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= Additional Spells =

== Spell Summary ==

||'''Level''' ||'''Wizard/Sorcerer Spells'''||'''Clerical Spells'''||
||0||!McGorrigans Secretary[[BR]]Shanorak's Kettle|| ||
||1||Shanorak's Earplugs|| ||
||2||Accuracy[[BR]]Inaccuracy[[BR]]!McGorrigan's Universal Translation[[BR]]Multiple Arrow||Accuracy[[BR]]Inaccuracy||
||3|| ||Multiple Arrow||
||4|| || ||
||5|| || ||
||6|| || ||
||7|| || ||
||8|| || ||
||9|| || ||

Level: [[BR]]
Components: V, S, M[[BR]]
Casting Time: 1 Standard Action[[BR]]
Range: Touch[[BR]]
Target: Creature Touched[[BR]]
Duration: 1 min./level[[BR]]
Saving Throw: [[BR]]
Spell Resistance: [[BR]]

== Spells - A ==

=== Accuracy ===
''Transmutation''

Level: Clr 2, Sor/Wiz 2[[BR]]
Components: V, M[[BR]]
Casting Time: 1 Standard Action[[BR]]
Range: 20 yds/level[[BR]]
Target: One Creature[[BR]]
Duration: 1 round/level[[BR]]
Saving Throw: Will Negates[[BR]]
Spell Resistance: Yes[[BR]]

With this spell the caster is able to add a +4 bonus (made up of +2 dexterity modifier, and +2 base attack bonus) to hit with all ranged attacks made by the spells recipient when using a missile weapon with which they are proficient. It will only work on weapons that can be wielded solely by the recipient, e.g. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, such as most siege engines and ballistae. It can be combined with ''Multiple Arrow''. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.). The bonus is an attack bonus only, it does not apply to damage rolls.

== Spells - I ==

=== Inaccuracy ===
''Transmutation''

Level: Clr 2, Sor/Wiz 2[[BR]]
Components: V, M[[BR]]
Casting Time: 1 Standard Action[[BR]]
Range: 20 yds/level[[BR]]
Target: One Creature[[BR]]
Duration: 1 round/level[[BR]]
Saving Throw: Will Negates[[BR]]
Spell Resistance: Yes[[BR]]

With this spell the caster is able to add a -4 penalty (made up of -2 dexterity modifier, and -2 base attack bonus) to the spells recipient's missile weapon attacks. It will only work on weapons that can be wielded solely by the recipient, e.g. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, such as most siege engines and ballistae. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.) The penalty is applied to the "to hit" roll only, and does not apply to damage rolls.

== Spells - M ==

=== McGorrigan's Secretary ===
''Transmutation''

Level: Sor/Wiz 0[[BR]]
Components: V, S, M[[BR]]
Casting Time: 1 Round[[BR]]
Range: Touch[[BR]]
Target: Caster Only[[BR]]
Duration: 1 min./level(D)[[BR]]
Saving Throw: None[[BR]]
Spell Resistance: No[[BR]]

This spell causes all the words of the caster spoken during the duration to be inscribed on ordinary parchment or paper. Only the words of the caster can be recorded in such a manner, and all the sheets of paper must be in a specially prepared pile, underneath a goose feather quill, and within 10 feet of the caster throughout the duration. The spell will finish at the end of the duration, when the pile of paper has all been used up, or at the will of the wizard. The material components for the spell are the goose feather quill, and a bottle of ordinary writing ink.

=== McGorrigan's Universal Translation ===
''Transmutation''

Level: Sor/Wiz 2[[BR]]
Components: V, S, M[[BR]]
Casting Time: 1 round/page[[BR]]
Range: 10 yds[[BR]]
Target: 1 page/level[[BR]]
Duration: 3 turns (D)[[BR]]
Saving Throw: None[[BR]]
Spell Resistance: No[[BR]]

When this spell is cast at a page of text written in a foreign language, the caster can instantly translate it into a language they can read. Once the spell is in effect, the text can also be read by anyone else who can read that language. All the pages in a text must be translated into the same language. One page is approximately 10 inches x 6 inches. The original contents of the page are obscured while the spell is in effect. It cannot be used to decipher any kind of magical writing such as a scroll or spell book or the writing which is the result of several types of magical spells. The spell can be cancelled by the caster at any time. The material component is a small piece of wax or glass.

=== Multiple Arrow ===
''Transmutation''

Level: Clr 3, Sor/Wiz 2 [[BR]]
Components: V, S[[BR]]
Casting Time: 1 Standard Action[[BR]]
Range: Touch[[BR]]
Target: One Missile Weapon[[BR]]
Duration: 1 round/level[[BR]]
Saving Throw: None[[BR]]
Spell Resistance: No[[BR]]

When this spell is cast upon a hand-held missile weapon (bow, sling, etc) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks per round; the fire rate may be determined by the whoever is using the weapon. It cannot be used to increase the rate of fire for thrown weapons, such as daggers or darts, or any weapon that is so large it stands upon the floor or requires more than one individual to fire.


== Spells - S ==

=== Shanorak's Earplugs ===
''Transmutation''

Level: Sor/Wiz 1[[BR]]
Components: V, S[[BR]]
Casting Time: 1 Standard Action[[BR]]
Range: Touch[[BR]]
Target: One Creature[[BR]]
Duration: 1 turn/level[[BR]]
Saving Throw: Negates[[BR]]
Spell Resistance: Yes[[BR]]

This spell was developed by Shanorak to give him a little peace and quiet. The spell magically sorts all the sounds that the caster is exposed to and allows him or her to hear only things which are said directly to them, it blocks out all sound, including background noise. They cannot hear large debates or things which are said to a group in general. When casting the spell the caster can also choose to exclude one additional individual from the filter. Everything said by that person is then also heard normally. The caster can always hear themself, and the spell has no way of stopping ESP or telepathic communication.

=== Shanorak's Kettle ===
''Transmutation''

Level: Sor/Wiz 0[[BR]]
Components: V, M[[BR]]
Casting Time: 1 Round[[BR]]
Range: 5 yds[[BR]]
Target: one mugful (approx. 1/2 pint) of water per level[[BR]]
Duration: 4 min.[[BR]]
Saving Throw: None[[BR]]
Spell Resistance: No[[BR]]

This spell is used to heat water for hot drinks. This spell can be cast upon any water held in a suitable container, eg. a pan, bowl, kettle, etc., and all the water must be held in the same container. By the end of the duration (4 minutes) the water will be hot enough for the preparation of an infused beverage. The water will not be hot enough to burn anyone badly enough to cause hit points damage, but could be used to distract an opponent in combat. The spells usefulness is not limited to water, as it can be used to warm up milk, or to mull beer or wine. The heating process will not make the liquid safe to drink, as it does not boil it, and does not purify the water. The material component is a pinch of gelatine which must be added to the Liquid before casting. Reports that Shanorak completed an improved version of this spell which produces a whistling sound at the end of the heating time have never been substantiated.

*********************************************************

L2
Multiple Arrow (Transmutation)

Range: touch
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: one missile weapon
Saving Throw: None

When this spell is cast upon a missile weapon (bow, sling, etc) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks a round. It cannot be used to increase the rate of fire for thrown weapons, such as daggers or darts.

Protection from Paralyzation (Abjuration) Reversal

Range: touch
Components: V, S
Duration: 1 turn+1/2 turn/level
Casting Time: 1 round
Area of Effect: one creature
Saving Throw: None

This spell will provide a limited protection against paralysis attacks. It provides a +4 bonus to saving throws versus paralysis attacks or Hold Person/Monster type effects. There is also a +2 bonus to magical commands such as the power-word spells, and similar effects, and a +1 bonus to saving throws against petrification. The reverse of this spell gives a -4 penalty to saving throws versus paralysis and hold spells, and a -1 penalty to saves against petrification. The duration for the reverse is half that stated above, and the caster must make a successful touch attack on the victim.
Level 3

Daveldains Exploding Arrows (Evocation)

Range: touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 1 round
Area of Effect: 1 arrow/level
Saving Throw: Reflexes, 1/2

This spell causes the arrowheads of the affected projectile to become explosive, so that when the hit, they each do 1d6 extra points of fire damage, halved if a Reflex saving throw is made. Both arrows and crossbow bolts can be affected, but if they are not used during the duration, then their explosive properties are lost. The spell will not make the arrows magical with regard to what they can hit, but the fire damage may affect enchanted creatures, even though the arrow itself does no damage. The material components are a pinch of sulphur and a pinch of charcoal dust, which must both be rubbed into the head of the arrow or bolt to be affected.

Power Word, Sleep (Conjuration)

Range: 5 yds/level
Components: V
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: special
Saving Throw: None

When the Wizard casts a Power Word, Sleep spell, he will usually cause a comatose slumber to come upon one or more creatures. The spell must be centred on a single target and all creatures within 20 feet may be affected, beginning with the lowest hit dice. The number which can be affected is a function of their hit dice or experience levels, as follows:
Creatures Hit Dice Number Affected by Power Word
Up to 1 4-24 (4d6)
1+1 to 2 3-18 (3d6)
2+1 to 3 2-12 (2d6)
3+1 to 4 1-6 (1d6)
4+1 to 5 1-4 (1d4)
5+1 to 6 1-2 (1d2)
6+1 to 7 0-1
7+1 up 0

Experience levels are treated as "n+1" hit dice. Slapping or wounding will awaken the affected creatures, but noise will not do so. Awakening requires one melee round.
Level 4

Transfer Life (Necromantic) Reversible

Range: touch
Components: V, S
Duration: special
Casting Time: 4
Area of Effect: one creature
Saving Throw: None

With this spell, the Wizard can effectively "lend" some of his hit points to an injured companion. The hit points stay with the companion until his wounds are healed, or until natural healing occurs, whereupon they automatically return to the caster. If the target of the spell receives any healing after this spell is cast, these points are the first to be healed - i.e. the healing does not go to this spells target, but to the wizard or sorcerer first. If the companion dies before the hit points are returned, the caster loses them permanently, even if the target is later raised from death using one of the many spells which have that effect. The caster can transfer up to twice their level in hit points, but not more than the total of the wounds the victim has suffered. The reverse of this spell takes hit points from the target in the form of a wound, and bestows them upon the caster in the form of healing. With this form of the spell, a successful Will saving throw will halve the number of points transferred. The Mage cannot transfer more points than the creature has, and the transfer is permanent, there is no way the hit points can be returned, although they can be healed in the normal way. The Mage can transfer up to twice his level in hit points with this variant of the spell, too.

Maurengs Burning Blood (Evocation)

Range: 20 yds +10 yds/level
Components: V, S, M
Duration: instantaneous
Casting Time: 4
Area of Effect: one creature with open wounds
Saving Throw: None

This spell causes 3-18 points of extra damage to any creature with open (unbound) wounds. The creature must have some form of bloody supply, and the wounds must be no more than two turns old. The damage causes a great deal of pain, and takes the form of burning damage, and so creatures immune to such attack forms are unaffected. Some forms of magical attack (e.g. magic missile) leave no open wound, however, and so the caster should be careful when using this spell. The material component for the spell is a fresh drop of the casters own blood.
Level 6

Seldaha's Magic Ring (Conjuration)

Range: 0
Components: V, M
Duration: permanent until used
Casting Time: 4
Area of Effect: one finger and ring
Saving Throws: None

This spell, when combined with other Wizard spells, can be used to recreate the effects of most magical rings. The material component for the spell is a golden ring of at least 250gp value, which is placed onto a finger as the spell is cast. Once casting is complete, then a further spell must be immediately cast into the ring, the effects of which are stored for later use. Any required material components are used up at this stage. A spell stored in the ring can be activated in a single segment, and can be controlled as though the spell had just been cast by the mage. Once the spell power has been released, the ring disappears. The ring, once worn, works in a similar way to the other magical rings. No more than one ring (of any magical type) can be worn on one hand. If the gold ring is removed from the finger, then its magical power is lost, and the ring disappears. No more than one spell can be stored in the ring, and the magic cannot be held securely for the long term - each week there is a 5% chance that the magic held in the ring will dissipate on its own and the ring disappear.
Level 7

Rhageneth's Ludicrous Laughter (Enchantment)

Range: 30 yds
Components: V, S
Duration: 2-12 rounds
Casting Time: 7
Area of Effect: one creature
Saving Throw: special

The recipient of this spell causes raucous laughter among the target and can affect anyone watching. During the first and last rounds of the spells duration, the target chuckles and giggles. If a Will saving throw is made, then the rest of the spells duration is spent in a similar manner. While the victim suffers like this, he is at -2 to hit, -2 penalty to his armour class, and at -3 to all saving throws. If the saving throw is failed, then the target falls about, laughing and crying, and unable to properly control his actions for the remaining duration of the spell. Any onlookers to this sight must make a Will saving throw or suffer the first effects of this spell. While in this state of uncontrolled mirth, the recipient is at -5 to hit, -3 to damage, -4 penalty to all actions and -6 to all saving throws. He also suffers a 20% or -4 penalty to all actions involving dexterity (climbing walls, finding traps,etc.). There is no way the poor victim will be able to move silently or hide in shadows if they fail their saving throw against this spell.

Spell Steal (Transmutation)

Range: 30 yds
Components: V, S, M
Duration: 6 turns/level
Casting Time: 3
Area of Effect: one Wizard or Mage
Saving Throw: None

By use of this spell, the Mage is able to draw the energy a single spell from the mind of the target and transfer it to his own mind. It will only transfer Wizard spells, not clerical spells. The spell drawn will only be stored in the mind of the caster if it is of a level and school the caster is able to use, even if it is one he has previously failed his chance to learn. The caster must state the level of spell he wishes to take, and if there are any spells of that level in the mind of the target, then one is chosen at random. If no spells of the required level are known by the target, then the spell fails. The caster cannot store more than his maximum number of spells of each level. If a spell is present, then it will be drawn, even if it is not stored in the mind of the caster. When the spell is eventually cast, the range and duration are dependent upon the original wizard. The spell is stopped by a Mind Blank spell.
Clerical Spells
Level 1

Cauterize (Necromantic)

Sphere: Necromantic
Range: 40 yds +5 yds/level
Components: V, S
Duration: permanent
Casting Time: 1
Area of Effect: one creature
Saving Throw: None

This spell allows the cleric to halt the bloody loss in a fallen comrade. Normally, when a character reaches 0 or fewer hit points (but not fewer than -10), he falls unconscious and loses 1 hp per round, until he is treated or dies. This spell prevents a character that has fallen unconscious in this way from losing any more hit points. It provides a useful method for clerics to bind wounds from a distance.

This spell causes a great deal of pain and distress to the recipient, and will work on creatures who are injured, but who are not unconscious. It will prevent the use of Maurengs Burning Blood, and is often used by evil clerics as a form of torture.
Level 2

Accuracy (Transmutation) Reversible

Sphere: Combat
Range: 40 yds +10 yds/level
Components: V, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: one person or creature
Saving Throw: None

By casting this spell the cleric is able to add a +4 bonus to hit to all ranged attacks made by the spell recipient with a missile weapon with which they are proficient. It will only work on weapons that can be wielded solely by the recipient, i.e. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, e.g. most siege engines and ballistae. It can be combined with Multiple Arrow. The reverse of this spell, Inaccuracy, allows a Will saving throw, and causes a -4 penalty with all missile weapons to those who fail. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.). The bonus is applied to the "to hit" roll only, and does not apply to damage rolls.

Holy Missiles (Evocation)

Sphere: Combat
Range: 60 yds +10 yds/level
Components: V,S
Duration: special
Casting Time: 2
Area of Effect: one or more undead in a 10 ft square area
Saving Throw: None

This spell will create one or more missiles which will unerringly strike their target. Each missile will cause 2 to 5 points of damage to an undead monster, but can be made to strike any kind of creature (they may frighten, but do no damage). For every two levels above third level, the cleric will gain an extra missile, up to a maximum of six.

Vulnerability (Abjuration)

Sphere: Combat
Range: 40 yds +5 yds/level
Components: V,S
Duration: 1 round/level
Casting Time: 3
Area of Effect: one creature
Saving Throw: Will, negates

This spell brings a -4 penalty to the victims armour class, making them easier to hit. The spell affects armour class for melee weapons only - the armour still remains for encumbrance and movement penalties, and for missile attacks. It does not affect saving throws against magical attacks, and where appropriate, creatures needing magical adjustments to be hit, will still need that magical bonus. The spell will not affect the AC bonus for dexterity, and so no armour class can be taken below AC10 minus dexterity adjustment. The Will saving throw for this spell is made at +2
Level 3

Multiple Arrow (Transmutation)

Sphere: Combat
Range: Touch
Components: V, S
Duration: 1 round/level
Casting time: 3
Area of Effect: one missile weapon
Saving Throw: none

When this spell is cast upon a missile weapon (bow, sling, etc.) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks per round. It cannot be used to increase the rate of fire for thrown weapons such as daggers or darts.

Holy Weapon (Transmutation)

Sphere: Combat, Protection
Range: Touch
Components: V, S, M
Duration: 5 rounds + 1 round/level
Casting Time: 5
Area of Effect: 1 weapon
Saving Throw: none

When this spell is cast on a bladed melee weapon, it will cause that sword to function as a +2 magical weapon. If it is already magical, then these bonuses are cumulative up to a maximum of +5. If the weapon is wielded by a paladin of the same faith as the cleric, then the bonus is +3, and the weapon will inflict an extra +5 points of damage against chaotic evil opponents. The spell will not affect a Holy Avenger in the hands of a paladin. The material component is a pinch of lime which must be rubbed into the blade of the weapon to be affected.
Level 4

Halt Regeneration (Necromantic)

Sphere: Necromantic
Range: 10 yds/level
Components: V, S
Duration: 2 rounds/level
Casting Time: 6
Area of Effect: 1 to 3 creatures
Saving Throw: Will, negates

This spell has two effects. First of all it halts all forms of magical and non-magical regeneration such as that of a Troll, a Demon, or that provided by a ring of regeneration for the spells duration. The second effect is to reduce the effect of any healing performed during the duration. There is a 50% chance that a healing spell or potion will not work at all, otherwise the healing is only half as effective as normal (roll the normal healing roll and half the result, rounding fractions up). This spell will not affect a Heal spell in this way, which will work as normal. If three creatures are to be affected, then they each make their saving throw at +1, if two creatures are to be affected then their saving throw is at normal chances, and if one creature is the target, then the saving throw is at -1. The material component for this spell is a small drop of trolls blood.

Prolong (Transmutation)

Sphere: Creation, Protection
Range: 0
Components: V, S, M
Duration: 1 segment/level
Casting time: 1 round

This spell creates a magical area of enhancement around the caster. The area, once casting of this spell is complete, his stationery and will not move. All spells, clerical or magic user, but not innate abilities spell effects from magic items, cast within this area are effect will have a generation extended by 50 percent. Also, if such magic calls for saving throws, there will be an additional -2 penalty to that save, in addition to other bonuses and penalties. To be affected, the casting of all the spells must begin and end in the duration of this spell. The material component is a small glass or crystal bead
Level 5

Fever (Necromantic)

Sphere: Charm, Necromantic
Range: Special
Components: V, S {, M}
Duration: Up to three weeks
Casting time: 2 rounds
Area of effect: Creature
Saving Throw: special

This spell causes a recipient to grow ill and possibly die. There are two methods for the cleric to transfer the spell. The first is to cast it directly at the recipient, in which case an instant Fortitude saving throw is applied, which if made results and no effect. This method uses no material component, but there are still verbal and somatic components. The range for this is 10yds plus 1yd/level. The second method is to cast it upon one item of personal value to the victim, this item is the material component, but is not used up by the spell. This way there is no initial saving throw, but the effects can be removed by removing the item from the victim's possession, either by sale or by giving it away. These spells effects will return, if possession is regained of the item, unless a remove curse is cast upon the item while it is possessed by someone else.

The effects of the spell are to cause serious illness to the recipient. During the first week, the victim loses 1/3 of their hit points, and loses one point of strength and one point of constitution per day, down to a minimum of three. And the end of the first week of Fortitude saving throw is made (dwarves and halflings use their current constitution to work and their bonuses). If this is failed, then the process continues for another week, whereupon the victim dies. If the saving throw is made then recovery is made at same rate as the initial sickness and will take a week. If care is received from someone with the healing skill during the first week than the saving throw at the end of the week is at +1 for each full day of care they received. If the save is still failed then the fever continues for another week, whereupon anther saving throw is then allowed. If this final saving throw is failed the victim dies within the week. If it is made, then recovery commences at the rate of one point of strength and constitution per day until full fitness is reached. A maximum of +7 for medical care can be applied to the second saving throw even if the care is continued through the second week.

Alternatively the spells Remove Curse then Cure Disease cast by a cleric of at least the eleventh level will begin the recovery immediately.
Level 6

Fire and Brimstone (Evocation)

Sphere: Combat
Range: 60 yds
Components: V, S, M
Duration: 1 segment
Casting time: 7
Area of Effect: 10ft diameter area
Saving Throw: Reflexes, 1/2

When the cleric uses this spell, fire and brimstone falls from above (sky or ceiling) in a column downwards in the exact location called for by the caster. The column will be up to 30 feet high, depending on the space available. All creatures within the area of effect must make a reflex saving throw or suffer 10d8 points of damage. The damage is fire damage for the purposes of resistances and immunity. Those who save successfully only suffer half this damage. The material component for the spell is a pinch of sulphur or tar.

Near Death and Healing

As per the standard rules, death is not instant when a player character falls to 0hp; characters who fall below 0 hp can suffer a slow and painful end by bleeding at 1 hp per round until they die at -10hp, subject to the normal chances of their wounds stabilising. If a character survives from being on negative hit points, complete rest is required before they can resume their adventuring activities normally, and there is a chance that any spells in memory may be lost.

Once a character has fallen in this way, the following rules apply:

  • normal healing can be used to restore them up to 0 hp
  • further healing through 'Cure' spells or skills will only be 50% effective
  • the character can only be taken to half their normal hit point total
  • the character but suffers from the effects of debilitation:
    • all physical stats (STR, DEX, CON) are halved
    • movement rate is halved
    • mental stats (INT, WIS, CHR) are reduced by one third (round down)
  • the character may lose any spells or unused spell slots - and they may be limited in spell use by reduction in mental stats (they must fulfil the class requirements for their stats to be able to use any of their normal spells).

The character is free to act but will not recover from these restrictions until proper rest can be received. It takes one full day (24 hours) of rest to recover from these effects, but care from someone with the healing skill can reduce this time by 1d12 hours – the DC here is 10 + the number of negative hit points the character was reduced to (e.g. if a character went to -8 HP, then the heal DC would be 18).

To decide whether spells or spell slots are lost, the unconscious character rolls 1d10 for each spell or spell slot they have left, and if the result is equal to or less than the lowest negative number of hit points the character finally reached then that spell is lost (similar to a roll to stabilise HP when wounded). This applies equally to 'learn-in-advance' spell users such as wizards and clerics who roll for each spell in memory, and to 'cast-time-choice' spell users such as sorcerers who a dice for each unused spell slot they have left. Spells and spell slots lost like this are available as normal after a nights sleep. The lost spell slot or learned spell is considered used-up for this day, just as if they'd cast the spell.

The clerical Heal spell does not fall within the half-effect curing system. It will immediately restore all vitality, stats, movement and hit points to the character instantly, with no need for rest. It will not, however, restore lost spells (even this powerful spell does not negate the shock of the experience, and the spells are considered lost at the point the wound is inflicted).

Additional Spells

Spell Summary

Level

Wizard/Sorcerer Spells

Clerical Spells

0

McGorrigans SecretaryBRShanorak's Kettle

1

Shanorak's Earplugs

2

AccuracyBRInaccuracyBRMcGorrigan's Universal TranslationBRMultiple Arrow

AccuracyBRInaccuracy

3

Multiple Arrow

4

5

6

7

8

9

Level: BR Components: V, S, MBR Casting Time: 1 Standard ActionBR Range: TouchBR Target: Creature TouchedBR Duration: 1 min./levelBR Saving Throw: BR Spell Resistance: BR

Spells - A

Accuracy

Transmutation

Level: Clr 2, Sor/Wiz 2BR Components: V, MBR Casting Time: 1 Standard ActionBR Range: 20 yds/levelBR Target: One CreatureBR Duration: 1 round/levelBR Saving Throw: Will NegatesBR Spell Resistance: YesBR

With this spell the caster is able to add a +4 bonus (made up of +2 dexterity modifier, and +2 base attack bonus) to hit with all ranged attacks made by the spells recipient when using a missile weapon with which they are proficient. It will only work on weapons that can be wielded solely by the recipient, e.g. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, such as most siege engines and ballistae. It can be combined with Multiple Arrow. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.). The bonus is an attack bonus only, it does not apply to damage rolls.

Spells - I

Inaccuracy

Transmutation

Level: Clr 2, Sor/Wiz 2BR Components: V, MBR Casting Time: 1 Standard ActionBR Range: 20 yds/levelBR Target: One CreatureBR Duration: 1 round/levelBR Saving Throw: Will NegatesBR Spell Resistance: YesBR

With this spell the caster is able to add a -4 penalty (made up of -2 dexterity modifier, and -2 base attack bonus) to the spells recipient's missile weapon attacks. It will only work on weapons that can be wielded solely by the recipient, e.g. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, such as most siege engines and ballistae. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.) The penalty is applied to the "to hit" roll only, and does not apply to damage rolls.

Spells - M

McGorrigan's Secretary

Transmutation

Level: Sor/Wiz 0BR Components: V, S, MBR Casting Time: 1 RoundBR Range: TouchBR Target: Caster OnlyBR Duration: 1 min./level(D)BR Saving Throw: NoneBR Spell Resistance: NoBR

This spell causes all the words of the caster spoken during the duration to be inscribed on ordinary parchment or paper. Only the words of the caster can be recorded in such a manner, and all the sheets of paper must be in a specially prepared pile, underneath a goose feather quill, and within 10 feet of the caster throughout the duration. The spell will finish at the end of the duration, when the pile of paper has all been used up, or at the will of the wizard. The material components for the spell are the goose feather quill, and a bottle of ordinary writing ink.

McGorrigan's Universal Translation

Transmutation

Level: Sor/Wiz 2BR Components: V, S, MBR Casting Time: 1 round/pageBR Range: 10 ydsBR Target: 1 page/levelBR Duration: 3 turns (D)BR Saving Throw: NoneBR Spell Resistance: NoBR

When this spell is cast at a page of text written in a foreign language, the caster can instantly translate it into a language they can read. Once the spell is in effect, the text can also be read by anyone else who can read that language. All the pages in a text must be translated into the same language. One page is approximately 10 inches x 6 inches. The original contents of the page are obscured while the spell is in effect. It cannot be used to decipher any kind of magical writing such as a scroll or spell book or the writing which is the result of several types of magical spells. The spell can be cancelled by the caster at any time. The material component is a small piece of wax or glass.

Multiple Arrow

Transmutation

Level: Clr 3, Sor/Wiz 2 BR Components: V, SBR Casting Time: 1 Standard ActionBR Range: TouchBR Target: One Missile WeaponBR Duration: 1 round/levelBR Saving Throw: NoneBR Spell Resistance: NoBR

When this spell is cast upon a hand-held missile weapon (bow, sling, etc) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks per round; the fire rate may be determined by the whoever is using the weapon. It cannot be used to increase the rate of fire for thrown weapons, such as daggers or darts, or any weapon that is so large it stands upon the floor or requires more than one individual to fire.

Spells - S

Shanorak's Earplugs

Transmutation

Level: Sor/Wiz 1BR Components: V, SBR Casting Time: 1 Standard ActionBR Range: TouchBR Target: One CreatureBR Duration: 1 turn/levelBR Saving Throw: NegatesBR Spell Resistance: YesBR

This spell was developed by Shanorak to give him a little peace and quiet. The spell magically sorts all the sounds that the caster is exposed to and allows him or her to hear only things which are said directly to them, it blocks out all sound, including background noise. They cannot hear large debates or things which are said to a group in general. When casting the spell the caster can also choose to exclude one additional individual from the filter. Everything said by that person is then also heard normally. The caster can always hear themself, and the spell has no way of stopping ESP or telepathic communication.

Shanorak's Kettle

Transmutation

Level: Sor/Wiz 0BR Components: V, MBR Casting Time: 1 RoundBR Range: 5 ydsBR Target: one mugful (approx. 1/2 pint) of water per levelBR Duration: 4 min.BR Saving Throw: NoneBR Spell Resistance: NoBR

This spell is used to heat water for hot drinks. This spell can be cast upon any water held in a suitable container, eg. a pan, bowl, kettle, etc., and all the water must be held in the same container. By the end of the duration (4 minutes) the water will be hot enough for the preparation of an infused beverage. The water will not be hot enough to burn anyone badly enough to cause hit points damage, but could be used to distract an opponent in combat. The spells usefulness is not limited to water, as it can be used to warm up milk, or to mull beer or wine. The heating process will not make the liquid safe to drink, as it does not boil it, and does not purify the water. The material component is a pinch of gelatine which must be added to the Liquid before casting. Reports that Shanorak completed an improved version of this spell which produces a whistling sound at the end of the heating time have never been substantiated.

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L2 Multiple Arrow (Transmutation)

Range: touch Components: V, S Duration: 1 round/level Casting Time: 2 Area of Effect: one missile weapon Saving Throw: None

When this spell is cast upon a missile weapon (bow, sling, etc) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks a round. It cannot be used to increase the rate of fire for thrown weapons, such as daggers or darts.

Protection from Paralyzation (Abjuration) Reversal

Range: touch Components: V, S Duration: 1 turn+1/2 turn/level Casting Time: 1 round Area of Effect: one creature Saving Throw: None

This spell will provide a limited protection against paralysis attacks. It provides a +4 bonus to saving throws versus paralysis attacks or Hold Person/Monster type effects. There is also a +2 bonus to magical commands such as the power-word spells, and similar effects, and a +1 bonus to saving throws against petrification. The reverse of this spell gives a -4 penalty to saving throws versus paralysis and hold spells, and a -1 penalty to saves against petrification. The duration for the reverse is half that stated above, and the caster must make a successful touch attack on the victim. Level 3

Daveldains Exploding Arrows (Evocation)

Range: touch Components: V, S, M Duration: 3 rounds/level Casting Time: 1 round Area of Effect: 1 arrow/level Saving Throw: Reflexes, 1/2

This spell causes the arrowheads of the affected projectile to become explosive, so that when the hit, they each do 1d6 extra points of fire damage, halved if a Reflex saving throw is made. Both arrows and crossbow bolts can be affected, but if they are not used during the duration, then their explosive properties are lost. The spell will not make the arrows magical with regard to what they can hit, but the fire damage may affect enchanted creatures, even though the arrow itself does no damage. The material components are a pinch of sulphur and a pinch of charcoal dust, which must both be rubbed into the head of the arrow or bolt to be affected.

Power Word, Sleep (Conjuration)

Range: 5 yds/level Components: V Duration: 3 rounds/level Casting Time: 1 Area of Effect: special Saving Throw: None

When the Wizard casts a Power Word, Sleep spell, he will usually cause a comatose slumber to come upon one or more creatures. The spell must be centred on a single target and all creatures within 20 feet may be affected, beginning with the lowest hit dice. The number which can be affected is a function of their hit dice or experience levels, as follows: Creatures Hit Dice Number Affected by Power Word Up to 1 4-24 (4d6) 1+1 to 2 3-18 (3d6) 2+1 to 3 2-12 (2d6) 3+1 to 4 1-6 (1d6) 4+1 to 5 1-4 (1d4) 5+1 to 6 1-2 (1d2) 6+1 to 7 0-1 7+1 up 0

Experience levels are treated as "n+1" hit dice. Slapping or wounding will awaken the affected creatures, but noise will not do so. Awakening requires one melee round. Level 4

Transfer Life (Necromantic) Reversible

Range: touch Components: V, S Duration: special Casting Time: 4 Area of Effect: one creature Saving Throw: None

With this spell, the Wizard can effectively "lend" some of his hit points to an injured companion. The hit points stay with the companion until his wounds are healed, or until natural healing occurs, whereupon they automatically return to the caster. If the target of the spell receives any healing after this spell is cast, these points are the first to be healed - i.e. the healing does not go to this spells target, but to the wizard or sorcerer first. If the companion dies before the hit points are returned, the caster loses them permanently, even if the target is later raised from death using one of the many spells which have that effect. The caster can transfer up to twice their level in hit points, but not more than the total of the wounds the victim has suffered. The reverse of this spell takes hit points from the target in the form of a wound, and bestows them upon the caster in the form of healing. With this form of the spell, a successful Will saving throw will halve the number of points transferred. The Mage cannot transfer more points than the creature has, and the transfer is permanent, there is no way the hit points can be returned, although they can be healed in the normal way. The Mage can transfer up to twice his level in hit points with this variant of the spell, too.

Maurengs Burning Blood (Evocation)

Range: 20 yds +10 yds/level Components: V, S, M Duration: instantaneous Casting Time: 4 Area of Effect: one creature with open wounds Saving Throw: None

This spell causes 3-18 points of extra damage to any creature with open (unbound) wounds. The creature must have some form of bloody supply, and the wounds must be no more than two turns old. The damage causes a great deal of pain, and takes the form of burning damage, and so creatures immune to such attack forms are unaffected. Some forms of magical attack (e.g. magic missile) leave no open wound, however, and so the caster should be careful when using this spell. The material component for the spell is a fresh drop of the casters own blood. Level 6

Seldaha's Magic Ring (Conjuration)

Range: 0 Components: V, M Duration: permanent until used Casting Time: 4 Area of Effect: one finger and ring Saving Throws: None

This spell, when combined with other Wizard spells, can be used to recreate the effects of most magical rings. The material component for the spell is a golden ring of at least 250gp value, which is placed onto a finger as the spell is cast. Once casting is complete, then a further spell must be immediately cast into the ring, the effects of which are stored for later use. Any required material components are used up at this stage. A spell stored in the ring can be activated in a single segment, and can be controlled as though the spell had just been cast by the mage. Once the spell power has been released, the ring disappears. The ring, once worn, works in a similar way to the other magical rings. No more than one ring (of any magical type) can be worn on one hand. If the gold ring is removed from the finger, then its magical power is lost, and the ring disappears. No more than one spell can be stored in the ring, and the magic cannot be held securely for the long term - each week there is a 5% chance that the magic held in the ring will dissipate on its own and the ring disappear. Level 7

Rhageneth's Ludicrous Laughter (Enchantment)

Range: 30 yds Components: V, S Duration: 2-12 rounds Casting Time: 7 Area of Effect: one creature Saving Throw: special

The recipient of this spell causes raucous laughter among the target and can affect anyone watching. During the first and last rounds of the spells duration, the target chuckles and giggles. If a Will saving throw is made, then the rest of the spells duration is spent in a similar manner. While the victim suffers like this, he is at -2 to hit, -2 penalty to his armour class, and at -3 to all saving throws. If the saving throw is failed, then the target falls about, laughing and crying, and unable to properly control his actions for the remaining duration of the spell. Any onlookers to this sight must make a Will saving throw or suffer the first effects of this spell. While in this state of uncontrolled mirth, the recipient is at -5 to hit, -3 to damage, -4 penalty to all actions and -6 to all saving throws. He also suffers a 20% or -4 penalty to all actions involving dexterity (climbing walls, finding traps,etc.). There is no way the poor victim will be able to move silently or hide in shadows if they fail their saving throw against this spell.

Spell Steal (Transmutation)

Range: 30 yds Components: V, S, M Duration: 6 turns/level Casting Time: 3 Area of Effect: one Wizard or Mage Saving Throw: None

By use of this spell, the Mage is able to draw the energy a single spell from the mind of the target and transfer it to his own mind. It will only transfer Wizard spells, not clerical spells. The spell drawn will only be stored in the mind of the caster if it is of a level and school the caster is able to use, even if it is one he has previously failed his chance to learn. The caster must state the level of spell he wishes to take, and if there are any spells of that level in the mind of the target, then one is chosen at random. If no spells of the required level are known by the target, then the spell fails. The caster cannot store more than his maximum number of spells of each level. If a spell is present, then it will be drawn, even if it is not stored in the mind of the caster. When the spell is eventually cast, the range and duration are dependent upon the original wizard. The spell is stopped by a Mind Blank spell. Clerical Spells Level 1

Cauterize (Necromantic)

Sphere: Necromantic Range: 40 yds +5 yds/level Components: V, S Duration: permanent Casting Time: 1 Area of Effect: one creature Saving Throw: None

This spell allows the cleric to halt the bloody loss in a fallen comrade. Normally, when a character reaches 0 or fewer hit points (but not fewer than -10), he falls unconscious and loses 1 hp per round, until he is treated or dies. This spell prevents a character that has fallen unconscious in this way from losing any more hit points. It provides a useful method for clerics to bind wounds from a distance.

This spell causes a great deal of pain and distress to the recipient, and will work on creatures who are injured, but who are not unconscious. It will prevent the use of Maurengs Burning Blood, and is often used by evil clerics as a form of torture. Level 2

Accuracy (Transmutation) Reversible

Sphere: Combat Range: 40 yds +10 yds/level Components: V, M Duration: 1 round/level Casting Time: 4 Area of Effect: one person or creature Saving Throw: None

By casting this spell the cleric is able to add a +4 bonus to hit to all ranged attacks made by the spell recipient with a missile weapon with which they are proficient. It will only work on weapons that can be wielded solely by the recipient, i.e. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, e.g. most siege engines and ballistae. It can be combined with Multiple Arrow. The reverse of this spell, Inaccuracy, allows a Will saving throw, and causes a -4 penalty with all missile weapons to those who fail. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.). The bonus is applied to the "to hit" roll only, and does not apply to damage rolls.

Holy Missiles (Evocation)

Sphere: Combat Range: 60 yds +10 yds/level Components: V,S Duration: special Casting Time: 2 Area of Effect: one or more undead in a 10 ft square area Saving Throw: None

This spell will create one or more missiles which will unerringly strike their target. Each missile will cause 2 to 5 points of damage to an undead monster, but can be made to strike any kind of creature (they may frighten, but do no damage). For every two levels above third level, the cleric will gain an extra missile, up to a maximum of six.

Vulnerability (Abjuration)

Sphere: Combat Range: 40 yds +5 yds/level Components: V,S Duration: 1 round/level Casting Time: 3 Area of Effect: one creature Saving Throw: Will, negates

This spell brings a -4 penalty to the victims armour class, making them easier to hit. The spell affects armour class for melee weapons only - the armour still remains for encumbrance and movement penalties, and for missile attacks. It does not affect saving throws against magical attacks, and where appropriate, creatures needing magical adjustments to be hit, will still need that magical bonus. The spell will not affect the AC bonus for dexterity, and so no armour class can be taken below AC10 minus dexterity adjustment. The Will saving throw for this spell is made at +2 Level 3

Multiple Arrow (Transmutation)

Sphere: Combat Range: Touch Components: V, S Duration: 1 round/level Casting time: 3 Area of Effect: one missile weapon Saving Throw: none

When this spell is cast upon a missile weapon (bow, sling, etc.) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks per round. It cannot be used to increase the rate of fire for thrown weapons such as daggers or darts.

Holy Weapon (Transmutation)

Sphere: Combat, Protection Range: Touch Components: V, S, M Duration: 5 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 weapon Saving Throw: none

When this spell is cast on a bladed melee weapon, it will cause that sword to function as a +2 magical weapon. If it is already magical, then these bonuses are cumulative up to a maximum of +5. If the weapon is wielded by a paladin of the same faith as the cleric, then the bonus is +3, and the weapon will inflict an extra +5 points of damage against chaotic evil opponents. The spell will not affect a Holy Avenger in the hands of a paladin. The material component is a pinch of lime which must be rubbed into the blade of the weapon to be affected. Level 4

Halt Regeneration (Necromantic)

Sphere: Necromantic Range: 10 yds/level Components: V, S Duration: 2 rounds/level Casting Time: 6 Area of Effect: 1 to 3 creatures Saving Throw: Will, negates

This spell has two effects. First of all it halts all forms of magical and non-magical regeneration such as that of a Troll, a Demon, or that provided by a ring of regeneration for the spells duration. The second effect is to reduce the effect of any healing performed during the duration. There is a 50% chance that a healing spell or potion will not work at all, otherwise the healing is only half as effective as normal (roll the normal healing roll and half the result, rounding fractions up). This spell will not affect a Heal spell in this way, which will work as normal. If three creatures are to be affected, then they each make their saving throw at +1, if two creatures are to be affected then their saving throw is at normal chances, and if one creature is the target, then the saving throw is at -1. The material component for this spell is a small drop of trolls blood.

Prolong (Transmutation)

Sphere: Creation, Protection Range: 0 Components: V, S, M Duration: 1 segment/level Casting time: 1 round

This spell creates a magical area of enhancement around the caster. The area, once casting of this spell is complete, his stationery and will not move. All spells, clerical or magic user, but not innate abilities spell effects from magic items, cast within this area are effect will have a generation extended by 50 percent. Also, if such magic calls for saving throws, there will be an additional -2 penalty to that save, in addition to other bonuses and penalties. To be affected, the casting of all the spells must begin and end in the duration of this spell. The material component is a small glass or crystal bead Level 5

Fever (Necromantic)

Sphere: Charm, Necromantic Range: Special Components: V, S {, M} Duration: Up to three weeks Casting time: 2 rounds Area of effect: Creature Saving Throw: special

This spell causes a recipient to grow ill and possibly die. There are two methods for the cleric to transfer the spell. The first is to cast it directly at the recipient, in which case an instant Fortitude saving throw is applied, which if made results and no effect. This method uses no material component, but there are still verbal and somatic components. The range for this is 10yds plus 1yd/level. The second method is to cast it upon one item of personal value to the victim, this item is the material component, but is not used up by the spell. This way there is no initial saving throw, but the effects can be removed by removing the item from the victim's possession, either by sale or by giving it away. These spells effects will return, if possession is regained of the item, unless a remove curse is cast upon the item while it is possessed by someone else.

The effects of the spell are to cause serious illness to the recipient. During the first week, the victim loses 1/3 of their hit points, and loses one point of strength and one point of constitution per day, down to a minimum of three. And the end of the first week of Fortitude saving throw is made (dwarves and halflings use their current constitution to work and their bonuses). If this is failed, then the process continues for another week, whereupon the victim dies. If the saving throw is made then recovery is made at same rate as the initial sickness and will take a week. If care is received from someone with the healing skill during the first week than the saving throw at the end of the week is at +1 for each full day of care they received. If the save is still failed then the fever continues for another week, whereupon anther saving throw is then allowed. If this final saving throw is failed the victim dies within the week. If it is made, then recovery commences at the rate of one point of strength and constitution per day until full fitness is reached. A maximum of +7 for medical care can be applied to the second saving throw even if the care is continued through the second week.

Alternatively the spells Remove Curse then Cure Disease cast by a cleric of at least the eleventh level will begin the recovery immediately. Level 6

Fire and Brimstone (Evocation)

Sphere: Combat Range: 60 yds Components: V, S, M Duration: 1 segment Casting time: 7 Area of Effect: 10ft diameter area Saving Throw: Reflexes, 1/2

When the cleric uses this spell, fire and brimstone falls from above (sky or ceiling) in a column downwards in the exact location called for by the caster. The column will be up to 30 feet high, depending on the space available. All creatures within the area of effect must make a reflex saving throw or suffer 10d8 points of damage. The damage is fire damage for the purposes of resistances and immunity. Those who save successfully only suffer half this damage. The material component for the spell is a pinch of sulphur or tar.

ArtheaWiki: PlayersInformation (last edited 2022-06-02 14:03:18 by Neil)