Additional Spells 1
Additional Spells 1
A magic missile is a glowing arrow, created and shot by magic, which inflicts 1d6 + l (2-7) points of
damage to any creature it strikes. After the spell is cast, the arrow appears next to the spellcaster and hovers
there (moving with him) until the spellcaster causes it to shoot. When shot, the magic missile will
automatically hit any one visible target the spellcaster specifies. The magic missile actually has no solid
form, and cannot be touched. A magic missile never misses its target and the target is not allowed a saving
throw.
For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus
a 6th level spellcaster may create three missiles. The spellcaster may shoot the missiles all at one target or at
different targets.
Protection from Evil Range: 0 Duration: 6 turns Effect: The spellcaster only
This spell creates an invisible magical barrier all around the spellcaster's body (less than an inch
away). All attacks against the spellcaster are penalized by — 1 to their attack rolls, and the spellcaster gains a
+1 bonus to all saving throws, while the spell lasts.
In addition, enchanted creatures cannot attack the spellcaster in hand-to-hand or melee combat. (An
enchanted creature is one that normal weapons cannot hurt; only magical weapons can hit the creature. A
creature that can be only hit by a silver weapon—a werewolf, for example—is not an enchanted creature.
Any creature that is magically summoned or controlled, such as a charmed character, is also considered to be
an enchanted creature.)
The barrier thus completely prevents all attacks from those creatures unless they use missile
weapons; the barrier is no defense against missiles, though the attackers still suffer the — 1 attack roll
penalties.
This spell will not affect a magic missile, either incoming or outgoing. If the spellcaster attacks
(hand-to-hand) anything during the spell's duration, the effect changes slightly. Enchanted creatures are then
able to touch the spellcaster, but the attack roll and saving throw adjustments still apply until the spell
duration ends.
2nd
Knock Range: 60' Duration: See below Effect: One lock or bar
This spell will open any type of lock. This spell will open any normal or magically locked door (one
affected by a hold portal or wizard lock spell), and any secret door (but a secret door must be found before it
can be knocked open). Any locking magic will remain, however, and will take effect once again when the
door is closed. This spell will also unlock a gate, or unstick it if it is stuck, and will cause any treasure chest
to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door
is locked and barred, only one type of lock will be opened.
Wizard Lock Range: 10' Duration: Permanent Effect: One portal or lock
This spell is a more powerful version of a hold portal spell. It will work on any lock, not merely
doors, and will last forever (or until magically dispelled). However, a knock spell can open the wizard lock.
The wizard who cast the wizard lock can easily open the door he has enchanted, as can any magic-
using character or creature of three or more levels (or Hit Dice) greater than the caster. This sort of door-
opening does not remove the magic, and the magical lock will relock when allowed to close (just as with the
hold portal spell).
3rd
Fly Range: Touch Dur: 1T per lvl +d6T Effect: One creature may fly
Rrecipient can fly in any direction, and at any speed up to 360'(120') by mere concentration. User
may stop and hover at any point, a la Levitation, which doesn't require concentration.