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Phantasmal
Force (Illusion/Phantasm) Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 1 Area
of Effect: 400 sq. ft. +
Saving Throw: Special 100
sq. ft./level
This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect. The illusion
is visual and affects all believing creatures (undead are immune) that view it.
It does not create sound, smell, or temperature. Effects that depend on these
senses usually fail. The illusion lasts until struck by an opponent--unless the
spellcaster causes the illusion to react appropriately--or until the wizard
ceases concentration upon the spell (due to desire, moving, or a successful
attack that causes damage). Saving throws for illusions are explained under
"Illusions" in Chapter 7: Magic and under "Adjudicating
Illusions" at the beginning of Appendix 2. Creatures that disbelieve the
illusion see it for what it is and add +4 to associates' saving throws if this
knowledge can be communicated effectively. Creatures believing the illusion are
subject to its effects (again, as explained in Chapter 7).
The illusionary effect can be moved by the caster within the limits of
the area of effect. The DM has to rule on the effectiveness of this spell;
detailed guidelines are outlined in Chapter 7: Magic and under
"Adjudicating Illusions" at the beginning of Appendix 2.
The material component of the spell is a bit of fleece. Protection
From Evil (Abjuration) Reversible Range:
Touch
Components: V, S, M Duration:
2 rds./level
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None
When this spell is cast, it creates a magical barrier around the
recipient at a distance of 1 foot. The barrier moves with the recipient and has
three major effects:
First, all attacks made by evil (or evilly enchanted) creatures against
the protected creature suffer -2 penalties to attack rolls; any saving throws
caused by such attacks are made with +2 bonuses.
Second, any attempt to possess (as by a magic jar attack) or to
exercise mental control over (as by a vampire's charm ability) the
protected creature is blocked by this spell. Note that the protection does not
prevent a vampire's charm itself, but it does prevent the exercise of
mental control through the barrier. Likewise, a possessing life force is merely
kept out. It would not be expelled if in place before the protection is cast.
Third, the spell prevents bodily contact by creatures of an extraplanar
or conjured nature (such as aerial servants, elementals, imps, invisible
stalkers, salamanders, water weirds, xorn, and others). This causes the natural
(body) weapon attacks of such creatures to fail and the creatures to recoil, if
such attacks require touching the protected being. Animals or monsters summoned
or conjured by spells or similar magic are likewise hedged from the character.
This protection ends if the protected character makes a melee attack
against or tries to force the barrier against the blocked creature.
To complete this spell, the wizard must trace a 3-foot-diameter circle on
the floor (or ground) with powdered silver.
This spell can be reversed to become protection from good; the
second and third benefits remain unchanged. The material component for the
reverse is a circle of powdered iron. Read
Magic (Divination) Range:
0
Components: V, S, M Duration:
2 rds./level
Casting Time: 1rd. Area
of Effect: Special
Saving Throw: None
By means of a read magic spell, the wizard is able to read magical
inscriptions on objects--books, scrolls, weapons, and the like--that would
otherwise be totally unintelligible. (The personal books of the wizard, and
works already magically read, are intelligible.) This deciphering does not
normally invoke the magic contained in the writing, although it may do so in the
case of a cursed scroll. Furthermore, once the spell is cast and the wizard has
read the magical inscription, he is thereafter able to read that particular
writing without recourse to the use of the read magic spell. The duration
of the spell is two rounds per level of experience of the spellcaster; the
wizard can read one page or its equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not
expended, to cast the spell. Shield
(Evocation) Range:
0
Components: V, S Duration:
5 rds./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front
of the wizard. This shield totally negates magic missile attacks. It provides
the equivalent protection of AC 2 against hand-hurled missiles (axes, darts,
javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows,
bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all
other forms of attack. The shield also adds a +1 bonus to the wizard's saving
throws against attacks that are basically frontal. Note that these benefits
apply only if the attacks originate from in front of the wizard, where the
shield can move to interpose itself. Shocking
Grasp (Alteration) Range:
Touch
Components: V, S
Duration:
Special
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None
When the wizard casts this spell, he develops a powerful electrical
charge that gives a jolt to the creature touched. The spell remains in effect
for one round per level of the caster or until it is discharged by the caster
touching another creature. The shocking grasp delivers 1d8 points of damage,
plus 1 point per level of the wizard (for example, a 2nd-level wizard would
discharge a shock causing 1d8+2 points of damage). While the wizard must come
close enough to his opponent to lay a hand on the opponent's body or upon an
electrical conductor that touches the opponent's body, a like touch from the
opponent does not discharge the spell. |