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Dungeons and Dragons for dummies - Jacson S.

Jacson S. Dungeons and Dragons for dummies - John Wiley & Sons, 2003. - 49 p.
ISBN 1-55634-667-0
Download (direct link): dungeonsanddragonsfordummies2003.pdf
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Target: One creature Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes
This potent spell has several nasty effects.
1) It forces the victim to focus his attention on the single most unattainable person at a social gathering, to the exclusion of all others, even those who might find him cute.
2) It allows the examination of minutiae, with an eye toward criticizing any and all mistakes found.
3) It shows you rules (and footnotes to rules!) which cannot otherwise be found in the complete collection of resources for your favorite RPG.
Material Component: A good pint of ale.
Arcane Focus: A small lead figurine and a scratched lens.
HALF-ACID ARR9W
Conjuration (Creation) [Acid]
Level: Wiz 1 Components: V, S, M, F Casting Time: 1 action Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
This spell conjures an arrow which has a 50% chance to be made of acid. You must succeed at a ranged touch attack for this arrow to strike its target. If the arrow is made of acid, apply damage as per the acid arrow spell. If it is not, apply damage as per a standard arrow fired from a short bow.
Material Component: Powdered rhubarb.
Focus: A dart.
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Hallucinatory Train
Elusion (Glamer)
Level: Brd 4, Wiz 4 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level)
Effect: One train Duration: 2 minutes/level Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You create an illusory train, complete with belching smoke and chugga-chugga noises, which overlays the existing landscape. If the train gets close enough for people to actually interact with it, they may discover that this is a glamer. Structures, equipment, and creatures in the area are not covered by this illusion.
If what you call “improved continual flame” others call “sunrise” ... ... you might be a Munchkin.
HALT DEAD
Necromancy Level: Clr 7, Wiz 8 Components: V, S, M/DF Casting Time: 1 action Range: Infinite. What the hell.
Target: Up to three dead, no two of which can be more than 30 ft. apart Duration: Permanent Saving Throw: None Spell Resistance: No
This potent spell halts the advance of dead creatures. Stops ’em right in their tracks. Forever. This spell has no effect on undead.
Arcane material component: A pinch of dirt from a freshly dug grave.
HEEL
Enchantment (Charm)
Level: Brd 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
This bard spell causes one person to follow the bard obsessively, willing to perform any manner of servile duties in exchange for a meager scrap of the bard’s attention ... and maybe a tummy rub.
Material component: A short piece of braided leather.
HOLY COW
Evocation [Good]
Level: Clr 2 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 2 ft./level)
Target: One cow Duration: Until the cow is consumed Saving Throw: None Spell Resistance: If your cow has spell resistance, go for it.
The cleric who casts this spell turns one cow into a sacred relic. Undead and summoned evil creatures cannot get close to it, and even nonmagical evil creatures prefer to stay away when possible. Further, the flesh of the cow is especially succulent, and confers the same advantages as the bless spell for eight hours after being eaten. Grilling the steaks for too long cancels both of these benefits.
INFLICT INSIGNIFICANT WOUNDS
Necromancy Level: Brd 0, Clr 0 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
Ooh, ow! Paper cut! Nasty one! Right between two fingers on your right hand! This spell does no damage, but it hurts like hell and adds +3 to the DC to any task involving concentration.
If your character sheet is longer than the Player’s Handbook... ... you might be a Munchkin.
INVISIBILITY TO THE BLIND
Illusion (Glamer)
Level: Brd 1, Wiz 1 Components: V, S, M Casting Time: 1 action Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level Duration: 10 minutes/level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
This potent spell makes the caster, or a creature or object he touches, totally invisible to anyone who is
Spe
Spells In Modern d20 Games
Some purists would argue that there is no place for spellcasting in modem-era games, that it destroys the atmosphere to have your superspy or brainy scientist solve problems with magic instead of nifty gadgets or raw intellect.
Balderdash, say we.
To illustrate, let’s take a perfectly good fantasy spell and see how we can translate it to modern terms:
“Death spell! Cool! Takes 3 rounds to cast.”
BLAMU BLAMU BLAMU
“Hey, it works!”
blind. Blind creatures are totally unable to see the subject of the spell for its duration. When the spell expires, they are unable to see him normally.
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