9 Portals - Book of Maps & Mazes, Volume 1 (9 Portals RPG)

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The Great List of Dungeons & Dragons 5E adventures – Merric's Musings

If the magic jarred creature regains control of its mind, the magic-user is trapped until he or she can take over the mind for control or escape. Any low result means the instant death of the magic-user if the area into which he or she teleports to is solid. Note that there is no possibility of teleporting to an area of empty space, i. If a mixed group of creatures is attacked with a death spell, use the following conversion:. First, simply roll the dice to see how many creatures of less than 2 hit dice are affected, kill all these, then use the conversion to kill all 2 to 4 hit dice monsters, etc.

If not enough of the number remains to kill the higher levels, they remain. This system can be reversed by applying it to higher hit dice victims first. A Death Spell does not affect lycanthropes, undead creatures, or creatures from other than the Prime Material Plane. The material component of this spell is a crushed black pearl with a minimum value of g. Note: Very good or very evil persons will not be reincarnated as creatures whose general alignment is the opposite. The material components of the spell are a small drum and a drop of blood.

This spell can be used with any of the other Hand spells of the Archmage Bigby. The material component of this spell is a leather glove and a small device consisting of four rings joined so as to form a slightly curved line, with an "I"' upon which the bottoms of the rings rest, the whole fashioned of an alloyed metal of copper and zinc. The Fist is destroyed by damage equal to the hit points of its caster being inflicted upon it.

The material component of this spell is a diamond which must be crushed and sprinkled over the spell recipients, and each such creature must also have in its possession a diamond of any size, intact and carried on its person. The Hand can sustain hit points equal to those of the magic-user who created it before being dispelled. The material components of the spell are a glove of snake skin and the shell of an egg.

D&D Adventurers League

Temporal Stasis in a small sphere far below the surface of the earth. The victim remains there unless a reverse of the spell, with the creature's name and background, is cast. Magical search by crystal ball, a Locate Objects spell or similar means will not reveal the fact that a creature is imprisoned. The reverse Freedom spell will cause the appearance of the victim at the spot he, she or it was entombed and sunk into the earth. The spell only works if the name and background of the victim are known. When it is cast, either four spheres of 2' diameter or eight spheres of 1' diameter spring from the outstretched hand of the magic-user and streak in a straight line up to the distance demanded by the spell caster, up to the maximum range.

Any creature in the straight line path of these missiles will receive the full effect of the missile, or missiles, without benefit of a saving throw. The "meteor" missiles leave a fiery trail of sparks, and each bursts as a Fireball q. The large spheres each do 10 to 40 hit points of damage, the four bursting in a diamond or box pattern.

Minecraft: The 9 Portals

Each has a 3" diameter area of effect, and each sphere will be 2" apart, along the sides of the pattern, so that there are overlapping areas of effect, and the centre will be exposed to all four blasts. They burst in a pattern of a box within a diamond or vice versa, each of the outer sides 2" long. Note that the centre will have 4 areas of overlapping effect, and there are numerous peripheral areas which have two overlapping areas of effect. A saving throw for each area of effect will indicate whether full hit points of damage, or half the indicated amount of damage, will be sustained by creatures within each area, except as already stated with regard to the missiles impacting.

See Monster Summoning I for other details. The Power Word will destroy a creature with up to 60 hit points, or it will kill 2 or more creatures with 10 or fewer hit points, up to a maximum of 20 hit points. The option to attack a single creature, or multiple creatures, must be stated along with the spell range and area of effect centre.

Category: Managers

This scintillating sphere flashes all the seven colours of the visible spectrum, and each of these spheres of colour has a different power and purpose. Any creature with fewer than eight hit dice will be blinded for from 2 to 8 turns by the colours of the sphere. This phenomenon is immobile and only the spell caster can pass in and out the prismatic sphere without harm.

Note that typically the upper hemisphere of the globe will be visible, as the spell caster is at the centre of the sphere, so the lower half is usually hidden by the floor surface he or she is standing upon. Otherwise, anything entering the sphere will be destroyed, any creature subject to the effects of each and every globe as indicated, i.

The individual globes may be destroyed by appropriate magical attacks in consecutive order, the 1st globe destroyed before any others, then the 2nd, etc. The spell caster becomes the creature he or she wishes, and has all of the abilities save those dependent upon intelligence, for the mind of the creature is that of the spell caster.

Thus, he or she can change into a griffon, thence to an efreet, and then to a titan, etc. These creatures have whatever hit points the magic-user has at the time of the Shape Change. Each alteration in form requires 1 segment. No system shock is incurred. Example: A wizard is in combat and assumes the form of a will o' wisp, and when this form is no longer useful, the wizard changes into a stone golem and walks away.

When pursued, the golem-shape is changed to that of a flea, which hides upon a horse until it can hop off and become a bush. If detected as the latter, the magic-user can become a dragon, pool of water, or just about anything else. The material component of the spell is a jade circlet worth no less than g.


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In the meantime it is left in the wake of the Shape Change, and premature shattering will cause the magic to be dispelled. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a Dispel Magic spell or the reverse of the spell Temporal Reinstatement is uttered. Note that the reverse requires only a single word and no somatic or material components.

The material component of a Temporal Stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, one stone of each type being required. During the period of spell duration, the magic-user can move and act freely within the area where time is stopped, but all other creatures there are frozen in their actions, for they are literally between ticks of the time clock, and the spell duration is subjective to the caster.

No creature can enter the area of effect without being stopped in time also, and if the magic-user leaves it, he or she immediately negates the spell. When spell duration ceases, the magic-user will again be operating in normal time. If it is used to alter reality with respect to hit points sustained by a party, to bring a dead character to life, or to escape from a difficult situation by lifting the spell caster and his or her party from one place to another, it will not cause the magic-user any disability.

Other forms of wishes, however, will cause the spell caster to be weak -3 on strength and require 2 to 8 days of bed rest due to the stresses the wish places upon time, space, and his or her body. Regardless of what is wished for, the exact terminology of the Wish spell is likely to be carried through. This discretionary power of the referee is necessary in order to maintain game balance.

As wishing another character dead would be grossly unfair, for example, your DM might well advance the spell caster to a future period where the object is no longer alive, i. There are fewer Illusionist spells than there are magic-user spells, and there is some duplication; at seventh level the list includes all first level magic-user spells, several of which are taken as if they were but one spell of seventh level. The illusions of this class grow progressively more powerful as levels increase; the phantasms take on some actual substance, and even other sorts of spells used by Illusionists are potent cf.

There are some Illusionist spells which have no verbal V component. Also, these spells typically need fewer material components than do those of other classes. A notable exception is the vision spell which needs great material outlay. If the subject of the attack by a phantasmal killer succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon the Illusionist, and then he or she must disbelieve it or be subject to its attack and possible effects.

The total hit dice of the shadow monster or monsters thus created cannot exceed the level of experience of the Illusionist; thus a 10th level Illusionist can create one creature which has 10 hit dice in normal circumstances , two which have 5 hit dice normally , etc. All shadow monsters created by one spell must be of the same sort, i. To determine this, roll the appropriate hit dice and multiply by. If the creature or creatures viewing the shadow monsters fail their saving throw and believe the illusion, the shadow monsters perform as normal with respect to armour class and attack forms.

Example: A shadow monster dragonne attacks a person knowing it is only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a 9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by. A blessing, however, will affect only those not already engaged in melee combat. This spell can be reversed by the cleric to a curse upon enemies which lowers morale and "to hit" by The caster determines at what range up to 6" he or she will cast the spell, and it then affects all creatures in on area 5" square centred on the point the spell was cast upon.

In addition to the verbal and somatic gesture components, the Bless requires holy water, while the Curse requires the sprinkling of specially polluted water.