Difference between revisions of "Level Two Spells - All"

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(Level Two Spells - All)
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'''Detect Charm'''
 
'''Detect Charm'''
  
"Range: 30' - Duration: 1 turn -  AoE: One creature
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Range: 30' - Duration: 1 turn -  AoE: One creature
  
 
This spell will detect whether or not a person or monster is under the influence of a Charm spell. Up to 10 creatures can be thus checked before the spell wanes.  
 
This spell will detect whether or not a person or monster is under the influence of a Charm spell. Up to 10 creatures can be thus checked before the spell wanes.  

Revision as of 09:34, 20 June 2016

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Level Two Spells - All

Alter Self

Range: 0 - Duration: 3d4 rds. + 2 rds./level - AoE: The caster

Alter appearance and form—including clothing and equipment--to appear like any generally man-shaped bipedal creature. The caster's body can be changed up to 50%. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately.

Continual Light

Range: 120' - Duration permanent Creates a permanent light with 60' diameter that is less than full daylight. It will last forever, unless dispelled. If cast on a creature's eyes, will result in permanent blindness.

Detect Charm

Range: 30' - Duration: 1 turn - AoE: One creature

This spell will detect whether or not a person or monster is under the influence of a Charm spell. Up to 10 creatures can be thus checked before the spell wanes.

Detect Invisibility

Range: 10'/level - Duration: 5 rounds/level - AoE: 10' path

When the magic-user casts a Detect Invisibility spell, he or she is able to clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user's line of sight along a 10' wide path to the range limit.

ESP

Range: 5'/level, 90' max - Duration: 1 round/level - Saving Throw: None

The caster is able to detect the surface thoughts of any creatures in range.The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round. The caster can use the spell to help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature it is.

Fool's Gold

Range: 10' - Duration: 6 turns/level - Saving Throw: None - AOE: 1 cu. ft / lvl

Copper coins (4,000/lvl) can temporarily be changed to gold pieces, or brass items turned to solid gold. Intelligence check with penalty of 1 per level of caster.

Glitterdust

Range: 10'/level - Duration: Special - AoE: 20 ft. cube - Save: Special

Creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level.

Invisibility

Range: 240' - Duration: permanent (until broken)

Cast on a single person or object in range, they become invisible. When a character becomes invisible, all items (but not creatures) carried become invisible. They will become visible when they leave the character's possession. An invisible person will remain invisible until he or she attacks or casts a spell.

Knock

Range: 60' - Duration 1 Round

Opens known secret doors, locked chests, barred gates, and so forth, as well as doors magical sealed with Hold Portal and Wizard Lock.

Levitate - Range: 0 (caster only) - Duration: 6 Turns + 1 Turn/level of caster

Allows the caster to move vertically without support. This spell does not allow the caster to move horizontally, though the caster may levitate to a ceiling and use hands to move sideways along the ceiling. Vertical motion is at a rate of 20'/Round.