Incidentally, the Hold spells are green, so they represent an emotional extreme. The emotion you feel under a Hold spell is the rigid, crippling anxiety of the frozen rabbit in the cobra's sight.
1 | Cone of Cold | Red | 30’ | None | (Dex) |
60’ long, 30’ wide cone does 12d6 cold damage, save for half | |||||
2 | Demi-Real Monster | Purple | 90’ | 10 rds | (Int) |
Image of monster with HD up to caster’s level does half damage if no save | |||||
3 | Grand Illusion | Purple | 90’ | 1 day | (Int) |
Complete illusion covers area 1000 feet square, save only if implausible | |||||
4 | Greater Summoning | Silver | 90’ | 24 hours | (No stat) |
Summons 1 monster up to 5th level, or twice that many for each monster level under 5th (e.g. 4 3rd level monsters) | |||||
5 | Hold Monsters | Green | 90’ | 3 min | ( |
Up to 3 beings are paralyzed | |||||
6 | Permanency (*) | Gray | - | - | - |
Adds 2 levels to spell and makes effect permanent | |||||
7 | Polymorph Other | Yellow | 30’ | (Con) | |
Gives one being another being’s shape | |||||
8 | Telekinesis | Red | 90’ | 3 rds | (Dex) |
Moves up to 300 lb at will; take/do 1d6 damage per 10’ thrown, max 100’ | |||||
9 | Telepathy | 90’ | 3 min | None | |
Communicate mentally with being known to be in range, or known person on same plane | |||||
10 | Teleport Self | Silver | On plane | None | None |
Moves self to familiar place safely; if place was only seen, 5% chance of death, 5% 3d6 damage | |||||
11 | Transmute Material | Yellow | 30’ | Perm. | None |
Turns up to 10’ cube of one simple, non-precious, nonliving material into another | |||||
12 | Wall of Matter | Blue | 30’ | 1 day | (Dex) |
Up to 60’ of 10’ high wall, in any common solid substance; drops for 10d6 damage, save for half |
No comments:
Post a Comment