Author's Note: This is a complete player character class. It may or my not fit in with every Dungeonmaster's idea of how a class should be created or used. Extreme care should be used in inserting this class into any existing campaign as it could easily disrupt the game balance of that campaign. Be warned, until you have completely read this class, including any spells, do not say yes to it being used in your game. The spell selection also has page numbers in it that refer to my player's manual, not the standard AD&D manuals. I will try to locate are remove these references but I might not get them all.

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Third Level Craft Spells

Animal MagnetismFools GoldPurify Food and Drink
Auric SightGreater Night Wards Repulsion
CalmHypochondriaRigid Thinking
Comfort 2Invisibility Purge Sleeping Limb
Cure DiseaseMoment ReadingSqueaking Floors
Dissension's FeastNeutralize PoisonSummon Aminals 1
DissipationPolymorph OthersWater Breathing
Detect LiePolymorph Self

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Animal Magnetism (Alteration)
Level: 3
Range: 5" + 1" per level
Components: V, S
Duration: 5 rounds +1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Negates

       By means of this spell, a practictioner is able to endow a single target creature with a magical field which causes all creatures within the area of effect (of the same basic species) to be drawn toward the target creature, much in the same way that metal is attracted to a lodestone. The spell will affect target creatures of up to 5+1 hit dice. A successful saving throw vs. spells will totally negate this spell.
       If the spell dweomer successfully affects the target creature it will then attempt to attract all surrounding creatures of the same species, causing them to move at their normal movement rate (and locomotion) toward the target creature. The area of effect is sphere around the target creature which extends outward 1 yard per level of the spellcaster. All like creatures in the area of effect will be attracted. For purposes of this spell, hybrids are considered an individual species, so half-orcs would only attract other half-orcs, not other orcs and/or humans. Affected creatures are allowed a saving throw to avoid the attraction. A successful saving throw against the attraction means that the spell is unable to attract that individual creature toward the target creature. Creatures that are physically unable to become "stuck" to the target will stick to whatever physical object is blocking their path, such as walls, floors, doors, etc. If any creatures become "stuck" to the target creature, it and whatever is stuck to it become entangled with each other, effectively reducing their normal movement rate to 0". Creatures being drawn toward the target are totally unable to attack, but may attack from the mass with one attack form per round if the attack does not require melee combat (e.g., breath weapon, gaze, etc.). If the combat form requires physical contact, a "stuck" creature is only entitled to attack once per round and only if it is first attacked by someone striking at it while it is entangled. Attacks on entangled creatures are at +4 to hit, and the creature(s) are penalized -3 on the return attack. Also, creatures so entangled lose all armor class bonuses for dexterity.

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Auric Sight (Divination)
Level: 3
Range: 0
Components: V, S
Duration: 5 rounds + 1 round/level
Casting Time: 3
Area of Effect: 60 foot radius around caster
Saving Throw: None

       This spell causes all auras in the area of effect to become visible to the practictioner. They can see by this light, but others can not. Each aura will "light" an area five feet around the being or object it is associated with, including the caster.
       Any living creatures will posses an aura, as will magic items that possessing intelligence. Items of great evil or good will also give off an aura. Lessor undead (Skeletons, Zombies) will possess broken auras that will not give enough light to see by, greater undead (Wraith, Vampire) will have visible auras. Common objects will only possess auras if long associated with a strong person or part of some great event. These auras will not shed enough light to see by.
       With time and practice the practictioner will be able to divine useful information from the auras of creatures and objects. The following things can be learned from various creatures and things.
From living creatures or undead:

From intelligent magic items:
  • Relative power
  • Created purpose
  • Type of magic (alteration, divination, etc.)
From common objects:
  • Prevalent emotions at the time the aura was set
  • Length of time since the significant event (rough estimate)
Or:
  • Nature of major wielder (as with creatures)
  • Whether object is currently used.
       The method of determining whether any information can be learned is as follows. Take the average of the character's intelligence and wisdom, add the number of times the spell has been cast. This will give a percentage score to roll for information. It is incumbent upon the player to remember to keep track of this score, failure to do so means that the character was to preoccupied to note anything. A percentage point is gained whether or not the character tries to learn anything, or is successful at an attempt. The maximum score is 80%.

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Calm (Enchantment/Charm)
Level: 3
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: None

       This spell causes all persons in the area of effect to cease all hostile actions. The area of effect is centered on the caster and moves with them. Any persons coming into, or brought into, the area of effect will be affected, even if they enter after the spell has been cast. Creatures in the area of effect will stop fighting as long as the caster remains neutral, any offensive action by the caster negates the spell effect the second the action is started. No initiative bonus will be gained. The spell is also negated if one of the casters allies outside of the area of effect takes offensive action. Such persons must be readily associated with the caster. Allies inside the area of effect are likewise under its charm.
       Persons under the effect of the spell retain their free will, except that they cannot take offensive action. They need not be reasonable or are they required to listen to anything the caster says. They remain in command of voice and wit, and can, if they wish, shout down the caster. They cannot leave the area of effect to initiate offensive action. They can leave the area before the duration's end if the caster moves away from them, or they give up the urge to fight and depart intending to leave the scene.

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Comfort 2 (Enchantment/Charm)
Level: 3
Range: 30 feet
Components: V, S
Duration: 18 hours
Casting Time: 1 turn
Area of Effect: 12 creatures
Saving Throw: None

       When cast this spell sustains all recipients for the full duration without sleep, food, or water. They will not become fatigued, and gain a +4 to all saves vs. fear. The spell will revive any persons that are tired, hungry or thirsty, and allow a second save with bonus to those affected with fear. At the spell's end all recipients will return to the physical state they where in before the spell was cast. Should an attempt be made to use the spell more than three times in a row, all recipients will fall into an exhausted slumber for 12 hours, and wake ravenous. While sleeping they will be unarousable and once up must eat before they do anything else.

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Cure Disease (Abjuration)
Reversible Level: 3
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

       This spell enables the caster to cure most diseases by placing his hands upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. The spell is also effective against parasitic monsters such as Green Slime, Rot Grubs, and others. The spell will not prevent reoccurrence of a disease if the recipient is again exposed.
       The reverse of the cure disease spell is cause disease. To be effective the practictioner must touch the intended victim and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the practictioner (debilitating or fatal). The exact details of the disease are decided by the DM.

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Dissension's Feast (Enchantment/Charm, Alteration)
Level: 3
Range: Touch
Components: V, S
Duration: 5 turns+2 turns/level
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: Negate

       This spell must be cast by a practictioner during the preparation of a meal. The spell is cast on any one quantity of food; thus the practictioner could cast the spell on the batter of a wedding cake, or a quantity of onions as they are diced for both a salad and a stew. The spell effects 10 pounds of food per level of the caster. Anyone who eats the affected food is subject to the effects of the spell.
       The effects of the spell will begin five rounds after the food has been eaten. At that time creatures who have eaten the affected food are allowed a saving throw; success indicates that a creature is not affected.
       Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After five minutes tempers flare, characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm persons will feel compelled to vent their frustrations violently.
       Creatures maintain no alliances while under the effect of dissension's feast. A couple who are normally madly in love will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food.
       At the end of the spell duration the compulsion fades away leaving the affected creatures in what ever emotional state they have worked themselves into. The survivors, should they review the circumstances will have no idea why they became so angry.

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Dissipation (Abjuration)
Level: 3
Range: 50' + 10'/level
Components: V, S
Duration: Immediate
Casting Time: 3
Area of Effect: 125,000 cuft.
Saving Throw: Special

       This spell will cause any cloud of vapor or gas, whether natural or magically created to dissipate. The spell will also dispel any wall spell (wall of ice, wall of stone, wall of iron, etc.). It will also force elementals back to their home plane, and dissipate creatures of a vaporous nature. This effect will not kill a Vampire in vaporous form, but will force it to return to its lair to rest. While spell effects and gas clouds receive no save, living creatures are entitled to a saving throw vs. spell to avoid the effects.

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Detect Lie (Divination)
Reversible Level: 3
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Negates

       A practictioner that casts this spell is immediately able to determine if the subject creature deliberately and knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The subject receives a saving throw which is adjusted only by the wisdom of the caster, e.g., if the caster has a wisdom of 18 the subject's saving throw is at -4 (see table 5 PHB pg. 17).
       The spell's reverse undetectable lie prevents the magical detection of lies spoken by the creature for 24 hours.

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Fools Gold (Alteration/Illusion)
Level: 3
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 10 cu in/level
Saving Throw: Special

       This spell will change an amount of material equal to the area of effect into gold for a period of time. The amount of time the gold will last depends on the material that is started with.

The material will not alter in shape or form, cloth will remain cloth, flour will remain a powder, wood will show a grain, etc.
       The result will not detect as magic, but a true sight or similar spell will reveal the fools gold for what it is. A dispel magic will cause it to revert to its normal form.
       Any creature is entitled to a save vs. spells when viewing the fools gold for the first time. This save is modified by -1 for every other level the caster has, all wisdom bonuses apply.

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Greater Night Wards (Abjuration)
Level: 3
Range: 0
Components: V, S, M
Duration: 6 hours + .5 hours/level
Casting Time: 1 turn
Area of Effect: 100 sqyrds + 2 sqyrds/level
Saving Throw: None
       This spell prevents creatures of 2 or fewer hit dice from entering the area of effect. Such creatures are allowed a saving throw; success indicates that they can over come the spell effect and are able to enter the area of effect. In any case the caster will awaken and be alert to the intrusion. Creatures within the area of effect when it is cast may leave and enter freely. The spell will not prevent creatures from hurling missiles or spells into the area of effect.
       The material component of the spell is flour or salt that must be spread on the edge of the circle during the casting. This forms the border of the circle.

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Hypochondria (Enchantment/Charm)
Level: 3
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Negates

       This spell can be cast in two forms. The first is much like the other neuroses spells. The victim will become obsessed with his state of health, believing it to be constantly on the verge of utter collapse. He will rush to the cleric or healer at the least sign of illness, his idea of a sign. In other words any sniffle, ache, or pain is a life threatening disease that demands immediate attention (one could argue that the spell is more of a curse on the victim's cleric/healer than on the victim himself), the victim will take to his bed and not move until assured, once again, that a complete cure has been affected. This will last for 2 to 5 days before the victim is subject to another "attack". In this form the spell is permanent until dispelled.
       In the second form, the practictioner causes the victim to believe that they have been overtaken by a given ailment. The practictioner chooses the malady to be suffered. Unlike a real disease this one cannot be cured. It is all in the victims mind. The disease will last for 1 day +1 day per level of the caster. The only cure possible is a dispel magic spell. There is a 30% chance minus the victim's wisdom score that they will contract the disease for real. In this case the normal cures for disease will work.
       In either form the victim is entitled to a saving throw vs. spell, which will negate any effect if successful.

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Invisibility Purge (Abjuration)
Level: 3
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 100 sqft +10 sqft/level
Saving Throw: None

       All invisible creatures who enter an area enchanted with invisibility purge will instantly become visible. Invisibility-related spells do not take effect within the boundaries of the enchanted area, and magical devices such as potion of invisibility do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible.
       Invisible creatures or objects within the area of effect when the invisibility purge is cast remain invisible; however, if they leave or are removed from the area of effect and later re-enter they become visible.
       The spell does not negate spells or powers of invisibility, rather causes them to not function in the area of effect. Should a creature that is under the effect of an invisibility spell, or item, or ability leave the area of effect they will again become invisible. Creatures who are invisible in their natural state, or who have no visible form (such as Invisible Stalkers) are not affected by this spell.
       The material component of the spell is flour or salt that must be spread on the edge of the area to be enchanted during the casting. This forms the border of the area of effect.

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Moment Reading (Divination)
Level: 3
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3 round
Area of Effect: Special
Saving Throw: None

       This spell allows the practictioner to determine the "tenor of the now", in other words, to learn the "force" that is dominant at the time. To cast the spell the practictioner must stand motionless for the full casting time in order to become in tune with their surroundings.
       In game terms when the spell is cast, the DM will give the player a single word or short phrase describing the "tone" of the situation. Examples of suitable "tones" are "imminent danger" (enemy about to attack), "peace and tranquility" (area is safe inspite of appearances), "betrayal" (spy or traitor in the party). The reading will always be accurate and contain some useful information.
       The spell has no specified area of effect. The result of moment reading will always concern the practictioner and anyone else in his immediate vicinity. The result is always personally applicable to the practictioner. For example, even if the practictioner is in a nation close to war, this condition will not appear in the reading unless the practictioner is personally involved (in the path of and invading army, for instance).
       One casting of the spell tends to "taint" subsequent castings of the same spell by the same person unless they are separated by a minimum of 12 hours. If a second spell is cast within this time the same reading will result regardless of the actual situation.

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Neutralize Poison (Abjuration)
Reversible
Level: 3
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: Creature touched or 1 cuft or substance/2 levels
Saving Throw: None

       The spell detoxifies any sort of venom in the creature or substance touched. Note that an unwilling subject requires a successful attack roll to be touched. This spell can prevent death in a poisoned creature if cast before death occurs. The effect is permanent only with respect to poison existing in the touched creature or substance at the time of the touch. Creatures or objects that generate new poison are not permanently detoxified.
       The reverse spell poison can only be cast on nonliving substances. The substance must be ingested to be effective. The resulting toxin will kill in one turn if the victim fails their saving throw.

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Polymorph Others (Alteration)
Level: 3
Range: 5 yards/level
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Negate

       The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course while a creature with a lower intelligence can be polymorphed in form into something with a higher intelligence, it will not gain that creature's mental ability. The reverse, polymorphing a higher intelligence creature into one of significantly lower intelligence, results in a creature much more intelligent that appearances would lead one to believe.
       The polymorphed creature must succeed on a system shock roll to see if it survives the change. After this it must make a special intelligence check to see if it retains tis personality (see following). The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural armor class, physical movement abilities, and attack routines. Magical abilities are not included. Hit points and saving throws do nor change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthrops, dopplegangers, higher level druids, etc.) are affected for only one round, after which they can resume their normal form. As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified.
       If slain the polymorphed creature reverts to its original form (it's still dead though).
       When the polymorph occures the creature's equipment, if any, melds into the new form. Magic items of a protective nature or those that require only thought or word to activate will still function, provided they need not be held or presented in any manner. A change in form that is very similar, such has human to elf, will not alter the items on the body. As a general rule, any change that would require the item to alter, in order to fit, will cause the item to meld. The creature retains its metal abilities, including spell use, provided the new form can perform the proper verbal and somatic components.
       When the physical change occures, there is a a base 100% chance that the subject's personality and mentality change into that of the new form (i.e. a roll of 20 or less on a d20). For each point of intelligence of the subject, subtract 1 from the base chance on a d20. The chance for assumption of the new form is checked according to the intelligence class of the creature as shown below:
Intelligence
Class
Ability
Range
Time Between
Checks
Non-intelligent
0
No save
Animal intelligence
1
Once / day
Semi-intelligent
2-4
Once / three days
Low intelligence
5-7
Once / week
Average intelligence
8-10
Once / month
Very intelligent
11-12
Once / 6 months
Highly intelligent
13-14
Once / year
Exceptionally intelligent
15-17
Once / 2 years
Genius
18-20
Only once
Supra-Genius
21-25
Cannot fail

       The change is checked for when the spell takes effect and according to the chart there after. A creature that assumes the personality of creature of higher Intelligence class will gradually increase its Intelligence to the lowest score in that class. Creatures of higher Intelligence polymorphed to lower Intelligence creatures will gradually lose mental capacity until they reach the highest score for the proper class.
       A subject acquiring the mentality of the new form has effectively become the creature whose from was assumed. Once this change takes place the creature acquires the new form's full range of magical and special abilities, if any.
       A dispel magic spell will undo the physical changes of the Polymorph spell, and require the creature to again make the saving throws for System Shock and the mental changes. A creature that has assumed the new personality will be quite upset as they believe themselves to be polymorphed. Creature that have spent over one third of their original expected life-span in a single polymorphed form will become that creature in every respect, the change is no longer magical, cannot be dispelled and upon the creature's death they remain in the new form.

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Polymorph Self (Alteration)
Level: 3
Range: 0
Components: V
Duration: 2 turns/level
Casting Time: 3
Area of Effect: personal
Saving Throw: None

       When this spell is cast the practictioner is able to assume the form of any creatures save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. The practictioner gains the physical mode of locomotion and breathing, any purely physical advantages (sight, hearing, etc.) and the physical attack forms of the creature. The latter at the usual non-proficiency penalty. The caster's Hit Points, Attack Rolls and Saving Throws remain the same, unchanged by the spell.
       When the polymorph occurs the casters equipment, if any, melds into the new form. Magic items of a protective nature or those that require only thought or word to activate will still function, provided they need not be held or presented in any manner. A change in form that is very similar, such has human to elf, will not alter the items on the body. As a general rule, any change that would require the item to alter, in order to fit, will cause the item to meld. The caster retains their metal abilities, including spell use, provided the new form can perform the proper verbal and somatic components.
       No system shock roll is needed and there is no risk of changing personality and mentality.
       The caster can change his form as often as desired for the duration of the spell, each change requiring a round. The caster can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 Hit Points. The caster also will return to his own form when slain or when the effect is dispelled, but no Hit Points are restored in these cases.

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Purify Food and Drink (Alteration)
Reversible
Level: 3
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 cuft/level
Saving Throw: None

       When cast this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and drink pure and suitable for eating and drinking. Up to one cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. The spell has no effect on living creatures of any type nor upon magical potions.
       The reverse of the spell is putrefy food and drink. This spoils all food water and drink, and likewise has not effect of living creatures or magical potions.

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Repulsion (Abjuration)
Reversible
Level: 3
Range: 10 yards/level
Components: V, S
Duration: 1 round/2 levels
Casting Time: 3
Area of Effect: Creatures in a ten yard path
Saving Throw: None

       When this spell is cast the practictioner is able to cause all creatures in the path of the area of effect to move directly away from his person. Repulsion occurs at the speed of the creature attempting to move toward the spellcaster. The repelled creature continues to move away for a complete round even if this takes it beyond the spell range. The caster can designate a new direction each round, but the use of this power counts as the caster's principal action in the round. The caster can choose to do something else instead of using the repulsion attack. In any case the power is available for the full duration of the spell wether used or not.
       The reverse spell, attraction, causes the target creature to move toward the caster instead of away from them. It conforms to the first spell in every other way.

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Rigid Thinking (Enchantment/Charm)
Level: 3
Range: 60 yards
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Negate

       Rigid thinking can only be cast upon a creature with an intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects.
       The creature affected by rigid thinking is incapable of performing any action other than the activity he is involved in when the spell takes effect. The creatures mind simply cannot decide on another course of action, it becomes frozen into a single though and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a Kobold will ignore the arrival of a Beholder, and a thief picking a lock will pay no heed to the arrival of the guard.
       The affected creature does not mechanically repeat the action; he is not an automation. I.e. he will not continue to fire his bow if he runs out of arrows, but will choose another means to attack the same target to the exclusion of all other activities.
       A spellcaster in the process of casting a spell when rigid thinking takes effect will repeat the spell as often as they are able, then turn to other means of meeting the same goal.
       The spell expires when the creature accomplishes his goal, or when the duration of the spell has ended.

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Sleeping Limb (Enchantment/Charm)
Level: 3
Range: 30 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 person
Saving Throw: Special

       This spell causes a given limb in the target creature to go completely numb and useless. The affected limb will not respond to any attempt to move it or bring it under voluntary control. The limb will not support the victim or hold any object. It will have no pain sensation for the duration of the spell. The caster chooses the limb they wish to deaden when casting the spell. The spell can be cast multiple times on a single target, but not in excess of the number of limbs possessed. At the end of the spell duration the feeling will rush back to the affected limb causing 1 round of pain for each turn of numbness. This pain will not prevent the limb being used, but will cause a -2 to all initiative, and attack rolls. The victim is entitled to a saving throw vs. spells that will negate the effect if successful.

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Squeaking Floors (Evocation)
Level: 3
Range: 30 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 3
Area of Effect: 10 foot square/level
Saving Throw: None

       A surface affected by squeaking floors squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on or touches it. The spell affects a square whose sides equal the casters level times 10 feet.
       The squeaks can be heard in a 100 foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt or any other solid material. Listeners automatically know the direction of the sounds.
       Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to fly or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.

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Summon Animals 1 (Conjuration/Summoning)
Level: 3
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       By means of this spell the caster calls up to eight animals that have 4 hit dice or less, of what even sort the caster names when the summoning is made. Only animals within the range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. The DM will determine the chance of a summoned animal being within range. The animals will take from 1 round to 3 turns to arrive, depending on how far away they are and their method of movement. Waterborne animals can only be summoned while in the water. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell.

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Water Breathing (Alteration)
Reversible Level: 3
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

       The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell; i.e., one hour for each experience level of the caster. The practictioner can divide the base duration between multiple characters. Thus an 8th level practictioner can confer this ability to two characters for 4 hours, four for two , eight for one, etc., to a minimum of 1/2 hour per character.
       The reverse, air breathing, enables water breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

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The Above is a work of fiction. All professions are fictional, any resemblance to professions living or dead is coincidental.

Copyright © Garry Stahl: December 2000. All rights reserved, re-print only with permission.

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