Tsr 2017 unearthed arcana

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MAGIC-USER SPELLS (1ST LEVEL) ice, and the like, a melt spell will inflict 2 points of damage per level of the spell caster, or 1 point per level if the subject creature makes its saving throw versus spell. The melt spell is generally ineffective against types of creatures other than those enumerated above. The material components for a melt spell are a few crystals or rock salt and a pinch of soot.

a magical field of force which serves as if it were leather armor (AC 8). If the spell is cast upon a person already armored, it has no effect. However, if it is cast upon a creature with an armor class normally better than 9 (due to its size, speed, skin, etc.) it will benefit the normal armor class by one step, i.e. AC 8 becomes 7, AC 7 becomes 6, and so on. The magic armor spell does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Thus, the wearer might take 8 points from an attack, then several turns later sustain an additional 1 point of damage. Unless the spell were cast by a magicuser of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell allows the wearer full benefits of the armor class gained due to the dweomer.

Mount (ConjurationlSummoning) Level: 1 Range: 1“ Duration: 12 turns + G/level Area of Effect: One creature

Note: This spell will not function in conjunction with protective magic devices other than a ring of protection. The material component is a piece of finely cured leather which has been blessed by a cleric.

Components: V; S, M Casting Time: 1 round Saving Throw: None

ExplanationlDescription: By means of this spell, the caster calls a normal animal to serve him or her as a mount. The animal will serve willingly and well, but at the expiration of the spell duration it will disappear, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster of sufficiently high level to qualify for a camel (for instance) can choose a “lower level” mount if he or she so desires. Available mounts are these: 1st through 3rd level: mule or light horse 4th through 7th level: draft horse or warhorse 8th through 12th level: camel 13th level & up: elephant (and houda at 18th level)

Firewater (Alteration) Level: 1 Components: V; S, M Range: 1“ Casting Time: 1 segment Saving Throw: None Duration: 1 round Area of Effect: 1 pint of water per level of caster

ExplanationlDescription: By means of this spell, the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire, or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to firewater flame will suffer 2-12 hit points of damage. The firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited)within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin.

The mount will not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to gain, i.e. a 4th level magic-user can gain a warhorse without saddle and harness or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The material component of the spell is a bit of hair or dung from the type of animal to be conjured.

Grease (Evocation) Level: 1 Components: V; S, M Range: 1” Casting Time: 1 segment Duration: Permanent Saving Throw: Special Area of Effect: 1 sq. ff. per level of caster Precipitation (Alteration)

ExplanationlDescription:A grease spell creates an area covered by a slippery substance of a fatty, greasy nature. Any creature stepping upon this area will have to save versus petrification or slip, skid, and fall. Of course, if a creature is aware of the area, it can possibly be avoided. The spell can also be used to cause a greasy coating on some surface other than that underfoot - a rope, ladder rungs, weapon handle, etc. Lone material objects wilt always be subject to such a spell use, but if the magic is cast upon an object being wielded or employed by a creature, the creature must fail a saving throw versus spell for the grease spell to be effective. A single saving throw will negate the effects. The material component of the spell is a bit of pork rind, butter, or other greasy material.

Level: 1 Components: V; S, M Range: 1 ”/level Casting Time: 1 segment Duration: 1 segment/level Saving Throw: None (& special) Area of Effect: 3“ diam. cylinder up to 12” high

Explanation/Description:This spell is identical to the 1st-level clerical spell of the same name, except that a holy symbol is not part of the material component. Run (Enchantment) Level: 1 Components: V; S, M Range: Touch Casting Time: 1 round Duration: 5-8 hours Saving Throw: None Area of Effect: Special (humans, demi-humans only)

Melt (Alteration) Level: 1 Components: V; S, M Range: 3 ” Casting Time: 1 segment Saving Throw: Special Duration: 1 round/level Area of Effect: 1 cu. yd. of ice or 2 cu. yds. of snow per level of caster

ExplanationlDescription: The run spell enables the recipient to run at full speed (twice normal speed) for from 5-8 hours without tiring. However, after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every 2 levels of experience of the spell caster, another individual can be affected, Le. at 4th level, 2 individualscan be touched and empowered to run; at 6th level, 3 individuals; etc. Only humans and demi-humans in their natural forms are affected by this spell, and barbarians having the special running ability of that class are immune to the spell’s effects. The material component of this spell is an elixir made from the juice of dried plums boiled in spring water and the oil of 5-8 beans of a spurge (castor) plant.

ExplanationlDescription:When a melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increase in warmth will melt ice in 1 round, so that a 1st level magic-user can melt a cube of solid ice, 1 yard on a side, in 1 round after the spell is cast, so that the ice becomes water. Twice this volume of snow can be affected, so that the spell will melt 1 cubic yard of snow in ’12 round, or will turn 2 cubic yards (1 yd. x 1 yd. x 2 yds.) of snow to water in 1 round. Against such monsters as white dragons, winter wolves, yeti, woolly rhinos, those composed of para-elemental

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