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Magic
Missile (Evocation) Range:
60 yds. + 10 yds./level
Components: V, S Duration:
Instantaneous
Casting Time: 1 Area
of Effect: 1-5 targets
Saving Throw: None
Use of the magic missile spell creates up to five missiles of
magical energy that dart forth from the wizard's fingertip and unerringly strike
their target. This includes enemy creatures in a melee. The target creature must
be seen or otherwise detected to be hit, however, so near-total concealment,
such as that offered by arrow slits, can render the spell ineffective. Likewise,
the caster must be able to identify the target. He cannot direct a magic missile
to "Strike the commander of the legion," unless he can single out the
commander from the rest of the soldiers. Specific parts of a creature cannot be
singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and
any attempt to do so wastes the missiles to no effect. Against creatures, each
missile inflicts 1d4+1 points of damage.
For every two extra levels of experience, the wizard gains an additional
missile--he has two at 3rd level, three at 5th level, four at 7th level, etc.,
up to a total of five missiles at 9th level. If the wizard has multiple missile
capability, he can have them strike a single target creature or several
creatures, as desired. Mending
(Alteration) Range:
30 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 Area
of Effect: 1 object
Saving Throw: None
This spell repairs small breaks or tears in objects. It will weld a
broken ring, chain link, medallion, or slender dagger, providing but one break
exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined
to be as strong as new. A hole in a leather sack or wineskin is completely
healed over by a mending spell. This spell does not, by itself, repair
magical items of any type. One turn after the spell is cast, the magic of the
joining fades, and the effect cannot be magically dispelled. The maximum volume
of material the caster can mend is 1 cubic foot per level.
The material components of this spell are two small magnets of any type
(lodestone in all likelihood) or two burrs. Message
(Alteration) Range:
0
Components: V, S, M Duration:
5 rds./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
When this spell is cast, the wizard can whisper messages and receive
replies with little chance of being overheard. When the spell is cast, the
wizard secretly or openly points his finger at each creature to be included in
the spell effect. Up to one creature per level can be included. When the wizard
whispers, the whispered message travels in a straight line and is audible to all
of the involved creatures within 30 feet, plus 10 feet per level of the caster.
The creatures who receive the message can whisper a reply that is heard by the
spellcaster. Note that there must be an unobstructed path between the
spellcaster and the recipients of the spell. The message must be in a language
the caster speaks; this spell does not by itself confer understanding upon the
recipients. This spell is most often used to conduct quick and private
conferences when the caster does not wish to be overheard.
The material component of the spell is a short piece of copper wire. Mount
(Conjuration/Summoning) Range:
10 yds.
Components: V, S, M Duration:
2 hrs. + 1 hr./level
Casting Time: 1 turn Area
of Effect: 1 mount
Saving Throw: None
By means of this spell, the caster conjures a normal animal to serve him
as a mount. The animal serves willingly and well, but at the expiration of the
spell duration it disappears, returning to its own place. The type of mount
gained by this spell depends on the level of the caster; of course, a caster can
choose a lesser mount if desired. Available mounts include the following:
Caster Level Mount
1-3
Mule or light horse
4-7
Draft horse or war horse
8-12
Camel
13-14 Elephant (and
howdah at 18th level)
15+
Griffon (and saddle at 18th level)
The mount does not come with any riding gear, unless it is of a class
lower than the caster would normally be entitled to; thus, a 4th-level wizard
can gain a war horse without saddle and harness, or a light horse with saddle
and harness. The statistics of the animal gained are typical of all creatures of
the same class. The mount disappears when slain.
The material component of the spell is a bit of hair from the type of
animal to be conjured. Nystul's
Magical Aura (Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
1 day/level
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: Special
By means of this spell, any one item of no more than five pounds weight
per level of the spellcaster can be given an aura that is noticed by someone
using magic detection. Furthermore, the caster can specify the type of magical
aura that is detected (alteration, conjuration, etc.) and this effectively masks
the item's actual aura, if any, unless the item's own aura is exceptionally
powerful (if it is an artifact, for instance). If the object bearing Nystul's
magical aura has an identify spell cast on it or is similarly examined,
the examiner has a 50% chance of recognizing that the aura has been placed to
mislead the unwary. Otherwise, the aura is believed and no amount of testing
reveals what the true magic is.
The component for this spell is a small square of silk, which must be
passed over the object that receives the aura. |