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Tuesday, August 30, 2022

BRP Skyrealms of Jorune (Part 3: Skills)

 


Last Edit: 9/6/22

When it comes to BRP, I tend to just hack together my own game with the core elements of the rules, and just bennnnnnnnnd things until they fit. In my mind most games boil down to Stats and Skills, or some blend of the two. I played a lot of Rolemaster Standard System as a kid so I tend to love a big ole list of skills, as no doubt you will be able to tell from the rest of this blog post... :)

I have been asked what skills I have cobbled together for this, and it has changed and then changed again. I tend to go back and forth between being ALL ENCOMPASSING to realizing that I don't need a basket weaving skill (although that is covered by Craft...). hehe. I'm pretty happy with this current batch of them. No doubt it's too many for most of you out there.

I went with skill categories because I wanted to have some category bonuses. As part of character creation, the player can pick 4 categories of skills that their characters are extra good at, and then they have +40%, +30%, +20%, and +10% to place in those. All of the skills in that category get that bonus. I found that this speeds up the process of adding in other percentage points. I've given each skill a base percentage. I thought about doing the RuneQuest way of Stat+Stat but that would be way too much math for the amount of skills I have. 

On top of the category bonuses, and base %, each character gets 400 percentage points and Education x 10 percentage points to place in whatever skill they like. Humans (not Boccord or Muadra) get 50 extra percentage point to put into skills. It sounds like a lot, but with the number of skills there are it seems to work out fairly well. In the playtest my son found that he wanted more, but I told him each character has strengths and weaknesses. Another caveat is that no skill can be above 75% to start.

One last thing. In my version of BRP, the attempt to use any skill allows for a check mark, because I believe that failure is a great teacher. At the end of the session every skill that was used gets an experience roll to see if it increases by rolling higher than the skill percentage. Unlike core BRP though, the increase is only +1% with a successful roll. I really want to run a long campaign with this, and I want that slow progression of skills in there.  

 

SKILL LIST

COMBAT                     +/- (___)
[] 1H Melee Weapon (25%)…...___
[] 2H Melee Weapon (15%)..….___
[] Ambushing* (10%)…..….….___
[] Archery (15%)…………...….___
[] Blind-fighting (1%)…….…...___
[] Brawling (25%)…...…….…..___
[] Charging (20%)….……….…___
[] Dirty Fighting (20%)………..___
[] Disarming (5%)…………......___
[] Energy Weapon (1%)…..…...___
[] Feint* (5%)………..………..___
[] Firearms (20%)……………..___
[] Grappling* (25%)…...….…..___
[] Heavy Weapon (10%)…..…..___
[] Improvised Weapons (10%)...___
[] Martial Arts* (5%)…..….…..___
[] Mounted Combat (1%)….…..___
[] Parrying w/ Weapon (25%)....___
[] Polearms/Spears (15%)……..___
[] Quickdraw* (15%)…....…….___
[] Rapid Reload (10%)………...___
[] Shield (30%)………………..___
[] Throwing (25%)…………….___
[] Tripping* (20%)………….....___

COMMUNICATION  +/- (___)
[] Bartering/Haggling (15%)…..___
[] Bribe/Bureaucracy (5%)…....___
[] Carousing (20%)…………....___
[] Command/Leadership (5%)...___
[] Contacts (10%)…………...…___
[] Diplomacy/Persuade (15%)...___
[] Fast Talk/Trickery (5%)….…___
[] Gather Information (5%)...….___
[] Interrogation (5%)…………..___
[] Intimidation (10%)………….___
[] Lang. Human/Entren…..….100%
[] Lang. ________ (1%).……...___
[] Lang. ________ (1%).……...___
[] Lang. ________ (1%).……...___
[] Lang. ________ (1%).……...___
[] Lang. ________ (1%).……...___
[] Lang. ________ (1%).……...___
[] Lie / Spot Lie (20%)………...___
[] Lip Reading (1%)…………...___
[] Mimicry (5%)…………….…___
[] Public Speaking (10%)…..….___
[] Storytelling(10%)…………...___
[] Thieves’ Cant (1%)…………___
[] Ventriloquism (1%)..………..___

CULTURES                 +/- (___)
[] Acubon (10%)……………....___
[] Blount (40%)…………….….___
[] Bronth (40%)…………….….___
[] Cleash (1%)……………....…___
[] Corastin (10%)……………...___
[] Croid (10%)………………....___
[] Crugar (15%)…………….….___
[] Ramian (20%)……………....___
[] Salu (30%)……………….….___
[] Scarmis (5%)………...……...___
[] Shantha (5%)…………….….___
[] Thivin (40%)…………….….___
[] Thriddle (40%)……………...___
[] Tologra (10%)…..………..…___
[] Trarch (10%)……………..…___
[] Woffen (40%)…………….…___

LORE                +/- (___)
[] Alchemy/Potions (1%).……..___
[] Artifacts (5%)………..……...___
[] Crystals/Geology (10%).…....___
[] Drugs & Poisons (1%)……...___
[] Earth-Tec (5%)……….……..___
[] Folklore/Myths (30%)………___
[] Geography (20%)…………...___
[] Heraldry/Symbols (15%)…...___
[] History (25%)……………….___
[] Occult (1%)………………....___
[] Philosophy (20%)…………...___
[] Religion (35%)……………...___
[] Science (10%)……..………..___
[] Warps to Skyrealms (5%)…...___

MANIPULATION
      +/- (___)
[] Art:________ (5%)…………___
[] Art:________ (5%)…………___
[] Calligraphy (10%)………..…___
[] Craft:________ (5%)……….___
[] Craft:________ (5%)……….___
[] Dancing (25%)……………...___
[] Disguising (5%)………….…___
[] Escape Artist (15%)…...…....___
[] Forgery (5%)………………..___
[] Heavy Machine (5%)…….…___
[] Juggling* (10%)....……….....___
[] Locks/Traps (10%)………….___
[] Music (15%)…...………...….___
[] Pick Pockets* (10%)………..___
[] Repair (15%)…………….….___
[] Ropes/Knots (15%)……..…..___
[] Singing (20%)……..………..___
[] Scrounging (20%)…………..___
[] Slap Hands (30%).………….___
[] Sleight of Hand (5%)…..…...___

MENTAL                     +/- (___)
[] Appraise (15%)……………..___
[] Concentration (30%)………..___
[] Games/Gambling (35%)……___
[] Healing (30%).……………...___
[] Hypnotism (1%).………......___
[] Identify Item (1%)…...……...___
[] Math (20)….………………...___
[] Meditation/Trance (15%)…...___
[] Research (25%)………….….___
[] Self Control (10%)….…...….___
[] Strategy/War (10%)………....___
[] Streetwise (10%)….………...___
[] Teaching (20%)………….….___

MOON ISHO
              +/- (___)
[] Black/Gobey (Isho)…………___
[] Blue/Shal (Isho)…….………___
[] Green/Launtra (Isho)…..……___
[] Orange/Du (Isho)...…………___
[] Red/Desti (Isho)…….………___
[] White/Tra (Isho)….…………___
[] Yellow/Ebba (Isho).…………___

It costs 1-10 CPs to Interfere [B&H]
or 1-10 IPs to Unweave [M] dyshas.

OUTDOORS               +/- (___)
[] Animal Handling (15%)..…...___
[] Boating (15%)……………....___
[] Camouflage (5%)…………...___
[] Camping/Firestarting (20%)..___
[] Cold/Heat Survival (20%)…..___
[] Cooking/Foraging (30%)…...___
[] Dowsing (10%)……………..___
[] Fauna (10%)………………...___
[] Fishing (15%)………...….….___
[] Flora/Herbs (15%)……….….___
[] Hunting/Trapping (10%)…....___
[] Navigation/Stars (10%)……..___
[] Riding (20%)…………….….___
[] Sailing/Sea Legs (15%)……..___
[] Sense Ambush (10%)……….___
[] Tracking (10%)……………..___
[] Weather (20%)………….......___

PHYSICAL                  +/- (___)
[] Balancing (20%)…………....___
[] Blending-in/Crowds (30%)....___
[] Climbing (40%)….………….___
[] Contortions (5%)…………....___
[] Driving/Teamster (20%)……___
[] Hiding (10%)…….………….___
[] Jumping (25%)….…………..___
[] Running (40%)…………..….___
[] Stalking/Stealth (5%)….…....___
[] Swimming/Diving (35%)…...___

*Armor Penalties affect the skill.

I just slapped them all into a 3 column format like so to take up a whole page.


I'll try to dabble with Color & Isho Points in the next post.

BRP Skyrealms of Jorune (Part 2: Characteristics & Rolls)

 

Last Edit: 10/12/22.

Characteristics or Stats are probably where I should have started out with in the first post in this series of converting the Skyrealms of Jorune to BRP, but I tend to be an avatar of chaos... I expanded the list of BRP Characteristics up to 10: Agility, Color, Constitution, Education, Intelligence, Isho, Listen, Spot, Size, and Strength.


Agility replaces Dexterity. I also replaced the Agility roll with Dodge instead of having Dodge as a combat skill. I figure diving out of the way of harm is probably more of an innate thing than something you can train for. Initiative for combat is determined by rolling 1D10 and adding Agility to it.

Boccord: 2D6+2, Human: 3D6+6, Muadra: 2D6+6

AGL +
INT
# of Actions
Per Round
2 - 12
1
13 - 24
2
25 - 36
3
37 - 48+
4


Color is a tricky thing, because it is almost like an Isho Stat Part 2. The Color Stat determines how many Color Points you have, and those determine what the Isho Sensitivity percentages are. I gave Color the Luck BRP D100 roll as well. One last thing, Color determines how many categories of Dyshas (spells) a Muadra / Caji can learn to cast from. Muadras/Caji start out knowing the first Dysha in each category they can cast from.         

Boccord: 3D6+2, Human: 2D6+2, Muadra: 3D6+6     

Color Points = Color x 1 for Humans, Color x2 for Boccord & Muadra. The Isho Sensitivity skills are based off of the character's total pool of Color Points.

Color
Stat
# of Dysha
Color
Groups
3 - 5
0
6 - 8
1
9 - 10
2
11 - 12
3
13 - 15
4
16
5
17
6
18+
7


Constitution is pretty standard. It comes with a D100 Stamina roll.

Boccord: 2D6+6, Human: 2D6+6, Muadra: 3D6

Hit Points = CON + SIZE (BRP optional rule)


I opted to include Education in addition to Intelligence. It also has the Know BRP D100 roll.

Boccord: 2D6+6, Human: 3D6+6, Muadra: 3D6+2

Starting Skill Percentage Points that a new character has [(EDU x 10) + 400]. Four skill categories of your choice also get the following bonuses as well: +40, +30, +20, and +10. These bonuses are added to each skill's base percentage. Humans (not Boccord or Muadra) get an extra 50 percentage points to put into skills.


Intelligence affects how many languages a character starts out with at 100% and it also has the Idea BRP D100 roll. 

Starting Dyshas: Muadra Caji also start by knowing a number of levels of Dyshas equal to the average of their INT and ISHO (rounded up). In each group of dyshas the first one listed costs 1, the 2nd 2, 3rd 3, etc. So a character with an 18 INT and 16 ISHO would start with 17 levels of Dyshas.

Boccord: 3D6, Human: 3D6+6, Muadra: 2D6+6

INT Stat# of Langs
at 100%
3 - 5
1
6 - 8
2
9 - 10
3
11 - 12
4
13 - 15
5
16
6
17
7
18+
8

Languages: *Add list of Jorune languages*


Isho is the name for the Power Stat in this rules hack. Isho Points are based off of it, and it comes with a D100 Empathy roll (replaces the Empathy skill). I'll discuss Isho Points in another post that are based off of them.

Boccord: 3D6, Human: 3D6, Muadra: 3D6+6

Isho Points: Boccords & Humans Isho x 1, Muadra Isho x 2.


Listen seemed like an innate skill, and it comes with a Listen D100 roll.

Boccord: 2D6+6, Human: 3D6, Muadra: 3D6


Both BRP and Jorune have a Size Stat so it's a no brainer to include it. There is no D100 roll for it.

Boccord: 3D6+6, Human: 2D6+6, Muadra: 3D6

SIZE +
STR
Damage
Bonus
2 - 12
-1D4
13 - 16
None
17 - 24
+1D4
25 - 32
+1D6
33 - 40
+2D6
41 - 56
+3D6
57 - 72
+4D6
73 - 88
+5D6

(DB is slightly modified).


Spot seemed like an innate skill, and it comes with a Listen D100 roll.

Boccord: 3D6+6, Human: 3D6+2, Muadra: 2D6+6


Strength is pretty much as is from BRP. It modifies the number of "things" a character can carry. Maximum Encumbrance is STR x 6 things (+10 for Boccords and +5 for humans). The Stat comes with a D100 Effort roll.

Boccord: 3D6+6, Human: 2D6+6, Muadra: 2D6+2



I think I'll tackle the LARGE list of skills in the next post.


This logo was whipped together by: Dying Breed Tabletop.


BRP Skyrealms of Jorune (Part 1: Dysha Damage)

 

Last Edit: 9/6/22

I've seen others tinkering on their own BRP version of the Skyrealms of Jorune setting online... but this one is mine. I've been playtesting it via a campaign I'm running for my son. He likes the sci-fantasy mix.

Above my son's character and a few NPCs faced off against some Trarches and Ramians in a Shanthic observatory. 

I was tinkering on the dyshas (spells) and trying to figure out the damage and how it all works. I came up with 7 moon skills. If you cast a dysha that uses a certain color you roll to cast on the proper moon skill. I'm basing things more on the 2nd edition box set.

For base damage I think I'm going to modify the dysha damage chart as so... Sup = 2D6. Minor = 3d6, Major = 4D6, Critical = 5D6, and Death = 6D6+. You roll 2D6 and can pump extra Isho Points into the spell to give you a bonus to the roll. 

I'll be using Con + Size to determine the characters hit points instead of damage by location. 

Edit: I should have started with Stats and Stat Rolls... I'll put those in the next post.

2D6+
Isho
Brain
Blast
Crater Craze Constrictor Energy
Cast
Flingers Fire
Touch
2D6+
Isho
2
1D6
2D6
2D6
2D6
2D6
1D6
2D6
2
3
1D6
2D6
2D6
2D6
2D6
1D6
2D6
3
4
1D6
2D6
2D6
3D6
3D6
1D6
3D6
4
5
1D6
3D6
2D6
3D6
3D6
1D6
3D6
5
6
1D6
3D6
2D6
3D6
3D6
2D6
3D6
6
7
2D6
3D6
3D6
3D6
3D6
2D6
3D6
7
8
2D6
4D6
3D6
4D6
3D6
2D6
4D6
8
9
2D6
4D6
3D6
4D6
3D6
2D6
4D6
9
10
2D6
4D6
3D6
5D6
4D6
3D6
4D6
10
11
2D6
5D6
3D6
5D6
4D6
3D6
5D6
11
12
2D6
5D6
3D6
6D6
4D6
3D6
5D6
12
13
2D6
5D6
4D6
6D6
5D6
3D6
5D6
13
14
3D6
6D6
4D6
7D6
5D6
3D6
6D6
14
15
3D6
6D6
4D6
7D6
5D6
3D6
6D6
15
16
3D6
6D6
4D6
8D6
6D6
4D6
6D6
16
17
3D6
7D6
5D6
8D6
6D6
4D6
7D6
17
18
3D6
7D6
5D6
9D6
6D6
4D6
7D6
18
19
3D6
7D6
5D6
9D6
7D6
5D6
7D6
19
20
4D6
8D6
6D6
10D6
7D6
5D6
8D6
20


...and MORE dyshas...

2D6+
Isho
Frost
Bolt
Lightning
Blast
Penetration
Bolt
Power
Orb
Quantum Spectral
Stun
Stiff 2D6+
Isho
2
2D6
2D6
3D6
2D6
1D6
1D3
2D6
2
3
2D6
2D6
3D6
2D6
1D6
1D3
2D6
3
4
2D6
2D6
3D6
2D6
2D6
1D3
2D6
4
5
3D6
3D6
4D6
2D6
2D6
1D3
2D6
5
6
3D6
3D6
4D6
3D6
3D6
1D3
2D6
6
7
3D6
3D6
4D6
3D6
3D6
1D3
2D6
7
8
4D6
3D6
5D6
3D6
3D6
1D6
2D6
8
9
4D6
3D6
5D6
3D6
3D6
1D6
2D6
9
10
4D6
3D6
5D6
4D6
3D6
1D6
2D6
10
11
4D6
3D6
6D6
4D6
3D6
1D6
2D6
11
12
4D6
4D6
6D6
4D6
4D6
1D6
3D6
12
13
5D6
4D6
6D6
5D6
4D6
1D6
3D6
13
14
5D6
4D6
6D6
5D6
4D6
2D6
3D6
14
15
5D6
5D6
7D6
5D6
5D6
2D6
3D6
15
16
6D6
5D6
7D6
6D6
5D6
2D6
3D6
16
17
6D6
5D6
7D6
6D6
5D6
2D6
3D6
17
18
6D6
6D6
7D6
7D6
6D6
2D6
4D6
18
19
7D6
6D6
8D6
7D6
6D6
2D6
4D6
19
20
7D6
6D6
8D6
8D6
6D6
3D6
4D6
20

Thursday, May 5, 2022

AD&D Druid 3rd Level Spell Descriptions for Marth Ice World (For Gold & Glory, Frost & Fur, Frostburn, OSRIC)

These 3rd level spells were modified from: D&D 3rd Edition, For Gold & Glory, Frost & Fur, Frostburn, OSRIC, and Pathfinder to fit my Marth ice world setting. I will be editing them more in the future, but I wanted to get them out there on the blog. Enjoy.



 *Last Edit: 5/6/2022*

 

Animate Dead (Necromancy)

Sphere: Necromantic Range: 10 yards Duration: Permanent Effective Area: Special Components: V, S and M Casting Time: 5 rounds Saving Throw: None

This spell allows the caster to create the least of the undead creatures, skeletons and zombies, usually from the bones or bodies of dead humans, humanoids, demi-humans, and giants. Optionally, the caster can animate animal corpses. The animated undead remains obey simple commands given to them by the caster. The undead remain animated until destroyed or turned—they are not affected by dispel magic.

The total HD of undead animated by this spell cannot exceed the caster’s level. Humans, demi-humans, and humanoids with only 1 HD in life become 1 HD skeletons or 2 HD zombies, regardless of class levels, experience or HD they once had. Creatures and animals with less than 1 HD can be raised as 1/2 HD skeletons or 1 HD zombies, but clerics receive a +1 bonus to turn checks against these monsters. A creature or animal with 1 HD or more retains its HD when raised as a skeleton and gains one HD when raised as a zombie. Undead have none of the special abilities they had when alive.

While evil spell casters can use this spell whenever and however they wish, the lesser undead created are always neutral in alignment. Neutral spell casters can freely use the spell as long as the body is that of a fallen enemy from a non-PC race. Good spell casters prefer animating animals, and cast speak with dead on a humanoid body to gain express permission. A neutral spell caste may also cast speak with dead to gain permission to animate a PC or a member of a PC race. A neutral or good spell caster would never animate a corpse being prepared for a raise dead spell, because a soul requires the original body to be raised. If the body were animated, the victim would then need a full resurrection, reincarnate or similar spell, such as wish, to be brought back to life. 

Even though animating undead is not automatically an evil act, undead are perversions of life, and as such their mere presence is disturbing to most creatures (animals avoid them entirely, unless specially trained). The charnel smell, particularly of a zombie, is quite nauseating. Few, if any, hirelings will sign on to a party that is known to travel with undead. Additionally, most civilizations have regulations regarding the creation of undead. Some cultures seek their immediate destruction, and even the most tolerant require undead servants to be tagged and registered. Lawful spellcasters must get a permit (if possible) or simply avoid finding bodies in graveyards or battlefields, as local governments claim them and grave robbing is punishable harshly (usually by death).

The spell requires the body or bones of the creature to be animated, and the remains must be reasonably intact. Undead destroyed in combat cannot be re-animated. The spell requires a pinch of bone powder or bone shard.


Binding Snow (Transmutation)

Sphere: Weather Range: 360 yards Duration: 1 hour/level Effective Area: one 10-foot square/level Components: V and S Casting Time: 5 Saving Throw: Negates

This spell must be cast on a snow field which makes the area instantly freeze into a sheet of magical and malevolent ice. Those that fail a saving throw vs. spells move at one quarter of their normal movement. A creature that failed a saving throw can make a Strength check to move at half their speed for one round. 


Call Lightning (Transmutation)

Sphere: Weather Range: 360 yards Duration: 1 turn/level Effective Area: 10-foot radius Components: V and S Casting Time: 1 turn Saving Throw: Half

This spell can only be cast outdoors when the weather is stormy with a rain shower, heavy clouds, strong winds, or worse. The weather conditions can be natural or magically created, but the spell will not function underground or underwater. The caster can call down one bolt of lightning, anywhere within range, per turn for the duration of the spell. Other actions can be performed while the spell duration is in effect, even casting other spells. Calling down a bolt only requires the caster to con- centrate during the round in which he chooses to calls it.

Each bolt is a vertical stroke of lightning, inflicting 2d8 points of damage + 1d8 per caster level to all creatures within the effective area. Damage is halved if a successful saving throw, modified by dexterity-surprise modifier, is rolled. All buildings, vehicles, unattended items, trees, bodies of water, etc. within the effective area must save vs. lightning or be destroyed. Wooden structures or paper items that fail their save are usually destroyed completely, but in the case of stone, glass or similar materials, only that part of the structure or item inside the effective area will be ruined, collapsing part of a wall or melting a section into slag. Most liquids inside the effective area that fail will evaporate, or explode if volatile.


Cure Blindness or Deafness (Abjuration)

Sphere: Necromantic) Range: Touch Duration: Permanent Effective Area: 1 creature Components: V and S Casting Time: 1 round Saving Throw: Special

This spell reverses many forms of vision or hearing loss upon the creature touched, however, it cannot regenerate sensory organs lost to injury or disease. The spell must be cast twice to cure both.

The reverse, cause blindness or deafness, requires a successful touch attack, and if touched, the creature is allowed a saving throw to avoid the effects; on a failure, they’re struck magically blind or deaf (caster’s choice upon casting).


Cure Illness (Abjuration)

Sphere: Necromantic Range: Touch Duration: Permanent Effective Area: 1 creature Components: V and S Casting Time: 1 round Saving Throw: Special

With this spell, the caster is able to cure most parasites and diseases by touching the afflicted creature. The GM determines how rapidly the symptoms disappear. The creature may be well in as little as one turn, or the creature may have to rest for up to 10 days, depending on the type of disease and how far it had progressed before the spell is cast. A 12th, or higher, level caster can cure lycanthropy, if he casts this spell on the victim within 3 days of the infection. The spell only removes current parasites and diseases; it does not prevent them from re-occurring in the future.

The reverse is Cause Illness. The caster must make a successful touch attack against the victim, and the victim is then allowed a saving throw to avoid the effect. The caster decides whether the disease is debilitating or fatal while casting. The spell cannot inflict lycanthropy. Cure disease will counter the effects of its reverse. The exact nature of the disease is up to GM discretion, but some typical characteristics are shown:

Debilitating: Within 1d6 turns, this disease causes the creature to begin losing 1 point of strength every hour thereafter, until strength is reduced to 2. The creature is then too weak to move and nearly helpless. If the creature’s strength rating is unknown, it begins losing 10% of its hit points every hour instead, until only 10% of its original hit points remain. Recovery requires 1d3 weeks of complete rest.

Fatal: This devastating disease infects a creature immediately, but requires 1d6 months to kill a victim. The infected creature can no longer benefit from any of the spells that cure wounds, and heals naturally at only 10% of the normal rate. The creature also permanently loses 2 points of charisma each month. The disease can only be cured magically. Lost points of charisma are not restored when the disease is cured.


Cure Serious Wounds (Necromancy)

Sphere: Healing Range: Touch Duration: Permanent Effective Area: 1 creature Components: V and S Casting Time: 7 Saving Throw: None

This spell functions as cure/cause light wounds, but restores/inflicts 2d8 + 1 HP of damage.


Dirge of Dead Gods (Conjuration)

Sphere: Combat Range: 0 Duration: 1 round/level Effective Area: 60-foot radius Components: V, S and M Casting Time: 6 Saving Throw: None

This spell functions as if it was a chant, but the effect lasts until the duration expires, and the caster can perform any other actions once it has been cast. Multiple prayers do not stack, but another caster of the same faith can cast chant, increasing the prayer’s effectiveness to +2 and −2, for as long as both spells are in effect.

The material components are a silver holy or unholy symbol, high-quality prayer beads, or similar religious paraphernalia, which are not destroyed on casting. 


Dispel Magic (Universal)

Sphere: All Range: 60 yards Duration: Instantaneous Effective Area: 30-foot cube or 1 item or creature Components: V and S Casting Time: 6 Saving Throw: None

This spell may allow the caster to negate ongoing magical effects that have been cast on a creature or object, temporarily suppress magical abilities of a magic item, negate ongoing magical effects within the effective area, or disrupt another caster’s spell.

A successfully negated spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be negated by dispel magic. Dispel magic can negate magical effects from special abilities just as it does magical effects from spells, but it cannot disrupt their use. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

To make a dispel check, the caster rolls 1d20, modified by the difference between the caster’s level and the level or HD of the caster, creature or device that created the effect. If the caster level is higher, the difference is a bonus to the caster’s roll, and if the caster level is lower, the difference is a penalty to the caster’s roll. If the modified roll is 11 or higher, the dispel check succeeds. A natural 20 always succeeds and a natural 1 always fails.

Commonly, wands are considered as 6th level casters, staves are considered as 8th level casters, and most other magical items (including potions and rods) are considered as 12th level casters. As there are numerous exceptions, the GM is free to make magical items more or less powerful than these guidelines. Artifacts, relics, demigods and deities are unaffected by dispel magic.

Dispel magic is used in one of three ways: targeted, area, or disruption. The caster states which is being used when casting the spell: Targeted: One single object, creature, or magical effect is the target of the spell. If the dispel check is successful, the targeted effect is negated. If the caster targets an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), the dispel check is made against the level or HD of the conjurer. If the target object is a magic item, the dispel check is made against the item’s caster level. If successful, a potion is completely ruined, most other items become mundane, and non-dimensional interfaces (such as a bag of holding) close, for 1d4 rounds.

Dispel checks automatically succeed if targeted against the caster’s own magical effects. Area: When dispel magic is used in this way the spell affects all creatures and objects within the effective area. Permanent magical items, whether or not held by a creature, cannot be affected by an area dispel. Multiple dispel checks are made. For each creature within the effective area that is the subject of one or more magical effects, the caster makes a dispel check against the effect with the highest caster level. If that check fails, the caster makes dispel checks against progressively weaker spells until a check is successful or until all checks fail. For each object within the area that is the subject of one or more magical effects, make progressively easier dispel checks as above, so that only up to one magical effect per creature or object is ended per casting of an area dispel. For ongoing magical effects whose point of origin is within the effective area, the caster makes a dispel check to negate it. For ongoing magical effects whose effective area overlaps that of the dispel magic, the caster makes a dispel check to negate it, but only in the overlapping area. If an object or creature is the effect of an ongoing spell (such as a monster summoned by monster summoning), the caster makes dispel checks to attempt to dispel magic that may be affecting the object or creature (if any), and another dispel check to negate the spell that conjured it (returning it whence it came). The caster must choose to automatically succeed on dispel checks against his own magical effects in the effective area, or roll unmodified dispel checks against them.

Disruption: When dispel magic is used in this way the spell targets another spell caster. If the caster wins initiative, he may cast this spell and then wait until an appropriate moment in that round to activate the disruption effect, so as to catch the rival spell caster unawares. If not activated in the round it was cast, the disruption effect fails. If a dispel check is successful, any spell that the targeted spell caster is in the process of casting when the disruption effect is activated, or any spell that he casts in the same round after the disruption effect is activated fails. If the targeted spell caster has finished casting his spell before the disruption effect is activated, or waits to cast until the following round, the disruption effect fails.


Endothermic Grasp (Necromancy)

Sphere: Elemental (Cold, Water), Necromantic Range: Touch Duration: 1 round/level Effective Area: 1 creature touched Components: V and S Casting Time: 5 Saving Throw: None

This spell drains the heat from a creature that the caster successfully touches. The creature takes 3D6 points of Dexterity ability damage. Creatures that are immune to cold are immune to the effects of this spell.


Fire Walk with Me (Transmutation)

Sphere: Elemental (Fire) Range: Touch Duration: 1 round + 1/level Effective Area: 1 or more creatures Components: V, S and M Casting Time: 5 Saving Throw: None

When casting this spell, the caster touches 1 creature (or themselves) plus up to one additional creature per caster level above 5. The selected subjects are able to endure non-magical fires with temperatures ranging up to 2,000◦F (molten lava would not harm the subject). Saving throws vs. magical fires are made with a +2 bonus, and any damage is reduced to half or one-quarter. Flame walk is not cumulative with resist fire or similar fire protection spells.

The material components of the spell are the caster’s holy or unholy symbol and powdered ruby worth at least 500 gp per selected creature.


Hold Animals & Plants (Enchantment)

Sphere: Animal Range: 80 yards Duration: 2 rounds/level Effective Area: 1–4 animals in 40-foot cube Components: V and S Casting Time: 6 Saving Throw: Negate

This spell functions as the hold humanoid spell but only affects nonmagical, normal or giant-sized birds, mammals or reptiles or animated plants or plant-like creatures that can move. It cannot affect undead animals. If only one animal or plant is targeted, it saves, modified by wisdom—surprise modifier, with a −4 penalty, −2 penalty if two animal or plants are targeted, −1 penalty if three animals or plants are targeted, and with no penalty if four creatures or plants are targeted.


Ice Walk (Transmutation)

Sphere: Elemental (Cold, Water) Range: Touch Duration: 1 turn + 1/level Effective Area: 1 or more creatures Components: V, S and M Casting Time: 5 Saving Throw: None

When casting this spell, the caster touches 1 creature (or themselves) plus up to one additional creature per caster level above 5. The selected subjects are able to endure non-magical cold with temperatures ranging down to -200◦F (being naked in the middle of the tundra would not harm the subject). Saving throws vs. magical cold spells and effects are made with a +2 bonus, and any damage is reduced to half or one-quarter. The affected target of the spell takes no movement penalties for walking on slippery surfaces, trudging through deep snow, etc.

The material components of the spell are the caster’s holy or unholy symbol and powdered ruby worth at least 500 gp per selected creature.


Locate Corpse or Object (Lesser Divination)

Sphere: Divination Range: 60 yards + 10 yards/level Duration: 1 round/level Effective Area: 1 item Components: V, S and M Casting Time: 1 turn Saving Throw: None

This spell can assist the caster when he is searching for either a specific, known item or a non-specific, general item. When the caster searches for a general item (swords, gems, stairs, elevators, etc.), he learns the direction in which lies the nearest one of its kind (if any), within range. The caster must have seen or otherwise physically handled a specific item, in order to search for them with this spell. A thin coating of lead blocks the spell. The caster cannot use this spell to search for a creature.

The material component is a forked twig.

The material component for the spell is a piece of lodestone.


Oneirmancy (Illusion)

Sphere: Sleep Range: special Duration: 4 hours, special Effective Area: 1 creature Components: V, S and M Casting Time: 1 hour Saving Throw: Negates

A creature that is known to the Druid that currently resides on the same plane of existence has their dreams shaped by the caster of this spell in any way that they so wish. 

If the caster wishes to appear in the dreams as a messenger to converse with the target of this spell they can do so for as long as they remain in a trance-like state and concentrate.

The material component is the caster’s holy symbol. If the caster has a piece of hair or personal item from the target of the spell, the dreamer has a penalty of -4 on the saving throw to resist the spell's effects.


Paralysation (Illusion)

Sphere: All Range: 10 yards/level Duration: Permanent Effective Area: 20 feet x 20 feet Components: V and S Casting Time: 1 turn Saving Throw: Negates

A certain number of creatures in the spell's area of effect are frozen in place, magically convinced that they can't move. The druid can affect a number of HD equal to twice the character's level. Each creature is entitled to a saving throw vs. spells to avoid the effect. The druid can end the paralysis at any time; otherwise a dispel magic spell is the only way to remove the paralysis.


Plant Growth (Transmutation)

Sphere: Plant Range: 160 yards Duration: Permanent Effective Area: Special Components: V, S and M Casting Time: 1 round Saving Throw: Special

This spell causes mundane brush and trees to increase in size and twist together, instantly forming an overgrown thicket or heavy jungle environment. Briars, bushes, creepers, roots, saplings, thistles, thorns, trees, vines, and weeds grow into thick and dense barriers, forcing creatures to hack their way through at a movement value based on their physical size.

The effective area is equal to 20 square feet per caster level. The caster can arrange the effective area in any square or rectangular shape. Each individual plant is still within the normal size for its type, but they become fuller, bushier, and more thickly woven and overgrown. The plants are subject to a plant door spell. The spell is permanent until destroyed through mundane means such as fire or the axe, or a successful dispel magic is cast.

The second version of the spell is often cast at planting time as part of a ceremonial festival. In this version, the caster affects up to one square mile. The GM secretly rolls a saving throw for the caster to determine if the spell is effective. If successful, plants in the effective area become hardier and produce up to 50% (1d4 + 1) × 10%) more yield during the fall harvest. The spell effects last for only one growing/harvest season, and do not prevent natural or magical disasters, such as floods, droughts, insect plagues, etc., from damaging the magically enhanced crops before, during or after the growing season.


Protection from Cold (Abjuration)

Sphere: Protection, Elemental (Water) Range: Touch Duration: 1 hour/level Effective Area: 1 creature Components: V, S and M Casting Time: 6 Saving Throw: None

This caster can cast this spell, either on his self or on another creature, with different effects.

Personal: This effect bestows the caster with immunity to mundane and magical cold, until the spell duration expires or until 12 points of damage per caster level is absorbed from magical cold.

Non-Personal: This effect bestows another creature with immunity to mundane cold; provides a +4 bonus to saving throws against magical cold attacks, and reduces damage incurred by magical cold by 50%.

The material component is the caster’s holy symbol.


Pyrotechnics (Transmutation)

Sphere: Elemental (Fire) Range: 160 yards Duration: Special Effective Area: 1 fire source Components: V, S and M Casting Time: 6 Saving Throw: Special

This spell allows the caster to affect an existing fire within range to produce one of two effects, chosen at the time of the casting.

Fireworks: This effect causes flashing, fiery bursts of colored air-borne fireworks to fly out of the existing fire for one round. Creatures within 120 feet of the effective area and that have an unobstructed view to the effective area are temporarily blinded for 1d4 + 1 rounds, unless they save vs. spell. This effect fills a space up to 10 times greater than that of the original fire, but is harmless, producing no heat or damage.

Choking Smoke Screen: This effect creates a writhing stream of thick smoke to pour forth from the existing fire source, obscuring vision (including infravision) beyond 2 feet. The smoke otherwise behaves like normal, non-magical smoke, filling an area up to 100 times greater than that of the original fire, in a roughly spherical shape for one round per caster level. Any creature caught in the smoke must save vs. spell or choke, suffering a +2 penalty to AC, and a −2 penalty to all attack and saving throw rolls.

The material component for this spell is the existing fire. The spell extinguishes a mundane fire source up to 20 cubic feet in size. A larger mundane fire source is only partially extinguished. Magical fire can be used as the material component but is not extinguished. A fire-based creature can also be used as the material component, but the creature suffers 1 point of damage per caster level.


Remove Curse or Paralysis (Universal)

Sphere: All Range: 30 feet Duration: Permanent Effective Area: 1-4 creatures in a 20-foot cube Components: V and S Casting Time: 6 Saving Throw: Special

Remove curse typically (but not always) enables a creature afflicted with an accursed magical item to get rid of the accursed item, but most often the item remains cursed, except in the case of magical cursed scrolls (remove curse destroys a targeted cursed scroll). The spell is also used to counter the effects of magical cursed scrolls, its reverse, bestow curse, and similar curses, however, certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. The spell can also counter lycanthropy, remove insanity caused from contact other plane, and cure the sicken effect of an eye bite spell.

Remove Paralysis frees up to 4 creatures, within the spell’s range and effective area, from paralyzation effects, including ghoul attacks, or related magical effects, such as hold or slow.

If this spell is cast on only one creature, the paralyzation effect is instantly negated. If this spell is cast on two creatures, they are both allowed a new saving throw against the effect with a +4 bonus. If three or more creatures are targeted, each gets a new save with a +2 bonus. For the spell to be effective, there must be no physical or magical barrier blocking the caster from his targeted subjects.


Shape Ice (Transmutation)

Sphere: Elemental (Water) Range: Touch Duration: Permanent Effective Area: 9 cubic feet + 1 cubic foot/level Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to form an existing piece of ice into any shape of the same volume that suits his purpose. While it’s possible to use this spell to make a crude ice coffer, weapon, idol, etc., fine detail isn’t possible. The spell can shape an ice door into a wall of ice, assuming the amount of stone involved is within the effective area, however, there is a 30% chance that any shape that includes moving parts simply doesn’t work.

The material component for the spell is a piece of aquamarine stone.


Speak with Dead (Necromancy)

Sphere: Divination Range: Touch Duration: Special Effective Area: 1 creature Components: V, S and M Casting Time: 1 turn Saving Throw: Special

This spell allows the caster to ask a dead creature a number of questions and possibly receive answers. The caster receives the answers in his mind. A dead creature’s knowledge is limited to what it knew in life, including its spoken languages, so the caster must be able to speak a language that the creature knew in life. An unwilling dead creature with either a different alignment than the caster, or higher HD at the time of death than the caster level, is granted a saving throw to resist the spell. A successful save means the creature refuses to answer and the spell ends. Each individual dead creature can be spoken to no more than once per week.

The caster level determines the length of time the creature can have been dead, the number of questions that can be asked, and how much time is allowed to ask them, according to the table below.

Dead creatures can answer truthfully, however, they rather tend to take questions from the living in a very literal sense, and their answers are often brief, evasive and cryptic.

The material components are the caster’s holy symbol, burning incense, and some part of the dead creature’s bodily remains. The creature’s remains are not destroyed by this spell.

Caster Level / Max. Time Dead / Question Time / Number of Questions

1–7 1 month 1 round 2

7–8 1 year 3 rounds 3

9–12 10 years 1 turn 4

13–15 100 years 2 turns 5

16–20 1,000 years 3 turns 6

21+ 10,000 years 1 hour 7


Suck Poison (Necromancy)

Sphere: Healing Range: Touch Duration: Permanent Effective Area: 1 creature or 1 cubic foot of substance per 2 levels Components: V and S Casting Time: 7 Saving Throw: None

This spell neutralizes any type of venom within a creature that is a victim of poison. The Druid sucks the poison from the victim and they are immune to its effects until they spit it out.

A poison victim can be saved, if this spell is cast upon him before they die. The spell is permanent with respect to existing poison, but a creature can be poisoned again by the same source, and venomous creatures will eventually generate more poison.


Warm Tree (Transmutation)

Sphere: Plant Range: 0 Duration: 6 turns + 1 turn/level Effective Area: The caster Components: V, S and M Casting Time: 6 Saving Throw: None

This spell allows the caster, along with all of the gear he is wearing and carrying, to take the form of either a small living tree or shrub, or a large, dead tree trunk. The caster is aware of his surroundings and retains his current AC, saves and hit points while in tree form, however, in other mundane ways, he cannot be distinguished from a genuine tree. If properly detected for, the caster radiates his alignment and a faint aura of magic (transmu-tation), while in tree form.

The caster can end the spell before the duration expires by reverting to his normal form at the beginning of a round. The caster is then able to roll initiative and act normally during the rest of that round.

The material component is the caster’s holy or unholy symbol and a twig from a tree.


Warmth (Conjuration)

Sphere: Healing Range: touch Duration: instantaneous Effective Area: one creature/5 levels Components: V and S Casting Time: 1 round Saving Throw: None

This spell cures all subdual damage caused from exposure to cold, and removes all frostbite and hypothermia effects from each creature touched by the caster. Their bodies are infused with divine warmth, although environmental effects will once again begin taking effect after the spell is cast as per normal.













 

Wednesday, April 20, 2022

AD&D Druid 2nd Level Spell Descriptions for Marth Ice World (For Gold & Glory, Frost & Fur, Frostburn, OSRIC)

These 2nd level spells were modified from: D&D 3rd Edition, For Gold & Glory, Frost & Fur, Frostburn, OSRIC, and Pathfinder to fit my Marth ice world setting. I will be editing them more in the future, but I wanted to get them out there on the blog. Enjoy.



*Last Edit: 5/6/2022*


Aid (Necromancy, Conjuration)

Sphere: All Range: Touch Duration: 1 round + 1 round/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None

This spell allows the caster to provide assistance to the recipient in the form of a +1 bonus to attack rolls, saving throws, and 1d8 temporary hit points for the duration of the spell. The caster may choose to be the recipient. The temporary hit points can increase the recipient’s total to more than his normal maximum, but are lost first during combat and cannot be cured or healed.

The material components are a tiny strip of white cloth with a sticky substance on the ends and the priest’s holy symbol.


Bark Skin (Transmutation)

Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None

This spell covers the recipient’s skin in tough bark, and provides a base armor class of 6 (with a −1 AC bonus for every four levels of the caster) and a +1 saving throw bonus vs. all attack forms except magic. This spell does not function if the recipient is wearing any sort of armor or magical protection, but does combine with dexterity and shield bonuses. The caster may choose to be the recipient.

In addition, the warm bark from this spell grants a +2 bonus to all saving throws vs. exposure to cold.

The material components are the caster’s holy symbol and a handful of bark from an old oak tree.


Chant (Conjuration)

Sphere: All Range: 0 Duration: Time of chanting Effective Area: 30-foot radius Components: V and S Casting Time: 2 rounds Saving Throw: None

Casting this spell entails chanting hymns devoted to the fallen gods in their forgotten graves. The spell reduces opponents’ rolls in the effective area by −2. The caster must remain stationary and continuously chant to maintain the spell; if damaged or his concentration is interrupted, the spell ends. Multiple chants do not stack.


Chill or Heat Metal (Transmutation)

Sphere: Elemental (Cold / Fire) Range: 40 yards Duration: 7 rounds Effective Area: Special Components: V, S and M Casting Time: 5 Saving Throw: Special

This spell causes ferrous metal (any sort of iron or steel) to become extremely hot. The caster can affect all the ferrous metal items carried by one creature per two caster levels, no two of the creatures can be more than 30 feet apart; or 25 pounds of ferrous metal per level, all of which must be within a 30-foot circle. Elven mail is not affected, and magical items made of ferrous metal (such as armor and weapons) receive a saving throw vs. magical fire to avoid the effect.

A creature takes damage if its equipment is heated. It takes full damage if its armor is affected or it is holding, touching, wearing, or carrying ferrous metal weighing one-fifth of its weight or more. The creature takes minimum damage (1 or 2 points) if it’s not wearing metal armor, and the metal that it’s carrying weighs less than one-fifth of its weight. A protection from fire spell or fire resistance effects from spell or magical item negates the effects of the spell. Exposure to any cold effect intense enough to cause damage negates the effects of the spell (and vice versa) on a point-for-point basis.

On the first and last rounds of the spell, the metal becomes uncomfortably warm to the touch but inflicts no damage. During the second and next-to-last round, intense heat causes pain and damage. During rounds three, four and five, the metal is searing hot, causing additional damage and possibly delivering a crippling injury.

The material component for this spell and its reverse is the caster’s holy symbol.

The reverse, chill metal, counters heat metal, may freeze liquids, but otherwise functions the same. 

On the first and last rounds of the reverse, the metal becomes uncomfortably chilly to the touch but inflicts no damage. During the second and next-to-last round, icy cold causes pain and damage. During rounds three, four and five, the metal is freezing cold, causing additional damage and possibly delivering a crippling injury.

A resist cold spell or similar cold resistance effects from spell or magical item negates the effects of the reverse. Exposure to any heat or fire effect intense enough to cause damage negates the effects of the spell (and vice versa) on a point-for-point basis.

Round Temperature (chill / heat) Damage
1 Cold/Warm None
2 Icy/Hot 1D4
3–5** Freezing/Searing 2D4
6 Icy/Hot 1D4
7 Cold/Warm None

*Flammable materials (wood, paper, leather, cloth, etc.) exposed to hot metal begin to smolder and must make a successful saving throw vs. magical fire or burn. Burning materials cause 2d4 damage to exposed skin on the following round. Liquids (water, potions, ink, etc.) exposed to icy cold metal begin to freeze and must make a successful saving throw vs. magical cold or be frozen. Frozen liquids may burst from their containers or otherwise be destroyed at the GM’s option.

**On the 5th round, creatures affected by heat metal must successfully save vs. spell or suffer disabling burns that can only be removed through natural healing or a heal spell. The following table can be used to roll randomly if full armor is being heated, or the GM can choose a suitable disability based on where the most ferrous metal is touching the creature. A head cannot be disabled, for instance, if it wears a bronze helmet. Creatures affected by chill metal must successfully save vs. spell or suffer a disability that can only be removed through natural healing or a heal spell. This is due to frostbite but is the same as the burn effect noted for heat metal.

1D10Location of DamageDisability
1-4Hand/FootUnusable for 2d4 days
5–9BodyDisabled for 1d4 days
10HeadFall unconscious for 1d4 turns

Cinder Foot (Transmutation)

Sphere: Elemental (Fire) Range: 60 yards +5 yards/level Duration: 1 round / level Effective Area: 30-foot radius/level Components: V and S Casting Time: 1 turn Saving Throw: Negates

All creatures in the effective area of the spell must roll a saving throw vs. spells or have their feet start to burn and sizzle as if they were standing on hot coals. This effect does not ignite boots or any foot gear as it only targets the creature's nerves and flesh on their feet. Those that fail a saving throw take damage equal to 1D6/level of the caster to a maximum of 6D6 in the first round. In addition to the damage they also will move at half of their movement rate and have a -1 penalty to all dice rolls for the duration of the spell. If a full round is used to place their bare feet in snow, the spell will be negated. 

 

Detect Undead (Lesser Divination, Necromancy)

Sphere: Divination Range: 0 Duration: 3 turns Effective Area: 20 feet × (120 feet + 10 feet/level) Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to detect undead creatures within the effective area, in the direction he’s facing. Scanning the effective area requires one round, during which time the caster must stand motionless. The spell indicates direction but not specific location or distance. It requires at least 1 foot of stone, 1 inch of metal, or 3 feet of solid wood or earth to block the spell. The spell doesn’t reveal the type of undead, only their presence.

The material component is a bit of earth from a grave.


Disrupt Undead (Necromancy)

Sphere: All Range: 60 yards + 5 yards / level Duration: Instantaneous Effective Area: 1 undead creature Components: V and S Casting Time: 1 Saving Throw: None

The druid directs a ray of concentrated shimmering blue-green energy from the center of their chest toward a single undead creature. The character must make a ranged attack roll to hit, and if the ray hits an undead creature, it deals 2d8 points of damage to it. The spot where the ray hits undead turns to ashes and flakes off into the air as dust. It has no effect on living beings.


Elemental Blade (Evocation)

Sphere: Elemental (Cold or Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Effective Area: 3-foot long blade Components: V, S and M Casting Time: 4 Saving Throw: None

By the use of this spell, the caster creates an icy or fiery magical blade. The “blade” springs from the caster’s hand and can be wielded as if it were a weapon the caster is able to use. A successful hit inflicts 1d6 + 4 points of cold or fire damage, however, an additional 4 points of damage is inflicted against those creatures that are particularly vulnerable to that type of damage, while creatures magically protected or resistant to that type of damage subtract 2 points of damage. 

The fiery blade causes combustible materials such as parchment, straw, dry sticks, cloth, etc. to make a successful saving throw against magical fire or ignite on contact. Extra-planar fire creatures, those immune to fire or who have natural fire-based attacks are immune to the damage. 

Every time the icy blade hits a target they also are required to make a saving throw vs. exposure but unlike normal, this roll is not affected by the creature's constitution modifier. The effect is considered a magical weapon and will overcome monster weapon immunities.

The material components are the caster’s holy symbol and a leaf of sumac.


Feign Death (Necromancy)

Sphere: Necromantic Range: Touch Duration: 1 turn + 1 round/level Effective area: 1 person Components: V Casting Time: 1 Saving Throw: None

This spell allows the caster to touch any willing creature whose levels or HD does not exceed his caster level and cause it to enter a death-like coma, or the caster may be the subject of the spell. A feeling of fading into an unimaginably cold abyss overwhelms the target of the spell as well as an unshakable sensation of being watched...

The comatose subject can smell, hear, and comprehend the events around him, but he cannot see or feel anything. Physical damage is halved, and the subject shows no outward signs of pain. The comatose subject also ignores paralysis and energy drain effects.

If the comatose subject is poisoned, the poison does not take effect until the spell duration ends, and the subject does not have to make a save against it until then. This spell does not, however, protect the comatose subject from situations involving certain death, such as the subject being boiled in oil, etc, but it will take twice as long to kill the subject. The caster can end the spell prematurely, or it may be ended by a successful dispel magic, but, in either case, it requires a full round before the subject is able to act normally.

This spell only affects man-sized or smaller humans, demi-human, and humanoids and isn’t limited by HD.


Fire Trap (Abjuration, Evocation)

Sphere: Elemental (Fire) Range: Touch Duration: Permanent until discharged Effective Area: 1 object Components: V, S and M Casting Time: 1 turn Saving Throw: Half

This spell is to be cast on a selected point on any object that can be closed, stoppered, latched and/or locked such as a book, box, bottle, chest, door, etc. The fire trapped object cannot have a second magical trap, ward or lock a placed on it; attempting to do so negates the fire trap 25% of the time, the secondary spell 25% of the time, or both spells 50% of the time. If a creature other than the caster (and those designated when the spell is cast) intentionally opens the object, the trap explodes in a 5-foot radius inflicting 1d4 points of damage +1 per caster level. A successful saving throw, modified by dexterity-surprise modifier, reduces damage by half. The explosion does not harm the trapped item. The explosion inflicts only half damage and creates a large steam cloud, if it occurs on an object submerged in water.

A knock spell does not trigger nor remove the trap. The trap will still explode when the object is opened or entered by a non-designated creature. Thieves and others skilled at find/remove traps treat this as a magical trap. The trap explodes if an attempt to remove it fails. The spell is permanent until the trap explodes or a successful dispel magic is cast. An unsuccessful dispel magic does not cause the trap to explode.

The material component for the spell  requires the caster to trace the outline of the closure with a stick of charcoal and touch the selected point with holly berries. To designate a creature requires either caster to have a piece of hair, scale, claw, etc. from the creature.


Frostbite (Necromancy)

Sphere: Weather Range: 20 yards Duration: Instantaneous Effective Area: 1D4 creatures in a 20-foot cube Components: V, S Casting Time: 2 Saving Throw: Negate

The druid inflicts the subject(s) with frostbite on a random part of their body if they fail a saving throw vs. spells. The caster rolls 1D12: 1-2 Left Foot, 3-4 Right Foot, 5-7 Left Hand, 8-10 Right Hand, and 11-12 Face. The frostbite deals 2D6 cold damage. 

Frostbite causes the skin to look very waxy and the top layers of skin feel hard, but the tissues beneath will feel soft still. There is some numbness to the area of skin affected. The character suffers a -1 penalty to all dice rolls, and -2 penalty to all actions performed if their hands have frostbite. Creatures with frostbite on their feet have their movement reduced. The creature has frostbite until it is magically removed, or until it is tended medically in a warm shelter or by a fire.


Good Berry (Transmutation, Evocation)

Sphere: Plant Range: Touch Duration: 1 day + 1 day/level Effective Area: 2d4 fresh berries Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to enchant 2d4 freshly picked berries. The caster, and any other caster of the same faith of 3rd level or higher, can discern which berries are magical. They can also be discovered by use of detect magic spell. The berries retain their effectiveness for the spell’s duration. Eating one of the magical berries can enable a hungry creature of approximately man-size to be as well-nourished as if a full meal were eaten, or up to 8 of them can be eaten by any creature in a single 24-hour period, curing 1 point of damage per berry.

The material components for the spell and its reverse are the caster’s holy symbol passed over freshly picked, edible berries of any kind.


Hold Humanoid (Enchantment)

Sphere: Charm, Range: 120 yards Duration: 2 rounds/level Effective Area: 1-4 persons in a 20-foot cube Components: V, S and M Casting Time: 5 Saving Throw: Negate

This spell attempts to hold up to 4 man-sized or smaller bipedal humans, demi-humans or humanoids within its effective area firmly motionless. They can avoid the effects by saving vs. spell, modified by wisdom-mental defense modifier. If the caster only targets one person, it suffers a −3 penalty to its save, or a −1 penalty if the caster targets only two persons, and if three or four persons are targeted, there is no penalty. This spell has no effect on the undead.

A humanoid who is held cannot move or speak but remain cognizant, able to see (in one direction) and hear what’s going on around them. Winged persons that are held cannot flap their wings and fall, and swimmers can’t swim and may drown. They can still use any of their abilities that require no motion or speech.

The hold humanoid spell in no way imparts a suspended animation effect; it does not stop or slow the progress of bleeding or infected wounds, diseases or poisons. The caster can end the spell at will any time before the spell’s normal duration.

The spell does not affect any bodily functions that don’t require conscious thought, such as heartbeats, breathing, blinking, etc. In addition, if the spell is cast on a bipedal creature that’s in the midst of a precarious movement, such as running, the creature may fall as the spell takes effect.

The material component for both priests’ and wizards’ versions is a small, straight piece of iron.


Hypothermia (Necromancy)

Sphere: Weather Range: 20 yards Duration: Instantaneous Effective Area: 1–4 persons in a 20-foot cube Components: V, S Casting Time: 2 Saving Throw: Negate

The druid inflicts the subject(s) with hypothermia if they fail a saving throw vs. spells. This damages the target creature with 50% of their hit point total in nonlethal damage. Example: If a creature has 20 hit points total this spell would give them 10 nonlethal damage. If the creature already had nonlethal damage then the damage from this spell stacks with it. 

Those with hypothermia must roll a saving throw vs. exposure and a failure means that they have also suffered from frostbite (see frostbite spell for information).
 
Those with hypothermia suffer cramps (reduce the creature's strength temporarily by 2), dizzy spells, lethargy, stumbling (reduce the creature's dexterity temporarily by 2), and their movement is reduced to half of their normal rate. The creature shivers uncontrollably in an attempt to warm up, and tasks requiring fine movements are impossible. Spells that are cast by a creature with hypothermia have a 25% chance of not being able to perform spells with somatic components. If a creature with hypothermia is not treated or warmed up then their condition will get wirse and become severe hypothermia that could lead to death.
 
 
Igloo (Transmutation)

Sphere: Elemental (Water, Ice) Range: 10 feet Duration: Permanent Effective Area: 30-foot diameter Components: V, S, and M Casting Time: 1 round Saving Throw: None

This spell creates a permanent igloo dwelling from the available snow nearby. Up to nine other man-sized creatures can be inside of the structure at the same time. The temperature inside the sphere is a constant 70F, unless the exterior temperature reaches below 0F, in which case, the interior temperature decreases correspondingly on a 1-degree-for-1 basis. The sphere protects against the elements (such as hail, sleet, snow, and storms), and only hurricane force winds or greater can destroy it. Targets inside the igloo cannot be seen by those outside and cannot be targeted individually for spells. A successful dispel magic will turn the igloo back into a pile of snow.

There must be enough snow to normally build an igloo of the same size around the druid to successfully cast this spell.


Invisibility to Undead (Abjuration)

Sphere: Necromantic Range: Touch Duration: 6 rounds Effective Area: 1 creature Components: V, S and M Casting Time: 4 Saving Throw: Special

This spell grants the ability to go undetected amongst undead, to a creature touched during the casting. The caster may choose to be the one affected by this spell. Undead with more than 4 HD are allowed a saving throw to avoid the effect.

The spell ends if the recipient performs a hostile action (any attempt at attacking or forcing a saving throw upon the affected creatures). Casting non-hostile spells, such as chant, or cure light wounds, does not end the spell.

The material component is the caster’s holy symbol.


Meld into Ice & Snow (Transmutation)

Sphere: Elemental (Ice, Water) Range: 0 Duration: 8  + 1d8 rounds Effective Area: The caster Components: V, S and M Casting Time: 6 Saving Throw: None

This spell allows the caster and up to 100 pounds of gear to merge into a natural ice or snow, large enough in all dimensions to hold the druid's body. If the caster is carrying more than 100 pounds, or the area of ice or snow is not large enough, the spell fails.

While inside the ice or snow, the caster remains aware of the passage of time and is able to cast spells on themself, but nothing outside the ice or snow can be seen or heard.

The material component is a small sample of the same type of stone that the caster intends to meld with.


Obscuring Snow (Transmutation)

Sphere: Weather Range: 0 Duration: 4 rounds/level Effective Area: 10-foot cube/level Components: V and S Casting Time: 5 Saving Throw: None

This spell obscures the caster with a small magical squall of snow for the duration of the spell, reducing visibility of all those within the area of the spell, including those with infravision, to only 2d4 feet. The area of obscuring snow cannot exceed a height of 10 feet but will expand to fill narrow or constricted spaces. A strong wind, including that generated by a spell, reduces the duration to 25% of normal.


Pass Unfettered (Abjuration, Enchantment)

Sphere: Charm Range: Touch Duration: 1 minute/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to touch a creature and enable it to move and act at half speed, even under the influence of magic that restricts or impedes movement, such as hold, paralysis, slow, and even entangle or web spells. The caster may choose to be the recipient. The creature can also slip out of the tightest of mundane
bonds or snares.

Additionally if you hold a piece of solid material (ice, metal, wood, stone, etc.) a touched creature can pass through that same substance as if they were ethereal up to one foot per level of the druid.


Produce Flame (Transmutation)

Sphere: Elemental (Fire) Range: 0 Duration: 1 round/level Effective Area: Special Components: V and S Casting Time: 5 Saving Throw: None

This spell allows the caster to produce a magical flame as bright as a torch in the palm of his hand. The flame does not harm the caster, but combustibles (paper, cloth, dry wood, oil, etc.) touched to the flame must save vs. magical fire or burst into flames.

The caster can also throw the flame with a range of 40 yards, ignoring range modifiers. On impact, the flame bursts into a 3-foot diameter effective area and then goes out. Within the effective area of the burst, creatures suffer 1d4 + 1 point of damage and combustibles (paper, cloth, dry wood, oil, etc.) must save vs. magical fire or burst into flames. A miss is determined as if it were an indirect missile. If a creature’s belongings or clothing catch fire, it requires a round to put them out, or the GM may assign additional damage as the fire continues to burn. The caster can hurl a maximum of one flame per caster level; one flame per round, until the duration expires or the caster ends the spell voluntarily. He cannot extinguish fires caused by the flame. 


Resist Cold (Transmutation)

Sphere: Protection Range: Touch Duration: 1 turn/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None

This spell assists a creature to resist the effects of cold. The caster may also choose to be the subject. The subject becomes immune to freezing temperatures as low as −60◦F and they need not roll any saving throws vs. exposure. The subject also gains a +3 bonus to saving throws against more intense cold attacks, whether magical or mundane in nature (cold-based weapons, ice storms, wands of frost, white dragon’s breath, etc.). The subject then suffers only 25% of the normal damage if the save is successful and only 50% of the normal damage if the save fails.

The material component is a drop of mercury.


Respite from Death (Necromancy)

Sphere: Necromantic Range: 10 yards Duration: 2 rounds + 1 round / level Effective Area: Special Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to create one skeleton or zombie, usually from the bones or body of a dead human, humanoid, or demi-human. Optionally, the caster can animate an animal corpse. The animated undead remains will obey simple commands given to it by the caster, including fighting in combat. The undead being remains animated until destroyed or turned or when the spell's duration ends. It is not affected by dispel magic.

The total HD of the undead being animated by this spell cannot exceed the caster’s level. Humans, demi-humans, and humanoids with only 1 HD in life become 1 HD skeletons or 2 HD zombies, regardless of class levels, experience or HD they once had. Creatures and animals with less than 1 HD can be raised as 1/2 HD skeletons or 1 HD zombies. A creature or animal with 1 HD or more retains its HD when raised as a skeleton and gains one HD when raised as a zombie. Undead have none of the special abilities they had when alive.

Even though animating undead is not automatically an evil act, undead are perversions of life, and as such their mere presence is disturbing to most creatures (animals avoid them entirely, unless specially trained). The charnel smell, particularly of a zombie, is quite nauseating. Additionally, most civilizations have regulations regarding the creation of undead. Some cultures seek their immediate destruction, and even the most tolerant require undead servants to be tagged and registered with local authorities.

The spell requires the body or bones of the creature to be animated, and the remains must be reasonably intact. Undead destroyed in combat cannot be re-animated. When the duration of the spell ends the reanimated undead creature will fall lifeless to the ground.

The spell requires a pinch of bone powder or bone shard.


Shards of Ice (Evocation)

Sphere: Elemental (Cold) Range: 60 yards + 5 yards/level Duration: Instantaneous Effective Area: 1 creature Components: V and S Casting Time: 2 Saving Throw: Negates

This spell allows the caster to fire one shard of ice per level (to a max of 5) from their fingertips and strike a single targeted creature. A creature must be within range, in sight, and under less than 90% cover or concealment, to be targeted. Specific body parts of a creature cannot be targeted. The shards cause no structural damage, but each inflicts 1D3 points of damage to most creatures (unless they are immune to cold). Creatures hit with the shards must also make a saving throw vs. exposure.


Shatter (Evocation)

Sphere: Elemental (Earth) Range: 30 yards + 5 yards / level Duration: Instantaneous Effective Area: 5-foot radius or 1 solid object Components: V and S Casting Time: 1 Saving Throw: None / Negate

The spell destroys fragile non-magical items (crystal, glass, porcelain, vials, etc.) in the area of the spell effect. They break into dozens of small chunks. One solid object can instead be targeted and if it fails a saving throw it will break. The object needs to be less than 10 pounds in weight per level of the caster or it is not affected by the spell. 


Silence (Transmutation)

Sphere: Guardian Range: 120 yards Duration: 2 rounds/level Effective Area: 15-foot radius Components: V and S Casting Time: 5 Saving Throw: None

This spell creates a zone of complete silence in the effective area. No sound can enter, leave or occur within the effective area, preventing conversation and spell casting that requires verbal components, but also completely protecting those inside from any sonic-based attacks (including harpy song, shout spell, horn of blasting, etc.). The effective area can either be stationary, or it cast on a mobile object or creature. An unwilling creature, or an item possessed by an unwilling creature, is allowed a saving throw. If successful, the center of the effective area becomes a stationary point approximately one foot behind that creature.


Slow Poison (Necromancy)

Sphere: Healing Range: Touch Duration: 1 hour/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 Saving Throw: None

If cast before a poison takes full effect, this spell slows the poison’s onset time within an envenomed creature. The poison is not neutralized but is prevented from farther harming the creature for the spell’s duration. 

The material components are the caster’s holy symbol and a bud of crushed garlic, either spread upon an envenomed wound or eaten by an envenomed creature to slow ingested poisons.

 

Snare (Enchantment)

Sphere: Plant Range: Touch Duration: Until triggered Effective Area: 2-foot diameter + 2 inches/level Components: V, S and M Casting Time: 3 rounds Saving Throw: None

This spell makes a magic snare trap. The snare can be made from any supple vine, a thong, or a rope. As the spell is cast, the cord-like object blends with its surroundings, making it 90% undetectable to normal, non-magical methods. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside of it. The neck can sometimes be considered a limb (particularly with snakes and worms, but giraffe also springs to mind). If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb(s). The trapped creature may suffocate if the neck is caught. If no such tree is available (or the caster simply chooses not to use one), the cord-like object magically wraps and entangles around the creature, dealing no damage. If used underwater, the snare additionally wraps itself around an anchoring point to avoid drifting in the currents.

The snare is magically strong. To escape during the first hour of being trapped, a creature requires a strength score of 23 and a full round. Every hour that passes after the first reduces the strength score required by 1 point, until 6 hours after being captured have passed, when a strength score of only 18 is required. The snare has AC 7 and 5 hit points. It can be cut or broken by any magical weapon, or by any mundane edged weapon whose wielder has at least a +2 bonus to attack, either from magical enhancement and/or strength modifier. If a creature successfully escapes from the snare, the loop breaks and the spell ends. Otherwise, 12 hours after trapping a victim, the snare loses its enchantment and loosens automatically to release the creature.

The material components are the fur and sinew from a strong animal, which are weaved into the cord-like object, as well as the caster’s holy symbol.


Snow Devil (Conjuration)

Sphere: Elemental (Air) Range: 30 yards Duration: 2 rounds/level Effective Area: 5-foot × 4-foot cone Components: V and S Casting Time: 2 rounds Saving Throw: None

This spell conjures a weak air elemental, known as a snow devil. It will go wherever the caster verbally commands it to go, but disperses if it moves more than 30 yards away from the caster. The caster is not immune to the effects of the elemental's attack or debris cloud. 

The snow devil summoned by this spell has an AC of 4, a movement rate of 18, and 2 HD. It may attack once each turn with a THAC0 of 19, inflicts 1d6 damage, and may affect its surroundings in minor ways such as by extinguishing torches or blowing away scrolls. Those hit by a snow devil must make a saving throw vs. exposure. 

When in an area with significant amounts of debris, a snow devil may kick up a cloud with a diameter of 10 feet centered upon itself. Creatures caught within the cloud are blinded, and remain so for one round after leaving the cloud, and spell casters so caught must successfully save vs. spell to maintain concentration while casting spells.


Spiritual Weapon (Evocation) 

Sphere: Combat Range: 10 yards/level Duration: 3 rounds + 1 round/level Effective Area: Special Components: V, S and M Casting Time: 5 Saving Throw: None 

This spell allows the caster to transform his normal weapon into a magical ranged weapon, keeping the same basic shape and size but infused with divine energy. The caster can concentrate on the magical weapon and cause it to attack any visible opponent within range that he chooses. The weapon attacks as if wielded by the caster, including strength or dexterity modifiers that are applied to attack or damage rolls. The weapon attacks creatures based on the direction that the caster is facing, which may allow rear attacks on an opponent that has its back to the caster. He may choose a different opponent each round as long as it is still in range and visible to the caster. The weapon inflicts the same damage as a normal weapon, however, it gains a +1 magical enchantment to attack and damage rolls between caster level 1 and 6, +2 between caster level 7 and 12, up to a maximum of +3 at 13th level and above.

The spell ends prior to its normal duration if the caster stops concentrating on it for any reason. A successful dispel magic spell (whether targeted or using an effective area) against either the caster or the weapon will also end the spell before the duration expires. Magic resistance is checked the first time it is encountered. If the magic resistance check is successful, the spell ends, otherwise magic resistance is not checked again unless a stronger magic resistance is encountered. The material component is the normal weapon, which the caster throws at his first chosen opponent within the spell’s range while casting the spell. The weapon changes into the magical weapon while in mid-air. 
 
 
Warp Wood (Transmutation) 
 
Sphere: Plant Range: 10 yards/level Duration: Permanent Effective Area: Special Components: V and S Casting Time: 5 Saving Throw: Special
 
This spell allows the caster to cause wooden items within range to bend and warp, permanently destroying their straightness, form, and strength. A warped door springs open or becomes stuck, requiring a Strength check to open, at the caster’s option. Warped missile weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. 
 
The caster may warp a 15-inch shaft of wood up to 1-inch diameter or its equivalent per caster level. At 3rd level, the caster is able to warp 2 or 3 hand-axe handles or a dozen crossbow bolts, and at 5th level, he can warp the shaft of a typical spear. The caster can combine multiple consecutive castings to warp an object that is too large for him to warp with a single spell. Until the object is completely warped, it suffers no ill effects. 
 
Enchanted items made of wood (such as magically held doors, temporary magical weapons, etc.) can be affected only if the caster is higher level than the caster who enchanted it. Permanent magical items made of wood are treated as if a caster of at least 12th level enchanted them. The spell has a 20% cumulative chance of success per caster level higher than the level of the caster who enchanted the wood. Artifacts and relics cannot be affected by this spell. 
 
The reverse, straighten wood, warps the same quantity of wood back to normal, straightening wood that has been warped either by this spell or other means.