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Spells: Arcane Level 8

In document Myth & Magic Player's Guide (Page 194-200)

binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. Material compo-nents for each application of binding cost 500 gp.

In addition to the specially made props suited to the specific type of binding, the spell requires diamond dust worth at least 1,000 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

CLENCHED FIST Evocation

Range: Medium Components: V, S,

Duration: 1 rd./level Casting Time: +8 Area of Effect: Special Saving Throw: None This spell functions similarly to interposing hand, except that the caster may also strike any target once per round. The hand can be controlled with a thought, which is not an action in combat. Because the hand can be controlled to attack a certain target, the hand cannot attack any invisible or otherwise concealed target unless the caster sees the target.

The fist never misses. The amount of damage dealt depends upon the quality of the blow, which is determined by a d20 roll. A result of 1 – 15 results in a standard blow, which deals 2d6+2 points of damage. A roll of 16-19 is a massive stunning punch, which deals 3d6+3 points of damage and requires a Class I save to avoid being stunned for one round. A natural 20 deals 4d6+4 points of damage and stuns the target for one round, no save.

CLONE Necromancy

Range: Touch Components: V, S, M

Duration: Permanent Casting Time: 1 hour Area of Effect: 1 clone Saving Throw: None This spell begins the creation of an actual duplicate of a living creature having the same level, abilities, knowledge, memories and personality of the creature. The only mechanical difference between the clone and the model is that the clone has one less point of Constitution.

If the clone and model exist at the same time, each will desire the de-struction of the other, but the clone will actually set upon the task of destroying the model within one week of the completion of this spell.

If this is unsuccessful, there is a 90% chance the clone goes insane and acts accordingly. In these circumstances, the clone usually abandons civilization, holes up in a small recess of the world and plots a cata-clysmic revenge.

The power level, abilities and knowledge of the clone mirrors that of the model at the time the piece of flesh was taken from the model.

Once the clone is fully grown, which takes 2d4 months from the com-pletion of this spell, the clone and model may have different abilities.

For example, the model may have gained a level of experience and benefited from a wish spell during this time. The clone would thus be one level lower than the model and not enjoy any benefits associated with the wish spell.

Material Components: The material component of the spell is a small piece of the flesh from the person to be duplicated. It can be as small as a hair follicle or as large as a chunk of flesh. The GM has discretion to require a newly mined piece of flesh or that the flesh be preserved before casting.

DEMAND Enchantment/Charm

Range: Unlimited Components: V, S, M

Duration: Special Casting Time: 10 minutes Area of Effect: 1 creature Saving Throw: Will partial This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful saving throw negates the suggestion effect but not the contact itself. The demand, if received, is understood (re-gardless of the target’s Intelligence). If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

There is a 95% chance of succeeding to send a demand to a target on another plane of existence.

The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.

Material Component: A piece of the target creature’s body is required, unless the caster is intimately familiar with the name, appearance and current location of the target. This piece of the target’s body can be as small as a hair follicle.

INCENDIARy CLOUD Conjuration/Creation

Range: Close Components: V, S

Duration: 4 rds. + 1d6 rounds Casting Time: +8 Area of Effect: See below Saving Throw: Fort half A cloud of thick fog measuring 20-ft. long, 10-ft. wide and 10-ft. tall appears from a point in range. For two rounds, the dense fog obscures all sight, but remains otherwise harmless. On the third round, the va-pors of the cloud erupt in flames which deal 1d4 points of fire damage per caster level. For each round thereafter, the flaming vapors deal a cumulative +1 damage to each die result (e.g., 1d4+1 per caster level in the fourth round; 1d4+2 per caster level in the fifth round, etc.). The cloud increases 10-ft. on all sides each round.

Creatures within the cloud must save for half damage each round.

IRRESISTIBLE DANCE Enchantment/Charm

Range: Touch Components: V

Duration: 1d4+1 rounds Casting Time: +5 Area of Effect: Creature touched Saving Throw: None The touched subject carries out an overwhelming desire to dance in a foot-shuffling and arm-swinging tap. This dance consumes all actions

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Spells: Arcane Level 8

the subject could take. The subject’s AC suffers -4 (and any shield is dropped), and the subject’s saving throw rolls suffer a -10.

MASS CHARM Enchantment/Charm

Range: Medium Components: V

Duration: 1 day/level Casting Time: +8

Area of Effect: 30-ft. radius burst Saving Throw: Will negates This spell works similarly to charm monster, except that it affects a number of creatures in the area of effect totaling 2 HD per caster level.

MAzE Conjuration/Summoning

Range: Close Components: V, S

Duration: Special Casting Time: +3

Area of Effect: 1 creature Saving Throw: None The subject of this spell teleports instantly to an extradimensional maze of ever-shifting force walls. Magical means of movement, such as dimension door, do not help the subject find the exit; however, power-ful magic that actually provides for planar travel, such as gate, does provide an expedited method of escape. The subject receives an Intel-ligence check after one minute of exploration to determine whether he can find the maze’s portal exit. The subject’s current Intelligence determines how many rounds he must wait between failed checks to try again.

Intelligence of

Mazed Creature Time Between

Intelligence Checks

Under 3 10 minutes

3-5 5 minutes

6-8 4 minutes

9-11 3 minutes

12-14 2 minutes

15-17 1 minute

18+ 1d4 rounds

The subject returns to the exact same location he occupied before be-ing sent into the maze. If that location now poses a threat to the sub-ject, the subject is instead teleported to the nearest safe spot.

The maze spell expires after 30 minutes if the subject has not yet es-caped.

Note that minotaurs are immune to this spell.

MIND BLANK Abjuration

Range: Close Components: V, S

Duration: 24 hours Casting Time: +1

Area of Effect: 1 creature Saving Throw: None The subject of this spell becomes completely immune to any mind-affecting spell or effect. In addition, the subject becomes immune to any spell or effect that attempts to discern a property of the subject, locate or otherwise connect with the subject, or watch over the subject or his surroundings. This spell also thwarts limited wish and wish.

MONSTER SUMMONING VI Conjuration/Summoning

Range: Personal Components: V, S

Duration: 1 rd./level Casting Time: +8 Area of Effect: N/A Saving Throw: None This spell functions like monster summoning I, except that this spell summons 1d4 monsters no higher than 6th-level and not having more than 17 HD. The monsters appear in the immediate vicinity of the caster.

PERMANENCy Universal

Range: Special Components: V, S

Duration: Permanent Casting Time: 2 full rounds Area of Effect: Special Saving Throw: None Permanency is cast upon an ongoing magical effect to extend the dura-tion of that effect indefinitely. It is a dangerous spell to cast. A 50%

chance exists that the caster ages 1d6 years and permanently loses 1 point of Constitution that cannot be restored by any means shorter than direct divine intervention.

The following is a list of spells that can be made permanent only if the spell is currently placed upon the caster of the permanency spell:

comprehend languages protection from projectiles

detect evil read magic

detect magic see invisibility

dwarven eyes tongues

fear unseen servant

protection from evil

The caster may also make certain spells permanent that are cast upon an object, area or creature:

enlarge stinking cloud

gust of wind wall of fire invisibility wall of force

magic mouth web

Furthermore, the following spells can be made permanent only on an area:

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Spells: Arcane Level 8

alarm prismatic wall audible glamer solid fog

dancing lights teleportation circle

The permanency spell must also be cast on a magical item that is being created.

The GM may allow other selected spells to be made permanent via this spell; however, the caster must research the combination. Such re-search takes sixteen weeks and uses material components costing 1,000 gp. The GM determines the success or failure of the research.

POLyMORPH ANy OBjECT Alteration

Range: Close Components: V, S

Duration: Special Casting Time: 1 full round Area of Effect: Special Saving Throw: See below This spell functions like polymorph, except that it changes one object or creature into a different object or creature. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.

Add all that apply and compare the sum to the duration listed in the second chart:

Changed Subject Is: Duration Factor Of the same kingdom

(animal, vegetable, mineral) +5

Of the same class w/in kingdom

(mammals, fungi, metals, etc.) +2

Same size as original +2

Related (twig is to tree, wolf fur is to wolf, etc.) +2

Same or lower Intelligence +2

Duration

Factor Sum Duration Example

0 20 minutes Pebble to human

2 1 hour Marionette to human

4 3 hours Human to marionette

5 12 hours Lizard to manticore

6 2 days Sheep to wool coat

7 - 8 1 week Shrew to manticore

9+ Permanent Manticore to shrew

Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn’t have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. Furthermore, a shock survival

check must be performed on a living creature that is transmuted to a non-living object.

A nonmagical object cannot be made into a magic item with this spell.

Magic items aren’t affected by this spell. Items of intrinsic value, such as coins, precious metals or gems, cannot be made with this spell, as well.

This spell can also be used to duplicate the effects of any lower level transmutation spell, in which case any targets of the duplicated spell suffer a -2 save penalty.

POWER WORD BLIND Conjuration/Summoning

Range: Close Components: V

Duration: Special Casting Time: +1

Area of Effect: 10-ft. radius Saving Throw: None The caster utters a single word that causes a certain amount of crea-tures to become blinded, whether the creacrea-tures can hear the word or not. The duration of the spell depends on the total amount of hit points affected. The maximum hit points that can be affected is 100.

The caster must target a creature in range first. If the creature has less than 100 hit points, the spell’s effects stretch out to a 10-ft. radius burst and affect the nearest targets with the lowest hit points first. A total of 100 hit points can be blinded. An individual creature cannot be partially blinded, so there is a chance that this spell has unused hit points.

The duration is based on the total hit points blinded:

HP Duration of Blindness

1-25 Permanent

26-50 1 hour

51-100 1d4+1 rounds

Blindness can be removed with a targeted dispel magic or cure blind-ness spell.

PRISMATIC WALL Conjuration/Creation

Range: Close Components: V, S

Duration: 10 min./level Casting Time: +8 Area of Effect: 4 ft./level wide Saving Throw: Special

x 2 ft./level high

Prismatic wall creates a vertical, opaque wall—a shimmering, multi-colored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and the caster can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

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Spells: Arcane Level 8

The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the caster or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic cannot dispel the wall or any-thing beyond it. Spell resistance is effective against a prismatic wall, but a spell resistance check must be repeated for each color present.

Color Order Effect Negated By:

Red 1st Stops nonmagical ranged weapons. Deals 20 points

of damage (Reflex half). cone of cold Orange 2nd Stops magical ranged

weapons. Deals 40 points

of damage (Reflex half). gust of wind

Yellow 3rd

Poison (Kills; Fort save for 1d6 points of Con

dam-age instead).

passwall

Blue 5th Stops divination and mental attacks. Turned to

stone (Fort negates). magic missile Indigo 6th Stops all spells. Will save

or suffer feeblemind spell). continual light

Violet* 7th

*The violet effect makes the special effects of the other six colors re-dundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resis-tance might render some colors ineffective (see above).

SCREEN Illusion

Range: Close Components: V, S

Duration: 1 hr./level Casting Time: 10 minutes Area of Effect: 30-ft. cube/lev. Saving Throw: Special This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, the

caster dictates what will and will not be observed in the spell’s area.

The illusion created must be stated in general terms, but can include sight, sound and smell. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by the caster with no save allowed. All aspects of the illusion, including sound, are appropriate to the illusion.

Direct observation may allow a Will save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hid-den beings take care to stay out of the way of those affected by the illusion.

SPELL IMMUNITy Abjuration

Range: Touch Components: V, S

Duration: 10 min. /level Casting Time:1 rd/recipient Area of Effect: Creature(s) touched Saving Throw: None This spell grants temporary immunity to all spell and spell effects of Level 1 – 3. It further provides a +4 save bonus versus spells and effects of higher levels.

The caster can touch more than one recipient; however, the spell dura-tion must be divided equally among all subjects. Thus, the duradura-tion of this spell reduces with each additional subject.

SyMBOL OF POWER Conjuration/Summoning Range: Touch Components: V, S, M (see below) Duration: Special Casting Time: +8

Area of Effect: Special Saving Throw: See below

A symbol of power spell allows the caster to inscribe a magical rune upon any desired surface that affects any creature that triggers it. The following are the various symbols of power and any associated material component:

Confusion: One or more creatures, with a maximum total of 150 hp, within 20-ft. of the triggering subject suffer the spell confusion with a -4 penalty on the saving throw. (Will negates.)

Death: One or more creatures, with a maximum total of 150 hit points, within 20-ft. of the triggering subject are instantly killed.

Powered diamond dust worth 5,000 gp is required to inscribe the symbol of death. (Fort negates.)

Dissent: All creatures in a 20-ft. radius burst from the triggering sub-ject begin to loudly argue for 3d6 rounds. In any round of arguing, there is a 50% that one of the creatures engages to attack someone and a melee then ensues. The fighting commences until the round in which the arguing would have ended, unless all the affected crea-tures are killed or otherwise incapacitated. (Will negates.)

Fear: This replicates the fear spell and affects all creatures within a 20-ft. radius burst of the triggering creature. Subjects suffer a -4 save penalty. (Will negates.)

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Spells: Arcane Level 8

Pain: All creatures within 20-ft. of the triggering subject suffer 4d4 points of damage and are afflicted with continuing pains that im-pose a -4 penalty on all combat rolls for 1 hour. Ruby dust costing 1,000 gp is required to be sprinkled on the inscription. (Fort ne-gates.)

Slumber: All creatures having no more than 6 Hit Dice that are within 20-ft. of the triggering subject immediately fall asleep and cannot be awakened for 1d12 x 10 mins. (Fort negates.)

Petrification: One or more creatures with no more than 150 hit points (and all their gear) that are within 20-ft. of the triggering subject turn to stone for 3d4 minutes. Any damage accrued during this period accumulate and accrue at the expiration of the effect.

Special damage and conditions, such as death or dismemberment, are accrued normally from the severing of a head or limb. (Fort negates.)

Until it is triggered, a symbol of power is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of power must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol ineffective, unless a creature removes the covering, in which case the symbol works normally.

As a default, a symbol of power is triggered whenever a creature does one or more of the following, as the caster selects at the time of cast-ing: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol cannot trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of power’s triggering conditions cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify

In this case, “reading” the rune means any attempt to study it, identify

In document Myth & Magic Player's Guide (Page 194-200)