3rd Edition - Tome and Blood Web Enhancement, Rpg, D&D 3ed

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Hidden lore
A Tome and BloodWeb Enhancement by Skip Williams
Here’s a few handy things for all you fans of arcane
spells out there. The first item is a combined list of sor-
cerer/wizard spells from the Player’s Handbookand
Tome and Blood,with short descriptions of each spell.
It’s handy for comparing the new spells from Tome and
Bloodwith the traditional fare from the Player’s Hand-
book.
Endure Elements. Ignores 5 damage/round
from one energy type.
Hold Portal. Holds door shut.
Protection from Chaos/Evil/Good/
Law. +2 AC and saves, counter mind
control, hedge out elementals and
outsiders.
Shield.
Invisible disc gives cover,
blocks magic missiles.
Conj
Grease.
Makes 10-ft. square or one
object slippery.
Mage Armor.
Gives subject +4 armor
bonus.
Mount.
Summons riding horse for
2 hr./level.
Obscuring Mist.
Fog surrounds you.
Summon Monster I. Calls outsider
to fight for you.
Unseen Servant. Invisible force
obeys your commands.
Div Comprehend Languages.
Understands all spoken and written
languages.
Detect Secret Doors.
Reveals hidden
doors within 60 ft.
Detect Undead.
Reveals undead
within 60 ft.
Identify.
Determines single feature
of magic item.
True Strike.
Adds +20 bonus to your
next attack roll.
Ench
Charm Person.
Makes one person
your friend.
Hypnotism.
Fascinates 2d4 HD of creatures.
Sleep. Put 2d4 HD of creatures into comatose
slumber.
Evoc Lesser Acid Orb. Ranged touch, 1d8 acid
damage; +1 orb/two levels above 1st (max 5
orbs).
Lesser Cold Orb.
Ranged touch, 1d8 cold
Additional Credits
Editing: Jesse Decker and
Julia Martin
Web Production:
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design: Sean Glenn,
Cynthia Fliege
SORCERER AND
WIZARD SPELLS
0-LEVEL SORCERER AND
WIZARD SPELLS (CANTRIPS)
Abjur Resistance. Subject gains +1 on saving throws.
Conj Ray of Frost. Ray deals 1d3 cold damage.
Div Detect Poison. Detects poison in one creature
or small object.
Ench Daze. Creature loses next action.
Evoc Dancing Lights. Creates torches or other lights.
Flare. Dazzles one creature (–1 attack).
Light. Object shines like a torch.
Illus Ghost Sound. Figment sounds.
Necro Disrupt Undead. Deals 1d6 damage to one
undead.
Trans Mage Hand. 5-pound telekinesis.
Mending. Makes minor repairs on an object.
Open/Close. Opens or closes small or light
things.
Repair Minor Damage. “Cures” 1 damage to a
construct.
Univ Arcane Mark. Inscribes a personal rune (visible
or invisible).
Detect Magic. Detects spells and magic items
within 60 ft.
Prestidigitation. Performs minor tricks.
Read Magic. Read scrolls and spellbooks.
Based on the original
D
UNGEONS
& D
RAGONS
®
game by
E. Gary Gygax and Dave Arneson
and on the new edition of the
D
UNGEONS
& D
RAGONS
game
designed by Jonathan Tweet,
Monte Cook, Skip Williams,
Rich Baker, and Peter Adkison.
D&D, D
UNGEONS
& D
RAGONS
, and D
UNGEON
M
ASTER
are registered trademarks owned by
Wizards of the Coast, Inc. All Wizards charac-
ters, character names, and the distinctive like-
nesses thereof are trademarks owned by
Wizards of the Coast, Inc.
This material is protected under the copyright
laws of the United States of America. Any
reproduction or unauthorized use of the mate-
rial or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity
to actual people, organizations, places, or
events is purely coincidental.
©2001 Wizards of the Coast, Inc. All rights
reserved. Made in the U.S.A.
1st-level Sorcerer and Wizard
Spells
Abjur Alarm. Wa r ds an area for 2 hours/level.
1
damage; +1 orb/two levels above 1st (max 5
orbs).
Lesser Electric Orb. Ranged touch, 1d8
electricity damage; +1 orb/two levels above 1st
(max 5 orbs).
Lesser Fire Orb.
Ranged touch, 1d8
fire damage; +1 orb/two levels above 1st
(max 5 orbs).
Lesser Sonic Orb. Ranged touch, 1d8 sonic
damage; +1 orb/two levels above 1st
(max 5 orbs).
Magic Missile.
1d4+1 damage; +1 missile/two
levels above 1st (max 5).
Tenser’s Floating Disk.
3-ft.-diameter
horizontal disk that holds 100 lb./level.
Illus
Change Self.
Changes your appearance.
Color Spray. Knocks unconscious, blinds, or
stuns 1d6 weak creatures.
Nystul’s Magical Aura. Grants object false
magic aura.
Nystul’s Undetectable Aura. Masks magic
item’s aura.
Silent Image. Creates minor illusion of your
design.
Ventriloquism. Throws voice for 1 min./level.
Necro
Cause Fear.
One creature flees for 1d4 rounds.
Chill Touch. 1 touch/level deals 1d6 damage
and possibly 1 Str damage.
Negative Energy Ray. Ranged touch, 1d6
negative energy damage; +1d6/two levels
above 1st (max 5d6).
Ray of Enfeeblement.
Ray reduces Str by 1d6
points +1 point/two levels.
Trans
Animate Rope.
Makes a rope move at your
command.
Burning Hands.
1d4 fire damage/level
(max: 5d4).
Enlarge.
Object or creature grows +10%/level
(max +50%).
Erase.
Mundane or magical writing vanishes.
Expeditious Retreat. Doubles your speed.
Feather Fall.
Objects or creatures fall slowly.
Jump. Subject gets +30 on Jump checks.
Magic Weapon.
Weapon gains +1 bonus.
Message. Whispered conversation at distance.
Reduce.
Object or creature shrinks
10%/level (max 50%).
Repair Light Damage.
“Cures” 1d8+1/level
damage (max +5) to a construct.
Shocking Grasp. Touch delivers 1d8 +1/level
electricity.
Spider Climb. Grants ability to walk on walls
and ceilings.
2ND-LEVEL SORCERER AND
WIZARD SPELLS
Abjur Arcane Lock. Magically locks a portal or chest.
Filter.
Makes subject resistant to inhaled toxins.
Gaze Screen. Subject has a 50% chance to avoid
gaze attacks.
Obscure Object. Masks object against
divination.
Protection from Arrows. Subject immune
to most ranged attacks.
Resist Elements. Ignores 12 damage/round
from one energy type.
Conj Choke. Target takes 1d4 points of damage each
round from strangling hands.
Fog Cloud. Fog obscures vision.
Glitterdust.
Blinds creatures, outlines invisible
creatures.
Ice Knife.
Ranged attack, 1d8 points of cold
damage and 2 cold Dexterity damage.
Melf’ s Acid Arrow
. Ranged touch attack; 2d4
damage for 1 round + 1 round/three levels.
Summon Monster II.
Calls outsider to fight
for you.
Summon Swarm.
Summons swarm of small
crawling or flying creatures.
Web.
Fills 20-ft. radius spread with sticky
spider webs.
Div
Detect Thoughts.
Allows “listening” to surface
thoughts.
Locate Object.
Senses direction toward object
(specific or type).
See Invisibility.
Reveals invisible creatures
or objects.
Ench
Indifference.
Makes subject resistant to fear,
compulsion, and morale effects.
Tasha’s Hideous Laughter.
Subject loses actions
for 1d3 rounds.
Evoc
Continual Flame.
Makes a permanent, heatless
torch.
Darkness.
20-ft. radius of supernatural
darkness.
Daylight.
60-ft. radius of bright light.
Flaming Sphere. Rolling ball of fire, 2d6
damage, lasts 1 round/level.
Shatter. Sonic vibration damages objects or
2
crystalline creatures.
Illus
Blur.
Attacks miss subject 20% of the time.
Disguise Undead. Changes the appearance of
undead creatures.
Hypnotic Pattern. Fascinates 2d4+1 HD/level
of creatures.
Invisibility. Subject is invisible for
10 min./level or until it attacks.
Leomund’s Trap. Makes item seem trapped.
Magic Mouth.
Speaks once when triggered.
Minor Image. As silent image,plus some
sound.
Mirror Image. Creates decoy duplicates of
you (1d4 +1/three levels, max 8).
Misdirection. Misleads divinations for
one creature or object.
Necro Command Undead. An undead creature obeys
your commands and does not attack you.
False Life. Gain 1d10+1/level (max +10)
temporary hit points.
Ghoul Touch. Paralyzes one subject, who
exudes stench (–2 penalty) nearby.
Scare. Panics creatures of less than 6 HD
(15-ft. radius).
Spectral Hand. Creates disembodied glowing
hand to deliver touch attacks.
Trans Alter Self. As change self,plus more
drastic changes.
Blindness/Deafness. Makes subject blind
or deaf.
Bull’s Strength. Subject gains 1d4+1 Str
for 1 hr./level.
Cat’s Grace. Subject gains 1d4+1 Dex
for 1 hr./level.
Darkvision. See 60 ft. in total darkness.
Eagle’s Splendor.
Subject gains 1d4+1 Cha
for 1 hr./level.
Endurance.
Subject gains 1d4+1 Con
for 1 hr./level.
Fox’s Cunning.
Subject gains 1d4+1 Int
for 1 hr./level.
Knock.
Opens locked or magically sealed door.
Levitate. Subject moves up and down at
your direction.
Owl’s Wisdom. Subject gains 1d4+1 Wis
for 1 hr./level.
Pyrotechnics. Turns fire into blinding light
or choking smoke.
Repair Moderate Damage. “Cures” 2d8+1/level
(max +10) points of damage to a construct.
Rope Trick.
Up to eight creatures hide
in extradimensional space.
Whispering Wind.
Sends a short message one
mile/level.
Univ
Familiar Pocket.
Creates an extradimensional
hiding place for your familiar.
3RD-LEVEL SORCERER AND
WIZARD SPELLS
Abjur
Dispel Magic.
Cancels magical spells
and effects.
Explosive Runes.
Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law. As
protection spells, but 10-ft. radius and
10 min./level.
Nondetection.
Hides subject from divination,
scrying.
Protection from Elements.
Absorb 12
damage/level from one kind of energy.
Conj
Corpse Candle.
Incorporeal hand and candle
reveals hidden creatures and objects.
Flame Arrow.
Shoots flaming projectiles (extra
damage) or fiery bolts (4d6 damage).
Phantom Steed.
Magical horse appears for
1 hour/level.
Sepia Snake Sigil.
Creates text symbol that
immobilizes reader.
Sleet Storm.
Hampers vision and movement.
Stinking Cloud. Nauseating vapors,
1 round/level.
Summon Monster III. Calls outsider to fight
for you.
Div Arcane Sight. Magical auras become visible
to you.
Clairaudience/Clairvoyance. Hear or see at a
distance for 1 min./level.
Tongues. Speak any language.
Ench
Hold Person.
Holds one person helpless;
1 round/level.
Suggestion.
Compels subject to follow stated
course of action.
Evoc
Ice Burst.
Chunks of ice deal 1d4 points of cold
damage and 1 point of blunt damage/level
(max 10d4+10), 30-ft. radius.
Fireball. 1d6 damage per level, 20-ft. radius.
Gust of Wind.
Blows away or knocks down
smaller creatures.
Leomund’s Tiny Hut.
Creates shelter for
10 creatures.
3
Lightning Bolt. Electricity deals
1d6 damage/level.
Wind Wall. Deflects arrows, smaller creatures,
and gases.
Illus Displacement. Attacks miss subject 50%.
Illusory Script.
Only intended reader can
decipher.
Invisibility Sphere.
Makes everyone within
10 ft. invisible.
Major Image.
As silent image,plus sound, smell
and thermal effects.
Necro
Feign Death.
Makes one willing, living creature
appear dead.
Gentle Repose.
Preserves one corpse.
Halt Undead. Immobilizes undead for
1 round/level.
Negative Energy Burst. 1d8+1/level (max +10)
negative energy damage, 20-foot radius.
Vampiric Touch. Touch deals 1d6/two caster
levels; caster gains damage as hp.
Trans Blink. You randomly vanish and reappear for
1 round/level.
Fly. Subject flies at speed of 90.
Gaseous Form.
Subject becomes insubstantial
and can fly slowly.
Greater Magic Weapon.
+1/three levels
(max +5).
Haste.
Extra partial action and +4 AC.
Keen Edge. Doubles normal weapon’s threat
range.
Repair Serious Damage. “Cures” 3d8+1/level
(max +15) points of damage to a construct.
Secret Page. Changes one page to hide its real
content.
Shrink Item. Object shrinks to one-twelfth
size.
Slow. One subject/level takes only partial
actions, –2 AC, –2 melee rolls.
Water Breathing. Subjects can breathe
underwater.
Univ Enhance Familiar. Your familiar gains a +2
modifier on saves, combat rolls, and AC for
1 hour/level.
Mass Resist Elements. As resist elements,
affects one subject/level.
Minor Globe of Invulnerability. Stops 1st-
through 3rd-level spell effects.
Otiluke’s Dispelling Screen. Creates a barrier
that dispels magic on contact.
Remove Curse. Frees object or person from
curse.
Stoneskin. Stops blows, cuts, stabs, and slashes.
Conj
Evard’s Black Tentacles.
1d4 +1/level tentacles
grapple randomly within 15 ft.
Leomund’s Secure Shelter.
Creates sturdy
cottage.
Minor Creation.
Creates one cloth or wood
object.
Solid Fog.
Blocks vision and slows movement.
Summon Monster IV. Calls outsider to fight
for you.
Div Arcane Eye. Invisible floating eye moves
30 ft./round.
Detect Scrying. Alerts you of magical
eavesdropping.
Locate Creature. Indicates direction to familiar
creature.
Scrying. Spies on subject from a distance.
Ench
Charm Monster.
Makes monster believe it is
your ally.
Confusion.
Makes subject behave oddly for
1 round/level.
Emotion.
Arouses strong emotion in subject.
Lesser Geas. Commands subject of 7 HD or less.
Evoc
Acid Orb.
Ranged touch, 1d6/level (max 15d6)
points of acid damage divided as you see fit.
Cold Orb.
Ranged touch, 1d6/level (max 15d6)
points of cold damage divided as you see fit.
Electric Orb.
Ranged touch, 1d6/level
(max 15d6) points of electricity damage divided
as you see fit.
Fire Shield. Creatures attacking you take fire
damage; you’re protected from heat or cold.
Fire Orb. Ranged touch, 1d6/level (max 15d6)
points of fire damage divided as you see fit.
Ice Storm. Hail deals 5d6 damage in cylinder
40 ft. across.
Otiluke’s Resilient Sphere. Force globe protects
but traps one subject.
Shout. Deafens all within cone and deals
2d6 damage.
Sonic Orb. Ranged touch, 1d6/level (max 15d6)
4TH-LEVEL SORCERER AND
WIZARD SPELLS
Abjur
Dimensional Anchor.
Bars extradimensional
movement.
Fire Trap.
Opened object deals 1d4 +1/level
damage.
4
points of sonic damage divided as you see fit.
Wall of Fire.
Deals 2d4 fire damage out to 10 ft.
and 1d4 out to 20 ft. Passing through wall deals
2d6 +1/level.
Wall of Ice. Ice plane creates wall with 15 hp
+1/level, or hemisphere can trap creatures
inside.
Illus
Hallucinatory Terrain.
Makes one type of
terrain appear like another (field into forest,
etc.).
Illusory Wall. Wall, floor, or ceiling looks real,
but anything can pass through.
Improved Invisibility. As invisibility, but
subject can attack and stay invisible.
Phantasmal Killer. Fearsome illusion kills
subject or deals 3d6 damage.
Rainbow Pattern. Lights prevent 24 HD of
creatures from attacking or moving away.
Shadow Conjuration. Mimics conjuring below
4th level.
Necro Contagion. Infects subject with chosen disease.
Enervation.
Subject gains 1d4 negative levels.
Fear. Subjects within cone flee for
1 round/level.
Negative Energy Wave. Surge of negative
energy rebukes or bolsters 1d6 HD/level
(max 15d6) worth of undead.
Trans
Bestow Curse.
–6 to an ability; –4 on attacks,
saves, and checks; or 50% chance of losing each
action.
Dimension Door. Teleports you and up to
500 lb.
Mass Darkvision. As darkvision, but affects all
creatures in a 10-foot-radius sphere around you.
Polymorph Other. Gives one subject a new
form.
Polymorph Self. You assume a new form.
Rary’s Mnemonic Enhancer.
Prepares extra
spells or retains one just cast. Wizard only.
Repair Critical Damage.
“Cures” 4d8+1/level
(max +20) points of damage to a construct.
Univ
Fortify Familiar.
Your familiar gains +2 natural
armor and a 25% chance to avoid critical hits for
1 hour/level.
damage (maximum 15d6) from one kind of
energy.
Mordenkainen’s Private Sanctum. Prevents
anyone from viewing or scrying an area for
24 hours.
Conj
Cloudkill.
Kills 3 HD or less; 4–6 HD save
or die.
Leomund’s Secret Chest.
Hides expensive chest
on Ethereal Plane; you retrieve it at will.
Lesser Planar Binding.
Traps outsider until it
performs a task.
Major Creation.
As minor creation, plus stone
and metal.
Mordenkainen’s Faithful Hound.
Phantom dog
can guard, attack.
Summon Monster V.
Calls outsider to fight for
you.
Wall of Iron.
30 hp/four levels; can topple onto
foes.
Wall of Stone.
Creates a stone wall that can be
shaped.
Div
Contact Other Plane.
Ask question of
extraplanar entity.
Prying Eyes.
1d4 floating eyes +1/level scout
for you.
Rary’s Telepathic Bond.
Link lets allies
communicate.
Ench
Dominate Person.
Controls humanoid
telepathically.
Feeblemind.
Subject’s Int drops to 1.
Hold Monster. As hold person, but any
creature.
Mind Fog. Subjects in fog get –10 Wis, Will
checks.
Evoc Bigby’s Interposing Hand. Hand provides 90%
cover against one opponent.
Cone of Cold. 1d6 cold damage/level.
Sending.
Delivers short message anywhere,
instantly.
Wall of Force.
Wall is immune to damage.
Illus
Dream. Sends message to anyone sleeping.
False Vision.
Fools scrying with an illusion.
Greater Shadow Conjuration. As shadow
conjuration, but up to 4th level and 40% real.
Mirage Arcana. As hallucinatory terrain, plus
structures.
Nightmare. Sends vision dealing 1d10 damage,
fatigue.
Persistent Image. As major image, but no
5TH-LEVEL SORCERER AND
WIZARD SPELLS
Abjur Dismissal. Forces a creature to return to native
plane.
Energy Buffer. Absorbs 1d6/level points of
5
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