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Month Index: March, 1997
From: Tavenji@???.com Date: Wed, 5 Mar 1997 02:54:40 -0500 (EST) Subject: Re: Mutators: Low Level Spells p2
Level 3 Dark Eyes Range: Touch Components: V,S,M Duration: Permanent Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This spell causes the recipient's eyes to become totally black, enabling that person to see in natural darkness (not necessarily with infravision) up to 80 yards. Bright light causes temporary blindness to the recipient, as the new eyes are for night vision. The effect is permanent, but can be reversed with the revert spell. The material component for this spell is a black gemstone and an owl feather. Detect Natural Weapons Range: 60 yards Components: S,M Duration: 2 rounds/level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell gives the caster an insight to the natural (non-magical) weapons of any creature. These include claw and bite attacks, vocal or breath weapons, and any other body part that can be used in combat. The caster perceives a yellow glow around the weapons (claws, teeth, throat) and has a 5% chance per level to determine the exact nature of the attack (rake, poison fangs, deafening roar, etc.). The material component for this spell is an animal claw or tooth and a pinch or gold dust. Irradiate Range: 10 yards + 10 yards/level Components: V,S,M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 An excellent offensive spell, this creates waves of luminous green energy that shoot forth from the caster's hand, either directed at one target or with an area effect of up to 20' in radius. The waves damage organic matter proportionally to the level of the wizard who casts it: 1d6 points per level to a maximum of 10d6. Victims are allowed a saving throw for half damage, but for every 10 hit points of damage taken, 1 point of Charisma is lost (due to the flesh-damaging effects of the ray). This damage can't be regenerated, and only a heal spell will restore the lost Charisma. Irradiate can be blocked by 1/2 inch of metal, but can penetrate up to half a foot of wood or an inch of solid stone. The spell primarily effects flesh and organic matter, but if used in an area effect, that area is contaminated for up to a maximum of 5 rounds (1 per every 2 levels of the caster) and will cause contagion (like the Level 4 Wizard spell), causing skin afflictions, lowering attack rolls, Strength, Dexterity, and Charisma by 2. A cure disease spell will negate these effects. The material components for this spell are two small, crystal balls that are rubbed together in one hand. Revert Range: Touch Components: V,S Duration: Permanent Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This spell negates the effects of many mutation spells up to level 5, reverting the subject to normal. Spells that revert effects are: mutate size, dark eyes, beastial force, eagle eyes, infuse metal in flesh, and race change. More Later....
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Month Index: March, 1997