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BG2 - Wizard Spells

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Wizard Spells

Level1

School Range Casting Time Duration Saving Throw Area of Effect
Armour Conjuration 0 1 round 10 turns None The caster By means of this spell, the wizard creates a magical field of force that serves as if it was scale mail armour (AC 6). Its effects are cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The Armour spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until successfully dispelled or until the duration runs out.
Blindness Illusion/Phantasm Sight of caster 2 10 turns Neg. 1 creature This spell blinds its target. A saving throw is allowed, and if successful there are no harmful effects. If a victim is blinded, he receives - 4 to hit on his attack rolls, and has a 4 point Armour Class penalty.
Burning Hands Alteration 0 1 Instant 1/2 The caster When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spell receive half damage.
Charm Person Enchantment/Charm Sight of caster 1 5 rounds Neg. 1 person This spell affects any single person it is cast upon. The term “person” includes any bipedal human, demihuman, or humanoid of mansize or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. A recipient who fails a saving throw vs. spell regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the Charm Person spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. No charmed creatures may leave the area or attack non-hostile targets.
Chill Touch Necromancy 0 1 1 turn Neg. The caster When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 THAC0 modifier.
Chromatic Orb Evocation Sight of caster 1 Special Neg. 1 creature This spell causes a 4-inch-diameter sphere to appear in the caster’s hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell. A 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 damage and blinds the target for 1 turn. A 5th-level sphere deals 1-12 damage and stuns the target for 3 rounds. The 6th-level sphere deals 2-16 damage and causes weakness in the victim. The 7th-level sphere deals 2-16 damage and paralyses the victim for 2 turns. A save against this spell negates both the damage and the other effects.
Colour Spray Alteration 0 1 Instant Neg. 5' x 20' x 20' wedge Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colours to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area must make a saving throw vs. spells or be rendered unconscious.
Find Familiar Conjuration/Summoning 0 1 round Special Special 1 familiar This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any come at all. (Note: This spell may only be cast by the protagonist.)
The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands.
The caster receives half the familiar’s total hit points as bonus hit points. However, the caster must take care to treat his familiar good, for if the familiar should die, the caster loses the bonus hit-points and half the familiar’s hit-points again as damage. The caster also loses 1 point of constitution permanently.
Example: A mage has 12 hit points and casts Find Familiar. The imp summoned has 18 hit points, so the caster gets a bonus of 9 hit points. If the familiar dies, the caster loses those 9 points bringing him back to 12. The caster takes 9 damage and loses a point of constitution permanently, and any hit points gained from it..

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最終更新:2008年05月14日 14:04
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