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Feather
Fall (Alteration) Range:
10 yds./level
Components: V Duration:
1 rd./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
When this spell is cast, the creature(s) or object(s) affected
immediately assumes the mass of a piece of down. The rate of falling is
instantly changed to a mere 2 feet per second (120 feet per round), and no
damage is incurred upon landing while the spell is in effect. However, when the
spell duration ceases, a normal rate of fall occurs. The spell can be cast upon
the wizard or some other creature or object up to the maximum range and lasts
for one round for each level of the wizard. The feather fall affects one
or more objects or creatures in a 10-foot cube, as long as the maximum weight of
the creatures or objects does not exceed a combined total of 200 pounds plus 200
pounds per level of the spellcaster.
For example, a 2nd-level wizard has a range of 20 yards, a duration of
two rounds, and a weight limit of 600 pounds when casting this spell. The spell
works only upon free-falling, flying, or propelled objects (such as missiles).
It does not affect a sword blow or a charging creature. Note that the spell can
be effectively combined with gust of wind and similar spells. Find
Familiar (Conjuration/Summoning) Range:
1 mile/level
Components: V, S, M
Duration:
Special
Casting Time: 2d12 hours Area
of Effect: 1 familiar
Saving Throw: Special
This spell enables the caster to attempt to summon a familiar to act as
his aide and companion. Familiars are typically small creatures, such as cats,
frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even
mice. A creature acting as a familiar can benefit a wizard, conveying its
sensory powers to its master, conversing with him, and serving as a
guard/scout/spy as well. A wizard can have only one familiar at a time, however,
and he has no control over what sort of creature answers the summoning, if any
at all come.
The creature is always more intelligent than others of its type
(typically by 2 or 3 Intelligence points), and its bond with the wizard confers
upon it an exceptionally long life. The wizard receives the heightened senses of
his familiar, which grants the wizard a +1 bonus to all surprise die rolls.
Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an
Armor Class of 7 (due to size, speed, etc.).
The wizard has an empathic link with the familiar and can issue it mental
commands at a distance of up to 1 mile. Note that empathic responses from the
familiar are generally fairly basic--while able to communicate simple thoughts,
these are often overwhelmed by instinctual responses. Thus, a ferret familiar
spying on a band of orcs in the woods might lose its train of thought upon
sighting a mouse. Certainly its communications to its master would be tinged
with fear of the "big ones" it was spying on! The caster cannot see
through the familiar's eyes.
If separated from the caster, the familiar loses 1 hit point each day,
and dies if reduced to 0 hit points. When the familiar is in physical contact
with its wizard, it gains the wizard's saving throws against special attacks. If
a special attack would normally cause damage, the familiar suffers no damage if
the saving throw is successful and half damage if the saving throw is failed. If
the familiar dies, the wizard must successfully roll an immediate system shock
check or die. Even if he survives this check, the wizard loses 1 point from his
Constitution when the familiar dies.
The power of the conjuration is such that it can be attempted but once
per year. When the wizard decides to find a familiar, he must load a brass
brazier with charcoal. When this is burning well, he adds 1,000 gp worth of
incense and herbs. The spell incantation is then begun and must be continued
until the familiar comes or the casting time is finished. The DM secretly
determines all results. Note that most familiars are not inherently magical, nor
does a dispel magic spell send them away.
Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiar's
relationship with its master. Purposely arranging the death of one's own
familiar incurs great disfavor from certain powerful entities, with dire
results. D20
Roll
Familiar*
Sensory Powers 1-5
Cat, black
Excellent night vision & superior hearing 6-7
Crow
Excellent vision 8-9
Hawk
Very superior distance vision 10-11
Owl
Night vision equals human daylight vision, superior hearing 12-13
Toad
Wide-angle vision 14-15
Weasel
Superior hearing & very superior olfactory power 16-20
No familiar available within spell range *
The DM can substitute other small animals suitable to the area. Friends
(Enchantment/Charm) Range:
0
Components: V, S, M Duration:
1d4 rds. + 1 rd./level
Casting Time: 1 Area
of Effect: 60-ft. radius
Saving Throw: Special
A friends spell causes the wizard to temporarily gain 2d4 points
of Charisma. Intelligent creatures within the area of effect at the time the
spell is cast must make immediate reaction checks based on the character's new
Charisma. Those with favorable reactions tend to be very impressed with the
spellcaster and make an effort to be his friends and help him, as appropriate to
the situation. Officious bureaucrats might decide to become helpful; surly gate
guards might wax informative; attacking orcs might spare the caster's life,
taking him captive instead. When the spell wears off, the creatures realize that
they have been influenced, and their reactions are determined by the DM.
The components for this spell are chalk (or white flour), lampblack (or
soot), and vermilion applied to the face before casting the spell. Gaze
Reflection (Alteration) Range:
0
Components: V, S Duration:
2 rds. + 1 rd./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
The gaze reflection spell creates a shimmering, mirrorlike area of
air before the wizard that moves with the caster. Any gaze attack, such as that
of a basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite
spell, and so on, is reflected back upon the gazer if the gazer tries to make
eye contact with the spellcaster (the spellcaster suffers no effects from the
gaze attack). Such creatures receive a saving throw vs. their own gaze effect.
The spell does not affect vision or lighting and is not effective against
creatures whose effect comes from being gazed upon (such as a medusa). Only
active gaze attacks are blocked by this spell. Grease
(Conjuration) Range:
10 yds.
Components: V, S, M Duration:
3 rds. + 1 rd./level
Casting Time: 1 Area
of Effect: 10 x 10 ft.
Saving Throw: Special
A grease spell covers a material surface with a slippery layer of
a fatty, greasy nature. Any creature entering the area or caught in it when the
spell is cast must save vs. spell or slip, skid, and fall. Those who
successfully save can reach the nearest nongreased surface by the end of
the round. Those who remain in the area are allowed a saving throw each round
until they escape the area. The DM should adjust saving throws by circumstance;
for example, a creature charging down an incline that is suddenly greased has
little chance to avoid the effect, but its ability to exit the affected area is
almost assured! The spell can also be used to create a greasy coating on an
item--a rope, ladder rungs, weapon handle, etc. Material objects not in use are
always affected by this spell, while creatures wielding or employing items
receive a saving throw vs. spell to avoid the effect. If the initial saving
throw is failed, the creature immediately drops the item. A saving throw must be
made each round the creature attempts to use the greased item. The caster can
end the effect with a single utterance; otherwise, it lasts for three rounds
plus one round per level.
The material component of the spell is a bit of pork rind or butter. |