Post by Dead Greyhawk on Sept 24, 2004 21:08:09 GMT -5
Shield
The Shield spell still grants AC 2, but any strikes upon the shield with a critical hit will degrade the shield’s AC rating just as if it was normal armor. A strike upon a Shield spell with a Magic Missile does no harm to the target mage, but the Magic Missile spell automatically reduces the Shield spell AC by one. Shield spells can only absorb magic missiles as long as they provide armor class protection, a maximum of eight.
Find Familiar
A mage casting find familiar must make a CON check of 1d6 per each 5 hour period the spell is in effect, representing the rigors of the spell. When a mage casts the Find Familiar spell, the mage will roll 1d10; on a 1-5 the familiar is a normal animal, 6-8 the familiar is 'special', on a 9-10 there is no familiar in range. Subsequent to such a roll, the DM will determine in which hour the familiar arrives.
Web
The Web spell binds the target in an immobile state. Spells only requiring verbal actions may be cast. Items in hand may be activated by command word with the grenade-like weapons table being consulted to determine the target. If lit on fire, the web will do 1d8 in damage, save against breath weapon for half. Creatures bound in the web can be struck with melee weapons by characters outside the web for damage as if they are immobilized. A 4d6 STR check must be made to retain use of the weapon. Missile weapons may not be shot or thrown into a web at creatures.
Fireball
The Fireball spell creates a ball of fire of fixed diameter, not spreading down corridors or through doors. Any area occluded or blocked does not contribute to the expansion of the ball of fire.
The Shield spell still grants AC 2, but any strikes upon the shield with a critical hit will degrade the shield’s AC rating just as if it was normal armor. A strike upon a Shield spell with a Magic Missile does no harm to the target mage, but the Magic Missile spell automatically reduces the Shield spell AC by one. Shield spells can only absorb magic missiles as long as they provide armor class protection, a maximum of eight.
Find Familiar
A mage casting find familiar must make a CON check of 1d6 per each 5 hour period the spell is in effect, representing the rigors of the spell. When a mage casts the Find Familiar spell, the mage will roll 1d10; on a 1-5 the familiar is a normal animal, 6-8 the familiar is 'special', on a 9-10 there is no familiar in range. Subsequent to such a roll, the DM will determine in which hour the familiar arrives.
Web
The Web spell binds the target in an immobile state. Spells only requiring verbal actions may be cast. Items in hand may be activated by command word with the grenade-like weapons table being consulted to determine the target. If lit on fire, the web will do 1d8 in damage, save against breath weapon for half. Creatures bound in the web can be struck with melee weapons by characters outside the web for damage as if they are immobilized. A 4d6 STR check must be made to retain use of the weapon. Missile weapons may not be shot or thrown into a web at creatures.
Fireball
The Fireball spell creates a ball of fire of fixed diameter, not spreading down corridors or through doors. Any area occluded or blocked does not contribute to the expansion of the ball of fire.