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*Saving Throw: None  
 
*Saving Throw: None  
 
   
 
   
* This spell allows a priest to plant a section of ground with magically created caltrops. The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units.  
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* This spell allows a priest to plant a section of ground with magically created caltrops.  
* Each time a unit moves into a planted area, the unit suffers an attack of AD4 (for infantry caltrops) or AD6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area.  
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The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and  
* This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.).  
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are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or  
* Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear.  
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units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller  
* Unlike normal caltrops, a region sown with magical caltrops cannot be "swept" clear; the magical caltrops remain in place until the spell terminates.  
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creatures can easily step around them. This prevents damage to infantry units.  
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* Each time a unit moves into a planted area, the unit suffers an attack of AD4 (for infantry  
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caltrops) or AD6 (for cavalry caltrops). Units charging through a planted area suffer double  
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damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it  
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moves out of the area.  
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* This spell can create a rectangular field of infantry caltrops up to 160 square yards in area  
 +
(e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square  
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yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.).  
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* Ordinary caltrops make no distinction between friend or foe; all creatures entering a  
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caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one  
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exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish  
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and leaving the terrain clear.  
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* Unlike normal caltrops, a region sown with magical caltrops cannot be "swept" clear; the  
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magical caltrops remain in place until the spell terminates.  
 
* The material component is a golden caltrop.
 
* The material component is a golden caltrop.
  
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===Miscast Magic (3rd) ===
 
===Miscast Magic (3rd) ===
*Sphere: Chaos
 
*Range: 40 yards+10 yards/level
 
*Components: V, S
 
*Duration: Special
 
*Casting Time: 2
 
*Area of Effect: One creature
 
*Saving Throw: Neg.
 
 
*Miscast magic can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by miscast magic had four 1st-level spells memorized ( armor, feather fall, jump, and sleep) and he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from the wizard's four memorized spells. The wizard has only a 25% chance of casting the sleep spell.
 
* Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the miscast magic would have no effect and the wizard's spell would be cast normally.
 
* The miscast spell operates normally. If a wizard tried to levitate a companion but a web spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the levitate spell but not in range of the web, the spell would be lost in a fizzle of energy and the web spell would be wiped from the caster's memory.
 
* The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).
 
* Wizards who are targets of miscast magic are allowed a saving throw vs. spell to avoid the effect.
 
 
 
===Random Causality (3rd) ===
 
===Random Causality (3rd) ===
 
===Chaotic Combat (4th) ===
 
===Chaotic Combat (4th) ===

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