Olet sivulla: Etusivu Loitsut Bardin loitsut Bardi 1.taso

Bardi 1.taso

Tulosta PDF
1.Havaitse Paha2.Poista Pelko
3.Havaitse Magia4.Lue Kieliä
5.Lumoa Henkilö6.Uni
7.Kilpi8.Vatsastapuhuminen
9.Analysoi

DETECT EVIL

Range:120'
Duration: 6 turns
Effect: Everything within 120'

When this spell is cast,the cleric will see evilly enchanted objects within 120' glow. it will also cause creatures that want to harm the cleric to glow when they are within range. The actual thoughts of the creatures cannot be heard.

Remember that a Chaotic alignment does not automatically mean Evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous; this spell does not reveal them.

REMOVE FEAR *

Range: Touch
Duration: 2 turns
Effect: Any one living creature

When the cleric casts this spell and then touches any living creature, the spell will calm the creature and remove any fear. If the creature has been affected by a fear spell or effect, which does not normally allow a saving throw, the remove fear spell can still be useful. If the cleric casts the spell on someone afflicted by a magical fear effect, the victim gets to make a saving throw vs. spells, adding a bonus to the roll equal to the cleric's level of experience (up to a maximum bonus of + 6). If the saving throw is successful, the victim's fear is negated. Regardless of the cleric's level or any bonuses, a roll of 1 will always fail.

The reversed form of the spell, cause fear will make any one creature flee for two turns. The victim may make a saving throw vs. spells to avoid the effect. This reversed spell has a range of 120'.

DETECT MAGIC

Range: 0
Duration: 2 turns
Effect: Everything within 60'

When this spell is cast, the cleric will see a glow surround magical objects, creatures, and places within the spell's effect. The glow will not last very long; clerics should normally use the spell only when they want to know if particular objects already within sight are, in fact, magical. For example, a door may be held shut magically, a stranger might actually be an enchanted monster, or a treasure might be enchanted.

READ LANGUAGES

Range: 0
Duration: 2 turns
Effect: The spellcaster only

This spell will allow the spellcaster to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, until the duration ends.

CHARM PERSON

Range:120
Duration: See below
Effect: One living person (see below)

This spell will only affect humans, demihumans, and certain other creatures. The victim is allowed a saving throw vs. spells. If the saving throw is successful, the spell has no effect. If it falls, the victim will believe that the spellcaster is its "best friend," and will try to defend the spelcaster against any threat, whether real or imagined. The victim is charmed.

As a general rule, the spell only affects creatures which look similar to humans in various ways-humans, demihumans, certain giant- class creatures, etc. It will not affect animals, magical creatures (such as living statues), undead monsters, or human-like creatures larger than ogres.

If the spellcaster can speak a language that the charmed victim understands, the spellcaster may give orders to the victim. These orders should sound like suggestions, as if "just between friends." The charmed victim will usually obey, but the victim may resist orders that are contrary to the victim's nature (alignment and habits) - he doesn't need to roll anything to resist. A victim will refuse to obey if ordered to kill itself. A charm may last for months. The victim may make another saving throw every so often, depending on its Intelligence score.

If the Victim HasHe Saves Every:
High Intelligence (13-18)1 day
Average Intelligence (9-12)1week
Low Intelligence (3-8)1 month

A victim who is given conflicting orders and impressions by his old adventuring friends and his new "best friend" should react as any person would in real life: with confusion. He will not automatically assume that one party or the other is lying even if the player wants him to.

The charm is automatically broken if the spell- caster attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the spellcaster's allies.

SLEEP

Range:240'
Duration: 4d4 (4-16) turns
Effect: 2-16 Hit Dice of living creatures within a 40' square area

This spell will put creatures to sleep for up to 16 turns. It will only affect creatures with 4 + 1 Hit Dice or less-generally, small or man-sized creatures. The spell will not affect creatures outside the 40' x 40' area which the player chooses as the spell's target area. The spell will not work against undead or very large creatures, such as dragons.

When a character is first hit with a sleep spell, falling or sagging to the ground will not wake him up. However, characters affected by a sleep spell are not in a deep sleep. Any steeping character or creature will awaken if slapped, kicked, orsha-ken.

Characters can kill a sleeping victim with a single blow of any edged weapon, regardless of the creature's hit points. Your Dungeon Master will roll 2d8 to find the total Hit Dice or experience levels of monsters affected by the spell. The victims get no saving throw against this spell.

SHIELD

Range: 0
Duration: 2 turns
Effect: The spellcaster only

This spell creates a magical barrier all around the spellcaster (less than an inch away). It moves with the spellcaster. While the duration lasts, the spellcaster has an AC of 2 against missiles, and AC 4 against all other attacks. If someone shoots a magic missile at a spell- caster protected by this spell, the spellcaster may make a saving throw vs. spells (one saving throw per missile). If the saving throw is successful, the magic missile has no effect; it hits the barrier and vaporates.

VENTRILOQUISM

Range:60'
Duration: 2 turns
Effect: One item or location

This spell will allow the spellcaster to make the sound of his or her voice come from somewhere else, such as a statue, animal, a dark corner, and so forth. The "somewhere else" must be within range of the spell.

ANALYZE

Range: 0 (touch only)
Duration: 1 round
Effect: Analyzes magic on one item

A spellcaster using this spell can handle one item and learn the enchantment on it. Helms must be put on the Spellcasters head, swords held in his hand, bracelets put over his wrist, etc. for this spell to work. Any consequences of this action (for example, from cursed or booby- trapped objects) fall upon the spellcaster, though he gets his usual saving throws.

The spellcaster has a chance of 15% plus 5% per experience level to determine one magical characteristic of the item; if the item is nonmagical, his chance is to determine that fact.

The spell does not reveal much precise information. It will characterize a weapon's pluses (attack bonus) as "many" or "few," will estimate the number of charges on an item within 25 % of the actual number, etc.