Difference between revisions of "Arcane Spells (Arden-Vul)"

From The Hidden Room
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* Components: V,S
* Components: V,S
* Casting Time: 1 segment
* Casting Time: 1 segment
* The caster perceives the shimmering colors of magical radiations in a path 10' wide and 60' long, in the direction he is facing.  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. Other-planar creatures are not necessarily magical.
* The caster perceives the shimmering colors of magical radiations in a path 10' wide and 60' long, in the direction they are facing.  They can turn, scanning a 60-degree arc per round. A stone wall of 1' or more thickness, solid metal of 1" 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. Other-planar creatures are not necessarily magical.
** The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming)
** The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming)
** 10% chance per level to recognize the school of magic present, and 10% chance per level to determine the sphere of the magic.
** 10% chance per level to recognize the school of magic present, and 10% chance per level to determine the sphere of the magic.

Revision as of 03:45, 12 March 2024

Arden-Vul > Rules > Magic > Arcane Spells

1st Level

Affect Normal Fires

  • (Alteration)
  • Range: 15'/level
  • Components: V, S
  • Duration: 2 minutes/level
  • Casting Time: 1
  • Area of Effect: 10' radius
  • Saving Throw: None
  • This spell enables the wizard to cause nonmagical fires--from as small as a torch or lantern to as large as the area of effect--to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.

Detect Magic

  • (Divination)
  • Range: Caster
  • Duration: 2 rounds/ caster level
  • Area of Effect: Path 10 ft wide, 60 ft long
  • Components: V,S
  • Casting Time: 1 segment
  • The caster perceives the shimmering colors of magical radiations in a path 10' wide and 60' long, in the direction they are facing. They can turn, scanning a 60-degree arc per round. A stone wall of 1' or more thickness, solid metal of 1" 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. Other-planar creatures are not necessarily magical.
    • The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming)
    • 10% chance per level to recognize the school of magic present, and 10% chance per level to determine the sphere of the magic.

Magic Missile

  • (Evocation)
  • Range: 60 ft + 10 ft/ caster level
  • Duration: Instantaneous
  • Area of Effect: 1+ creatures in a 10 × 10 ft area
  • Components: V,S
  • Casting Time: 1 segment
  • Saving Throw: None
  • When this spell is cast, missiles of magical energy dart forth from the caster’s fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first-level magic user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on.

Read Magic

  • (Divination, Reversable)
  • Range: caster
  • Components: V, S, M
  • Duration: 2 minutes/level
  • Casting Time: 1 minute
  • Area of Effect: Special
  • Saving Throw: None
  • By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
  • The reverse of the spell allows the magic user to make magical writings indecipherable for the spell’s duration, and is cast upon the writing rather than upon the caster themself.

Sleep

(Enchantment, Charm)

  • Range: 30 ft + 10 ft/ level
  • Duration: 5 rounds/ level
  • Area of Effect: See below
  • Components: V,S,M
  • Casting Time: 1 segment
  • Saving Throw: None
  • This spell affects a circular area with a 15 ft radius. A number of creatures within this radius (determined by their HD) fall into a deep magical slumber with no saving throw allowed. Magically sleeping creatures may be killed or tied up at a rate of one per round by a single person, or can be attacked at twice the normal rate with an automatic hit for maximum damage, if the attacker chooses not to kill or bind them. A sleeping creature requires a full round to waken and must be shaken or slapped to bring it to consciousness; mere noise, however loud, will not disturb the enchanted slumber of a sleep spell’s victim. The number of enemies affected by the spell is a function of their hit dice. If there are creatures of different hit dice in the area, the weaker ones will be affected first. Creatures with hit dice over 4+4 are not affected by the spell.
    • HD 1 or less: 4d4
    • HD 1+ to 2: 2d4
    • HD 2+ to 3: 1d4
    • HD 3+ to 4: 1d2
    • HD 4+1 to 4+4: 0 or 1 (d2-1)