Search This Blog

Showing posts with label Player's Option: Spells & Magic. Show all posts
Showing posts with label Player's Option: Spells & Magic. Show all posts

Thursday, 1 September 2016

Wizard Sight 3rd level Arane spell

"Wizard Sight
(Divination)
Level: 3
Components: V, S
Range: 0
Casting Time: 3
Duration: 1 rd./level
Area of Effect: The caster
Saving Throw: None
Upon completion of this spell, the caster’s eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. only the auras of those things normally visible to the caster are seen;this spell does not give the wizard the ability to see invisible objects, nor does it provide X-ray vision This spell does not reveal the presence of good or evil or reveal alignment. 
While wizardsight is in effect a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a non-spellcaster has the potential to learn and cast wizard spells (that is, whether a fighter might someday gain the ability to cast a spell).
Although a spellcaster’s level cannot be discerned, the wizard can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong & overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject’s intensity is roughly equivalent to that of a companion, or he might announce that a subject’s aura is the strongest the wizard has ever encountered.
An object’s magical abilities cannot he discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item’s magical aura and guess at its power, but cannot tell whether a magical item is cursed." TOM pg 28 or WSC pg 1030

Thursday, 17 February 2000

Pedia: Player's Option: Spells & Magic+ 3.141415926535897

2016 Feb


Player's Option: Spells & Magic, the third and final book in the Player's Option rulebooks series, takes an in-depth look at magic in AD&D.[1]Spells & Magic is 192 pages in length, which is split into an introduction, eight chapters and four appendices. The introduction offers advice on integrating the material into an existing campaign, and discussed such factors as the power, scarcity, and use in storytelling of magic in AD&D.[1]
The first two chapters discuss wizards and priests, respectively, beginning with the various wizard schools and priest spheres of access and some minor changes to the spell lists, then specialist classes (including some new classes), and closing with an expanded version of the customized character class rules from Player's Option: Skills & Powers.[1] The third chapter looks at other spellcasting classes, including bards, rangers, and paladins, including optional abilities and limitations; the chapter also discusses multi-classed characters and magic-using monsters.[1] The fourth chapter covers proficiencies, comparing the standard "slot" system to the character point rules introduced by Skills & Powers, lists a range of new proficiencies for wizards and priests, and introduces "signature spells" which allow wizard characters to gain bonuses when casting a particular spell.[1] The fifth chapter examines equipment for spellcasters, offering rules for wizards' laboratories and priests' altars, discusses the advantages and disadvantages of using spell components in the game and presents rules for gathering and buying them, and closes with an examination of magic shops including arcanists and apothecaries.[1] The sixth chapter offers alternate magic systems, the seventh chapter offers expanded and revised rules for researching new spells and creating new magic items, and the last chapter offers new rules for spellcasting in combat.[1]The first two appendices consist of new spells, and the last two appendices offer revised lists of wizard spells by school and priest spells by sphere.[1]