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Cantrip
(All
Schools) Range:
10 ft.
Components: V, S Duration:
1 hr./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
Cantrips are minor spells studied by wizards during their apprenticeship,
regardless of school. The cantrip spell is a practice method for the
apprentice, teaching him how to tap minute amounts of magical energy. Once cast,
the cantrip spell enables the caster to create minor magical effects for
the duration of the spell. However, these effects are so minor that they have
severe limitations. They are completely unable to cause a loss of hit points,
cannot affect the concentration of spellcasters, and can only create small,
obviously magical materials. Furthermore, materials created by a cantrip are
extremely fragile and cannot be used as tools of any sort. Lastly, a cantrip
lacks the power to duplicate any other spell effects.
Whatever manifestation the cantrip takes, it remains in effect only as
long as the wizard concentrates. Wizards typically use cantrips to impress
common folk, amuse children, and brighten dreary lives. Common tricks with
cantrips include tinklings of ethereal music, brightening faded flowers, glowing
balls that float over the caster's hand, puffs of wind to flicker candles,
spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust
under rugs. Combined with the unseen servant spell, it's a tool to make
housekeeping and entertaining simpler for the wizard. Change
Self (Illusion/Phantasm) Range:
0
Components: V, S
Duration:
2d6 rds. + 2 rds./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None
This spell enables the wizard to alter the appearance of his
form--including clothing and equipment--to appear 1 foot shorter or taller;
thin, fat, or in between; human, humanoid, or any other generally man-shaped
bipedal creature. The caster cannot duplicate a specific individual. The spell
does not provide the abilities or mannerisms of the chosen form. The duration of
the spell is 2d6 rounds plus two additional rounds per level of experience of
the spellcaster. The DM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the perceived
tactile (i.e., touch) properties of the caster or his equipment, and the ruse
can be discovered in this way. Charm
Person (Enchantment/Charm) Range:
120 yds.
Components: V, S
Duration:
Special
Casting Time: 1 Area
of Effect: 1 person
Saving Throw: Neg.
This spell affects any single person it is cast upon. The term person
includes any bipedal human, demihuman or humanoid of man-size or smaller, such
as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves,
halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs,
pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be
charmed, but an ogre could not.
The person receives a saving throw vs. spell to avoid the effect, with
any adjustment due to Wisdom (see Table 5). If the person receives damage from
the caster's group in the same round the charm is cast, an additional
bonus of +1 per hit point of damage received is added to the victim's saving
throw.
If the spell recipient fails his saving throw, he regards the caster as a
trusted friend and ally to be heeded and protected. The spell does not enable
the caster to control the charmed creature as if it were an automaton, but any
word or action of the caster is viewed in the most favorable way. Thus, a
charmed person would not obey a suicide command, but he might believe the caster
if assured that the only chance to save the caster's life is for the person to
hold back an onrushing red dragon for "just a minute or two." Note
also that the spell does not endow the caster with linguistic capabilities
beyond those he normally possesses (i.e., he must speak the victim's language to
communicate his commands).
The duration of the spell is a function of the charmed person's
Intelligence and is tied to the saving throw. The spell may be broken if a
successful saving throw is rolled, and this saving throw is checked on a
periodic basis, according to the creature's Intelligence (see the following
table). If the caster harms, or attempts to harm, the charmed person by some
overt action, or if a dispel magic spell is successfully cast upon the
charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the
result is decided by the DM. This could range from one effect being clearly
dominant, to the subject being torn by conflicting desires, to new saving throws
that could negate both spells.
Note that the subject has full memory of the events that took place while
he was charmed. Intelligence
Score
Time Between Checks
3
or less
3 months 4-6
2 months 7-9
1 month 10-12
3 weeks 13-14
2 weeks 15-16
1 week 17
3 days 18
2 days 19
or more
1 day
Note: The
period between checks is the time period during which the check occurs. When to
roll the check during this time is determined (randomly or by selection) by the
DM. The roll is made secretly. Chill Touch (Necromancy) Range:
0
Components: V, S
Duration:
3 rds. + 1 rd./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses his hand.
This energy attacks the life force of any living creature upon which the wizard
makes a successful melee attack. The touched creature must roll a successful
saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of
Strength. If the save is successful, the creature remains unharmed. Creatures
not rated for Strength suffer a -1 penalty to their attack rolls for every other
successful touch. Lost Strength returns at the rate of 1 point per hour. Damage
must be cured magically or healed naturally.
This spell has a special effect on undead creatures. Undead touched by
the caster suffer no damage or Strength loss, but they must successfully save
vs. spell or flee for 1d4 rounds + 1 round per level of the caster. Color
Spray (Alteration) Range:
0
Components: V, S, M Duration:
Instantaneous
Casting Time: 1
Area
of Effect: 5 x 20 x
Saving Throw: Special
20
ft. wedge
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. From one to six creatures (1d6)
within the area are affected in order of increasing distance from the wizard.
All creatures above the level of the spellcaster and all those of 6th level or 6
Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing
creatures are not affected by the spell.
Creatures not allowed or failing saving throws, and whose Hit Dice or
levels are less than or equal to the spellcaster's level, are struck unconscious
for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's
level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more
greater than that of the spellcaster are stunned (reeling and unable to think or
act coherently) for one round.
The material components of this spell are a pinch each of powder or sand
that is colored red, yellow, and blue. Comprehend
Languages (Alteration) Reversible Range:
Touch
Components: V, S, M
Duration:
5 rds./level
Casting Time: 1 rd. Area
of Effect: 1 speaking
Saving Throw: None creature
or written text
When this spell is cast, the wizard is able to understand the spoken
words of a creature or read an otherwise incomprehensible written message (such
as writing in another language). In either case, the wizard must touch the
creature or the writing. Note that the ability to read does not necessarily
impart understanding of the material, nor does the spell enable the caster to
speak or write an unknown language. Written material can be read at the rate of
one page or equivalent per round. Magical writing cannot be read, other than to
know it is magical, but the spell is often useful when deciphering treasure
maps. This spell can be foiled by certain warding magic (the 3rd-level secret
page and illusionary script spells), and it does not reveal messages
concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few
grains of salt.
The reverse of this spell, confuse languages, cancels a comprehend
languages spell or renders a writing or a creature's speech
incomprehensible, for the same duration as above. |