User manual GAMES PC CHUTES AND LADDERS

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[. . . ] "Touch" means the caster can use the spell on others if he can physically touch them (that is, score a successful to hit roll). Beneficial spells require no to-hit roll. Note that touch-based spells and effects ignore armor bonuses to armor class for the purposes of scoring a hit. Duration: This lists how long the magical energy of the spell lasts. [. . . ] Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until the duration has expired. Thus the invisible being can open doors, talk, eat, climb stairs, etc. , but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. IRON BODY (TRANSMUTATION) Level: Sor/Wiz 8, Helm 8 Duration: 10 rounds/level Area of Effect: Caster Range: Caster Casting Time: 8 Saving Throw: None This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster has a 50/+3 damage reduction, takes half damage from fire and acid, and is immune to electricity. Spells that affect respiration or the physiology of the caster are ignored completely, such as poison, blindness, deafness, and disease to name a few. In addition, the caster gains a +6 strength bonus, a -6 dexterity penalty, and the caster can attack with iron fists for 1d6 crushing damage + strength bonuses. Unfortunately, the caster's movement becomes slow and awkward under the weight of his new body, setting his movement rate to half its normal rate, and he receives an 80% chance to fail at casting spells. IRON SKINS (TRANSMUTATION) Level: Clr 5, Rgr 5 Duration: 8 hours Area of Effect: Caster Range: Caster Casting Time: 1 round Saving Throw: None This spell provides the caster with a damage reduction of 10/- to bludgeoning, piercing, and slashing damage. This resistance bonus only applies to a number of attacks equal to 1 attack for every 2 levels of the caster up to a maximum of 8, after which the spell will dissipate. This spell is not cumulative with itself or similar magicks (such as the 4th level wizard spell Stoneskin). KNOCK (TRANSMUTATION) Level: Sor/Wiz 2 Duration: Special Area of Effect: Locked door or chest Range: Sight of Caster Casting Time: 1 Saving Throw: None The Knock spell opens locked, held or arcane locked doors. Against undead the damage is doubled to 2d6 + 2 crushing damage. MALAVON'S RAGE (EVOCATION) Level: Sor/Wiz 7 Duration: Instantaneous Area of Effect: 15-foot radius Range: Caster Casting Time: 1 Saving Throw: Reflex half Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike. The small wedges of magic do 20-80 points of piercing damage to everything caught in their path. This spell is especially useful when a mage is surrounded by enemies. A successful Reflex save will reduce the damage done by the spell by 50%. MALISON (ENCHANTMENT) Level: Sor/Wiz 4, Oghma 4 Duration: 2 rounds/level Area of Effect: 30-foot radius Range: Sight of Caster Casting Time: 4 Saving Throw: None This spell causes all enemy targets in the area of effect to suffer a -2 on all their saving throws as long as the spell is in effect. MASS DOMINATE (ENCHANTMENT) Level: Brd 8, Sor/Wiz 9, Bane 9 Duration: 1 round/level Area of Effect: 20-foot radius Range: Sight of Caster Casting Time: 9 Saving Throw: Will negates This spell forces all creatures not allied with the caster in the area of effect roll a Will save or be dominated as if affected by the 5th level spell Domination. Undead are unaffected by this spell. MASS HASTE (TRANSMUTATION) Level: Brd 6, Sor/Wiz 6 Duration: 3 rounds + 1 round/level Area of Effect: 20-foot radius Range: Sight of Caster Casting Time: 3 Saving Throw: None For all allies in the area of effect, Mass Haste doubles their base movement and attack rate for the duration of the spell (spellcasting and spell effects are not sped up). Mass Haste is not cumulative with itself or with other similar magic and will negate and cancel out the effects of a Slow spell. 37 MASS HEAL (CONJURATION) Level: Clr 8, Drd 9, Lathander 9 Duration: Instantaneous Area of Effect: All allies within 30 ft. + 5 ft/2 levels) Casting Time: 1 round Saving Throw: None Mass Heal wipes away disease and injury from a target creature. It cures blindness, diseases, feeblemind and restores the target to maximum hit points if they have been injured. This variant of the Heal spell can affect several allies. MASS INVISIBILITY (ILLUSION) Level: Brd 7, Sor/Wiz 7, Mask 8 Duration: 10 minutes / level Area of Effect: 30-foot radius Range: Sight of Caster Casting Time: 7 Saving Throw: None Mass Invisibility hides all allied creatures within its area of effect as per the spell Invisibility. MELF'S ACID ARROW (CONJURATION) Level: Sor/Wiz 2 Duration: Special Area of Effect: 1 creature Range: Sight of Caster Casting Time: 2 Saving Throw: None This spell creates a magical arrow that speeds to its target. The arrow has no attack or damage bonus, but it inflicts 2-8 points of acid damage. [. . . ] If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must make a successful reflex save or be stunned for 2 rounds. Creatures with 2 hit dice or less are automatically killed by this spell. A maximum of 8 targets may be affected, after which the whirlwind will dissipate. WYVERN CALL (CONJURATION) Level: Sor/Wiz 6 Duration: 1 round/level Area of Effect: Special Range: Sight of Caster Casting Time: 1 round Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to his aid. The wyvern will remain under the wizard's control and will live and die at his command until the spell duration expires. 66 TABLES 67 TABLES TABLE 1: CHARACTER ABILITY SCORES The following chart applies to all of the six abilities of a character. [. . . ]

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