Magia Arcana

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1� N�vel de Magias

Nome:  Alpha's Hunting Hound 
Esfera:  (Conjuration/Summoning)
Alcance: 10 yards
Componentes: V, S, M
Dura��o:  12 turns + 6 turns per level
Tempo de Execu��o:  1 round
�rea de Efeito:  One creature
Saving Throw:  None
Descri��o: 

  This spell calls a canine creature to be a helper and boon companion to the wizard for the duration of the spell. The type of hound summoned depends upon the wizard's level, but the hound will always understand verbal commands given it, so long as they are 12 words or less and relatively simple. The hound will further also be capable of tracking as a ranger of half the level of the summoner, and can hunt sufficiently well to feed the wizard for one day, provided there is game existant in the wizard's area.

The type of hound summoned is as follows:
Wizard's Level Hound

1-3 jackal
4-7 wild dog
8-12 wolf
13+ dire wolf

 If the wizard takes a lower-level hound (or a dire wolf when he is eighteenth level or higher), it will have maximum hit points, gain a +1  to-hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat.

 
Nome: Alpha's Sparkle Beam
Alcance: 0
Esfera: (Evocation)
Componentes: V, S, M
Dura��o: Instantaneous
Tempo de Execu��o: 1
�rea de Efeito: 20-foot long cone, 5-foot diameter at end, 1foot at base
Saving Throw: Special
Descri��o:

This spell draws upon the power of the positive material plane and calls forth a ray of golden light. Anyone in the area of effect of the spell must save versus petrification or be blinded for 1 round. The true function of this spell, however, is its use against undead, creatures of the lower planes, and those drawing power from the negative material plane or the plane of shadow. Such creatures suffer 1d4 points of damage, plus an additional 1d4 at every even level of the wizard (eg., 4d4 at eighth level), up to a maximum of 8d4. These creatures may save versus spell to halve this damage. The material component is a bit of crushed sunstone.

 
Nome: Alpha's Starlight
Alcance:  5 yards per level
Esfera: (Evocation, Illusion)
Componentes: V, S, M
Dura��o: 1 turn per level
Tempo de Execu��o: 1 round
�rea de Efeito: 10 square feet per level
Saving Throw: None
Descri��o

This spell illuminates an area as a cloudless outdoor night sky filled with stars. This light is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards. Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Intervening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass.

 
Nome: Alpha's Wall of Darkness
Alcance: 60 yards
Esfera: (Alteration)
Componentes: V, S, M
Dura��o: 1 round per level
Tempo de Execu��o: 2
�rea de Efeito: 10 feet per level long square
Saving Throw: None
Descri��o

This spell brings into being a wall of blackness which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a light or continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal.

 
Nome: Alter Taste (Reversible)
Alcance: 0
Esfera: (Alteration) 
Componentes: S
Dura��o: 1 turn per level
Tempo de Execu��o: 1
�rea de Efeito: One pint per level
Saving Throw: None
Descri��o

This spell allows the wizard to give an alcoholic flavour (taste and smell) to any liquid. It does not turn the liquid to alcohol. It merely gives it the taste of beer, ale, wine, mead, or liquor. Also, it only changes the flavour and not its appearance. Now, a wizard can buy a glass of water (cheap), cast this spell, and enjoy an alcohol flavoured drink without suffering the negative effects of swigging the real thing. A wizard could also improve the flavour of a drink. For example, cheap beer can now taste like elegant wine, but the alcohol level is that of beer. A normally bad tasting potion will taste quite nice as well.The flavour (cider, ale, wine, etc.) is chosen by the caster. However, there is always a 100% - 10% per level chance of the spell screwing up. In this case, the DM chooses the taste. Note that, since the component is only somatic, the spell can be cast unnoticed easily. The reverse of this spell, disguise alcohol, allows the caster to remove the alcoholic flavour of a drink, but without removing the alcohol itself.It can also be used to restore its normal taste to a previously altered drink.

 

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