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The following spells appeared in the Enchanter’s spell list yesterday, but are not in the Labyrinth Lord rule book:

Disguise

Level: Enchanter 2
Duration: 12 turns
Range: 0

This spell changes the appearance of the targetted creature to that of someone else of approximately the same size. If used to imitate a specific person, everyone seeing the illusion gets a saving throw to see through the illusion. Otherwise, the disguise can only be saved against by someone given a good reason to suspect that the target of the spell is disguised.

Distraction

Level: Enchanter 2
Duration: 1 turn
Range: 10′

For the duration of the spell, the caster is able to produce minor illusions such as flashes of light, puffs of smoke, small floating objects, coloured sparkles and so on. While completely harmless, these illusions can be very distracting. Any creature of higher than animal intelligence but less than 18 intelligence witnessing these illusions must make a saving throw or be distracted for one minute while the illusions continue. This distraction provides a -2 penalty on all attack rolls, and also allows people to slip past the target(s) or otherwise take advantage of the distraction.

Dream

Level: Enchanter 4
Duration: See below
Range: Unlimited

The caster sends a phantasmal message to others in the form of a dream. At the beginning of the spell, the caster must name the recipient or identify him or her by some title that leaves no doubt as to identity. The caster then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Heroic Inspiration

Level: Enchanter 5
Duration: 1 turn / level
Range: Touch

This spell imbues a single creature with great bravery and morale in battle. The target gains a +5 bonus on attack rolls and saving throws, complete immunity to fear-type effects, and gains hit points equal to the caster’s level (which may bring his hit point total above his maximum, but any points above his maximum are lost when the spell duration ends).

Illusory Wall

Level: Enchanter 3
Duration: Permanent
Range: 30′

This spell creates the illusion of a wall, floor, ceiling, or similar surface. The wall created is up to 5 feet by 5 feet by 1 inch per level of the caster (so a level 6 caster can create a wall ten feet by fifteen feet in size). It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

Insanity

Level: Enchanter 5
Duration: Permanent
Range: 120′

If the targetted creature fails to save, he is affected as if by the confusion spell. This spell can only be removed with cure insanity, heal, limited wish or wish.

Maelstrom

Level: Enchanter 6
Duration: Instantaneous
Range: 360′

The maelstrom produces a cone effect of bright colours flashing out in an incomprehensible and powerful sensory storm. The first 4d6 creatures within the cone are affected – the effects depending on the hit dice of the creatures (each gets to make a saving throw against spells to avoid the effects except for the damage).

  • Up to 6 HD: Unconscious for 4d6 rounds, blinded for 2d6+2 rounds, and then stunned for 3 rounds. (Only living creatures are knocked unconscious.) In addition to this, affected creatures take 3d6 points of damage.
  • 7 to 8 HD: Unconscious for 3d6 rounds, blinded for 1d6+1 rounds, and then stunned for 2 rounds. In addition to this, affected creatures take 2d6 points of damage.
  • 9 or more HD: Unconscious for 2d4 rounds, blinded for 1d4 rounds, and then stunned for 1 round.

Mass Disguise

Level: Enchanter 4
Duration: 1 turn / level
Range: 30′

This spell changes the appearance of the targetted creatures within the area of effect (up to 2 creatures per level of the caster) to that of someone else of approximately the same size – each person takes on a different appearance as determined by the caster. If used to imitate a specific person, everyone seeing the illusion gets a saving throw to see through the illusion. Otherwise, the disguise can only be saved against by someone given a good reason to suspect that the target of the spell is disguised.

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