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The Pit

2nd Level Mage Spells

Adder's Kiss
Blood Bridge
Blur
Greater Embalming
Horror
Ice Knife
Knock
Luck
Strength

Adder's Kiss
Range: 150 feet
Duration: 5 seconds per 3 levels
Speed: 6
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower and opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth.

When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 2-8 hit points of acid damage. For every three levels of teh caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid damage / 5 second segments.

Blood Bridge
Range: 0
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

A bizarre compact of the healer's heart and the merchant's mind, this necromatic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself.

When cast, the mage can select any living (non-undead) target within touch range and drain life from himself (2 hit points + 1 hit point per level of the caster) and give it to the target.

Blur
Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster
Saving Throw: None
Weight: 0

The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle.

blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws.

Ice Knife
Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: Special
Saving Throw: Neg.
Weight: 0

Daggers of ice can be conjured that not only strike the intended target buy can spread cold as ice in water.

This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missle attack roll. A successful hit causes 2-8 pts. of damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feed past (using the same trajecrory that it originally took) the intended target. The Ice dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The subsequent Daggers can be fired off by a subsequent 'click' on the same (or another) target.

Greater Embalming
Range: 0
Duration: 60 minutes
Speed: 2
Area of Effect: Creature touched
Saving Throw: None
Weight: 0

Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer.

This spell works only on the Nameless One or any undead. When cast, the target gains +2 hp/level of the caster and +2 AC for one hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for an hour.

Horror
Range: 75 feet
Duration: 30 seconds
Speed: 2
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0

Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice.

This spell causes all non-undead creatures within a 30 foot radius of the target point to flee in terror from the area, if they fail their saving throw.

Knock
Range: 180 feet
Duration: Special
Speed: 1
Area of Effect: 10 sq. feet per level
Saving Throw: None
Weight: 0

The inaccessible, the locked, can be freed and within one's grasp with this incantation.

With Knock, all locked doors, chests, boxes or shackles shall be unlocked, but it doesn't affect barred gates and the like. In addition, it can only affect up to 2 impediments per spell

Luck
Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration.

This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per level of the caster. This bonus increases the chance for success in various efforts such as Attacking, Thieving Skills, or Saving Throws and the like.

Strength
Range: Touch
Duration: 60 mins per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None
Weight: 0

Grants immense strength to the weak - or greater strength to the strong.

This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows:

Priest
.....1d6 points
Rogue
.....1d6 points
Warrior
.....1d8 points
Wizard
.....1d4 points


        

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