Difference between revisions of "Level Three Spells - All"

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(Level Three Spells - All)
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==Level Three Spells - All==
 
==Level Three Spells - All==
  
Blink
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'''Blink'''
  
Range: Caster                                                                                                             Duration: 1 round/level       
+
Range: Caster - Duration: 1 round/level       
  
By means of this spell, the magic-user causes his or her material form to ""blink"" out and back to this plane once again in random period and direction during the duration at each minute the spell is in effect.  
+
By means of this spell, the magic-user causes his or her material form to "blink" out and back to this plane once again in random period and direction during the duration at each minute the spell is in effect.  
  
Dispel Magic
+
'''Dispel Magic'''
  
 
Range: 120' - Duration: permanent
 
Range: 120' - Duration: permanent
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This spell removes spell effects anywhere within a 20' x 20' x 20' area. It will not affect magic items, but will remove any spell effect created by a magic user, elf, or cleric of equal or lower level than the caster. It may fail to remove spell effects cast by a higher level caster. The chance of failure is 5% per difference in level between the casters.
 
This spell removes spell effects anywhere within a 20' x 20' x 20' area. It will not affect magic items, but will remove any spell effect created by a magic user, elf, or cleric of equal or lower level than the caster. It may fail to remove spell effects cast by a higher level caster. The chance of failure is 5% per difference in level between the casters.
  
Find Traps
+
'''Find Traps'''
  
Range: 3""    Duration: 5 turns     Area of Effect: 1"" path
+
Range: 30' - Duration: 5 turns - AoE: 10' path
  
 
All traps - concealed normally or magically - of magical or mechanical nature become visible. Note that this spell is directional. and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.
 
All traps - concealed normally or magically - of magical or mechanical nature become visible. Note that this spell is directional. and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.
  
Fireball
+
'''Fireball'''
  
 
Range: 240'
 
Range: 240'
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Creates a missile of fire that explodes in a 40' diameter sphere. It does d6 points of damage per level of the caster to all those within the area of the spell. Anyone making a Saving Throw vs Spells will only take half damage from the spell.
 
Creates a missile of fire that explodes in a 40' diameter sphere. It does d6 points of damage per level of the caster to all those within the area of the spell. Anyone making a Saving Throw vs Spells will only take half damage from the spell.
  
Flame Arrow
+
'''Flame Arrow'''
  
Range: 3"" + 1""/level  
+
Range: 30' + 10'/level  
  
Use 1: Causes up to 10 arrows to flame (+1 fire damage and set fires)                  Use 2: Caster creates one firey bolt per five levels (2 at level 10, 3 at 15, etc) which strike a single target for 1d6 piercing and 3d6 fire damage. (Save for 1/2)                     
+
*Use 1: Causes up to 10 arrows to flame (+1 fire damage and set fires)                   
 +
*Use 2: Caster creates one firey bolt per five levels (2 at level 10, 3 at 15, etc) which strike a single target for 1d6 piercing and 3d6 fire damage. (Save for 1/2)                     
  
Fly
+
'''Fly'''
  
Range: Creature Touched
+
Range: Creature Touched - Duration: Level of caster + 1d6 Turns
Duration: Level of caster + 1d6 Turns
 
  
This spell allows the recipient to fly at a rate of 18"". It will also allow the person to stop and Levitate as per the spell. It is possible to cast spells while in flight if the caster is moving slowly (less than 3"").
+
This spell allows the recipient to fly at a rate of 18". It will also allow the person to stop and Levitate as per the spell. It is possible to cast spells while in flight if the caster is moving slowly (less than 3").
  
Gust of Wind
+
'''Gust of Wind'''
  
Range: 0     Duration: 1 segment     Save: None     AoE: 1"" path, 1"" per level in length
+
Range: 0 - Duration: 1 segment - Save: None - AoE: 10' path, 10' per level in length
  
 
Strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this Gust Of Wind is sufficient to extinguish candles, torches, and similar unprotected flames.  
 
Strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this Gust Of Wind is sufficient to extinguish candles, torches, and similar unprotected flames.  
  
Haste
+
'''Haste'''
  
Range: 240'
+
Range: 240' - Duration 3 Turns
Duration 3 Turns
 
  
 
Allows up to 24 creatures in a 60' diameter circle to perform actions at double speed. Such creatures move at twice the normal speed and take twice as many attacks. This spell does not affect the rate at which magic works.
 
Allows up to 24 creatures in a 60' diameter circle to perform actions at double speed. Such creatures move at twice the normal speed and take twice as many attacks. This spell does not affect the rate at which magic works.
  
Hold Person
+
'''Hold Person'''
  
Range: 180'
+
Range: 180' - Duration 2 rounds/level
Duration 2 rounds/level
 
  
 
This spell will affect any human, humanoid, or demi-human up to the size of an ogre. The spell will 1d4 persons. The save is at -2 if only a single victim is selected.  
 
This spell will affect any human, humanoid, or demi-human up to the size of an ogre. The spell will 1d4 persons. The save is at -2 if only a single victim is selected.  
  
Lightning Bolt
+
'''Lightning Bolt'''
  
 
Range: 180'
 
Range: 180'
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Creates a 5' wide, 60' long bolt of lightning anywhere within its range. Any creatures in the area of effect will take damage of 1d6 points of damage per level of the caster. If the lightning bolt strikes a solid surface before reaching its 60' length, it will extend back towards the caster until it reaches its full length.  
 
Creates a 5' wide, 60' long bolt of lightning anywhere within its range. Any creatures in the area of effect will take damage of 1d6 points of damage per level of the caster. If the lightning bolt strikes a solid surface before reaching its 60' length, it will extend back towards the caster until it reaches its full length.  
  
Melf's Minute Meteors
+
'''Melf's Minute Meteors'''
  
Range: 70 yds. + 10 yds./level   AoE: 1 target/meteor   Saving Throw: None
+
Range: 70 yds. + 10 yds./level - AoE: 1 target/meteor - Saving Throw: None
  
 
Enables the wizard to cast one small globe of fire/level, each bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage. It can also ignite combustible materials. The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet. The spell can be cast in either of two ways: A) The wizard discharges five meteors every round. Note that this carries over into at least the following round. B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration.
 
Enables the wizard to cast one small globe of fire/level, each bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage. It can also ignite combustible materials. The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet. The spell can be cast in either of two ways: A) The wizard discharges five meteors every round. Note that this carries over into at least the following round. B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration.
  
Monster Summoning I
+
'''Monster Summoning I'''
  
Level: 3    Range: 3""      Duration: 2 rounds + 1 round/level     
+
Range: 30' - Duration: 2 rounds + 1 round/level     
  
 
Within 1-4 rounds, 2-8 first level monsters will appear in the spot desired by the magic-user and will attack the spell user's opponents or perform other services to the best of their ability for the summoning magic-user.  
 
Within 1-4 rounds, 2-8 first level monsters will appear in the spot desired by the magic-user and will attack the spell user's opponents or perform other services to the best of their ability for the summoning magic-user.  
  
Phantom Steed
+
'''Phantom Steed'''
  
 
Duration: 1 hr./level  
 
Duration: 1 hr./level  
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The wizard creates a quasireal, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milkycolored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48.  
 
The wizard creates a quasireal, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milkycolored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48.  
  
Protection From Normal Missiles
+
'''Protection From Normal Missiles'''
  
Range: 30'
+
Range: 30' - Duration: 12 Turns
Duration: 12 Turns
 
  
 
This spell gives complete protection from all small non-magical missiles for the duration of the spell. It only works on the original recipient of the spell.
 
This spell gives complete protection from all small non-magical missiles for the duration of the spell. It only works on the original recipient of the spell.
  
Suggestion
+
'''Suggestion'''
  
Range: 3""  Duration: 6 turns + 6 turns/level  Save: Neg. AoE: One creature
+
Range: 30' - Duration: 6 turns + 6 turns/level  - Save: Neg. - AoE: One creature
  
 
Caster influences the actions of the chosen recipient by utterance of a few words - phrases, or a sentence or two. The suggestion must be worded in such a manner as to make the action sound reasonable.
 
Caster influences the actions of the chosen recipient by utterance of a few words - phrases, or a sentence or two. The suggestion must be worded in such a manner as to make the action sound reasonable.
  
Tongues
+
'''Tongues'''
  
Range: 0   Duration: 1 turn     Saving Throw: None   Area of Effect: 6"" diameter circle
+
Range: 0 - Duration: 1 turn - Saving Throw: None - AoE: 60' diameter circle
  
This spell enables the cleric to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language.  
+
This spell enables the caster to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language.  
  
Water Breathing
+
'''Water Breathing'''
  
Range: Touch     Duration: 6 turns/level     Saving Throw: None     
+
Range: Touch - Duration: 6 turns/level - Saving Throw: None     
  
 
Able to freely breathe underwater for the duration of the spell.
 
Able to freely breathe underwater for the duration of the spell.

Revision as of 09:54, 20 June 2016

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Level Three Spells - All

Blink

Range: Caster - Duration: 1 round/level

By means of this spell, the magic-user causes his or her material form to "blink" out and back to this plane once again in random period and direction during the duration at each minute the spell is in effect.

Dispel Magic

Range: 120' - Duration: permanent

This spell removes spell effects anywhere within a 20' x 20' x 20' area. It will not affect magic items, but will remove any spell effect created by a magic user, elf, or cleric of equal or lower level than the caster. It may fail to remove spell effects cast by a higher level caster. The chance of failure is 5% per difference in level between the casters.

Find Traps

Range: 30' - Duration: 5 turns - AoE: 10' path

All traps - concealed normally or magically - of magical or mechanical nature become visible. Note that this spell is directional. and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.

Fireball

Range: 240' Duration: instantaneous

Creates a missile of fire that explodes in a 40' diameter sphere. It does d6 points of damage per level of the caster to all those within the area of the spell. Anyone making a Saving Throw vs Spells will only take half damage from the spell.

Flame Arrow

Range: 30' + 10'/level

  • Use 1: Causes up to 10 arrows to flame (+1 fire damage and set fires)
  • Use 2: Caster creates one firey bolt per five levels (2 at level 10, 3 at 15, etc) which strike a single target for 1d6 piercing and 3d6 fire damage. (Save for 1/2)

Fly

Range: Creature Touched - Duration: Level of caster + 1d6 Turns

This spell allows the recipient to fly at a rate of 18". It will also allow the person to stop and Levitate as per the spell. It is possible to cast spells while in flight if the caster is moving slowly (less than 3").

Gust of Wind

Range: 0 - Duration: 1 segment - Save: None - AoE: 10' path, 10' per level in length

Strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this Gust Of Wind is sufficient to extinguish candles, torches, and similar unprotected flames.

Haste

Range: 240' - Duration 3 Turns

Allows up to 24 creatures in a 60' diameter circle to perform actions at double speed. Such creatures move at twice the normal speed and take twice as many attacks. This spell does not affect the rate at which magic works.

Hold Person

Range: 180' - Duration 2 rounds/level

This spell will affect any human, humanoid, or demi-human up to the size of an ogre. The spell will 1d4 persons. The save is at -2 if only a single victim is selected.

Lightning Bolt

Range: 180'

Creates a 5' wide, 60' long bolt of lightning anywhere within its range. Any creatures in the area of effect will take damage of 1d6 points of damage per level of the caster. If the lightning bolt strikes a solid surface before reaching its 60' length, it will extend back towards the caster until it reaches its full length.

Melf's Minute Meteors

Range: 70 yds. + 10 yds./level - AoE: 1 target/meteor - Saving Throw: None

Enables the wizard to cast one small globe of fire/level, each bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage. It can also ignite combustible materials. The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet. The spell can be cast in either of two ways: A) The wizard discharges five meteors every round. Note that this carries over into at least the following round. B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration.

Monster Summoning I

Range: 30' - Duration: 2 rounds + 1 round/level

Within 1-4 rounds, 2-8 first level monsters will appear in the spot desired by the magic-user and will attack the spell user's opponents or perform other services to the best of their ability for the summoning magic-user.

Phantom Steed

Duration: 1 hr./level

The wizard creates a quasireal, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milkycolored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48.

Protection From Normal Missiles

Range: 30' - Duration: 12 Turns

This spell gives complete protection from all small non-magical missiles for the duration of the spell. It only works on the original recipient of the spell.

Suggestion

Range: 30' - Duration: 6 turns + 6 turns/level - Save: Neg. - AoE: One creature

Caster influences the actions of the chosen recipient by utterance of a few words - phrases, or a sentence or two. The suggestion must be worded in such a manner as to make the action sound reasonable.

Tongues

Range: 0 - Duration: 1 turn - Saving Throw: None - AoE: 60' diameter circle

This spell enables the caster to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language.

Water Breathing

Range: Touch - Duration: 6 turns/level - Saving Throw: None

Able to freely breathe underwater for the duration of the spell.