knight or paladin who has received special vows is immune to the effects of Bestow Curse spells (but not cursed items) for as long as the special vows remain in effect. Additionally, this ceremony renders the subject more susceptible (-4 on saving throw) to any Quest spell cast upon him by a cleric of the same alignment as the caster of the special vows.
Consecrate Ground: should be performed upon an area before any holy (unholy) structure is built on the site. A religious edifice constructed on ground that has not been Consecrated will slowly but irrevocably fall into a state of disrepair and has a 1% chance per year, cumulative, of actually collapsing as a result of this oversight. This spell must be cast before the area in question is altered in any way (e.g., landscaping) and before any construction materials are brought to the site; it will have no effect if it is done as an afterthought.
Consecrate ground: can also be used on a plot of land destined for use as a graveyard, and in such a ease the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd level cleric. Or, if the consecration of a would-be graveyard is performed by an evil cleric, any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.
Anathematize: is a form of excommunication where the offender is literally branded on the check, forehead, arm or hand with a symbol, sigil or sign that identifies the subject (to those who understand the symbol) as someone who has committed a serious offense in the eyes of his gawd. An unwilling subject of this spell is allowed a saving throw versus spell, at -4, to escape its effects. If the recipient is not truly deserving of the telling brand, the spell fails when cast. A successful Atonement causes the brand to fade, and possibly vanish. If the offending actions were caused magically or by some other external force, the brand utterly disappears. If the offending actions were natural, the brand cannot be completely removed.
The components for the various Ceremony spells vary from religion to religion, but the material component always involves the use of the cleric’s holy symbol in one way or another. Standard costs for the casting of these spells are as follows: coming of age, 5-15 sp; burial, 5-50 gp; marriage, 1-20 gp; dedication, 1-10 sp (or sometimes free); investiture, 1-100 gp (or sometimes free); item consecration, usually free; ordination, usually free put possibly as much as 200 gp; special vows, 1 -100 gp (or sometimes free); consecrate ground, 100-600 gp depending on the size of the area to be affected and the level of the cleric performing the spell; and anathematize is always performed at no charge, since the casting of this spell is always deemed to be in the best interests of the cleric’s religion.

Combine (Evocation)
L1; R: Touch; Components: V, S; Duration: Special; CT: 1 round; AoE: Circle of clerics; Saving Throw: None
Using this spell, three to five clerics combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level cleric (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central cleric casts the Combine spell. He temporarily gains one level for each cleric in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster’s level. Note that the central cleric gains no additional spells and that the group is limited to his currently memorized spells. The encircling clerics must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity.
If any of them has his concentration broken, the Combine spell ends immediately. If the Combine spell is broken while the central cleric is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the Combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.

Command (Enchantment/Charm)
L1; R: 30 yds; Component: V; Duration: 1 round; CT: 1 segment; AoE: 1 creature; Saving Throw: None
This spell enables the cleric to command another creature with a single word. The Command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a Command of “Suicide!” is ignored. A Command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical Commands are: back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No Command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dice/levels get only one saving throw!)

Create Water (Alteration) Reversible
L1; R: 30 yds; Components: V, S, M; Duration: Permanent; CT: 1 round; AoE: Up to 27 cu. Ft; Saving Throw: None
When the cleric casts a Create Water spell, up to four gallons of water are generated for every experience level of the caster (for example, a 2nd-level cleric creates up to 8 gallons of water, a 3rd-level cleric up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, Destroy Water, obliterates without trace (no vapour, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard). Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 pounds per gallon, and a cubic foot of water weighs approximately 62.4 pounds at 60° F. The Create Water spell requires at least a drop of water; the Destroy Water spell, at least a pinch of dust.

Cure Light Wounds (Necromancy) Reversible
L1; R: Touch; Components: V, S; Duration: Permanent; CT: 5 segments; AoE: Creature touched; Saving Throw: None
When casting this spell and laying his hand upon a creature, the cleric causes the creature to be healed of ld4 points of damage per level of the cleric. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. The reverse of the spell, Cause Light Wounds, operates in the same manner, inflicting ld4 points of damage per level of the cleric. If a creature tries to avoid this touch, an attack roll is needed ro determine if the clerics hand strikes the opponent and causes such a wound. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.

Detect Evil (Divination) Reversible
L1; R: 0; Components: V, S, M; Duration: 1 turn + 5 rds/level; CT: 1 round; AoE: 10’x120 yds; Saving Throw: None
Except as noted above, this spell is the same as the second level magic-user spell Detect Evil (q.v.).

Detect Magic (Divination)
L1; R: 0; Components: V, S, M; Duration: 1 turn; CT: 1 round; AoE: 10’x30 yds; Saving Throw: None
Except as noted above, this spell is the same as the first level magic-user spell Detect Magic (q.v.).

Endure Cold/Endure Heat (Alteration)
L1; R: Touch; Components: V, S; Duration: 1 hr/level; CT: 1 round; AoE: Creature touched; Saving Throw: None
The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the cleric selects at the time of casting). The creature can stand unprotected in temperatures as low as -30°F or as high as 130°F (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any unnatural heat or cold, such as magic, breath weapons and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an Endure Cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.

Flutter Soft (Alteration)
L1; R: 60’; Components: V, S, M; Duration: 1 hour; CT: 1 segment; AoE: One creature; Saving Throw: None
When this spell is cast upon a flying creature it allows that creature to fly in complete silence. This spell will silence the flight of anything from the size of a small bird to a dragon. The material component is an owl feather.

Invisibility to Undead (Abjuration)
L1; R: Touch; Components: V, S, M; Duration: 6 rds; CT: 4 segments; AoE: One creature; Saving Throw: Special
This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a cleric protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as Cure Light Wounds, Augury or Chant does not end the ward. The material component is the clerics holy symbol.

Light (Alteration) Reversible
L1; R: 120 yds; Components: V, S; Duration: 1 hr+1 turn/level; CT: 4 segments; AoE: 20’ radius globe; Saving Throw: Special
Except as noted above, this spell is the same as the first level magic-user spell Light (q.v.).

Magical Stone (Enchantment)
L1; R: Touch; Components: V, S, M; Duration: Special; CT: 4 segments; AoE: 3 pebbles; Saving Throw: None
By using this spell, the cleric can temporarily enchant up to three small pebbles, no larger than sling bullets. The Magical Stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts ld4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used. The material components are the cleric’s holy symbol and three small pebbles, unworked by tools or magic of any type.

Protection From Evil (Abjuration) Reversible
L1; R: Touch; Components: V, S, M; Duration: 3 rds/level; CT: 4 segments; AoE: I creature Saving Throw: None
Except as noted above, this spell is the same as the first level magic-user spell Protection From Evil (q.v.).

Purify Food & Drink (Alteration) Reversible
L1; R: 30 yds; Components: V, S; Duration: Permanent; CT: 1 round; AoE: 1ft³/level in a 10ft² area; Saving Throw: None
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance are spoiled by Purify Food and Drink, but the spell has no effect on any creatures or magical potions. The reverse of the spell is Putrefy Food and Drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.

Remove Fear (Abjuration) Reversible
L1; R: 10 yds; Components: V, S; Duration: Special; CT: 1 segment; AoE: One creature/4 levels; Saving Throw: Special
The cleric casting this spell instils courage in the spell recipient, raising the creature’s saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.). The reverse of the spell, Cause Fear, causes one creature to flee in panic at maximum movement speed away from the caster for ld4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, Cause Fear can be automatically countered by Remove Fear and vice versa. Neither spell has any effect on undead of any sort.

Sanctuary (Abjuration)
L1; R: Touch; Components: V, S, M; Duration: 2 rds+1 rd/level; CT: 4 segments; AoE: One creature; Saving Throw: None
When the cleric casts a Sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (Fireball, Ice Storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded cleric to heal wounds, for example, or to bless, perform an Augury or Chant spell, cast a Light in the area (but not upon an opponent), and so on. The components of the spell include the cleric’s holy symbol and a small silver mirror.

Walking Corpse (Necromancy)
L1; R: Touch; Components: V, S; Duration: 1 week/caster level; CT: 1 turn; AoE: One creature; Saving Throw: None
A Walking Corpse spell renders a single creature ambulatory, often so his companions need not carry his body. The corpse cannot have been dead more than one day per caster level. It continues to rot, but is capable of following the caster at half its normal (living) movement rate. It does nothing else; it does not talk, think, fight, nor defend and automatically fails saving throws, etc. A walking corpse has the maximum number of hit points that it did when it was alive. The walking corpse can be turned or destroyed as a zombie. If a cleric is turning undead and a walking corpse is within his line of sight, the walking corpse can still be accidentally turned or destroyed as a Zombie, even by the raising cleric. The creature gains 2d6 rolls on Flaws and Quirks, but the GM rolls these and keeps them secret until such time as the creature is fully raised or resurrected. Exceptions are obvious flaws, such as losing an ear or finger. The walking corpse can be fully restored to life by a Raise Dead, Resurrection, Limited Wish or Wish spell.
Chris1234
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Re: Spells

Post by Chris1234 »

First Level Druid Spells

Animal Friendship (Enchantment/Charm)
L1; R: 10 yds; Components: V, S, M; Duration: Permanent; CT: 1 hour; AoE: One animal; Saving Throw: Negates
By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about.
The spell functions only if the caster actually wishes to be the animal’s friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.). The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.
The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster’s experience level. Only unaligned animals can be attracted, befriended, and trained. The material components of this spell are the caster’s holy symbol and a piece of food liked by the animal.

Ceremony (Invocation)
L1; R: Touch; Components: V, S, M; Duration: Permanent; CT: 1 hour; AoE: One creature, item or area; Saving Throw: Special
The druidic Ceremony spell is similar to the cleric spell of the same name. It has a number of applications within the hierarchy of druids. The effect of a Ceremony spell does not leave behind an aura of magic, although a Know Alignment spell or similar magic might reveal the force of true neutrality involved in the magic.
[Druid minimum level] Ceremony
[1] Coming of Age, Rest Eternal, Marriage; [3] Dedication, Investiture; [7] Initiation, Special Vows; [9] Hallowed Ground; [12] Cast Out

Coming of Age: is performed upon young people in druidic societies, usually when they reach the age of 14, and is symbolic of the young man’s or young woman’s entrance into adulthood. Effects of the spell are the same as for the cleric version (+1 bonus to a single saving throw); see the cleric text for other details.
Rest Eternal: is cast upon the body of a deceased being, by means of which the soul/spirit of the creature is hastened in its journey to its final resting place. The spells Raise Dead and Resurrection will not restore life to a character that has been the object of this spell, although a Wish spell would serve that purpose.
Marriage: is essentially identical to the cleric ceremony of the same name.
Dedication: allows the recipient of the spell to be taken into the ranks of the druid’s followers/worshipers, provided that the character is true neutral in alignment. A recipient of this spell is charged, as are druids, with the responsibility to preserve and protect nature and the balance of forces in the world. In other respects it is similar to the cleric ceremony of the same name.
Investiture: is a rite that must be performed upon a character before he can become an Aspirant (1st level druid). It conveys no other benefit.
Initiation: imbues the druid with the shape changing and immunity to woodland charm powers that become available to the character upon attaining 7th level. This ceremony must be performed upon a druid immediately after he begins to advance upward through the 7th level of experience; if cast earlier than this, it will not work, and the druid will not have the benefit of the above-mentioned special powers until receiving initiation. Usually a druid must seek out another druid of 7th or higher level to perform the rite, but in unusual cases a druid may cast it upon himself.
Special Vows: is a ceremony that operates in the same fashion as the cleric rite of the same name. It does not work upon paladins, but will function upon cavaliers of any alignment.
Hallowed Ground: is cast by the druid on his permanent grove. This ceremony ensorcels the trees of the grove so that they will never be affected by disease or other natural disasters. The ground remains hallowed for as long as the druid maintains this grove as his permanent base.
Cast Out: is a form of excommunication or punishment that can be performed by a druid upon someone who has committed sacrilege upon the natural environment or in some other way violated the principles and standards of druidism. Its effects may be lessened at a later date by the casting of a reversed version of this ceremony, either by the same druid or another one of at least as high a level as the original caster, but the casting out can never be completely neutralized except by a Hierophant Druid of any level. A character that has been cast out exudes a powerful negative aura, causing any natural creature encountered to react negatively to the character. This includes all normal (non-magical) animals, monsters native to the woodlands, domesticated beasts such as horses and dogs, and all druids and their followers. Casting Out is a very powerful form of punishment, and can only be performed by a druid who has received permission from his Archdruid to do so. Similarly, an Archdruid must get permission from the Great Druid, and the Great Druid from the Grand Druid. The Grand Druid does not need to obtain permission, but his actions may be reversed by a Hierophant Druid at any time. This ceremony is usually only used on occasions where the severity of an offense warrants such extreme punishment. A druid who asks for and is denied permission to perform it, or one who later has his actions offset by another druid, may be subject to punishment by higher-ranking members of the hierarchy. An intended recipient of this ceremony who is unwilling receives a saving throw versus spell, at -4, to negate its effects.
The components of a ceremony spell always include mistletoe, and the rite (of any sort) must be performed in a druid grove or some other natural, healthy patch of forest. Such ceremonies are normally conducted at either dawn or dusk, the times when night and day are in balance.

Cure Minor Injury (Necromancy) Reversible
L1; R: Touch; Components: V, S; Duration: Permanent; CT: 5 segments; AoE: Creature touched; Saving Throw: None
This spell is exactly the same as a Cure Light Wounds spell except that it only heals ld4-2 hit points per level of the druid, to a minimum of 1 point per level. The reverse, Cause Minor Injury, will cause ld4-2 points of damage per level of the druid, with a minimum of 1 point of damage done per level.

Detect Balance (Divination)
L1; R: 60’; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: One object or creature per round; Saving Throw: None
This spell allows the druid to determine if non-neutral forces and alignments are at work in the area of effect (upon or in the object or creature being scanned). An alignment that is partly neutral (such as that of a neutral good cleric) will radiate a mild aura, while an alignment that has no neutral component (such as that of a chaotic good fighter) will give off a strong aura. The spell docs not determine exact alignment, but only tells the druid if the object or creature being examined is something other than true neutral; a paladin and a chaotic evil thief, for instance, will radiate the same aura at the same strength. The spell will not function upon non-living items that do not have a natural aura (such as a vial of poison), but will work upon an object such as an aligned magical sword. Creatures that are under the effect of an Unknowable Alignment spell or similar magic will not radiate any aura when this spell is used upon them. If the magic is used upon something or someone that exudes a true neutral alignment (such as another druid), it will produce a smooth, well-balanced aura identifiable as one of neutrality.

Detect Magic (Divination)
L1; R: 0; Components: V, S, M; Duration: 1 turn CT: I round; AoE: 10’ x30 yds; Saving Throw: None
Except as noted above, this spell is the same as the first level magic user spell Detect Magic (q.v.).

Detect Poison (Divination)
L1; R: 0; Components: V, S, M; Duration: 1 turn+1 rd/level; CT: 4 segments; AoE: Special; Saving Throw: None
This spell enables the druid to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The druid has a 5% chance per level of determining the exact type of poison. The material component is a strip of specially blessed vellum, which turns black if poison is present.

Detect Snares & Pits (Divination)
L1; R: 0; Components: V, S, M; Duration: 4 rds/level; CT: 4 segments; AoE: 10’x40’; Saving Throw: None
Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional—the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it.
The spell detects certain natural hazards—quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical reaps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive. The caster must have his holy symbol to complete the spell.

Entangle (Alteration)
L1; R: 80 yds; Components: V, S, M; Duration: 1 turn; CT: 4 segments; AoE: 40’ cube; Saving Throw: None
By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the GM’s option, based on the strength of the entangling plants. The material component is the casters holy symbol.

Faerie Fire (Alteration)
L1; R: 80 yds; Component: V, M; Duration: 4 rds/level; CT: 4 segments; AoE: 10ft²/level; Saving Throw: None
This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the Faerie Fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The Faerie Fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined. The material component is a small piece of foxfire.

Fog Vision (Divination)
L1; R: Touch; Components: V, S, M; Duration: 1 turn/level; CT: 1 segment; AoE: One person; Saving Throw: None
This spell enables the caster or someone he touches the ability to see in even the thickest fog as if it were a clear sunny day. If the spell is cast within fog at night, the vision granted will still become that of a clear sunny day.

Invisibility to Animals (Alteration)
L1; R: Touch; Components: S, M; Duration: 1 turn+1 rd/level; CT: 4 segments; AoE: I creature/level; Saving Throw: None
When an Invisibility to Animals spell is cast, the creature touched becomes totally undetectable by a normal animal with an Intelligence under 6. Normal animals include giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the hungriest of lions or a Tyrannosaurus Rex and not be molested or even noticed. However, a Nightmare, Hell Hound or Winter Wolf would certainly be aware of the individual.
For every level the caster has achieved, one creature can be rendered invisible. Any such invisible creature attacking while this spell is in effect ends the spell immediately (should more than one creature be under an Invisibility to Animals spell, only those who attack will become visible). The material component of this spell is holly rubbed over the recipient’s body.

Locate Animals (Locate Plants) (Divination)
L1; R: 100 yds+20 yds/level; Components: V, S, M; Duration: 1 rd/level; CT: 1 round; AoE: 20 yds./level x 20’ wide; Saving Throw: None
The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spells duration, the caster can face in only one direction (i.e., only a 20- foot-wide path can be known).
The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. At the GMs option, some casters may be able to locate only those animals (or plants) associated closely with their own mythos. While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15% and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the GM. The material component is the caster’s holy symbol.

Pass Without Trace (Enchantment/Charm)
L1; R: Touch; Components: V, S, M; Duration: 1 turn/level; CT: 1 round; AoE: One creature; Saving Throw: None
When this spell is cast, the recipient can move through any type of terrain— mud, snow, dust, etc.—and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell has worn off.
The material component of this spell is a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast. If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed creature, the charm is broken automatically. If the subject of the Charm Person or Mammal spell successfully rolls its saving throw vs. the spell, the effect is negated. This spell, if used in conjunction with the Animal Friendship spell, can keep the animal near the casters home base, if the caster must leave for an extended period.

Precipitation (Alteration)
L1; R: 10’/level; Components: V, S, M; Duration: 1 segment/level; CT: 3 segments; AoE: 3’ dia. Cylinder x 12’ high; Saving Throw: None
Except as noted above, this spell is the same as the first level magic user spell Precipitation.

Predict Weather (Divination)
L1; R: 0; Components: V, S, M; Duration: 2 hours/level; CT: 1 round; AoE: Nine square miles; Saving Throw: None
When a Predict Weather spell is cast by a druid he gains 100% accurate knowledge of the weather (sky, temperature, precipitation) is a nine square miles area centred on the druid. For each level of experience of the druid casting the spell, two hours of weather can be forecast.

Purify Water (Alteration)
L1; R: 40 yards; Components: V, S; Duration: Permanent; CT: 1 round; AoE: 1ft³/level; Saving Throw: None
This spell makes dirty, contaminated water clean and pure; suitable for consumption. Up to 1ft³ per level of the caster can be purified. The reverse of the spell, Contaminate Water, works in the same manner and can also spoil Holy or Unholy Water.

Shillelagh (Alteration)
L1; R: Touch; Components: V, S, M; Duration: 4 rounds+1 round/level; CT: 2 segments; AoE: One oak club; Saving Throw: None
This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the cudgel or staff. The caster must wield the cudgel or staff. The material components of this spell are a shamrock leaf and the caster’s holy symbol.

Speak With Animals (Alteration)
L1; R: 0; Components: V, S; Duration: 2 rounds/level; CT: 5 segments; AoE: One animal within 30’; Saving Throw: None
This spell empowers the caster to comprehend and communicate with any warm or cold blooded normal or giant animal that is not mindless. The druid is able to ask questions and receive answers from the creature although the friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely, especially in basically wary and cunning creatures; (the more stupid ones will instead make inane comments). If the animal is friendly or of the same alignment as the druid, it may do some favour or service for the druid.
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