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Dancing
Lights (Alteration) Range:
40 yds. + 10 yds./level
Components: V, S, M Duration:
2 rds./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
When a dancing lights spell is cast, the wizard creates, at his
option, from one to four lights that resemble either torches or lanterns (and
cast that amount of light), glowing spheres of light (such as evidenced by
will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar
to that of a creature from the Elemental Plane of Fire. The dancing lights move
as the spellcaster desires, forward or back, straight or turning corners,
without concentration upon such movement by the wizard. The spell cannot be used
to cause blindness (see the 1st-level light spell), and it winks out if
the range or duration is exceeded.
The material component of this spell is either a bit of phosphorus or
wychwood, or a glowworm. Detect
Magic (Divination) Range:
0
Components: V, S
Duration:
2 rds./level
Casting Time: 1 Area
of Effect: 10 x 60 ft.
Saving Throw: None
When the detect magic spell is cast, the wizard detects magical
radiations in a path 10 feet wide and up to 60 feet long, in the direction he is
facing. The intensity of the magic can be determined (dim, faint, moderate,
strong, overwhelming), and the wizard has a 10% chance per level to recognize if
a certain type of magic (alteration, conjuration, etc.) is present. The caster
can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more
thickness, solid metal of 1 inch thickness, or a yard or more of solid wood
blocks the spell. Magical areas, multiple types of magic, or strong local
magical emanations may confuse or conceal weaker radiations. Note that this
spell does not reveal the presence of good or evil, or reveal alignment.
Otherplanar creatures are not necessarily magical. Detect
Undead (Divination,
Necromancy) Range:
0
Components: V, S, M
Duration:
3 turns
Casting Time: 1 rd. Area
of Effect: 60 ft. + 10 ft./level
Saving Throw: None
This spell enables the caster to detect all undead creatures out to the
limit of the spell. The area of effect extends in a path 10 feet wide and 60
feet long (plus 10 feet longer per level of the wizard), in the direction the
caster is facing. Scanning a direction requires one round, and the caster must
be motionless. While the spell indicates direction, it does not give specific
location or distance. It detects undead through walls and obstacles but is
blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin
coating of metal. The spell does not indicate the type of undead detected, only
that undead are present.
The material component for this spell is a bit of earth from a grave. Enlarge
(Alteration) Reversible Range:
5 yds./level
Components: V, S, M
Duration:
5 rds./level
Casting Time: 1 Area
of Effect: 1 creature or object
Saving Throw: Neg.
This spell causes instant growth of a creature or object, increasing both
size and weight. It can be cast only upon a single creature (or a symbiotic or
community entity) or upon a single object that does not exceed 10 cubic feet in
volume per caster level. The object or creature must be seen to be affected. It
grows by up to 10% per level of experience of the wizard, increasing this amount
in height, width, and weight.
All equipment worn or carried by a creature is enlarged by the spell.
Unwilling victims are entitled to a saving throw vs. spell. A successful saving
throw means the spell fails. If insufficient room is available for the desired
growth, the creature or object attains the maximum possible size, bursting weak
enclosures in the process, but it is constrained without harm by stronger
materials--the spell cannot be used to crush a creature by growth.
Magical properties are not increased by this spell--a huge sword +1
is still only +1, a staff-sized wand is still only capable of its normal
functions, a giant-sized potion merely requires a greater fluid intake to make
its magical effects operate, etc. Weight, mass, and strength are affected,
though. Thus, a table blocking a door would be heavier and more effective, a
hurled stone would have more mass (and cause more damage), chains would be more
massive, doors thicker, a thin line turned to a sizeable, longer rope, and so
on. A creature's hit points, Armor Class, and attack rolls do not change, but
damage rolls increase proportionately with size.
For example, a fighter at 160% normal size hits with his long sword and
rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6,
rounded up). Bonuses due to Strength, class, and magic are not altered.
The reverse spell, reduce, negates the enlarge spell or
makes creatures or objects smaller. The creature or object loses 10% of its
original size for every level of the caster, to a minimum of 10% of the original
size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by
1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of
an inch--the recipient cannot dwindle away to nothingness.
For example, a 16-foot-tall giant reduced by a 15th-level wizard (15
steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or
7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A
shrinking object may damage weaker materials affixed to it, but an object will
shrink only as long as the object itself is not damaged. Unwilling creatures are
allowed a saving throw vs. spell.
The material component of this spell is a pinch of powdered iron. Erase
(Alteration) Range:
30 yds.
Components: V, S
Duration:
Permanent
Casting Time: 1 Area
of Effect: 1 scroll or 2 pages
Saving Throw: Special
The erase spell removes writings of either magical or mundane
nature from a scroll or from one to two pages of paper, parchment, or similar
surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils,
and wizard marks, but it does not remove illusory script or symbols
(see those spells). Nonmagical writings are automatically erased if the caster
is touching them; otherwise, the chance for success is 90%. Magical writings
must be touched, and are only 30% likely to be erased, plus 5% per caster level,
to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a
2nd-level caster, etc.). |