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Hold
Portal (Alteration) Range:
20 yds./level
Component: V Duration:
1 rd./level
Casting Time: 1 Area
of Effect: 20 sq. ft./level
Saving Throw: None
This spell magically bars a door, gate, or valve of wood, metal, or
stone. The magical closure holds the portal fast, just as if it were securely
closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or
more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or
more experience levels higher than the spellcaster can open the held portal at
will. A knock spell or a successful dispel magic spell can negate
the hold portal. Held portals can be broken or physically battered down. Hypnotism
(Enchantment/Charm) Range:
5 yds.
Components: V, S Duration:
1 rd. + 1 rd./level
Casting Time: 1 Area
of Effect: 30 ft. cube
Saving Throw: Neg.
The gestures of the wizard, along with his droning incantation, cause 1d6
creatures within the area to become susceptible to a suggestion--a brief and
reasonable-sounding request (see the 3rd-level wizard suggestion spell).
The request must be given after the hypnotism spell is cast. Until that
time, the success of the spell is unknown. Note that the subsequent suggestion
is not a spell, but simply a vocalized urging (the caster must speak a language
the creature understands for this spell to work). Creatures that successfully
roll their saving throws are not under hypnotic influence. Those who are
exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast
at an individual creature that meets the caster's gaze, the saving throw is made
with a penalty of -2. A creature that fails its saving throw does not remember
that the caster enspelled it. Identify
(Divination) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: Special Area
of Effect: 1 item/level
Saving Throw: None
When an identify spell is cast, magical items subsequently touched
by the wizard can be identified. The eight hours immediately preceding the
casting of the spell must be spent purifying the items and removing influences
that would corrupt and blur their magical auras. If this period is interrupted,
it must be begun again. When the spell is cast, each item must be handled in
turn by the wizard. Any consequences of this handling fall fully upon the wizard
and may end the spell, although the wizard is allowed any applicable saving
throw.
The chance of learning a piece of information about an item is equal to
10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of
96-00 indicates a false reading (91-95 reveals nothing). Only one function of a
multifunction item is discovered per handling (i.e., a 5th-level wizard could
attempt to determine the nature of five different items, five different
functions of a single item, or any combination of the two). If any attempt at
reading fails, the caster cannot learn any more about that item until he
advances a level. Note that some items, such as special magical tomes, cannot be
identified with this spell.
The item never reveals its exact attack or damage bonuses, although the
fact that it has few or many bonuses can be determined. If it has charges, only
a general indication of the number of charges remaining is learned: powerful
(81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% -
60%), weak (6% - 40%), or faint (five charges or less). The faint result takes
precedence, so a fully charged ring of three wishes always appears to be
only faintly charged.
After casting the spell and determining what can be learned from it, the
wizard loses 8 points of Constitution. He must rest for one hour to recover each
point of Constitution. If the 8-point loss drops the spellcaster below a
Constitution of 1, he falls unconscious. Consciousness is not regained until
full Constitution is restored, which takes 24 hours (one point per three hours
for an unconscious character).
The material components of this spell are a pearl (of at least 100 gp
value) and an owl feather steeped in wine; the infusion must be drunk prior to
spellcasting. If a luckstone is powdered and added to the infusion, the
divination becomes much more potent: Exact bonuses or charges can be determined,
and the functions of a multifunctional item can be learned from a single
reading. At the DM's option, certain properties of an artifact or relic might
also be learned. Jump
(Alteration) Range:
Touch
Components: V, S, M Duration:
1d3 rds. + 1 rd./level
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None
The individual touched when this spell is cast is empowered to leap once
per round for the duration of the spell. Leaps can be up to 30 feet forward or
straight upward or 10 feet backward. Horizontal leaps forward or backward have
only a slight arc--about 2 feet per 10 feet of distance traveled. The jump
spell does not ensure safety in landing or grasping at the end of the leap.
The material component of this spell is a grasshopper's hind leg, to be
broken by the caster when the spell is cast. Light
(Alteration) Range:
60 yds.
Components: V, M
Duration:
1 turn/level
Casting Time: 1 Area
of Effect: 20-ft. radius
Saving Throw: Special
This spell creates a luminous glow, equal to torchlight, within a fixed
radius of the spell's center. Objects in darkness beyond this sphere can be
seen, at best, as vague and shadowy shapes. The spell is centered on a point
selected by the caster, and he must have a line of sight and unobstructed path
for the spell when it is cast. Light can spring from air, rock, metal, wood, or
almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable
object or mobile creature. If this spell is cast upon a creature, the applicable
magic resistance and saving throw rolls must be made. Successful resistance
negates the spell, while a successful saving throw indicates that the spell is
centered immediately behind the creature, rather than upon the creature itself.
Light taken into an area of magical darkness does not function, but if cast
directly against magical darkness negates it (but only for the duration of the light
spell, if the darkness effect is continual).
Light centered on the visual organs of a creature blinds it, reducing its
attack rolls and saving throws by 4 and worsening its Armor Class by 4. The
caster can end the spell at any time by uttering a single word.
The material component is a firefly or a piece of phosphorescent moss. |