Heroes of Selenica » spells » codex-1999-11-27.txt

Codex-1999-11-27

M1 Black Dagger (magic missile): the caster momentarily enchants his dagger, then makes a pass at a distant enemy with it. A cut doing 2-7 points of damage opens up on the victim, mirroring the swipe made by the dagger.

M1 Icicle (magic missile): the caster conjurs an icicle out of thin air, then hurls it for 2-7 damage

M1 Glacier (shield): the caster's skin becomes the bluish-white color of a glacier. Intense heat, as from a fire-based spell or large, open bonfire or furnace within 10' destroys the spell.

M2 Shatter (knock): the caster can freeze any lock, bar, or small object on the affected portal, causing it to become brittle and shatter with the first use of force.

M2 Freeze (web): instead of sticky strands, a layer of ice forms over the area affected, immobilizing all within. The ice can be physically broken or melted witht fire (standard 1-6 points of damage in the latter case to any characters touched by the flames).

M3 Fimbul Winter (fireball): the caster creates a zone of intense cold in an area. The duration is 1 round.

M1 Chitin (shield): the caster's skin turns into tough, articulated chitin for the duration of the spell, giving her a spiderlike appearance.

M1 Spiderbite (sleep): Range: Nil. Duration: Special. The caster can inject sleep-inducing poison by biting. This requires a roll to hit in combat. She can put 2d8 hit dice worth of creatures to sleep for 4d4 turns (determine the duration secretly when the spell is cast). Any creature bitten that was over 4+1 hit dice, or more hit dice than the caster has hit dice worth of poison remaining, is unaffected (the magic-user still loses the relevant hit dice worth of poison, however). Any unused poison disappears when the magic-user falls asleep or loses consciousness.

M1 Arrow-strike (magic missile): This spell enchants an ordinary arrow, which must then be fired from a bow within 1 round. The arrow hits automatically. Range and damage are those of the spell, not the normal arrow.

M1 Whispering Leaves (ventriloquism): This is a reversed version of the original. It must be cast on a plant or tree. If the caster emains within 60' of the enchanted plant, he can hear any sound made near it as if he was there.

M2 Camouflage (invisibility): The caster's skin and clothing take on the exact hue of the background scenery. In dense vegetation, this works as a normal invisibility, otherwise it can only insure invisibility if he remains still. Sudden movements will give the caster away.

M2 Ensnare (web): The effect is caused by trees, bushes, roots, creepers, and even grass twining around the victim. The spell must be cast in an area where such greenery exists.

M3 Heartseeker (lightning bolt): This spell affects only one target. This spell is cast on an arrow, which must be fired from a bow within one turn. The arrow unfailingly strikes any target within range (180'). Damage is 1d6 points of damage per level with a save for half damage. The enchanted arrow always strikes a vial spot.

M1 Smokescreen (darkness): must be cast in the vicinity of fire, and it cannot be cast on a creature. It causes impenetrable smoke to stream forth from the flame, and this persists until the spell ends.

M1 Smother (sleep): Range 20'. The spell must be cast in the vicinity of fire. It causes translucent green smoke to issue forth from the flames. All who inhale the smoke (except the caster) suffer the usual effects of a sleep spell. Note the reduced range.

M1 Firefinger (magic missile): A jet of flame shoots from the caster's fingertips, with standard effects. Highly flammable objects will ignite if struck directly.

M2 Eternal Flame (continual light): Range: Nil. When cast on any inanimate object, this spell creates a small fire that gives off as much heat as a torch, but which has the brilliance of a continual light spell. The eternal flame will not consume the object it is cast on, but will ignite anything else that it touches. It can be quenched only by immersion in water, or by magical means. Any fire that the spell's flame starts can be put out normally. It cannot be cast on a creature.

M2 Smoke Shadows (mirror image): This spell surrounds the caster with a 5' radius of semi-opaque smake in which 2-5 shadowy images appear. These are indistinguishable from the caster and move as he moves. The caster can see through the smoke normally.

M3 Firegazing (clairvoyance): To cast this spell, the caster must stare into a flame of some kind.

M1 Phase Blur (shield): caster becomes a shadowy blur that is hard to hit.

M1 Black Disc (magic missile): fires a disk of black energy.

M2 Dark Stalker (invisibility): caster becomes a shadow, and is able to hide in darkness without being seen.

M3 Shadow-wings (fly): black, non-corporeal wings are bestowed upon the caster

M3 Grasp of Night (hold person): brings into being a giant, non-corporeal hand (grasp on person) or bands of dark magic (to bind many people).

M3 Black Ray (lightning bolt): fires a ray of black energy and painful darkness.

M4 Shadow-blink (dimension door): target becomes dark and fades out, fading back in somewhere else.

M1 Chilling Touch (sleep): Range: Nil. Duration: Special. The caster gives an icy, numbing touch to the hearts of the victims, rendering them asleep. This requires a roll to hit in combat. She can put 2d8 hit dice worth of creatures to sleep for 4d4 turns (determine the duration secretly when the spell is cast). Any creature over 4+1 hit dice, or more hit dice than the caster has hit dice worth remaining, is unaffected. The spell duration ends after the caster loses consciousness.

M1 Whirlwind (protection from evil): a whirlwind surrounds the caster, picking up light items such as small papers and feathers to spin in the wind.

M1 Shocking Grasp (magic missile): magically shocks on creature within range.

M1 Stoneskin (shield): casters skin becomes hard and gray.

M3 Cone of Cold (lightning bolt): fires a whithering cone of cold which does not bounce off walls, but smashes into them (usually no extra effect). Fire-type creatures have a -4 to the saving throw.

M4 Electromagnetic Barrier (Wall of Fire): brings forth a shimmering curtain of electrical force.

M5 Bands of Ice (hold monster): creates bands of ice which bind a victim. A successful saving throw means the creature breaks the bands.

M1 Power: this spell is totally unpredictable, doing something weird and different every time, or may do nothing at all. First the DM sees if he can determine the effect by choosing it. Suggestions: (1)stun, (2)berserk, (3)forgetfulness, (4)fire, (5)lit, (6)cold, (7)confusion, (8)dimension door. Any spell that is cast should be augmented and made different (pretty lights, protection from evil with glowing blue spheres that surround the caster, etc). Or if he can't decide, use this chart (1d100). 01 to 10 makes nothing happen 11 85 random 1st level magic-user spell 86 92 backfire 1st level magic-user spell 93 97 random 1st level cleric spell 98 00 random 2nd level magic-user spell

1d8 (alternate chart) 1-4 : magic user spell of that level 5-6 : cleric spell of 1st (5) or 2nd (6) level 7-8 : druid spell of 1st (7) or 2nd (8) level

M1 Protection (range: 5, duration: permanent until displled, effect: one item): Protects an item from all normal damage. If a special attack is used or someone is purposely trying to destroy the item, the item is saved, but the Protection spell is dispelled. In addition the caster may give the protected item an aura of his choice.

M2 Chromatic Orb (range: 90, duration: one round, effect: one creature): Creates an orb of color determined by the caster, fired at one creature. red 2d8 fire dmg, save for half orange save or be charmed for 1d4 rounds yellow save or be confused for 2d4 rounds green save or be slowed for 1d4 rounds blue 2d8 lit dmg, save for half violet save or pain for 2d4 rounds (-1 AC, saves, hit/dmg) white 2d8 cold damage black save or blind 1d4 rounds

M2 Ice Knife (range: 40, duration: instant, effect: 5' radius): Fires a dagger of ice at the target, hitting as if thrown by the caster, for 2d4 points of damage. When it strikes a solid object, it shatters with a loud snap, releasing a wave of numbing cold ' radius. All creatures must save vs paralysis or suffer 1d4 cold damage and be numbed for 1d3 rounds (half move, half attacks, +1 AC, -2 hit. A large head source nearby gives a +2 to save.

M1 Mana Shield (range: 0, duration: 2 turns, effect: gives 2d4 mana hp): Protects the caster, effectively giving him 2d4 extra mana hit pints for the duration of the spell. Damage is taken from the shield first; of course multiple spells are not cumulative.

M2 Dark Missile* (range: 240', duration: 1 round, effectt: fires a missile of darkness): Operates like magic missile but also creates darkness on impact (save vs spells or be blinded). The reverse, Light Missile, creates light on impact.

M4 Magic Mirror* (range: N/A, duration: 1 turn per level, effect: creates a magic mirror): Creates a magic mirror through which the caster can view other creatures or areas (operates like a crystal ball with clairaudience). Detection and vision spells can be cast into it, allowing the caster to detect magic, see invisible, etc in the area he is viewing. The reverse of this spell makes the caster undetectable by crystal balls. If the caster would be in the view of a crystal ball or Magic Mirror spell, the entire view is black, without clairaudience.

M5 Dream* (range: same plane, duration: special, effect: communicate with another creature): This allows the caster tot visit and communicate with another creature through the victim's dream. If the victim wishes to wake up, he can make a save vs spells to avoid the dream. This spell does NOT cause the victim to fall asleep. The caster can try to give nightmares by attacking the victim in his dreams, creating phantasmal forces, etc. however, these things have no real effect. Should the caster want to cast this spell on a creature who is awake, they will merely be able to communicate telepathically. The reverse, Mindblock, blocks all types of ESP or mind reading/communication with a duration of 1 day.

M1 Summon Caster (range: touch, duration: permanent, effect: places the caster's mark on an item): This spell inscribes an item with the caster's mark or symbol. From then on, the caster can concentrate on finding that item and know what direction it is in as long as it is on the same plane of existance.

M4 Cause Minor Pain (range: 60', duration: instant, effect: 1d10 dmg/lv): This spell attempts to disrupt the life force of any one creature, causing 1d10 points of damage per level of the caster with a save vs death for half damage.

M1 Rune of Warding (range: touch, duration: 2d4 + 1/lv turns, effect: creates a rune): Puts a magical rune on an object that makes the object warn the user if there is an attacker against the caster within 40'. The caster can choose if it warns through vibration, glowing, noise, or any combination of those.

M2 Gaseous Form (range: 20', duration: 1 turn/lv, effect: turns a creature to gaseous form): This spell turns one creature into gaseous form, including all equipment, for the duration of the spell. The creature cannot attack and cannot be attacked while in gaseous form.