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Affect
Normal Fires (Alteration) Range:
5 yds./level
Components: V, S, M
Duration:
2 rds./level
Casting Time: 1 Area
of Effect: 10-ft. radius
Saving Throw: None
This spell enables the wizard to cause nonmagical fires--from as small as
a torch or lantern to as large as the area of effect--to reduce in size and
brightness to become mere coals or increase in light to become as bright as full
daylight and increase the illumination to double the normal radius. Note that
this does not affect either fuel consumption or damage caused by the fire. The
caster can affect any or all fires in the spell's area. He can alter their
intensities with a single gesture as long as the spell is in effect. The spell
lasts until the caster cancels it, all fuel is burned, or the duration expires.
The caster can also extinguish all flames in the area, which expends the spell
immediately. The spell does not affect fire elementals or similar creatures. Alarm
(Abjuration,
Evocation) Range:
10 yds.
Components: V, S, M
Duration:
4 hrs. + ½ hr./level
Casting Time: 1 rd. Area
of Effect: Up to 20-ft. cube
Saving Throw: None
When an alarm spell is cast, the wizard causes a selected area to
react to the presence of any creature larger than a normal rat--anything larger
than about ½ cubic foot in volume or more than about three pounds in weight.
The area of effect can be a portal, a section of floor, stairs, etc. As soon as
any creature enters the warded area, touches it, or otherwise contacts it
without speaking a password established by the caster, the alarm spell
lets out a loud ringing that can be heard clearly within a 60-foot radius.
(Reduce the radius by 10 feet for each interposing door and by 20 feet for each
substantial interposing wall.) The sound lasts for one round and then ceases.
Ethereal or astrally projected creatures do not trigger an alarm, but flying or
levitating creatures, invisible creatures, or incorporeal or gaseous creatures
do. The caster can dismiss the alarm with a single word.
The material components of this spell are a tiny bell and a piece of very
fine silver wire. Armor
(Conjuration) Range:
Touch
Components: V, S, M
Duration:
Special
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: None
By means of this spell, the wizard creates a magical field of force that
serves as if it were scale mail armor (AC 6). The spell has no effect on a
person already armored or a creature with Armor Class 6 or better. It is not
cumulative with the shield spell, but it is cumulative with Dexterity
and, in case of fighter/mages, with the shield bonus. The armor spell
does not hinder movement or prevent spellcasting, and adds no weight or
encumbrance. It lasts until successfully dispelled or until the wearer sustains
cumulative damage totaling greater than 8 points + 1 per level of the caster.
(It is important to note that the armor does not absorb this damage. The
armor merely grants an AC of 6; the wearer still suffers full damage from any
successful attacks.) Thus, the wearer might suffer 8 points from an attack, then
several minutes later sustain an additional 1 point of damage. Unless the spell
were cast by a wizard of 2nd level or higher, it would be dispelled at this
time. Until it is dispelled, the armor spell grants the wearer full
benefits of the Armor Class gained.
The material component is a piece of finely cured leather that has been
blessed by a priest. Audible
Glamer (Illusion/Phantasm) Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
3 rds./level
Casting Time: 1 Area
of Effect: Hearing range
Saving Throw: Special
When the audible glamer spell is cast, the wizard causes a volume
of sound to arise, at whatever distance he desires (within range), and seem to
recede, approach, or remain at a fixed place as desired. The volume of sound
created, however, is directly related to the level of the spellcaster. The
volume is based upon the lowest level at which the spell can be cast, 1st level.
The noise of the audible glamer at this level is that of four men,
maximum. Each additional experience level of the wizard adds a like volume, so
that at 2nd level the wizard can have the spell cause sound equal to that of
eight men. Thus, talking, singing, shouting, walking, marching, or running
sounds can be created. The auditory illusion created by an audible glamer
spell can be virtually any type of sound, but the relative volume must be
commensurate with the level of the wizard casting the spell. A horde of rats
running and squeaking is about the same volume as eight men running and
shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring
dragon is equal to the noise volume of no fewer than 24 men.
A character stating that he does not believe the sound receives a saving
throw, and if it succeeds, the character then hears a faint and obviously false
sound, emanating from the caster's direction. Note that this spell can enhance
the effectiveness of the phantasmal force spell.
The material component of the spell is a bit of wool or a small lump of
wax. Burning
Hands (Alteration) Range:
0
Components: V, S Duration:
Instantaneous
Casting Time: 1 Area
of Effect: The caster
Saving Throw: ½
When the wizard casts this spell, a jet of searing flame shoots from his
fingertips. His hands must be held so as to send forth a fanlike sheet of
flames: The wizard's thumbs must touch each other and the fingers must be
spread. The burning hands send out flame jets 5 feet long in a horizontal arc of
about 120 degrees in front of the wizard. Any creature in the area of the flames
suffers 1d3 points of damage, plus 2 points for each level of experience of the
spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully
saving vs. spell receive half damage. Flammable materials touched by the fire
burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can
be extinguished in the next round if no other action is taken. |