diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index d37a1028ac..f367b243e9 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -19149,6 +19149,13 @@ The Complete Book of Necromancers The Complete Book of Necromancers The Complete Ninja's Handbook + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -19208,6 +19215,12 @@ The Complete Book of Necromancers The Complete Book of Necromancers The Complete Ninja's Handbook + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -19248,6 +19261,10 @@ Tome of Magic Tome of Magic The Complete Book of Necromancers + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -19283,6 +19300,9 @@ Wild Magic, Tome of Magic The Complete Book of Necromancers The Complete Book of Necromancers + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -19313,6 +19333,8 @@ Wild Magic, Tome of Magic The Complete Book of Necromancers The Complete Book of Necromancers + Player's Option: Spells & Magic + Player's Option: Spells & Magic 1st level @@ -19670,6 +19692,13 @@ 5th level, The Complete Book of Necromancers 5th level, The Complete Book of Necromancers 5th level, The Complete Ninja's Handbook + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic 6th level 6th level 6th level @@ -19727,6 +19756,12 @@ 6th level, The Complete Book of Necromancers 6th level, The Complete Book of Necromancers 6th level, The Complete Ninja's Handbook + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic 7th level 7th level 7th level @@ -19765,6 +19800,10 @@ 7th level, Tome of Magic 7th level, Tome of Magic 7th level, The Complete Book of Necromancers + 7th level, Player's Option: Spells & Magic + 7th level, Player's Option: Spells & Magic + 7th level, Player's Option: Spells & Magic + 7th level, Player's Option: Spells & Magic 8th level 8th level 8th level @@ -19798,6 +19837,9 @@ 8th level, Wild Magic, Tome of Magic 8th level, The Complete Book of Necromancers 8th level, The Complete Book of Necromancers + 8th level, Player's Option: Spells & Magic + 8th level, Player's Option: Spells & Magic + 8th level, Player's Option: Spells & Magic 9th level 9th level 9th level @@ -19826,6 +19868,8 @@ 9th level, Wild Magic, Tome of Magic 9th level, The Complete Book of Necromancers 9th level, The Complete Book of Necromancers + 9th level, Player's Option: Spells & Magic + 9th level, Player's Option: Spells & Magic @@ -33990,7 +34034,7 @@ wiz2['Melf\'s Acid Arrow'] = { 'damage': '[[2d4]] + 2d4 for [[floor([[@{level-wizard}]]/3)]] additional rounds of', 'damage-type': 'Acid', 'healing': '', - 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.' + 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard (THAC0 [[21-[[@{level-wizard}]] ]]). No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.' }; wiz2['Mirror Image'] = { @@ -41791,7 +41835,7 @@ wiz3['Lance of Disruption'] = { 'saving-throw': '½', 'subtlety': '+2', 'sensory': 'Huge audio vibration', - 'knockdown': 'd10', + 'knockdown': '[[d10]]', 'crit-size': 'Medium (1 hit)', 'materials': '', 'reference': 'p. 143', @@ -41812,7 +41856,7 @@ wiz3['Lesser Sign of Sealing'] = { 'saving-throw': '½', 'subtlety': '+2', 'sensory': 'Medium visual', - 'knockdown': 'd8', + 'knockdown': '[[d8]]', 'crit-size': 'Medium', 'materials': 'Can be a pinch of either powdered diamond (cold), ruby (fire), emerald (acid), pearl (sonic disruption), or sapphire (electricity), depending on the type of energy the wizard wishes the sign to employ. The value of the gemstone must be at least 100 gold pieces.', 'reference': 'p. 144', @@ -41959,7 +42003,7 @@ wiz4['Mordenkainen\'s Force Missiles'] = { 'saving-throw': 'Special', 'subtlety': '+3', 'sensory': 'Medium visual, large audio', - 'knockdown': 'd10', + 'knockdown': '[[d10]]', 'crit-size': 'Medium (1 hit)', 'materials': '', 'reference': 'p. 147', @@ -42022,7 +42066,7 @@ wiz4['Vitriolic Sphere'] = { 'saving-throw': '½', 'subtlety': '+4', 'sensory': 'Medium visual, large olfactory', - 'knockdown': 'd8', + 'knockdown': '[[d8]]', 'crit-size': 'Large (1d3 hits)', 'materials': 'A drop of giant slug bile.', 'reference': 'p. 147', @@ -42032,6 +42076,468 @@ wiz4['Vitriolic Sphere'] = { 'healing': '', 'effect': 'This spell conjures a one-foot sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of damage per caster level (to a maximum damage of 12d4) and may attempt a saving throw vs. spell for half damage. If the victim fails his saving throw, he continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends in the fifth round. Each round, the subject is entitled to a saving throw—the spell ends when he succeeds, or when the acid damage runs its course. The acid can also be neutralized with soda, ash, lye, charcoal, or removed with a large quantity of water.\n The *vitriolic sphere* also splashes acid in a 5-foot radius around the primary target. Any creatures within the splash radius must save vs. paralyzation or suffer a splash hit that inflicts 1d4 points of damage per every five caster levels. Splash hits do not cause continuing damage.' }; +wiz5['Improved Blink'] = { + 'level': '5', + 'school': 'Alteration, Dimension', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'subtlety': '+2', + 'sensory': 'Medium visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 148', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Naturally, this spell is an improvement of the 3rd-level alteration spell *blink*, allowing the wizard to shift his body to any point within 15 feet of his current location. Unlike the lower-level spell, *improved blink* allows the wizard to choose the exact time of his jump, the exact destination, and the orientation or facing of his choosing. For example, a wizard confronted by an enemy fighter could blink just before the fighter attacked, reappearing directly behind his foe for a back attack. If the wizard blinks away from an attack, his enemy automatically misses—but creatures with multiple attacks may be able to reposition themselves for another swing if the wizard blinks to a location within reach.\n If the wizard intends to take any action such as attacking, casting a spell, or using a magical item, he must decide before the round begins if he will do so before or after he blinks. If he acts before he blinks, he may be endangered by an attack before he finishes; he can choose to proceed with his action, hoping that he won’t be hit, or he can abort his action by taking his blink for the round. On the other hand, if the wizard begins his action *after* his blink, the initiative modifier of his attack or spell is added to the time of his blink to determine when he attacks.\n\n *A* blinking *wizard dueling a fighter decides to blink first, when the fighter attacks and then* lightning bolt *the offensive fellow. The fighter rolls a modified 6 for initiative, so the wizard waits until 6, then blinks, making the fighter miss. At that time, he starts his* lightning bolt, *which has a casting time of 3—the spell will go off on 9.*\n *In the* Player’s Option: Combat & Tactics *initiative system, the wizard must count 1, 2, or 3 phases from the time of his blink for fast, average, or slow actions. If the fighter above attacked in the average phase, the wizard would blink during the fighter’s attack, and then his* lightning bolt *(a fast spell) would go off 1 phase later, with any other slow actions.*\n\n Because the wizard can pick the location he is blinking to, he may not choose to blink into a movable object in order to force it aside—he must blink to an area clear of obstructions or obstacles. If he does attempt to blink into a movable object, he will find himself displaced to a random location (use the *blink* 1d8 rules in the *PHB* for determining where he ends up).' +}; +wiz5['Leomund\'s Hidden Lodge'] = { + 'level': '5', + 'school': 'Alteration, Enchantment/Charm', + 'range': '20 yards', + 'duration': '[[1d4+[[@{level-wizard}]] ]] hours', + 'aoe': '[[30*[[@{level-wizard}]] ]] square feet', + 'components': 'V, S, M', + 'cast-time': '2 turns', + 'saving-throw': 'None', + 'subtlety': '+7 to +10', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A square chip of stone, crushed lime, a few grains of sand, a sprinkle of water, and a splinter of wood, plus a crushed diamond worth at least 100 gold pieces. If the secondary spells are to be included, their material components are required also.', + 'reference': 'p. 148', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Similar in most regards to the 4th-level spell *Leomund’s secure shelter*, this spell offers one significant improvement: The shelter is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It may appear as a house-sized boulder in rocky or mountainous areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all telltale signs of habitation, including any smoke, light, or sound coming from within the lodge. Creatures or characters who are exceptionally well-tuned to their surroundings (elves, druids, rangers, and various sylvan monsters) may attempt a saving throw vs. spell to spot the hidden lodge if they pass within 30 feet; all other creatures cannot find the wizard’s refuge without the aid of *true seeing* or similar magic.\n In all other respects, the *hidden lodge* resembles *Leomund’s secure shelter*. The interior is level, clean, and dry, and the whole thing is sturdily constructed from timber, stone, or sod. It is secure against winds of up to 100 miles per hour, impervious to normal missiles, and the doors, windows, and chimney have the option to be *wizard locked* and guarded by an *alarm* spell. Simple furnishings include up to ten bunks, a small writing desk, a trestle table and benches, and an optional unseen servant to wait on the wizard. (If any of the optional secondary spells are added on to this spell, then the casting time goes up to one hour and adds a +3 modifier to the subtlety rating.)' +}; +wiz5['Proofing versus Combustion'] = { + 'level': '5', + 'school': 'Abjuration, Elemental Fire', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'subtlety': '+6', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A fire-brick made with the ashes left from a phoenix’s fire. Seafaring wizards often use this spell to protect their vessels from hostile *fireballs* and various fire-throwing devices.', + 'reference': 'p. 148', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The renowned fire wizard Daltim developed this spell some years ago to protect important items or structures against the various incendiary spells with which he was familiar. *Proofing* renders an inanimate object nearly impervious to fire, granting the affected item a +3 bonus to saving throws vs. magical fire (including a dragon’s breath), and a +6 bonus to saving throws vs. normal fire. This is cumulative with the saving throw bonus of a magical item, so a *cloak of protection* +4 could have a bonus of +7 to +10 on any item saving throws versus combustion effects. Remember that an item fails its saving throw on a natural roll of 1, regardless of any bonuses.\n The item affected must be one discrete construction or object, although it can be articulated or composed of several parts (for example, a suit of armor, a catapult, a house, or a carriage). At 9th level, the wizard can proof an article of clothing or a small piece of furniture; at 12th level, a small vehicle or large piece of furniture; at 15th level, a small building or large vehicle; at 18th level, a medium building or a very large vehicle; and at 20th level or higher, a large building or small fortification. A character dressed in a completely proofed article of clothing (a large cloak) gains a +2 bonus to saving throws vs. fire.' +}; +wiz5['Rusting Grasp'] = { + 'level': '5', + 'school': 'Alteration, Elemental Water, Alchemy', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Medium visual/olfactory', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'An antenna from a rust monster.', + 'reference': 'p. 149', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': 'Against metallic creatures: 2d8+1', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this spell, the wizard gains the power to corrode ferrous metals and alloys at a touch. Iron and iron-based alloys such as steel, meteoric iron, mithral, and adamantite are affected, but noble metals such as gold, silver, and copper are not subject to reduction through rusting. Any ferrous metal touched by the wizard must make an item saving throw vs. disintegration (usually a 17 or better on a d20) or be destroyed. Magical arms or armor may apply their bonus to this save, so a sword +3 would gain a +3 to its roll. Other magical metal items may receive a +1 to a +6 bonus based on the DM’s estimate of their power.\n The wizard may employ *rusting grasp* in combat by simply touching the equipment of metal-wearing characters or creatures. If he tries to touch the armor of a character, the wizard need only hit the opponents unarmored AC. If the armor fails its save, *rusting grasp* permanently destroys 2d4 points of AC through corrosion. For example, *plate mail +3* (base AC 0) could be reduced to a base AC of 2 to 8 if it fails its item saving throw.\n Weapons are more difficult to grasp; the wizard must make an attack roll against AC 4 (modified by the opponent’s Dexterity) in order to touch the weapon. If the weapon fails its saving throw, it is destroyed. Important note: The wizard must touch the weapon and not the other way around! Unlike a rust monster, he doesn’t corrode weapons simply by being hit.\n Against metallic creatures, *rusting grasp* functions like the priest spell *cause serious wounds* in that it inflicts 2d8+1 point of damage per successful attack. The spell lasts for one round per level, and the wizard can make one touch attack per round.' +}; +wiz5['Tenser\'s Destructive Resonance'] = { + 'level': '5', + 'school': 'Invocation/Evocation, Force', + 'range': '[[60+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Instantaneous', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Huge audio, large tactile', + 'knockdown': '[[d12]]', + 'crit-size': 'Huge (1–4 hits)', + 'materials': 'A tiny orb of finely-crafted gold with a small removable ring surrounding it that must be taken off as the spell is cast.', + 'reference': 'p. 149', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': 'Exploded item + blast damage [[ [[floor([[@{level-wizard}]]/2)]]d6]]', + 'damage-type': 'Crushing', + 'healing': '', + 'effect': 'When this spell is cast, a thin beam of destructive blue force springs forth from the caster’s fingertip and strikes any one object within range. The beam imparts an immense amount of energy to the object struck, causing it to spontaneously explode. Large, massive objects have more potential destructive energy than small, lightweight objects, but the wizard must hold the beam on the larger object for a longer time in order to cause detonation.\n The beam has two principal effects: First of all, the object struck is *disintegrated* if it fails its item saving throw. Secondly, any creature near the destroyed item suffers damage proportional to the weight of the item detonated, plus blast damage of 1d6 points per two caster levels. Creatures caught within the blast radius may attempt a saving throw vs. paralyzation for half damage (1 point per caster level), but the base damage of the explosion may not be saved against.}}{{style=center2 sheet-spell-center3 sheet-spell-center4 sheet-spell-bottom}}{{c1-1=**Weight**\n**(lb.)**}}{{c2-1=1–5}}{{c3-1=6–25}}{{c4-1=26–100}}{{c5-1=101–500}}{{c6-1=501–2,000}}{{c1-2=**Resonance**\n**Time**}}{{c2-2=Instant}}{{c3-2=Instant}}{{c4-2=One rd.}}{{c5-2=Two rds.}}{{c6-2=Three rds.}}{{c1-3=**Base**\n**Damage**}}{{c2-3=1d8}}{{c3-3=1d12}}{{c4-3=1d20}}{{c5-3=2d12}}{{c6-3=3d12}}{{c1-4=**Explosive**\n**Radius**}}{{c2-4=2 ft.}}{{c3-4=3 ft.}}{{c4-4=5 ft.}}{{c5-4=10 ft.}}{{c6-4=15 ft.}}{{effects2= Objects more massive than 2,000 pounds are simply too big to detonate. Living flesh and enchanted objects or items are immune to the destructive resonance, but a wizard could choose to use *Tenser’s destructive resonance* on an object worn or carried by another creature. However, if he does so, the victim is entitled to a saving throw vs. spell to negate the beam entirely and prevent any damage at all, and then gains a save for half damage against the blast effect even if the beam succeeds in detonating his equipment.' +}; +wiz5['Prying Eyes'] = { + 'level': '5', + 'school': 'Divination', + 'range': '1 mile', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Creates [[1d4+[[@{level-wizard}]] ]] eyes', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'subtlety': '+6', + 'sensory': 'Tiny visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A handful of crystal marbles.', + 'reference': 'p. 149', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell conjures a small horde of semitangible magical orbs or eyes that can be used to reconnoiter an area at the wizard’s command. Each of the eyes is about the size of a small apple and can see 120 feet (normal vision only) in all directions. In order to report their findings, the eyes must return to the caster’s hand to replay in the caster’s mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard’s ability to receive visual information about his surroundings. The eyes only see as a normal human would—abilities and spell effects including infravision do not alter the eyes’ vision. It only takes the eye one round to replay one hour of recorded images.\n The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 4, flies by levitation at a rate of 12, and has only 1 hit point—a single hit from any weapon or damaging spell destroys it. A successful *dispel magic* destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they’re small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it’s very possible that it could hit a wall or other similar obstacle and destroy itself.\n When the wizard creates the eyes, he can specify any set of instructions or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be known by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, “Surround me at a range of 400 yards and return if you spot any dangerous creatures,” or “Spread out and search the town for Arweth; follow him for three turns, staying out of sight, and then return.” Note that in the first command, the eye only returns if it spots a creature that the wizard would regard as dangerous; a seemingly innocuous peasant that is actually a *shapechanged* dragon wouldn’t trigger the eye’s return. In any event, if an eye is ever more than one mile distant from the wizard, it instantly ceases to exist. However, the wizard’s link with the eye is such that he won’t know if the eye was destroyed or if it just wandered out of range.\n Some command words can be used to abbreviate the directions. For example, “surround me” directs the eyes to form an equally-spaced ring at whatever range is indicated, and then move with the wizard. As eyes return or are destroyed, the rest automatically space themselves to compensate. “Spread out” directs the eyes to move away from the wizard in all directions. Other commands that might be useful include having them form a line in a certain manner, making them move at random within a certain range, or have them follow a certain type of creature. The DM is the final judge of the suitability of the wizard’s directions.' +}; +wiz5['Vile Venom'] = { + 'level': '5', + 'school': 'Conjuration/Summoning, Elemental Water, Alchemy', + 'range': '30 yards', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small vial of venom from a giant snake.', + 'reference': 'p. 151', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this inherently evil spell, the wizard conjures a small amount of deadly poison directly onto any weapon blades or other surface within the area of effect. The spell creates one dose per caster level ([[@{level-wizard}]] doses); a single dose is sufficient to coat one size S weapon such as a dagger or an arrowhead, three doses can coat a size M weapon, and five doses can coat a size L weapon. The venom remains potent for up to one hour per caster level, although an envenomed blade remains so for only 1d3 successful attacks before the poison has been worn off. The potency of the venom varies by the caster level, as shown below.}}{{style=center}}{{c1-1=**Level**}}{{c2-1=9th}}{{c3-1=12th}}{{c4-1=15th}}{{c5-1=18th+}}{{c1-2=**Onset Time**}}{{c2-2=2–12 rounds}}{{c3-2=2–5 rounds}}{{c4-2=1–2 rounds}}{{c5-2=Immediate}}{{c1-3=**Strength**}}{{c2-3=20/1d3}}{{c3-3=25/2d4}}{{c4-3=30/2d6}}{{c5-3=death/20}}{{effects2= If a weapon coated with *Vandarien’s vile venom* successfully hits a creature, the victim must make a saving throw vs. poison or suffer the first damage figure—if the caster was a 12th-level wizard, this would be 25 points. (Naturally, this is damage above and beyond any caused by the weapon that injects the poison.) Even if he succeeds in the save, the victim still sustains a lesser amount of damage, as shown in the second figure.\n Instead of creating an insinuative poison (one that is introduced to the body through a cut), the wizard can instead conjure the venom as a contact poison. A surface of about one-half square foot per caster level can be affected. Currently [[ [[@{level-wizard}]]/2]] square feet. One square foot is enough to coat a doorknob, a sword-hilt, the handle or clasp of a chest, or an object of similar size. The contact poison has the same effects as the insinuative venom, but the victim gains a +2 bonus on his saving throws. The contact poison’s toxicity fades at the end of the spell’s duration.' +}; +wiz6['Arrow of Bone'] = { + 'level': '6', + 'school': 'Necromancy, Artifice', + 'range': '0', + 'duration': 'Special', + 'aoe': '1 missile', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Small visual/tactile', + 'knockdown': 'Varies', + 'crit-size': 'Medium (1 hit)', + 'materials': 'A powdered sliver of bone mixed with black dragon blood. The resulting mixture is used to paint runes on the weapon. If the splinter of bone can be taken from the remains of a close blood relative of the subject (a sibling, parent, or grandparent), the victim receives a –4 penalty on his or her saving throw if struck by the *arrow of bone*.', + 'reference': 'p. 151', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': 'Impact', + 'healing': '', + 'effect': 'By drawing runes of dire power upon a simple arrow, bolt, dart, or javelin, the caster changes the weapon into a sinister missile of cold, enchanted bone. The wizard may then throw or fire the weapon in the normal fashion, or he can choose to give it to a companion to use. If the wizard employs the *arrow of bone* himself, he strikes with the THAC0 of a warrior of half his own level and a +3 bonus to his attack roll (THAC0 [[21-floor([[@{level-wizard}]]/2)]]); if he gives it to someone else, the bone arrow merely confers a +1 bonus to hit. A creature struck by the weapon must make a saving throw vs. death magic or die; even if successful, the victim sustains normal damage for the missile, plus an additional number of points equal to the weapon’s maximum damage (for example, 1d6+6 for an arrow or javelin, or 1d3+3 for a dart). Unlike the *death spell* or *finger of death*, the victim can be raised or resurrected in any expedient manner.\n The *arrow of bone* does not destroy undead or nonliving creatures outright. Instead, the arrow inflicts normal damage plus four times the missile’s normal maximum (1d6+24 for an arrow, 1d3+12 for a dart, and so on), or half that if the subject creature succeeds in its saving throw.' +}; +wiz6['Dimensional Blade'] = { + 'level': '6', + 'school': 'Invocation/Evocation, Dimension, Artifice', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'subtlety': '+2', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'Moderate (1 hit)', + 'materials': 'A razor-thin shard of glass.', + 'reference': 'p. 152', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': 'Slashing', + 'healing': '', + 'effect': 'This spell makes a single weapon incredibly sharp by reducing one of its physical dimensions to an infinitesimal measurement. The *dimensional blade* can slash through matter with as much effort as it takes to wave a stick through the air. Even stone and iron can be carved to pieces with ease. The spell can be cast on almost any hand-held slashing (type S) weapon, as well as a few thrown weapons of this type, such as the chakram, shuriken, or a hand axe.\n Against creatures, the *dimensional blade* ignores any portion of Armor Class derived from armor itself; only magical and Dexterity adjustments affect the opponent’s AC. For example, a warrior in *chain mail +2* with a Dexterity of 17 is normally AC 0, but against the *dimensional blade* he only applies the 3-point adjustment for Dexterity and the 2-point magical adjustment, for a total AC of 5. Creatures wearing purely magical armor (such as *bracers of defense*) may keep the full magical adjustment. Monsters with thick or toughened hides, such as dragons, may lose part of the Armor Class at the DM’s discretion. The weapon gains a +2 bonus to attack and damage rolls in any event, but the wielder ignores any Strength-based combat adjustments—muscle power doesn’t help the blade at all.\n The *dimensional blade* is also quite effective against inanimate objects. Any object with a diameter or thickness smaller than the blade’s length must make a saving throw vs. disintegration when struck, or be cleanly severed in twain. Larger objects can be sawed through or sliced away at the rate of about 5 cubic feet per round. It’s dangerous to attempt to disarm a *dimensional blade*; the weapon used must make an item saving throw vs. disintegration or be destroyed.\n Finally, the blade is also effective against phased or ethereal creatures since part of its existence is forced into the Ethereal Plane. If the wielder has some way to detect creatures concealed in this way, the blade can strike and affect them normally, but without the power to negate Armor Class or other combat bonuses.\n The wizard must touch the weapon to be affected by the spell, but afterward anyone may wield it.' +}; +wiz6['Etherealness'] = { + 'level': '6', + 'school': 'Dimension', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Creature(s) touched', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'Negate', + 'subtlety': '+2', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 152', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard and up to six other creatures joined by linked hands become ethereal (along with their equipment). While *ethereal*, the group need not stay together. The group’s presence can be detected only by *detect phase*, *true seeing*, or similar spells and effects. No physical, or magical attack can affect him, unless his assailant is ethereal as well (although some monsters, such as the basilisk, have gaze weapons whose power extends into the Ethereal Plane). The spell recipients are actually in the Border Ethereal and can still perceive their physical surroundings, but the world appears gray, misty, and indistinct to them. Note that as ethereal creatures can perceive the physical world here, a character could scout out his surroundings or make good an escape from the safety of the Border Ethereal.\n The wizard and his companions may remain in the Border Ethereal for up to one hour per level; when the spell expires, they return to normal existence, although the wizard can choose to end the spell before its full duration. The wizard also has the option of moving himself or the group from the Border Ethereal into the Deep Ethereal, in which case they remain ethereal when the spell ends. He will have to use this spell again or find another way back in order to return to his home plane.\n The wizard can attempt to use *etherealness* to banish an unwilling subject. He must make a successful attack roll in order to touch him, and the subject receives a saving throw vs. spell to negate the effect. An unwilling subject automatically remains in the Border Ethereal for an amount of time specified by the wizard at the time of the casting, but no more than one hour per caster level. When used like this, *etherealness* does not affect the caster, only the subject.' +}; +wiz6['Greater Sign of Sealing'] = { + 'level': '6', + 'school': 'Abjuration, Geometry', + 'range': '0', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'S, M', + 'cast-time': '1 turn', + 'saving-throw': 'Special', + 'subtlety': '+5', + 'sensory': 'Medium visual', + 'knockdown': 'Special', + 'crit-size': 'Special', + 'materials': 'A powdered diamond worth at least 1,000 gold pieces.', + 'reference': 'p. 152', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A more potent form of the *lesser sign of sealing*, this spell allows the caster to guard an item or portal and prevent all other creatures from opening or passing through the sealed item or surface. The *greater sign* has several effects; first of all, it affects a doorway or item that opens (a chest, for instance) as a *wizard lock* spell. If placed in an open corridor or archway to prevent passage, the *greater sign* creates a magical barrier that repels all who try to pass.\n Second, the *greater sign* greatly strengthens the physical structure of any door or item it is placed upon, granting a +6 bonus on any item saving throws and allowing the item or door to ignore 1 point of damage per caster level from any attack. Currently ignore [[@{level-wizard}]] damage. For example, a *greater sign* cast by a 12th-level wizard would reduce the damage of any blow or spell by 12 points, so a fighter armed with a broad sword (maximum damage of 8 points) could never hack through a door protected by the sign.\n Finally, if the protected doorway or item is forced open or destroyed by any means, the sign itself is not only destroyed, but also releases a spell upon the offending creature. The spell held by the sign is cast into the ward when the *greater sign* is created, and any spell the caster has memorized may be used in this way, from a *fireball* or *shocking grasp* to a very nasty *wish* or *polymorph*. The range of the sign’s retributive spell is 10 yards per caster level ([[10*[[@{level-wizard}]] ]] yards), so it is possible to destroy the warding from a safe distance.\n The sign is displayed in plain sight, and most wizards will recognize it for what it is. The caster cannot specify particular creatures or conditions for the *sign’s* operation; it functions against any creature that attempts to pass it, although the wizard can freely pass through his own sign without activating it. The *greater sign* can be removed by the caster, thus ending the spell, or it can be defeated by a *limited wish* or *wish* spell cast by a wizard of equal or higher level than the original caster; it cannot be dispelled.' +}; +wiz6['Superior Magnetism'] = { + 'level': '6', + 'school': 'Alteration', + 'range': '[[30+5*[[@{level-wizard}]] ]] yards', + 'duration': '[[floor([[@{level-wizard}]]/5)]] rounds', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small bar magnet, bent into a U-shape and coated with mithral.', + 'reference': 'p. 153', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard designates one inanimate object of stone, earth, or metal within the spell’s range to function as a powerful magnet, attracting all metal. The object affected can be no larger than a 10-foot cube, although a section of wall, floor, or ceiling about 10 square feet will work. Once magnetized, the object exerts a powerful attractive or repulsive force (caster’s choice) against objects of ferrous metal. The effects vary by the proximity of the metal objects to the center of magnetism, as shown below:}}{{style=center sheet-spell-left1}}{{cc1-1=bottom}}{{cc1-3=bottom}}{{c1-1=**Distance to**\n**Magnetism**}}{{c2-1=10 feet or less}}{{c3-1=20 feet or less}}{{c4-1=30 feet or less}}{{c5-1=40 feet or less}}{{c6-1=50 feet or less}}{{c7-1=60 feet or less}}{{c1-2=**Movement Rate**\n**per Round**}}{{c2-2=40 feet}}{{c3-2=20 feet}}{{c4-2=10 feet}}{{c5-2=5 feet}}{{c6-2=2 feet}}{{c7-2=1 foot}}{{c1-3=**Effective**\n**Strength**}}{{c2-3=22 (Garg.)}}{{c3-3=20 (Huge)}}{{c4-3=18 (Large)}}{{c5-3=14 (Medium)}}{{c6-3=10 (Small)}}{{c7-3=4 (Tiny)}}{{c1-4=**Missile Attack**\n**Penalty**}}{{c2-4=–40}}{{c3-4=–20}}{{c4-4=–10}}{{c5-4=–5}}{{c6-4=–2}}{{c7-4=–1}}{{effects2= The movement rate represents how fast objects are drawn to or repelled from the center of magnetism. If the creature or object in question is heavier than the magnetized item, the magnetized item does the moving instead. The effective Strength is the “pull” of the magnetism at that range; the size equivalent refers to creature sizes, not weapon sizes. (All human-sized weapons are considered small or tiny for this chart). A character or creature carrying loose metal items or objects such as weapons, shields, helms, buttons, and so on must win an opposed Strength check (see *Player’s Option: Combat & Tactics* for information on opposed ability checks) in order to keep his possessions from being wrenched out of his grasp by the magnetism. Securing a weapon in its sheath, holding an item with both hands, and other precautions may give the character a +2 to +4 to his base ability score, at the DM’s discretion.\n Characters wearing metal armor must attempt an opposed Strength check to ignore the effects of the magnetism. If the character fails his Strength check outright, he loses his footing and flies towards or away from the object at the full rate indicated. He suffers full falling damage based on the speed with which he hits the item—1d6 for every 10 feet of the movement rate, or half that damage if he is repelled and simply thrown back onto the ground. If the character passes his Strength check but is beaten by the magnetism roll, he is moved one foot for each point he lost by. Again, some precautions or assistance may help iron-wearing characters in their Strength checks. For monsters, compare the creature’s size to the effective size of magnetism.\n An armored character who is stuck to a surface or object loses any Dexterity adjustments to AC and cannot make any physical attacks. He can try to wriggle out of his armor and free himself, employ a magical item, or use psionic powers if he has any at his disposal.\n\n *Lodestone the fighter is charging a wizard when the dastardly felon magnetizes a sizable boulder about 30 feet from Lodestone’s present position. Lodestone carries a long sword, a shield, and wears plate mail; he has a Strength of 17. First, he checks to see if he holds onto his sword and shield, making two opposed Strength rolls. He loses the shield, but keeps hold of his sword. Now the DM checks to see if Lodestone resists the drag on his armor. At 30 feet, the magnetism has a Strength of 18. Lodestone rolls a 6, but the magnetism roll is a 12. Even though both Lodestone and the magnetism made their Strength rolls, the magnetism roll is higher than Lodestone’s roll and does not go over its target Strength score. As a result, Lodestone is dragged 6 feet closer to it. Next round, Lodestone tries again and blows his roll altogether, moving a full 10 feet closer. Now only 14 feet from the boulder, the magnetism’s Strength is effectively a 20, which means Lodestone is in big trouble. If he blows his roll again the next round, he’ll go flying into the boulder at a rate of 20 feet/round, which will inflict 2d6 points of damage.*\n\n If a creature wins its Strength check, it can ignore the spell’s effects and move out of the zone of influence normally.\n *Sirellyn’s superior magnetism* also affects the passage of iron or steel missiles, such as steel-headed arrows or quarrels. Any missile that passes through the zone of influence suffers an attack penalty equal to the movement at the range indicated. For example, if the path of an arrow brings it within 40 feet of a magnetized object, the attack suffers a –5 penalty. Finally, it is possible for the casting wizard to be affected by this spell as well. As a result, the wizard had better make sure that he’s out of the effective area of effect when casting.' +}; +wiz6['Trollish Fortitude'] = { + 'level': '6', + 'school': 'Necromancy', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A shred of dried flesh from a troll’s heart that must be pulverized into dust. The dust is then sprinkled on the caster.', + 'reference': 'p. 154', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This powerful spell imbues the caster with the physical fortitude and resilience of a troll. While the spell is in effect, the caster regenerates 3 hit points per round until he reaches his normal maximum. He also gains a troll’s ability to ignore dismemberment, decapitation, and other horrible injuries that would normally incapacitate or kill him outright (although losing a limb may prevent the caster from taking certain actions, such as running, climbing, and other activities). Bleeding, wounding, being reduced to negative hit points, and other effects that cause the victim to lose hit points from round to round are ignored—the caster instead regains 3 hit points per round, up to his normal maximum. If the caster is reduced to less than 0 hit points, he is incapacitated and must make a system shock roll or lose all of his highest level spells. The incapacitation lasts only until his regeneration restores him to 1 hit point or more; he can move, fight, and cast spells again as soon as his hit point total is positive.\n *Trollish fortitude* does not provide the caster with any defenses against lethal poison, disease, and other effects that don’t cause a loss of hit points. Hit points lost through level draining, *vampiric touch*, or *vampiric regeneration* cannot be regenerated since this represents damage to the victim’s life force, and not physical injury. In addition, fire damage and acid damage cannot be regenerated. While the spell is in effect, the caster can rejoin severed limbs simply by holding them in place, but if the spell ends while a limb (which were already moving toward him) is still separate from his body, he immediately suffers the full effects of the injury.' +}; +wiz7['Descent into Madness'] = { + 'level': '7', + 'school': 'Enchantment/Charm, Mentalism', + 'range': '[[10*[[@{level-wizard}]] ]] yards', + 'duration': 'Permanent', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '7', + 'saving-throw': 'Negate', + 'subtlety': '+5', + 'sensory': 'Moderate visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A special cube of gold wire worth at least 500 gold pieces shaped to represent a tesseract, or four-dimensional figure.', + 'reference': 'p. 154', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'More insidious and powerful than the *feeblemind* spell, *descent into madness* afflicts one creature with a random form of insanity. The spell can affect any creature with an Intelligence of low (5) or higher; however, a character or creature protected by a *mind blank* is immune to this spell. Creatures are entitled to a normal saving throw vs. spell to withstand the spell. The form of insanity caused by the spell is determined by a roll on the chart:}}{{c1-1=**d%**}}{{c2-1=01–15}}{{c3-1=16–22}}{{c4-1=23–34}}{{c5-1=35–40}}{{c6-1=41–44}}{{c7-1=45–54}}{{c8-1=55–64}}{{c9-1=65–69}}{{c10-1=70–74}}{{c11-1=75–83}}{{c12-1=84–89}}{{c13-1=90–95}}{{c14-1=96–00}}{{c1-2=**Insanity Type**}}{{c2-2=Delirium}}{{c3-2=Disorientation}}{{c4-2=Phobia}}{{c5-2=Paranoia}}{{c6-2=Alienation}}{{c7-2=Amnesia}}{{c8-2=Hallucinatory insanity}}{{c9-2=Melancholia}}{{c10-2=Dementia praecox}}{{c11-2=Mania}}{{c12-2=Hebephrenia}}{{c13-2=Catatonia}}{{c14-2=Homicidal mania}}{{effects2= The various types of insanity and their game effects are described under the **Alienist** in Chapter 6. The caster has no idea what kind of madness the spell inflicts on its victim, although he may be able to form an educated guess after observing the victim for a few rounds. *Descent into madness* accelerates the process of insanity radically, producing an advanced condition almost immediately; for example, a character rendered paranoid by this spell skips past suspicion and instantly regards his friends and allies as enemies of the worst sort. The victim has a small chance of recovering with the passage of time (as described under each type of insanity) but other than that the only ways to repair the effects of this spell are *restoration*, *wish*, or use of the psionic power psychic surgery.' +}; +wiz7['Neutralize Gas'] = { + 'level': '7', + 'school': 'Abjuration, Elemental Air, Alchemy', + 'range': '60 yards', + 'duration': 'Instantaneous', + 'aoe': '[[@{level-wizard}]] 10-foot cubes', + 'components': 'V, S, M', + 'cast-time': '1', + 'saving-throw': 'None', + 'subtlety': '+5', + 'sensory': 'Large visual/olfactory', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A bit of charcoal and some bark from a treant.', + 'reference': 'p. 154', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By using this spell, the wizard renders inert and makes breathable any harmful vapors, gases, clouds, or fogs in the area of effect. This includes *stinking cloud*, *cloudkill*, *solid fog*, *death fog*, *incendiary cloud*, *acid storm*, gaseous breath weapons, spore or mold clouds, and similar spells and effects. Harmful gas or vapor is transformed into a common, harmless *fog cloud* of the same dimensions as the original effect, and then dissipates [[1d3]] rounds later. Creatures who were injured before *neutralize gas* is cast continue to suffer any effects from their previous exposure—the spell does not heal or counter existing damage, so a creature that is choking and gagging from a *stinking cloud* would receive no relief from this dweomer.\n If cast in the same round of the effect’s appearance, *neutralize gas* may be used to counter gaseous breath weapons, spores, and molds by granting any creatures affected a +4 bonus to their saving throws and reducing any damage to one-half or one-quarter normal, depending on whether or not the victims make their saving throws. Air-based creatures are not affected by this spell; neutralize gas only “clears the air” of any harmful inhalants.' +}; +wiz7['Persistence'] = { + 'level': '7', + 'school': 'Invocation/Evocation', + 'range': '0', + 'duration': '[[@{level-wizard}]] days', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'subtlety': '+6', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A crystal chalice of exquisite workmanship worth at least 2,000 gp. The material component of a held or girded spell is expended when the spell is made *persistent*.', + 'reference': 'p. 155', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Related to both the *contingency* and *permanency* spells, *persistence* allows a wizard to cast a spell of 6th level or lower and then hold it until it is needed. There are two general uses for *persistence*: to use a personal spell effect as needed up to the maximum duration of the *persistence* itself, or to prepare an instantaneous spell and hold it ready until the caster wishes to use it.\n **A. Personal effect.** Any spell that augments the wizard’s natural abilities—*detect magic*, *protection from evil*, *jump*, *infravision*, *fly*, *wraithform*, or other caster-affecting spells—can be made persistent by use of this spell. The wizard casts *persistence* and then immediately follows with the desired spell. Instead of taking effect immediately, the magic of the *persistence* holds it ready for use by a simple act of will. The wizard can then “turn on” or “turn off” the girded spell as often as he likes over the course of the duration of the *persistence*. The duration of the girded spell only runs while the spell is active, so a 15th-level wizard who makes a *fly* spell persistent will be able to use 1d6+15 turns of flight (the normal duration of *fly*) over the next 15 days (the duration of the *persistence*) as he sees fit.\n This is especially useful because it allows the wizard to cast the girded spell and the *persistence* and have the girded spell’s effects available while he then memorizes another spell in place of the spell made persistent. It is also useful because the girded spell can be activated instantly by an act of will. The main difference between this spell and *contingency* lies in the fact that a persistent spell may be invoked several times (up to the limit of its normal duration) while a *contingency* functions once only.\n **B. Held spell.** Spells that have an instantaneous effect, such as most attack spells and some movement spells like *teleport* or *dimension door*, can be rendered persistent as well. The held spell may be activated or discharged at any time during the duration of the *persistence*, but its magic is then exhausted as if it had been cast normally. This resembles the effect of a *contingency* spell, but the effect has no predefined conditions and simply occurs when the caster wills it to.\n Damaging or offensive spells that have a duration (for example, *flaming sphere* or *wall of fire*) cannot be rendered persistent. A wizard may have no more than one *persistence* spell active at any given time; if he girds a new spell while an old one is still persistent, the old spell is simply replaced by the new one.' +}; +wiz7['Seven-Eyes'] = { + 'level': '7', + 'school': 'Abjuration, Conjuration/Summoning', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'Create 7 eyes', + 'components': 'V, S, M', + 'cast-time': '7', + 'saving-throw': 'Special', + 'subtlety': '+5', + 'sensory': 'Medium visual', + 'knockdown': 'Varies', + 'crit-size': 'Varies', + 'materials': 'Seven blessed gemstones worth at least 50 gold pieces each.', + 'reference': 'p. 156', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell conjures into existence seven magical orbs that float above the caster’s head in a ring about 5 feet in diameter. The eyes remain for 1 round per level, or until the caster chooses to either expend the orb by using it in attack or defense. In addition, as long as at least one eye is still in existence, the caster gains 360° vision and can *detect invisibility* and *detect phase* at will, with a 60-foot range. The powers of each eye are described below.}}{{style=min1}}{{c1-1=**•**}}{{c2-1=**•**}}{{c3-1=**•**}}{{c4-1=**•**}}{{c5-1=**•**}}{{c6-1=**•**}}{{c7-1=**•**}}{{c1-2=**Eye of the Mind.** This orb protects the caster against mental attack, charm, or influence, including *charm*, *beguiling*, *hold*, and *emotion* effects. The first such attack is negated by the orb and destroys it in turn. If the wizard desires, the eye of the mind can instead be used to *charm person* like the 1st-level wizard spell, although this also expends the orb.}}{{c2-2=**Eye of the Sword.** This eye deflects the first physical attack that endangers the caster, including hand-held or missile attacks, and then disappears. The wizard can also employ the eye of the sword to create five magical blades that strike as *magic missiles* for 1d4+1 points of damage each. (Knockdown d6, medium (1 hit) impact)}}{{c3-2=**Eye of the Mage.** One manifestation of raw energy, such as lightning, fire, force, cold, or a similar effect, is absorbed by the eye of the mage. The eye can also project a 60-foot long by 5-foot wide *lightning bolt* that inflicts 4d8 damage (saving throw vs. spell for half damage) to all in its path. Either use expends the eye’s power. (Knockdown d12, large (1–3 hits) electricity)}}{{c4-2=**Eye of Venom. This eye can be used to halt any one attack or effect that could poison the caster. In the case of an attacker armed with an envenomed weapon, the caster may decide to expend either the eye of venom or the eye of swords in order to block the attack. The eye can also be used to *poison* one creature within 30 feet; the victim must make a saving throw vs. poison or die in one round.}}{{c5-2=**Eye of the Spirit.** The first attack that affects the victim’s life energy, including energy drain, strength drain, *cause wounds*, *trap the soul*, *magic jar*, or *death* is parried by the eye of the spirit. The wizard may instead choose to expend the eye’s power by casting *enervation* (see the 4th-level wizard spell) upon one target within 30 feet.}}{{c6-2=**Eye of Artifice.** This eye deflects and is destroyed by the first attack directed at the caster from a magical device. If the attack also takes a form that may be blocked by another eye (for example, the bolt from a *wand of lightning*) the caster may choose which eye is expended. If used to attack instead, the eye of artifice functions as a *dispel magic* cast at 8th level.}}{{c7-2=**Eye of Stone.** This eye offers protection against the first attack that could petrify the caster and then vanishes. It can also be expended to cast *hold person*.}}{{effects2= Although any number of eyes can defend the wizard in the course of a single round, only one eye may be used to attack per round. When the caster uses an eye to attack, he may not cast a spell, attack physically, or employ another magical item in the same round; willing the eye to discharge its energies requires his complete concentration. Eye attacks are considered to have an initiative modifier of 1 or a speed of very fast in the *Player’s Option: Combat & Tactics* initiative system.' +}; +wiz8['Analyze Dweomer'] = { + 'level': '8', + 'school': 'Divination, Artifice', + 'range': '10 yards', + 'duration': '[[floor([[@{level-wizard}]]/2)]] levels', + 'aoe': '1 object or creature', + 'components': 'V, S, M', + 'cast-time': '8 hours', + 'saving-throw': 'None', + 'subtlety': '+7', + 'sensory': 'Medium visual/small audio', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,000 gp.', + 'reference': 'p. 156', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell reveals to the caster all spells, enchantments, dweomers, and magical properties present in one creature or object. One property, spell, or power is revealed each round in approximate order of when the spells were cast or the properties were acquired. (If the DM doesn’t know which spells were placed on the subject first, a random roll for order of discovery is fine.) The caster has a base 50% chance to discern the existence and identity of a particular spell or property, +2% per level to a maximum of 99%. Currently [[{50+2*[[@{level-wizard}]],99}kl1]]%. The only enchantments that remain inscrutable to *analyze dweomer* are those surrounding artifacts or relics.\n\n *A 16th-level wizard finds an unknown wand and decides to use* analyze dweomer *to study it. The DM knows that it’s a* wand of fire, *and he decides that the spells* enchant an item, fireball, burning hands, *and* wall of fire *were used to create the wand, in that order. In the first round, the wizard has an 82% chance to identify* enchant an item; *in the following round, an 82% chance to discover* fireball; *in the next round, an 82% chance to perceive* burning hands; *and so on, for all remaining enchantments. Note that the DM could have decided that any rare or unusual materials or processes used to create the wand would also be revealed as if they were spells.*\n\n After the wizard analyzes one object or creature, the spell ends, even if its duration has not expired yet. Casting this spell is physically taxing; the wizard must pass a system shock check or be exhausted and unable to do anything but rest for the next 1d8 hours. While this spell is most frequently used in the comfort and safety of the wizard’s laboratory, a mage could also cast *analyze dweomer* to study the magical seals and barriers on a portal, to determine just how a companion has been cursed, or to examine a potential opponent for defensive spells.' +}; +wiz8['Heart of Stone'] = { + 'level': '8', + 'school': 'Necromancy', + 'range': '0', + 'duration': '1 year', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '1 day', + 'saving-throw': 'None', + 'subtlety': '8', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'The stone heart itself. This must be a carved stone of quality (jade, obsidian, or gold-veined marble would be appropriate) worth not less than 5,000 gold pieces. It must be prepared by use of the *enchant an item* spell. The stone is not consumed at the spell’s end and may be used again if it is undamaged.', + 'reference': 'p. 157', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This potent spell exchanges the necromancer’s own living heart for a finely crafted heart of perfect, unblemished stone that alters the very nature of the wizard’s body. As long as the *heart of stone* remains in effect, the caster need not fear attacks that pierce, slash, or cut him; he does not bleed and can ignore the most horrible injuries of this kind. The caster can also ignore most magical effects such as spells, magical devices, and innate spell abilities of less than 8th level.\n In game terms, the character suffers only 1 point of damage from any type S or type P attack, plus any magical adjustment for the weapon. For example, if struck by a *long sword +1*, he would suffer only 2 points of damage. Strength and specialization bonuses are ignored. If the wizard is dismembered, he suffers no additional damage other than the inconvenience of having his limbs removed, and he can reattach a severed limb by holding it in place for one full turn. The *heart of stone* is also partially effective against type B attacks since it prevents bruising, swelling, and crushed blood vessels. Against bludgeoning weapons, the wizard only suffers half the normal damage. *Cause wound* spells always inflict minimum damage against a wizard protected by this spell. While the caster may not feel a sword in his rib cage, any damage sustained interrupts spellcasting.\n In addition to resisting injury, the *heart of stone* also renders the character immune to fatigue and exhaustion, whether normal or magical. He also gains a +4 bonus to saving throws vs. petrification attacks.\n While the *heart of stone* is quite powerful, it has limitations. First of all, determined physical attack can eventually destroy the wizard despite his unnatural resistance to injury—a mob of angry peasants with hatchets and spears can finish him off 1 point at a time if that’s what it takes. Second, the *heart* confers no protection against other attack forms, such as fire, electricity, cold, acid, and so on, although any bleeding caused by a burn is ignored. *Disintegration* effects also affect the caster. Most importantly, the caster loses the ability to naturally recover from injury and no longer regains lost hit points with the passage of time. Healing spells, potions and items are reduced to their minimum effect, so a *cure serious wounds* (2d8+1 hit points restored) would only return 3 hit points to a wizard protected by *heart of stone*. However, *limited wish* or *wish* can be used to restore 1 hit point per level of caster or all but 1d4 hit points, respectively.\n In addition to these disadvantages, *heart of stone* also renders the caster vulnerable in one other way: his own real heart can be destroyed, instantly slaying him. Naturally, the caster will want to take steps to hide and protect his true heart to prevent this from happening. The living heart continues to beat for the duration of the spell but requires no special receptacle or facilities to protect it—the caster could leave it lying on the floor, if he wished.\n The *heart of stone* cannot be dispelled, although a more powerful negation magic such as *Mordenkainen’s disjunction* can bring the spell to an end. *Stone to flesh* also undoes the magic of the *heart of stone*. No matter how the spell is ended, the wizard’s own living heart instantly returns to its proper place, and the stone heart appears wherever the living heart was kept. At this time, any injuries the wizard currently has are multiplied by 1d6 as the wounds begin to bleed again. For example, a necromancer who was injured for 6 points of damage instead suffers 6d6 when the spell ends.' +}; +wiz8['Iron Body'] = { + 'level': '8', + 'school': 'Alteration, Elemental Earth', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '8', + 'saving-throw': 'None', + 'subtlety': '+5', + 'sensory': 'Medium visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small piece of iron that once belonged to an iron golem.', + 'reference': 'p. 157', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell transforms the caster’s body into living iron, which grants him several powerful resistances and abilities. While the spell is in effect, the caster can only be injured by blunt weapons of +3 or better value, or monsters of 8+3 Hit Dice or more. Slashing weapons, falling, crushing, and constriction attacks of all types are completely unable to harm the caster, although an attack may knock him off-balance or pin him beneath tons of debris. Spells or attacks that affect the subject’s physiology or respiration—for example, poison, *cloudkill*, *enfeeblement*, *contagion*, or *pain touch*—fail completely, since the caster *has* no physiology or respiration while the spell is in effect. Also, spells that have weight limits should be applied to the wizard as if he weighed over 3,000 pounds. The wizard ignores electrical attacks and saves at +4 against fire attacks. If he saves, he takes quarter damage; if not, he takes half damage. If hit with a *rod of smiting*, he takes 2d8+6 points of damage unless the attacker rolls a natural 20. If this occurs, then the damage is doubled.\n In addition to the natural immunities of an *iron body*, the wizard enjoys powerful offensive abilities. His Strength score is raised to 20 (+3 to attack rolls, +8 damage) for the duration of the spell, and he can punch or bludgeon his enemies twice per round for 1d4 points of damage per blow, plus his Strength bonus. Unfortunately, his movement becomes slow and awkward, so he is reduced to a move of 3 and suffers a –2 penalty to his initiative rolls (or a reduction of his base phase by one step, in *Player’s Option: Combat & Tactics*). Most importantly, the wizard’s clumsiness and lack of breath prevent him from casting any spells while the *iron body* is in effect.\n *Iron body* may create additional hazards for the wizard as the DM deems appropriate. For example, rust monsters are extremely dangerous to a wizard using this spell. *Heat metal* spells inflict double damage to the caster. And, naturally, the wizard sinks like a stone in water—although he could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell expired. Some magical items, such as potions or winded instruments, may be temporarily unusable as well.' +}; +wiz9['Programmed Amnesia'] = { + 'level': '9', + 'school': 'Enchantment/Charm, Mentalism', + 'range': '20 yards', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': 'Special', + 'saving-throw': 'Special', + 'subtlety': '+8', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 158', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This particular spell was the last and most powerful spell developed by the archmentalist Rheizom. It allows the wizard to selectively destroy, alter, or implant memories in the subject creature as he sees fit. He can completely reprogram a character, inventing a new persona, a new alignment, and assigning a new class as he sees fit. Only sentient beings can be affected; if the subject is not human, humanoid, or demihuman, he gains a +4 bonus on his saving throw.\n As described above, *programmed amnesia* can be used to achieve several different effects. The wizard may choose to make use of any or all of the effects listed below:}}{{style=min1}}{{c1-1=**•**}}{{c2-1=**•**}}{{c3-1=**•**}}{{c4-1=**•**}}{{c5-1=**•**}}{{c6-1=**•**}}{{c1-2=**A. Memory erasure.** Any or all memories possessed by the subject can be erased at the caster’s will, including knowledge of specific events, people, or places.}}{{c2-2=**B. Memory implant.** The caster can create false memories in the subject’s mind as he sees fit. Imaginary friends, events that didn’t really take place, betrayals by people the subject regards as his friends, or the friendship of an enemy could all be implanted in the subject’s mind.}}{{c3-2=**C. Skill erasure.** The subject can be made to forget any or all class-based skills or proficiencies, including all or part of his THAC0 (it resets to 20), thief abilities, spellcasting, turning undead, or any other ability that stems from knowledge. About the only characteristics that can’t be affected by this usage of Rheizom’s *programmed amnesia* are hit points, saving throws, and ability scores. A character’s native language cannot be erased, either.}}{{c4-2=**D. Persona erasure.** Combining the effects of a skill erasure and a memory erasure, this leaves the subject as a clean slate. Only his ability scores, hit points, saving throws, and native language remain. The character may assume any class or alignment available, beginning as a 1st-level character just as if he had decided to dual-class. (Even demihumans can dual-class in this fashion, since they forget all skills of their previous class.)}}{{c5-2=**E. Persona implant.** By erasing the existing personality and implanting a false set of memories, the wizard can build a new persona for the mind-wiped character. In effect, *he* can decide what class, alignment, and personality the subject will assume after his persona erasure. If the new persona is an adventurer, the character dual-classes, as described above.}}{{c6-2=**F. Programmed erasure.** The subject can be programmed to suffer a memory, skill, or persona erasure when a certain event takes place. For example, the wizard could set the subject to be wiped clean as a slate when the subject receives a coded message or arrives at some destination. Optionally, the wizard can decide to have an erasure partially or totally lifted when the programmed condition comes to pass.}}{{effects2= The casting time of this spell varies according to what effects the wizard wishes to impose on the subject. To cast just one of the listed effects, the wizard must spend two days secluded away from any distractions—a personal laboratory is a good example of a secluded place. In between the intense eight-hour casting sessions, the wizard can sleep and eat in the area he chose to seclude himself in. If the wizard breaks his seclusion for any reason, the spell is lost. Also, for every effect over the first, another day (with its eight-hour intense casting period) must be spent in seclusion.\n The wizard must be able to see the spell’s subject. At the end of each day of casting, the subject makes a saving throw vs. spell to negate the effect.\n *Programmed amnesia* is normally permanent, unless the wizard cares to specify a set of conditions or parameters that will end the effect (see F, above). Its effects can only be undone by a *restoration* or *wish* spell, or by successful use of the psionic science psychic surgery. A character who picks up new skills or class abilities while amnesiac must make a saving throw vs. spell when his own real memories return; if he fails, the skills he learned as an amnesiac are gone forever, replaced by his former abilities, but if he succeeds he retains any new skills, and may even choose to continue in his new class as a dual-classed character. Dungeon Masters should keep in mind that an amnesiac character should still meet the new class’s full prerequisites before he can become that class.\n Obviously, this is a very powerful spell, and the DM should very carefully examine a PC’s use of this magic. Dungeon Masters, take note—there are dozens of excellent plot vehicles hiding here if an NPC wizard uses this on a player character! Also, be aware that destroying a creature’s personality and replacing it with one more amenable to the wizard’s designs is never a good act.' +}; +wiz9['Sphere of Ultimate Destruction'] = { + 'level': '9', + 'school': 'Conjuration/Summoning, Dimension', + 'range': '[[5*[[@{level-wizard}]] ]] yards', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'Creates a sphere', + 'components': 'V, S, M', + 'cast-time': '9', + 'saving-throw': 'Special', + 'subtlety': '+5', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A dark crystal ball that has been on the Ethereal Plane and that can be comfortably held in two hands.', + 'reference': 'p. 159', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This awful spell brings into existence a short-lived *sphere of annihilation* (as described in Appendix 3 of the *DMG*). The *sphere* is a black ball of nothingness about 2 feet in diameter that instantly and utterly destroys any matter that comes into contact with it. The *sphere* appears anywhere in the spell’s range and moves up to 15 feet per round as the wizard directs. If the wizard attempts to bring the *sphere* into contact with a living creature, the potential victim gains a saving throw vs. breath weapon to dodge aside, but a victim who is unaware of the *sphere’s* appearance or unable to move is destroyed without a saving throw.\n Once conjured, the *sphere of ultimate destruction* may not move exactly as the caster wishes. The wizard has a 75% chance to control it, plus 1% per point of Intelligence over 12 and 3% for each point over 15. In other words, a wizard with an Intelligence of 18 would gain a +12% bonus to his chance to control the *sphere*. If the wizard fails to control the *sphere* in any given round, it automatically moves directly towards him at its maximum speed of 15 feet per round. Unlike the magical item, another wizard may not contest the caster’s control of a *sphere of ultimate destruction* unless the second wizard possesses a *talisman of the sphere*. (See the *DMG* .)\n Should a *gate* spell be cast upon the *sphere*, there is a 50% chance that the *sphere* is destroyed, a 35% chance that nothing happens, and a 15% chance that a gap is torn in the spatial fabric, catapulting everything in a 180-foot radius to another plane of existence. If the *sphere* is touched by a *rod of cancellation*, a tremendous explosion inflicts 3d4 x 10 points of damage to everything within 60 feet as the two forces negate each other. No other spell or magical item has any effect on a *sphere of ultimate destruction*.\n There is a 5% chance that any particular manifestation of this spell does not cause a victim’s utter destruction but instead transports him to a random plane of existence. The conjuring wizard has no way of knowing whether he has destroyed his enemy or merely blasted him into some remote dimension.' +}; //#endregion const wizardSpells = {}; diff --git a/ADnD_2E_Revised/html/components/dynamicDatalists.html b/ADnD_2E_Revised/html/components/dynamicDatalists.html index 31daf4e26f..c18f626424 100644 --- a/ADnD_2E_Revised/html/components/dynamicDatalists.html +++ b/ADnD_2E_Revised/html/components/dynamicDatalists.html @@ -363,6 +363,13 @@ The Complete Book of Necromancers The Complete Book of Necromancers The Complete Ninja's Handbook + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -422,6 +429,12 @@ The Complete Book of Necromancers The Complete Book of Necromancers The Complete Ninja's Handbook + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -462,6 +475,10 @@ Tome of Magic Tome of Magic The Complete Book of Necromancers + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -497,6 +514,9 @@ Wild Magic, Tome of Magic The Complete Book of Necromancers The Complete Book of Necromancers + Player's Option: Spells & Magic + Player's Option: Spells & Magic + Player's Option: Spells & Magic @@ -527,6 +547,8 @@ Wild Magic, Tome of Magic The Complete Book of Necromancers The Complete Book of Necromancers + Player's Option: Spells & Magic + Player's Option: Spells & Magic 1st level @@ -884,6 +906,13 @@ 5th level, The Complete Book of Necromancers 5th level, The Complete Book of Necromancers 5th level, The Complete Ninja's Handbook + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic + 5th level, Player's Option: Spells & Magic 6th level 6th level 6th level @@ -941,6 +970,12 @@ 6th level, The Complete Book of Necromancers 6th level, The Complete Book of Necromancers 6th level, The Complete Ninja's Handbook + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic + 6th level, Player's Option: Spells & Magic 7th level 7th level 7th level @@ -979,6 +1014,10 @@ 7th level, Tome of Magic 7th level, Tome of Magic 7th level, The Complete Book of Necromancers + 7th level, Player's Option: Spells & Magic + 7th level, Player's Option: Spells & Magic + 7th level, Player's Option: Spells & Magic + 7th level, Player's Option: Spells & Magic 8th level 8th level 8th level @@ -1012,6 +1051,9 @@ 8th level, Wild Magic, Tome of Magic 8th level, The Complete Book of Necromancers 8th level, The Complete Book of Necromancers + 8th level, Player's Option: Spells & Magic + 8th level, Player's Option: Spells & Magic + 8th level, Player's Option: Spells & Magic 9th level 9th level 9th level @@ -1040,6 +1082,8 @@ 9th level, Wild Magic, Tome of Magic 9th level, The Complete Book of Necromancers 9th level, The Complete Book of Necromancers + 9th level, Player's Option: Spells & Magic + 9th level, Player's Option: Spells & Magic diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js index 9860408333..e9aa963d59 100644 --- a/ADnD_2E_Revised/javascript/wizardSpells.js +++ b/ADnD_2E_Revised/javascript/wizardSpells.js @@ -1293,7 +1293,7 @@ wiz2['Melf\'s Acid Arrow'] = { 'damage': '[[2d4]] + 2d4 for [[floor([[@{level-wizard}]]/3)]] additional rounds of', 'damage-type': 'Acid', 'healing': '', - 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.' + 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard (THAC0 [[21-[[@{level-wizard}]] ]]). No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.' }; wiz2['Mirror Image'] = { @@ -9094,7 +9094,7 @@ wiz3['Lance of Disruption'] = { 'saving-throw': '½', 'subtlety': '+2', 'sensory': 'Huge audio vibration', - 'knockdown': 'd10', + 'knockdown': '[[d10]]', 'crit-size': 'Medium (1 hit)', 'materials': '', 'reference': 'p. 143', @@ -9115,7 +9115,7 @@ wiz3['Lesser Sign of Sealing'] = { 'saving-throw': '½', 'subtlety': '+2', 'sensory': 'Medium visual', - 'knockdown': 'd8', + 'knockdown': '[[d8]]', 'crit-size': 'Medium', 'materials': 'Can be a pinch of either powdered diamond (cold), ruby (fire), emerald (acid), pearl (sonic disruption), or sapphire (electricity), depending on the type of energy the wizard wishes the sign to employ. The value of the gemstone must be at least 100 gold pieces.', 'reference': 'p. 144', @@ -9262,7 +9262,7 @@ wiz4['Mordenkainen\'s Force Missiles'] = { 'saving-throw': 'Special', 'subtlety': '+3', 'sensory': 'Medium visual, large audio', - 'knockdown': 'd10', + 'knockdown': '[[d10]]', 'crit-size': 'Medium (1 hit)', 'materials': '', 'reference': 'p. 147', @@ -9325,7 +9325,7 @@ wiz4['Vitriolic Sphere'] = { 'saving-throw': '½', 'subtlety': '+4', 'sensory': 'Medium visual, large olfactory', - 'knockdown': 'd8', + 'knockdown': '[[d8]]', 'crit-size': 'Large (1d3 hits)', 'materials': 'A drop of giant slug bile.', 'reference': 'p. 147', @@ -9335,6 +9335,468 @@ wiz4['Vitriolic Sphere'] = { 'healing': '', 'effect': 'This spell conjures a one-foot sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of damage per caster level (to a maximum damage of 12d4) and may attempt a saving throw vs. spell for half damage. If the victim fails his saving throw, he continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends in the fifth round. Each round, the subject is entitled to a saving throw—the spell ends when he succeeds, or when the acid damage runs its course. The acid can also be neutralized with soda, ash, lye, charcoal, or removed with a large quantity of water.\n The *vitriolic sphere* also splashes acid in a 5-foot radius around the primary target. Any creatures within the splash radius must save vs. paralyzation or suffer a splash hit that inflicts 1d4 points of damage per every five caster levels. Splash hits do not cause continuing damage.' }; +wiz5['Improved Blink'] = { + 'level': '5', + 'school': 'Alteration, Dimension', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'subtlety': '+2', + 'sensory': 'Medium visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 148', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Naturally, this spell is an improvement of the 3rd-level alteration spell *blink*, allowing the wizard to shift his body to any point within 15 feet of his current location. Unlike the lower-level spell, *improved blink* allows the wizard to choose the exact time of his jump, the exact destination, and the orientation or facing of his choosing. For example, a wizard confronted by an enemy fighter could blink just before the fighter attacked, reappearing directly behind his foe for a back attack. If the wizard blinks away from an attack, his enemy automatically misses—but creatures with multiple attacks may be able to reposition themselves for another swing if the wizard blinks to a location within reach.\n If the wizard intends to take any action such as attacking, casting a spell, or using a magical item, he must decide before the round begins if he will do so before or after he blinks. If he acts before he blinks, he may be endangered by an attack before he finishes; he can choose to proceed with his action, hoping that he won’t be hit, or he can abort his action by taking his blink for the round. On the other hand, if the wizard begins his action *after* his blink, the initiative modifier of his attack or spell is added to the time of his blink to determine when he attacks.\n\n *A* blinking *wizard dueling a fighter decides to blink first, when the fighter attacks and then* lightning bolt *the offensive fellow. The fighter rolls a modified 6 for initiative, so the wizard waits until 6, then blinks, making the fighter miss. At that time, he starts his* lightning bolt, *which has a casting time of 3—the spell will go off on 9.*\n *In the* Player’s Option: Combat & Tactics *initiative system, the wizard must count 1, 2, or 3 phases from the time of his blink for fast, average, or slow actions. If the fighter above attacked in the average phase, the wizard would blink during the fighter’s attack, and then his* lightning bolt *(a fast spell) would go off 1 phase later, with any other slow actions.*\n\n Because the wizard can pick the location he is blinking to, he may not choose to blink into a movable object in order to force it aside—he must blink to an area clear of obstructions or obstacles. If he does attempt to blink into a movable object, he will find himself displaced to a random location (use the *blink* 1d8 rules in the *PHB* for determining where he ends up).' +}; +wiz5['Leomund\'s Hidden Lodge'] = { + 'level': '5', + 'school': 'Alteration, Enchantment/Charm', + 'range': '20 yards', + 'duration': '[[1d4+[[@{level-wizard}]] ]] hours', + 'aoe': '[[30*[[@{level-wizard}]] ]] square feet', + 'components': 'V, S, M', + 'cast-time': '2 turns', + 'saving-throw': 'None', + 'subtlety': '+7 to +10', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A square chip of stone, crushed lime, a few grains of sand, a sprinkle of water, and a splinter of wood, plus a crushed diamond worth at least 100 gold pieces. If the secondary spells are to be included, their material components are required also.', + 'reference': 'p. 148', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Similar in most regards to the 4th-level spell *Leomund’s secure shelter*, this spell offers one significant improvement: The shelter is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It may appear as a house-sized boulder in rocky or mountainous areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all telltale signs of habitation, including any smoke, light, or sound coming from within the lodge. Creatures or characters who are exceptionally well-tuned to their surroundings (elves, druids, rangers, and various sylvan monsters) may attempt a saving throw vs. spell to spot the hidden lodge if they pass within 30 feet; all other creatures cannot find the wizard’s refuge without the aid of *true seeing* or similar magic.\n In all other respects, the *hidden lodge* resembles *Leomund’s secure shelter*. The interior is level, clean, and dry, and the whole thing is sturdily constructed from timber, stone, or sod. It is secure against winds of up to 100 miles per hour, impervious to normal missiles, and the doors, windows, and chimney have the option to be *wizard locked* and guarded by an *alarm* spell. Simple furnishings include up to ten bunks, a small writing desk, a trestle table and benches, and an optional unseen servant to wait on the wizard. (If any of the optional secondary spells are added on to this spell, then the casting time goes up to one hour and adds a +3 modifier to the subtlety rating.)' +}; +wiz5['Proofing versus Combustion'] = { + 'level': '5', + 'school': 'Abjuration, Elemental Fire', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'subtlety': '+6', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A fire-brick made with the ashes left from a phoenix’s fire. Seafaring wizards often use this spell to protect their vessels from hostile *fireballs* and various fire-throwing devices.', + 'reference': 'p. 148', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The renowned fire wizard Daltim developed this spell some years ago to protect important items or structures against the various incendiary spells with which he was familiar. *Proofing* renders an inanimate object nearly impervious to fire, granting the affected item a +3 bonus to saving throws vs. magical fire (including a dragon’s breath), and a +6 bonus to saving throws vs. normal fire. This is cumulative with the saving throw bonus of a magical item, so a *cloak of protection* +4 could have a bonus of +7 to +10 on any item saving throws versus combustion effects. Remember that an item fails its saving throw on a natural roll of 1, regardless of any bonuses.\n The item affected must be one discrete construction or object, although it can be articulated or composed of several parts (for example, a suit of armor, a catapult, a house, or a carriage). At 9th level, the wizard can proof an article of clothing or a small piece of furniture; at 12th level, a small vehicle or large piece of furniture; at 15th level, a small building or large vehicle; at 18th level, a medium building or a very large vehicle; and at 20th level or higher, a large building or small fortification. A character dressed in a completely proofed article of clothing (a large cloak) gains a +2 bonus to saving throws vs. fire.' +}; +wiz5['Rusting Grasp'] = { + 'level': '5', + 'school': 'Alteration, Elemental Water, Alchemy', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Medium visual/olfactory', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'An antenna from a rust monster.', + 'reference': 'p. 149', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': 'Against metallic creatures: 2d8+1', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this spell, the wizard gains the power to corrode ferrous metals and alloys at a touch. Iron and iron-based alloys such as steel, meteoric iron, mithral, and adamantite are affected, but noble metals such as gold, silver, and copper are not subject to reduction through rusting. Any ferrous metal touched by the wizard must make an item saving throw vs. disintegration (usually a 17 or better on a d20) or be destroyed. Magical arms or armor may apply their bonus to this save, so a sword +3 would gain a +3 to its roll. Other magical metal items may receive a +1 to a +6 bonus based on the DM’s estimate of their power.\n The wizard may employ *rusting grasp* in combat by simply touching the equipment of metal-wearing characters or creatures. If he tries to touch the armor of a character, the wizard need only hit the opponents unarmored AC. If the armor fails its save, *rusting grasp* permanently destroys 2d4 points of AC through corrosion. For example, *plate mail +3* (base AC 0) could be reduced to a base AC of 2 to 8 if it fails its item saving throw.\n Weapons are more difficult to grasp; the wizard must make an attack roll against AC 4 (modified by the opponent’s Dexterity) in order to touch the weapon. If the weapon fails its saving throw, it is destroyed. Important note: The wizard must touch the weapon and not the other way around! Unlike a rust monster, he doesn’t corrode weapons simply by being hit.\n Against metallic creatures, *rusting grasp* functions like the priest spell *cause serious wounds* in that it inflicts 2d8+1 point of damage per successful attack. The spell lasts for one round per level, and the wizard can make one touch attack per round.' +}; +wiz5['Tenser\'s Destructive Resonance'] = { + 'level': '5', + 'school': 'Invocation/Evocation, Force', + 'range': '[[60+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Instantaneous', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Huge audio, large tactile', + 'knockdown': '[[d12]]', + 'crit-size': 'Huge (1–4 hits)', + 'materials': 'A tiny orb of finely-crafted gold with a small removable ring surrounding it that must be taken off as the spell is cast.', + 'reference': 'p. 149', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': 'Exploded item + blast damage [[ [[floor([[@{level-wizard}]]/2)]]d6]]', + 'damage-type': 'Crushing', + 'healing': '', + 'effect': 'When this spell is cast, a thin beam of destructive blue force springs forth from the caster’s fingertip and strikes any one object within range. The beam imparts an immense amount of energy to the object struck, causing it to spontaneously explode. Large, massive objects have more potential destructive energy than small, lightweight objects, but the wizard must hold the beam on the larger object for a longer time in order to cause detonation.\n The beam has two principal effects: First of all, the object struck is *disintegrated* if it fails its item saving throw. Secondly, any creature near the destroyed item suffers damage proportional to the weight of the item detonated, plus blast damage of 1d6 points per two caster levels. Creatures caught within the blast radius may attempt a saving throw vs. paralyzation for half damage (1 point per caster level), but the base damage of the explosion may not be saved against.}}{{style=center2 sheet-spell-center3 sheet-spell-center4 sheet-spell-bottom}}{{c1-1=**Weight**\n**(lb.)**}}{{c2-1=1–5}}{{c3-1=6–25}}{{c4-1=26–100}}{{c5-1=101–500}}{{c6-1=501–2,000}}{{c1-2=**Resonance**\n**Time**}}{{c2-2=Instant}}{{c3-2=Instant}}{{c4-2=One rd.}}{{c5-2=Two rds.}}{{c6-2=Three rds.}}{{c1-3=**Base**\n**Damage**}}{{c2-3=1d8}}{{c3-3=1d12}}{{c4-3=1d20}}{{c5-3=2d12}}{{c6-3=3d12}}{{c1-4=**Explosive**\n**Radius**}}{{c2-4=2 ft.}}{{c3-4=3 ft.}}{{c4-4=5 ft.}}{{c5-4=10 ft.}}{{c6-4=15 ft.}}{{effects2= Objects more massive than 2,000 pounds are simply too big to detonate. Living flesh and enchanted objects or items are immune to the destructive resonance, but a wizard could choose to use *Tenser’s destructive resonance* on an object worn or carried by another creature. However, if he does so, the victim is entitled to a saving throw vs. spell to negate the beam entirely and prevent any damage at all, and then gains a save for half damage against the blast effect even if the beam succeeds in detonating his equipment.' +}; +wiz5['Prying Eyes'] = { + 'level': '5', + 'school': 'Divination', + 'range': '1 mile', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Creates [[1d4+[[@{level-wizard}]] ]] eyes', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'subtlety': '+6', + 'sensory': 'Tiny visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A handful of crystal marbles.', + 'reference': 'p. 149', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell conjures a small horde of semitangible magical orbs or eyes that can be used to reconnoiter an area at the wizard’s command. Each of the eyes is about the size of a small apple and can see 120 feet (normal vision only) in all directions. In order to report their findings, the eyes must return to the caster’s hand to replay in the caster’s mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard’s ability to receive visual information about his surroundings. The eyes only see as a normal human would—abilities and spell effects including infravision do not alter the eyes’ vision. It only takes the eye one round to replay one hour of recorded images.\n The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 4, flies by levitation at a rate of 12, and has only 1 hit point—a single hit from any weapon or damaging spell destroys it. A successful *dispel magic* destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they’re small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it’s very possible that it could hit a wall or other similar obstacle and destroy itself.\n When the wizard creates the eyes, he can specify any set of instructions or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be known by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, “Surround me at a range of 400 yards and return if you spot any dangerous creatures,” or “Spread out and search the town for Arweth; follow him for three turns, staying out of sight, and then return.” Note that in the first command, the eye only returns if it spots a creature that the wizard would regard as dangerous; a seemingly innocuous peasant that is actually a *shapechanged* dragon wouldn’t trigger the eye’s return. In any event, if an eye is ever more than one mile distant from the wizard, it instantly ceases to exist. However, the wizard’s link with the eye is such that he won’t know if the eye was destroyed or if it just wandered out of range.\n Some command words can be used to abbreviate the directions. For example, “surround me” directs the eyes to form an equally-spaced ring at whatever range is indicated, and then move with the wizard. As eyes return or are destroyed, the rest automatically space themselves to compensate. “Spread out” directs the eyes to move away from the wizard in all directions. Other commands that might be useful include having them form a line in a certain manner, making them move at random within a certain range, or have them follow a certain type of creature. The DM is the final judge of the suitability of the wizard’s directions.' +}; +wiz5['Vile Venom'] = { + 'level': '5', + 'school': 'Conjuration/Summoning, Elemental Water, Alchemy', + 'range': '30 yards', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small vial of venom from a giant snake.', + 'reference': 'p. 151', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this inherently evil spell, the wizard conjures a small amount of deadly poison directly onto any weapon blades or other surface within the area of effect. The spell creates one dose per caster level ([[@{level-wizard}]] doses); a single dose is sufficient to coat one size S weapon such as a dagger or an arrowhead, three doses can coat a size M weapon, and five doses can coat a size L weapon. The venom remains potent for up to one hour per caster level, although an envenomed blade remains so for only 1d3 successful attacks before the poison has been worn off. The potency of the venom varies by the caster level, as shown below.}}{{style=center}}{{c1-1=**Level**}}{{c2-1=9th}}{{c3-1=12th}}{{c4-1=15th}}{{c5-1=18th+}}{{c1-2=**Onset Time**}}{{c2-2=2–12 rounds}}{{c3-2=2–5 rounds}}{{c4-2=1–2 rounds}}{{c5-2=Immediate}}{{c1-3=**Strength**}}{{c2-3=20/1d3}}{{c3-3=25/2d4}}{{c4-3=30/2d6}}{{c5-3=death/20}}{{effects2= If a weapon coated with *Vandarien’s vile venom* successfully hits a creature, the victim must make a saving throw vs. poison or suffer the first damage figure—if the caster was a 12th-level wizard, this would be 25 points. (Naturally, this is damage above and beyond any caused by the weapon that injects the poison.) Even if he succeeds in the save, the victim still sustains a lesser amount of damage, as shown in the second figure.\n Instead of creating an insinuative poison (one that is introduced to the body through a cut), the wizard can instead conjure the venom as a contact poison. A surface of about one-half square foot per caster level can be affected. Currently [[ [[@{level-wizard}]]/2]] square feet. One square foot is enough to coat a doorknob, a sword-hilt, the handle or clasp of a chest, or an object of similar size. The contact poison has the same effects as the insinuative venom, but the victim gains a +2 bonus on his saving throws. The contact poison’s toxicity fades at the end of the spell’s duration.' +}; +wiz6['Arrow of Bone'] = { + 'level': '6', + 'school': 'Necromancy, Artifice', + 'range': '0', + 'duration': 'Special', + 'aoe': '1 missile', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'Special', + 'subtlety': '+4', + 'sensory': 'Small visual/tactile', + 'knockdown': 'Varies', + 'crit-size': 'Medium (1 hit)', + 'materials': 'A powdered sliver of bone mixed with black dragon blood. The resulting mixture is used to paint runes on the weapon. If the splinter of bone can be taken from the remains of a close blood relative of the subject (a sibling, parent, or grandparent), the victim receives a –4 penalty on his or her saving throw if struck by the *arrow of bone*.', + 'reference': 'p. 151', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': 'Impact', + 'healing': '', + 'effect': 'By drawing runes of dire power upon a simple arrow, bolt, dart, or javelin, the caster changes the weapon into a sinister missile of cold, enchanted bone. The wizard may then throw or fire the weapon in the normal fashion, or he can choose to give it to a companion to use. If the wizard employs the *arrow of bone* himself, he strikes with the THAC0 of a warrior of half his own level and a +3 bonus to his attack roll (THAC0 [[21-floor([[@{level-wizard}]]/2)]]); if he gives it to someone else, the bone arrow merely confers a +1 bonus to hit. A creature struck by the weapon must make a saving throw vs. death magic or die; even if successful, the victim sustains normal damage for the missile, plus an additional number of points equal to the weapon’s maximum damage (for example, 1d6+6 for an arrow or javelin, or 1d3+3 for a dart). Unlike the *death spell* or *finger of death*, the victim can be raised or resurrected in any expedient manner.\n The *arrow of bone* does not destroy undead or nonliving creatures outright. Instead, the arrow inflicts normal damage plus four times the missile’s normal maximum (1d6+24 for an arrow, 1d3+12 for a dart, and so on), or half that if the subject creature succeeds in its saving throw.' +}; +wiz6['Dimensional Blade'] = { + 'level': '6', + 'school': 'Invocation/Evocation, Dimension, Artifice', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'subtlety': '+2', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'Moderate (1 hit)', + 'materials': 'A razor-thin shard of glass.', + 'reference': 'p. 152', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': 'Slashing', + 'healing': '', + 'effect': 'This spell makes a single weapon incredibly sharp by reducing one of its physical dimensions to an infinitesimal measurement. The *dimensional blade* can slash through matter with as much effort as it takes to wave a stick through the air. Even stone and iron can be carved to pieces with ease. The spell can be cast on almost any hand-held slashing (type S) weapon, as well as a few thrown weapons of this type, such as the chakram, shuriken, or a hand axe.\n Against creatures, the *dimensional blade* ignores any portion of Armor Class derived from armor itself; only magical and Dexterity adjustments affect the opponent’s AC. For example, a warrior in *chain mail +2* with a Dexterity of 17 is normally AC 0, but against the *dimensional blade* he only applies the 3-point adjustment for Dexterity and the 2-point magical adjustment, for a total AC of 5. Creatures wearing purely magical armor (such as *bracers of defense*) may keep the full magical adjustment. Monsters with thick or toughened hides, such as dragons, may lose part of the Armor Class at the DM’s discretion. The weapon gains a +2 bonus to attack and damage rolls in any event, but the wielder ignores any Strength-based combat adjustments—muscle power doesn’t help the blade at all.\n The *dimensional blade* is also quite effective against inanimate objects. Any object with a diameter or thickness smaller than the blade’s length must make a saving throw vs. disintegration when struck, or be cleanly severed in twain. Larger objects can be sawed through or sliced away at the rate of about 5 cubic feet per round. It’s dangerous to attempt to disarm a *dimensional blade*; the weapon used must make an item saving throw vs. disintegration or be destroyed.\n Finally, the blade is also effective against phased or ethereal creatures since part of its existence is forced into the Ethereal Plane. If the wielder has some way to detect creatures concealed in this way, the blade can strike and affect them normally, but without the power to negate Armor Class or other combat bonuses.\n The wizard must touch the weapon to be affected by the spell, but afterward anyone may wield it.' +}; +wiz6['Etherealness'] = { + 'level': '6', + 'school': 'Dimension', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Creature(s) touched', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'Negate', + 'subtlety': '+2', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 152', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard and up to six other creatures joined by linked hands become ethereal (along with their equipment). While *ethereal*, the group need not stay together. The group’s presence can be detected only by *detect phase*, *true seeing*, or similar spells and effects. No physical, or magical attack can affect him, unless his assailant is ethereal as well (although some monsters, such as the basilisk, have gaze weapons whose power extends into the Ethereal Plane). The spell recipients are actually in the Border Ethereal and can still perceive their physical surroundings, but the world appears gray, misty, and indistinct to them. Note that as ethereal creatures can perceive the physical world here, a character could scout out his surroundings or make good an escape from the safety of the Border Ethereal.\n The wizard and his companions may remain in the Border Ethereal for up to one hour per level; when the spell expires, they return to normal existence, although the wizard can choose to end the spell before its full duration. The wizard also has the option of moving himself or the group from the Border Ethereal into the Deep Ethereal, in which case they remain ethereal when the spell ends. He will have to use this spell again or find another way back in order to return to his home plane.\n The wizard can attempt to use *etherealness* to banish an unwilling subject. He must make a successful attack roll in order to touch him, and the subject receives a saving throw vs. spell to negate the effect. An unwilling subject automatically remains in the Border Ethereal for an amount of time specified by the wizard at the time of the casting, but no more than one hour per caster level. When used like this, *etherealness* does not affect the caster, only the subject.' +}; +wiz6['Greater Sign of Sealing'] = { + 'level': '6', + 'school': 'Abjuration, Geometry', + 'range': '0', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'S, M', + 'cast-time': '1 turn', + 'saving-throw': 'Special', + 'subtlety': '+5', + 'sensory': 'Medium visual', + 'knockdown': 'Special', + 'crit-size': 'Special', + 'materials': 'A powdered diamond worth at least 1,000 gold pieces.', + 'reference': 'p. 152', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A more potent form of the *lesser sign of sealing*, this spell allows the caster to guard an item or portal and prevent all other creatures from opening or passing through the sealed item or surface. The *greater sign* has several effects; first of all, it affects a doorway or item that opens (a chest, for instance) as a *wizard lock* spell. If placed in an open corridor or archway to prevent passage, the *greater sign* creates a magical barrier that repels all who try to pass.\n Second, the *greater sign* greatly strengthens the physical structure of any door or item it is placed upon, granting a +6 bonus on any item saving throws and allowing the item or door to ignore 1 point of damage per caster level from any attack. Currently ignore [[@{level-wizard}]] damage. For example, a *greater sign* cast by a 12th-level wizard would reduce the damage of any blow or spell by 12 points, so a fighter armed with a broad sword (maximum damage of 8 points) could never hack through a door protected by the sign.\n Finally, if the protected doorway or item is forced open or destroyed by any means, the sign itself is not only destroyed, but also releases a spell upon the offending creature. The spell held by the sign is cast into the ward when the *greater sign* is created, and any spell the caster has memorized may be used in this way, from a *fireball* or *shocking grasp* to a very nasty *wish* or *polymorph*. The range of the sign’s retributive spell is 10 yards per caster level ([[10*[[@{level-wizard}]] ]] yards), so it is possible to destroy the warding from a safe distance.\n The sign is displayed in plain sight, and most wizards will recognize it for what it is. The caster cannot specify particular creatures or conditions for the *sign’s* operation; it functions against any creature that attempts to pass it, although the wizard can freely pass through his own sign without activating it. The *greater sign* can be removed by the caster, thus ending the spell, or it can be defeated by a *limited wish* or *wish* spell cast by a wizard of equal or higher level than the original caster; it cannot be dispelled.' +}; +wiz6['Superior Magnetism'] = { + 'level': '6', + 'school': 'Alteration', + 'range': '[[30+5*[[@{level-wizard}]] ]] yards', + 'duration': '[[floor([[@{level-wizard}]]/5)]] rounds', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small bar magnet, bent into a U-shape and coated with mithral.', + 'reference': 'p. 153', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard designates one inanimate object of stone, earth, or metal within the spell’s range to function as a powerful magnet, attracting all metal. The object affected can be no larger than a 10-foot cube, although a section of wall, floor, or ceiling about 10 square feet will work. Once magnetized, the object exerts a powerful attractive or repulsive force (caster’s choice) against objects of ferrous metal. The effects vary by the proximity of the metal objects to the center of magnetism, as shown below:}}{{style=center sheet-spell-left1}}{{cc1-1=bottom}}{{cc1-3=bottom}}{{c1-1=**Distance to**\n**Magnetism**}}{{c2-1=10 feet or less}}{{c3-1=20 feet or less}}{{c4-1=30 feet or less}}{{c5-1=40 feet or less}}{{c6-1=50 feet or less}}{{c7-1=60 feet or less}}{{c1-2=**Movement Rate**\n**per Round**}}{{c2-2=40 feet}}{{c3-2=20 feet}}{{c4-2=10 feet}}{{c5-2=5 feet}}{{c6-2=2 feet}}{{c7-2=1 foot}}{{c1-3=**Effective**\n**Strength**}}{{c2-3=22 (Garg.)}}{{c3-3=20 (Huge)}}{{c4-3=18 (Large)}}{{c5-3=14 (Medium)}}{{c6-3=10 (Small)}}{{c7-3=4 (Tiny)}}{{c1-4=**Missile Attack**\n**Penalty**}}{{c2-4=–40}}{{c3-4=–20}}{{c4-4=–10}}{{c5-4=–5}}{{c6-4=–2}}{{c7-4=–1}}{{effects2= The movement rate represents how fast objects are drawn to or repelled from the center of magnetism. If the creature or object in question is heavier than the magnetized item, the magnetized item does the moving instead. The effective Strength is the “pull” of the magnetism at that range; the size equivalent refers to creature sizes, not weapon sizes. (All human-sized weapons are considered small or tiny for this chart). A character or creature carrying loose metal items or objects such as weapons, shields, helms, buttons, and so on must win an opposed Strength check (see *Player’s Option: Combat & Tactics* for information on opposed ability checks) in order to keep his possessions from being wrenched out of his grasp by the magnetism. Securing a weapon in its sheath, holding an item with both hands, and other precautions may give the character a +2 to +4 to his base ability score, at the DM’s discretion.\n Characters wearing metal armor must attempt an opposed Strength check to ignore the effects of the magnetism. If the character fails his Strength check outright, he loses his footing and flies towards or away from the object at the full rate indicated. He suffers full falling damage based on the speed with which he hits the item—1d6 for every 10 feet of the movement rate, or half that damage if he is repelled and simply thrown back onto the ground. If the character passes his Strength check but is beaten by the magnetism roll, he is moved one foot for each point he lost by. Again, some precautions or assistance may help iron-wearing characters in their Strength checks. For monsters, compare the creature’s size to the effective size of magnetism.\n An armored character who is stuck to a surface or object loses any Dexterity adjustments to AC and cannot make any physical attacks. He can try to wriggle out of his armor and free himself, employ a magical item, or use psionic powers if he has any at his disposal.\n\n *Lodestone the fighter is charging a wizard when the dastardly felon magnetizes a sizable boulder about 30 feet from Lodestone’s present position. Lodestone carries a long sword, a shield, and wears plate mail; he has a Strength of 17. First, he checks to see if he holds onto his sword and shield, making two opposed Strength rolls. He loses the shield, but keeps hold of his sword. Now the DM checks to see if Lodestone resists the drag on his armor. At 30 feet, the magnetism has a Strength of 18. Lodestone rolls a 6, but the magnetism roll is a 12. Even though both Lodestone and the magnetism made their Strength rolls, the magnetism roll is higher than Lodestone’s roll and does not go over its target Strength score. As a result, Lodestone is dragged 6 feet closer to it. Next round, Lodestone tries again and blows his roll altogether, moving a full 10 feet closer. Now only 14 feet from the boulder, the magnetism’s Strength is effectively a 20, which means Lodestone is in big trouble. If he blows his roll again the next round, he’ll go flying into the boulder at a rate of 20 feet/round, which will inflict 2d6 points of damage.*\n\n If a creature wins its Strength check, it can ignore the spell’s effects and move out of the zone of influence normally.\n *Sirellyn’s superior magnetism* also affects the passage of iron or steel missiles, such as steel-headed arrows or quarrels. Any missile that passes through the zone of influence suffers an attack penalty equal to the movement at the range indicated. For example, if the path of an arrow brings it within 40 feet of a magnetized object, the attack suffers a –5 penalty. Finally, it is possible for the casting wizard to be affected by this spell as well. As a result, the wizard had better make sure that he’s out of the effective area of effect when casting.' +}; +wiz6['Trollish Fortitude'] = { + 'level': '6', + 'school': 'Necromancy', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A shred of dried flesh from a troll’s heart that must be pulverized into dust. The dust is then sprinkled on the caster.', + 'reference': 'p. 154', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This powerful spell imbues the caster with the physical fortitude and resilience of a troll. While the spell is in effect, the caster regenerates 3 hit points per round until he reaches his normal maximum. He also gains a troll’s ability to ignore dismemberment, decapitation, and other horrible injuries that would normally incapacitate or kill him outright (although losing a limb may prevent the caster from taking certain actions, such as running, climbing, and other activities). Bleeding, wounding, being reduced to negative hit points, and other effects that cause the victim to lose hit points from round to round are ignored—the caster instead regains 3 hit points per round, up to his normal maximum. If the caster is reduced to less than 0 hit points, he is incapacitated and must make a system shock roll or lose all of his highest level spells. The incapacitation lasts only until his regeneration restores him to 1 hit point or more; he can move, fight, and cast spells again as soon as his hit point total is positive.\n *Trollish fortitude* does not provide the caster with any defenses against lethal poison, disease, and other effects that don’t cause a loss of hit points. Hit points lost through level draining, *vampiric touch*, or *vampiric regeneration* cannot be regenerated since this represents damage to the victim’s life force, and not physical injury. In addition, fire damage and acid damage cannot be regenerated. While the spell is in effect, the caster can rejoin severed limbs simply by holding them in place, but if the spell ends while a limb (which were already moving toward him) is still separate from his body, he immediately suffers the full effects of the injury.' +}; +wiz7['Descent into Madness'] = { + 'level': '7', + 'school': 'Enchantment/Charm, Mentalism', + 'range': '[[10*[[@{level-wizard}]] ]] yards', + 'duration': 'Permanent', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '7', + 'saving-throw': 'Negate', + 'subtlety': '+5', + 'sensory': 'Moderate visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A special cube of gold wire worth at least 500 gold pieces shaped to represent a tesseract, or four-dimensional figure.', + 'reference': 'p. 154', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'More insidious and powerful than the *feeblemind* spell, *descent into madness* afflicts one creature with a random form of insanity. The spell can affect any creature with an Intelligence of low (5) or higher; however, a character or creature protected by a *mind blank* is immune to this spell. Creatures are entitled to a normal saving throw vs. spell to withstand the spell. The form of insanity caused by the spell is determined by a roll on the chart:}}{{c1-1=**d%**}}{{c2-1=01–15}}{{c3-1=16–22}}{{c4-1=23–34}}{{c5-1=35–40}}{{c6-1=41–44}}{{c7-1=45–54}}{{c8-1=55–64}}{{c9-1=65–69}}{{c10-1=70–74}}{{c11-1=75–83}}{{c12-1=84–89}}{{c13-1=90–95}}{{c14-1=96–00}}{{c1-2=**Insanity Type**}}{{c2-2=Delirium}}{{c3-2=Disorientation}}{{c4-2=Phobia}}{{c5-2=Paranoia}}{{c6-2=Alienation}}{{c7-2=Amnesia}}{{c8-2=Hallucinatory insanity}}{{c9-2=Melancholia}}{{c10-2=Dementia praecox}}{{c11-2=Mania}}{{c12-2=Hebephrenia}}{{c13-2=Catatonia}}{{c14-2=Homicidal mania}}{{effects2= The various types of insanity and their game effects are described under the **Alienist** in Chapter 6. The caster has no idea what kind of madness the spell inflicts on its victim, although he may be able to form an educated guess after observing the victim for a few rounds. *Descent into madness* accelerates the process of insanity radically, producing an advanced condition almost immediately; for example, a character rendered paranoid by this spell skips past suspicion and instantly regards his friends and allies as enemies of the worst sort. The victim has a small chance of recovering with the passage of time (as described under each type of insanity) but other than that the only ways to repair the effects of this spell are *restoration*, *wish*, or use of the psionic power psychic surgery.' +}; +wiz7['Neutralize Gas'] = { + 'level': '7', + 'school': 'Abjuration, Elemental Air, Alchemy', + 'range': '60 yards', + 'duration': 'Instantaneous', + 'aoe': '[[@{level-wizard}]] 10-foot cubes', + 'components': 'V, S, M', + 'cast-time': '1', + 'saving-throw': 'None', + 'subtlety': '+5', + 'sensory': 'Large visual/olfactory', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A bit of charcoal and some bark from a treant.', + 'reference': 'p. 154', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By using this spell, the wizard renders inert and makes breathable any harmful vapors, gases, clouds, or fogs in the area of effect. This includes *stinking cloud*, *cloudkill*, *solid fog*, *death fog*, *incendiary cloud*, *acid storm*, gaseous breath weapons, spore or mold clouds, and similar spells and effects. Harmful gas or vapor is transformed into a common, harmless *fog cloud* of the same dimensions as the original effect, and then dissipates [[1d3]] rounds later. Creatures who were injured before *neutralize gas* is cast continue to suffer any effects from their previous exposure—the spell does not heal or counter existing damage, so a creature that is choking and gagging from a *stinking cloud* would receive no relief from this dweomer.\n If cast in the same round of the effect’s appearance, *neutralize gas* may be used to counter gaseous breath weapons, spores, and molds by granting any creatures affected a +4 bonus to their saving throws and reducing any damage to one-half or one-quarter normal, depending on whether or not the victims make their saving throws. Air-based creatures are not affected by this spell; neutralize gas only “clears the air” of any harmful inhalants.' +}; +wiz7['Persistence'] = { + 'level': '7', + 'school': 'Invocation/Evocation', + 'range': '0', + 'duration': '[[@{level-wizard}]] days', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'subtlety': '+6', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A crystal chalice of exquisite workmanship worth at least 2,000 gp. The material component of a held or girded spell is expended when the spell is made *persistent*.', + 'reference': 'p. 155', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Related to both the *contingency* and *permanency* spells, *persistence* allows a wizard to cast a spell of 6th level or lower and then hold it until it is needed. There are two general uses for *persistence*: to use a personal spell effect as needed up to the maximum duration of the *persistence* itself, or to prepare an instantaneous spell and hold it ready until the caster wishes to use it.\n **A. Personal effect.** Any spell that augments the wizard’s natural abilities—*detect magic*, *protection from evil*, *jump*, *infravision*, *fly*, *wraithform*, or other caster-affecting spells—can be made persistent by use of this spell. The wizard casts *persistence* and then immediately follows with the desired spell. Instead of taking effect immediately, the magic of the *persistence* holds it ready for use by a simple act of will. The wizard can then “turn on” or “turn off” the girded spell as often as he likes over the course of the duration of the *persistence*. The duration of the girded spell only runs while the spell is active, so a 15th-level wizard who makes a *fly* spell persistent will be able to use 1d6+15 turns of flight (the normal duration of *fly*) over the next 15 days (the duration of the *persistence*) as he sees fit.\n This is especially useful because it allows the wizard to cast the girded spell and the *persistence* and have the girded spell’s effects available while he then memorizes another spell in place of the spell made persistent. It is also useful because the girded spell can be activated instantly by an act of will. The main difference between this spell and *contingency* lies in the fact that a persistent spell may be invoked several times (up to the limit of its normal duration) while a *contingency* functions once only.\n **B. Held spell.** Spells that have an instantaneous effect, such as most attack spells and some movement spells like *teleport* or *dimension door*, can be rendered persistent as well. The held spell may be activated or discharged at any time during the duration of the *persistence*, but its magic is then exhausted as if it had been cast normally. This resembles the effect of a *contingency* spell, but the effect has no predefined conditions and simply occurs when the caster wills it to.\n Damaging or offensive spells that have a duration (for example, *flaming sphere* or *wall of fire*) cannot be rendered persistent. A wizard may have no more than one *persistence* spell active at any given time; if he girds a new spell while an old one is still persistent, the old spell is simply replaced by the new one.' +}; +wiz7['Seven-Eyes'] = { + 'level': '7', + 'school': 'Abjuration, Conjuration/Summoning', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'Create 7 eyes', + 'components': 'V, S, M', + 'cast-time': '7', + 'saving-throw': 'Special', + 'subtlety': '+5', + 'sensory': 'Medium visual', + 'knockdown': 'Varies', + 'crit-size': 'Varies', + 'materials': 'Seven blessed gemstones worth at least 50 gold pieces each.', + 'reference': 'p. 156', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell conjures into existence seven magical orbs that float above the caster’s head in a ring about 5 feet in diameter. The eyes remain for 1 round per level, or until the caster chooses to either expend the orb by using it in attack or defense. In addition, as long as at least one eye is still in existence, the caster gains 360° vision and can *detect invisibility* and *detect phase* at will, with a 60-foot range. The powers of each eye are described below.}}{{style=min1}}{{c1-1=**•**}}{{c2-1=**•**}}{{c3-1=**•**}}{{c4-1=**•**}}{{c5-1=**•**}}{{c6-1=**•**}}{{c7-1=**•**}}{{c1-2=**Eye of the Mind.** This orb protects the caster against mental attack, charm, or influence, including *charm*, *beguiling*, *hold*, and *emotion* effects. The first such attack is negated by the orb and destroys it in turn. If the wizard desires, the eye of the mind can instead be used to *charm person* like the 1st-level wizard spell, although this also expends the orb.}}{{c2-2=**Eye of the Sword.** This eye deflects the first physical attack that endangers the caster, including hand-held or missile attacks, and then disappears. The wizard can also employ the eye of the sword to create five magical blades that strike as *magic missiles* for 1d4+1 points of damage each. (Knockdown d6, medium (1 hit) impact)}}{{c3-2=**Eye of the Mage.** One manifestation of raw energy, such as lightning, fire, force, cold, or a similar effect, is absorbed by the eye of the mage. The eye can also project a 60-foot long by 5-foot wide *lightning bolt* that inflicts 4d8 damage (saving throw vs. spell for half damage) to all in its path. Either use expends the eye’s power. (Knockdown d12, large (1–3 hits) electricity)}}{{c4-2=**Eye of Venom. This eye can be used to halt any one attack or effect that could poison the caster. In the case of an attacker armed with an envenomed weapon, the caster may decide to expend either the eye of venom or the eye of swords in order to block the attack. The eye can also be used to *poison* one creature within 30 feet; the victim must make a saving throw vs. poison or die in one round.}}{{c5-2=**Eye of the Spirit.** The first attack that affects the victim’s life energy, including energy drain, strength drain, *cause wounds*, *trap the soul*, *magic jar*, or *death* is parried by the eye of the spirit. The wizard may instead choose to expend the eye’s power by casting *enervation* (see the 4th-level wizard spell) upon one target within 30 feet.}}{{c6-2=**Eye of Artifice.** This eye deflects and is destroyed by the first attack directed at the caster from a magical device. If the attack also takes a form that may be blocked by another eye (for example, the bolt from a *wand of lightning*) the caster may choose which eye is expended. If used to attack instead, the eye of artifice functions as a *dispel magic* cast at 8th level.}}{{c7-2=**Eye of Stone.** This eye offers protection against the first attack that could petrify the caster and then vanishes. It can also be expended to cast *hold person*.}}{{effects2= Although any number of eyes can defend the wizard in the course of a single round, only one eye may be used to attack per round. When the caster uses an eye to attack, he may not cast a spell, attack physically, or employ another magical item in the same round; willing the eye to discharge its energies requires his complete concentration. Eye attacks are considered to have an initiative modifier of 1 or a speed of very fast in the *Player’s Option: Combat & Tactics* initiative system.' +}; +wiz8['Analyze Dweomer'] = { + 'level': '8', + 'school': 'Divination, Artifice', + 'range': '10 yards', + 'duration': '[[floor([[@{level-wizard}]]/2)]] levels', + 'aoe': '1 object or creature', + 'components': 'V, S, M', + 'cast-time': '8 hours', + 'saving-throw': 'None', + 'subtlety': '+7', + 'sensory': 'Medium visual/small audio', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,000 gp.', + 'reference': 'p. 156', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell reveals to the caster all spells, enchantments, dweomers, and magical properties present in one creature or object. One property, spell, or power is revealed each round in approximate order of when the spells were cast or the properties were acquired. (If the DM doesn’t know which spells were placed on the subject first, a random roll for order of discovery is fine.) The caster has a base 50% chance to discern the existence and identity of a particular spell or property, +2% per level to a maximum of 99%. Currently [[{50+2*[[@{level-wizard}]],99}kl1]]%. The only enchantments that remain inscrutable to *analyze dweomer* are those surrounding artifacts or relics.\n\n *A 16th-level wizard finds an unknown wand and decides to use* analyze dweomer *to study it. The DM knows that it’s a* wand of fire, *and he decides that the spells* enchant an item, fireball, burning hands, *and* wall of fire *were used to create the wand, in that order. In the first round, the wizard has an 82% chance to identify* enchant an item; *in the following round, an 82% chance to discover* fireball; *in the next round, an 82% chance to perceive* burning hands; *and so on, for all remaining enchantments. Note that the DM could have decided that any rare or unusual materials or processes used to create the wand would also be revealed as if they were spells.*\n\n After the wizard analyzes one object or creature, the spell ends, even if its duration has not expired yet. Casting this spell is physically taxing; the wizard must pass a system shock check or be exhausted and unable to do anything but rest for the next 1d8 hours. While this spell is most frequently used in the comfort and safety of the wizard’s laboratory, a mage could also cast *analyze dweomer* to study the magical seals and barriers on a portal, to determine just how a companion has been cursed, or to examine a potential opponent for defensive spells.' +}; +wiz8['Heart of Stone'] = { + 'level': '8', + 'school': 'Necromancy', + 'range': '0', + 'duration': '1 year', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '1 day', + 'saving-throw': 'None', + 'subtlety': '8', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'The stone heart itself. This must be a carved stone of quality (jade, obsidian, or gold-veined marble would be appropriate) worth not less than 5,000 gold pieces. It must be prepared by use of the *enchant an item* spell. The stone is not consumed at the spell’s end and may be used again if it is undamaged.', + 'reference': 'p. 157', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This potent spell exchanges the necromancer’s own living heart for a finely crafted heart of perfect, unblemished stone that alters the very nature of the wizard’s body. As long as the *heart of stone* remains in effect, the caster need not fear attacks that pierce, slash, or cut him; he does not bleed and can ignore the most horrible injuries of this kind. The caster can also ignore most magical effects such as spells, magical devices, and innate spell abilities of less than 8th level.\n In game terms, the character suffers only 1 point of damage from any type S or type P attack, plus any magical adjustment for the weapon. For example, if struck by a *long sword +1*, he would suffer only 2 points of damage. Strength and specialization bonuses are ignored. If the wizard is dismembered, he suffers no additional damage other than the inconvenience of having his limbs removed, and he can reattach a severed limb by holding it in place for one full turn. The *heart of stone* is also partially effective against type B attacks since it prevents bruising, swelling, and crushed blood vessels. Against bludgeoning weapons, the wizard only suffers half the normal damage. *Cause wound* spells always inflict minimum damage against a wizard protected by this spell. While the caster may not feel a sword in his rib cage, any damage sustained interrupts spellcasting.\n In addition to resisting injury, the *heart of stone* also renders the character immune to fatigue and exhaustion, whether normal or magical. He also gains a +4 bonus to saving throws vs. petrification attacks.\n While the *heart of stone* is quite powerful, it has limitations. First of all, determined physical attack can eventually destroy the wizard despite his unnatural resistance to injury—a mob of angry peasants with hatchets and spears can finish him off 1 point at a time if that’s what it takes. Second, the *heart* confers no protection against other attack forms, such as fire, electricity, cold, acid, and so on, although any bleeding caused by a burn is ignored. *Disintegration* effects also affect the caster. Most importantly, the caster loses the ability to naturally recover from injury and no longer regains lost hit points with the passage of time. Healing spells, potions and items are reduced to their minimum effect, so a *cure serious wounds* (2d8+1 hit points restored) would only return 3 hit points to a wizard protected by *heart of stone*. However, *limited wish* or *wish* can be used to restore 1 hit point per level of caster or all but 1d4 hit points, respectively.\n In addition to these disadvantages, *heart of stone* also renders the caster vulnerable in one other way: his own real heart can be destroyed, instantly slaying him. Naturally, the caster will want to take steps to hide and protect his true heart to prevent this from happening. The living heart continues to beat for the duration of the spell but requires no special receptacle or facilities to protect it—the caster could leave it lying on the floor, if he wished.\n The *heart of stone* cannot be dispelled, although a more powerful negation magic such as *Mordenkainen’s disjunction* can bring the spell to an end. *Stone to flesh* also undoes the magic of the *heart of stone*. No matter how the spell is ended, the wizard’s own living heart instantly returns to its proper place, and the stone heart appears wherever the living heart was kept. At this time, any injuries the wizard currently has are multiplied by 1d6 as the wounds begin to bleed again. For example, a necromancer who was injured for 6 points of damage instead suffers 6d6 when the spell ends.' +}; +wiz8['Iron Body'] = { + 'level': '8', + 'school': 'Alteration, Elemental Earth', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '8', + 'saving-throw': 'None', + 'subtlety': '+5', + 'sensory': 'Medium visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small piece of iron that once belonged to an iron golem.', + 'reference': 'p. 157', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell transforms the caster’s body into living iron, which grants him several powerful resistances and abilities. While the spell is in effect, the caster can only be injured by blunt weapons of +3 or better value, or monsters of 8+3 Hit Dice or more. Slashing weapons, falling, crushing, and constriction attacks of all types are completely unable to harm the caster, although an attack may knock him off-balance or pin him beneath tons of debris. Spells or attacks that affect the subject’s physiology or respiration—for example, poison, *cloudkill*, *enfeeblement*, *contagion*, or *pain touch*—fail completely, since the caster *has* no physiology or respiration while the spell is in effect. Also, spells that have weight limits should be applied to the wizard as if he weighed over 3,000 pounds. The wizard ignores electrical attacks and saves at +4 against fire attacks. If he saves, he takes quarter damage; if not, he takes half damage. If hit with a *rod of smiting*, he takes 2d8+6 points of damage unless the attacker rolls a natural 20. If this occurs, then the damage is doubled.\n In addition to the natural immunities of an *iron body*, the wizard enjoys powerful offensive abilities. His Strength score is raised to 20 (+3 to attack rolls, +8 damage) for the duration of the spell, and he can punch or bludgeon his enemies twice per round for 1d4 points of damage per blow, plus his Strength bonus. Unfortunately, his movement becomes slow and awkward, so he is reduced to a move of 3 and suffers a –2 penalty to his initiative rolls (or a reduction of his base phase by one step, in *Player’s Option: Combat & Tactics*). Most importantly, the wizard’s clumsiness and lack of breath prevent him from casting any spells while the *iron body* is in effect.\n *Iron body* may create additional hazards for the wizard as the DM deems appropriate. For example, rust monsters are extremely dangerous to a wizard using this spell. *Heat metal* spells inflict double damage to the caster. And, naturally, the wizard sinks like a stone in water—although he could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell expired. Some magical items, such as potions or winded instruments, may be temporarily unusable as well.' +}; +wiz9['Programmed Amnesia'] = { + 'level': '9', + 'school': 'Enchantment/Charm, Mentalism', + 'range': '20 yards', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': 'Special', + 'saving-throw': 'Special', + 'subtlety': '+8', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 158', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This particular spell was the last and most powerful spell developed by the archmentalist Rheizom. It allows the wizard to selectively destroy, alter, or implant memories in the subject creature as he sees fit. He can completely reprogram a character, inventing a new persona, a new alignment, and assigning a new class as he sees fit. Only sentient beings can be affected; if the subject is not human, humanoid, or demihuman, he gains a +4 bonus on his saving throw.\n As described above, *programmed amnesia* can be used to achieve several different effects. The wizard may choose to make use of any or all of the effects listed below:}}{{style=min1}}{{c1-1=**•**}}{{c2-1=**•**}}{{c3-1=**•**}}{{c4-1=**•**}}{{c5-1=**•**}}{{c6-1=**•**}}{{c1-2=**A. Memory erasure.** Any or all memories possessed by the subject can be erased at the caster’s will, including knowledge of specific events, people, or places.}}{{c2-2=**B. Memory implant.** The caster can create false memories in the subject’s mind as he sees fit. Imaginary friends, events that didn’t really take place, betrayals by people the subject regards as his friends, or the friendship of an enemy could all be implanted in the subject’s mind.}}{{c3-2=**C. Skill erasure.** The subject can be made to forget any or all class-based skills or proficiencies, including all or part of his THAC0 (it resets to 20), thief abilities, spellcasting, turning undead, or any other ability that stems from knowledge. About the only characteristics that can’t be affected by this usage of Rheizom’s *programmed amnesia* are hit points, saving throws, and ability scores. A character’s native language cannot be erased, either.}}{{c4-2=**D. Persona erasure.** Combining the effects of a skill erasure and a memory erasure, this leaves the subject as a clean slate. Only his ability scores, hit points, saving throws, and native language remain. The character may assume any class or alignment available, beginning as a 1st-level character just as if he had decided to dual-class. (Even demihumans can dual-class in this fashion, since they forget all skills of their previous class.)}}{{c5-2=**E. Persona implant.** By erasing the existing personality and implanting a false set of memories, the wizard can build a new persona for the mind-wiped character. In effect, *he* can decide what class, alignment, and personality the subject will assume after his persona erasure. If the new persona is an adventurer, the character dual-classes, as described above.}}{{c6-2=**F. Programmed erasure.** The subject can be programmed to suffer a memory, skill, or persona erasure when a certain event takes place. For example, the wizard could set the subject to be wiped clean as a slate when the subject receives a coded message or arrives at some destination. Optionally, the wizard can decide to have an erasure partially or totally lifted when the programmed condition comes to pass.}}{{effects2= The casting time of this spell varies according to what effects the wizard wishes to impose on the subject. To cast just one of the listed effects, the wizard must spend two days secluded away from any distractions—a personal laboratory is a good example of a secluded place. In between the intense eight-hour casting sessions, the wizard can sleep and eat in the area he chose to seclude himself in. If the wizard breaks his seclusion for any reason, the spell is lost. Also, for every effect over the first, another day (with its eight-hour intense casting period) must be spent in seclusion.\n The wizard must be able to see the spell’s subject. At the end of each day of casting, the subject makes a saving throw vs. spell to negate the effect.\n *Programmed amnesia* is normally permanent, unless the wizard cares to specify a set of conditions or parameters that will end the effect (see F, above). Its effects can only be undone by a *restoration* or *wish* spell, or by successful use of the psionic science psychic surgery. A character who picks up new skills or class abilities while amnesiac must make a saving throw vs. spell when his own real memories return; if he fails, the skills he learned as an amnesiac are gone forever, replaced by his former abilities, but if he succeeds he retains any new skills, and may even choose to continue in his new class as a dual-classed character. Dungeon Masters should keep in mind that an amnesiac character should still meet the new class’s full prerequisites before he can become that class.\n Obviously, this is a very powerful spell, and the DM should very carefully examine a PC’s use of this magic. Dungeon Masters, take note—there are dozens of excellent plot vehicles hiding here if an NPC wizard uses this on a player character! Also, be aware that destroying a creature’s personality and replacing it with one more amenable to the wizard’s designs is never a good act.' +}; +wiz9['Sphere of Ultimate Destruction'] = { + 'level': '9', + 'school': 'Conjuration/Summoning, Dimension', + 'range': '[[5*[[@{level-wizard}]] ]] yards', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'Creates a sphere', + 'components': 'V, S, M', + 'cast-time': '9', + 'saving-throw': 'Special', + 'subtlety': '+5', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A dark crystal ball that has been on the Ethereal Plane and that can be comfortably held in two hands.', + 'reference': 'p. 159', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This awful spell brings into existence a short-lived *sphere of annihilation* (as described in Appendix 3 of the *DMG*). The *sphere* is a black ball of nothingness about 2 feet in diameter that instantly and utterly destroys any matter that comes into contact with it. The *sphere* appears anywhere in the spell’s range and moves up to 15 feet per round as the wizard directs. If the wizard attempts to bring the *sphere* into contact with a living creature, the potential victim gains a saving throw vs. breath weapon to dodge aside, but a victim who is unaware of the *sphere’s* appearance or unable to move is destroyed without a saving throw.\n Once conjured, the *sphere of ultimate destruction* may not move exactly as the caster wishes. The wizard has a 75% chance to control it, plus 1% per point of Intelligence over 12 and 3% for each point over 15. In other words, a wizard with an Intelligence of 18 would gain a +12% bonus to his chance to control the *sphere*. If the wizard fails to control the *sphere* in any given round, it automatically moves directly towards him at its maximum speed of 15 feet per round. Unlike the magical item, another wizard may not contest the caster’s control of a *sphere of ultimate destruction* unless the second wizard possesses a *talisman of the sphere*. (See the *DMG* .)\n Should a *gate* spell be cast upon the *sphere*, there is a 50% chance that the *sphere* is destroyed, a 35% chance that nothing happens, and a 15% chance that a gap is torn in the spatial fabric, catapulting everything in a 180-foot radius to another plane of existence. If the *sphere* is touched by a *rod of cancellation*, a tremendous explosion inflicts 3d4 x 10 points of damage to everything within 60 feet as the two forces negate each other. No other spell or magical item has any effect on a *sphere of ultimate destruction*.\n There is a 5% chance that any particular manifestation of this spell does not cause a victim’s utter destruction but instead transports him to a random plane of existence. The conjuring wizard has no way of knowing whether he has destroyed his enemy or merely blasted him into some remote dimension.' +}; //#endregion const wizardSpells = {};