💾 Archived View for valinard.flounder.online › arcane.gmi captured on 2023-11-04 at 11:28:45. Gemini links have been rewritten to link to archived content
⬅️ Previous capture (2023-09-08)
-=-=-=-=-=-=-
Range: Extreme(150') Summons one missile at first level plus one for every 2 levels gained (2 at 3, 3 at 5 etc.) to follow the Wizard and on command unerringly strike one or more animate targets, dealing 1d4+1 damage per missile.
Range: Extreme(120') Target must save vs spells (6) or gain a relationship of Friends(3) with the caster. Save again each month and whenever the caster fails to behave like a friend. Does not affect targets of 5+HD, non-humanoids, or undead.
Duration: Standard Caster gains AC 8/17 vs ranged and 6/15 vs melee, plus immunity to magic missiles. Lasts 4 exploration turns.
Range: Extreme(240') 2d8 HD worth of creatures of 4HD or less fall asleep for 2hrs, starting with the weakest.
For the next four turns, enchanted objects, areas or creatures within Far(60') range are caused to glow.
Range: Near(10') Duration: Standard Seals a door or window. It may only be opened with a knock spell, or forced open with 1 full round of effort by a creature 3HD or more greater than the caster.
Caster gains +1 to Saves & AC against creatures inimical to him. Enchanted, Constructed or Summoned creatures cannot engage him in melee unless he does so first.
Caster may read text in any language or cipher accurately for 4 turns.
Range: Extreme(120') Duration: Standard x2 Creates Bright light in a 15' radius. The light is visible outside that radius only as a vague luminescence, and does not increase the visibility distance beyond that radius for those within. May be cast on an object, or a target's eyes - they must save vs spells or be blinded for -4 effective HD & AC.
Range: Extreme(120') Duration: Standard x2 Creates Pitch darkness in a Near(15') radius.
Range: Far(60') Duration: 4 Turns The caster may make their voice appear to come from any location within range.
Deals fire damage in a close cone equal to the caster's level, plus ud4 ongoing.
Range: Near(30') Duration: Standard x2 Summons a magical force which acts as a valet, carrying a single item of normal weight, cleaning and mending common items, opening doors and moving chairs. Cannot stray out of range of the caster.
The wizard snaps his fingers and conjures a flame the size of a candle flame over them for a few moments. (This does not provide consistent light unless the flame is used to ignite something.)
The wizard touches an item of lower than average quality (a rusty lock or bandit's poorly maintained sword); the next time it is placed under pressure (someone tries to force the door, sword hits a creature or a shield) the item breaks. (If the wizard touches an enemy's weapon in combat, any attacks made by the enemy against the wizard that round automatically hit.)
One crack, hole, tear or cut in an item of everyday workmanship is repaired like new. Fire and corrosion damage cannot be repaired in this way. A shattered vase can be made whole in an hour or two. Exceptional or magical items mended in this way become common ones (until repaired properly.)
Move an object that the wizard could lift with one hand one foot in any direction. The force may be applied to a creature but if they are larger than a small dog they will easily resist it - but be aware that something seemed to shove them.
An incoherent noise can be heard from a distant (60') point - malign chuckling, a hubbub of conversation, a snippet of music, the sound of children at play.
Target a flame or fire; it burns low for d6 rounds, reducing the light level in the area.
A fire or flame flares up alarmingly, growing in intensity by one step.