User Guide
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Melf’s Acid Arrow
RANGE: Long DURATION: Special AREA OF EFFECT: 1 target
By means of this spell, the mage creates a magical arrow that speeds
to its target as if fired from the bow of a fighter of the same level as
the mage. The arrow has no attack or damage bonus, but it inflicts
2–8 points of acid damage.
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Stinking Cloud
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ cube
When a stinking cloud is cast, the mage creates a billowing mass of
nauseous vapors up to 30 yards away from his position. Any affected
creature caught within the cloud is sent reeling and is unable to
attack because of nausea. While few may leave the cloud with no ill
effect, others may continue to be affected for 2–5 rounds after leaving
the cloud.
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Summon Swarm
RANGE: Long DURATION: Special AREA OF EFFECT: 10’ cube
The swarm of small animals drawn by the summon swarm spell
viciously attacks all creatures in the area chosen by the caster.
Creatures actively defending against the swarm to the exclusion of
other activities suffer 1 point of damage for each round spent in the
swarm. Spellcasting within the swarm is impossible, and creatures
taking other actions, including leaving the swarm, receive damage
equal to 1–4 points +1 point for every three levels of the caster.
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Wizard Lock
RANGE: Touch DURATION: Permanent AREA OF EFFECT: 30’ square/level
A wizard lock spell cast upon a door, chest, or portal magically locks
it. While the mage can freely pass through his or her own lock
without affecting it, other creatures must try to break in, or use magic
several levels above the casting mage’s to successfully dispel or knock
their way in.
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Ice Knife
RANGE: Special DURATION: Instantaneous AREA OF EFFECT: Special
By casting the ice knife spell, a mage fires a dagger of ice at his target.
A successful hit causes 2–8 hit points of damage. Should the dagger
miss its target, it shatters, releasing a wave of numbing cold.
Creatures within the range of this wave may suffer cold damage,
moving slowly as if paralyzed. A thrown ice knife cannot be picked up
and used again. Touching it results in the wave of numbing cold
described previously.
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Improved Identify
RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: Special
When this spell is cast, all objects in the visible inventory and in the
hands of the character who casts the spell are identified, revealing
any magical nature they may possess to the caster. Unfortunately,
this excludes any objects in inventory which may be placed inside a
container.
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Knock
RANGE: Long DURATION: Special AREA OF EFFECT: 10’ square/level
When casting a knock spell, a mage is able to open stuck, barred,
locked, held, or wizard-locked doors. It opens secret doors, as well as
locked or trick-opening chests. When opening a magically locked
door, the spell does not remove the former spell, but merely suspends
it from functioning for a single turn.
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Levitate
RANGE: Long DURATION: Medium AREA OF EFFECT: Whole party
When this spell is cast, the party can move vertically up or down.
Horizontal movement is not empowered by this spell. A levitating
creature attempting to use a missile weapon finds itself increasingly
unstable; the first attack has an attack roll penalty of -1, the second
-2 and so on, up to a maximum of -5.
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