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发信人: scout (Love BW ), 信区: PCgame
标 题: BG2 Level 5 Wizard Spells
发信站: 听涛站 (Sat Oct 21 16:02:57 2000), 转信
Animate Dead
School: Necromancy
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
This spell creates a group of low level undead monsters usually skeletons or
zombies, from the bones or bodies of dead humans, demihumans, or humanoids.
The spell causes these remains to become animated and obey the simple verba
l commands of the caster, regardless of how they communicated in life. The s
keletons or zombies can follow the caster, remain in an area and attack any
creature (or just a specific type of creature) entering the place, etc. The
undead remain animated until they are destroyed in combat or are turned; the
magic cannot be dispelled. The caster can animate one skeleton or one zombi
e for each experience level he has attained.
Chaos
School: Enchantment/Charm
Range: Sight of caster
Components: V, S
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 60-foot cube
Saving Throw: Special
The effects of this spell are identical to the 4th level spell Confusion in
all respects. The victims wander around as if in a daze, sometimes wandering
away, sometimes attacking, either friend or foe. If the victim is 4th level
or lower, he does not receive a saving throw versus the effects. However, i
f the victim is 5th level or higher, he receives a save vs. Spells at -4 pen
alty. The spell lasts for the duration or until a successful Dispel Magic is
cast.
Cloudkill
School: Evocation
Range: 10 yards
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 40 x 20 x 20-foot cloud
Saving Throw: Special
Major spell that causes instant death. It generates a billowing cloud of gha
stly yellowish green vapors that is so toxic as to slay any creature with fe
wer than 4+1 Hit Dice, cause creatures with 4+1 to 6 Hit Dice to roll saving
throws vs. poison with -4 penalties or be slain. Holding one's breath has n
o effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice
) must leave the cloud immediately or suffer 1d10 points of poison damage ea
ch round while in the area of effect.
Cone of Cold
School: Evocation
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Half damage
Causes a cone-shaped area of extreme cold, originating at the wizard's hand
and extending outward in a cone 5 feet long and 1 foot in diameter per level
of the caster. It drains heat and causes 1d4+1 points of damage per level o
f experience of the wizard. For example, a 10th-level wizard would cast a co
ne of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of d
amage.
Conjure Elemental
School: Conjuration/Summoning
Range: 60 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
There are actually four spells in the Conjure Elemental spell. The wizard is
able to conjure an air, earth, fire, or water elemental with this spell--as
suming he has the material component for the particular elemental. (A consid
erable fire source must be in range to conjure a fire elemental; a large amo
unt of water must be available to conjure a water elemental.) Conjured eleme
ntals have 8 Hit Dice. It is possible to conjure successive elementals of di
fferent types if the spellcaster has memorized two or more of these spells.
The type of elemental to be conjured must be decided upon before memorizing
the spell. Each type of elemental can be conjured only once per day. The con
jured elemental must be controlled by the wizard--the spellcaster must conce
ntrate on the elemental doing his commands--or it turns on the wizard and at
tacks. The elemental will not break off a combat to do so, but it will avoid
creatures while seeking its conjurer. If the wizard is wounded or grappled,
his concentration is broken. There is always a 5% chance that the elemental
turns on its conjurer regardless of concentration. This check is made at th
e end of the second and each succeeding round. An elemental that breaks free
of its control can be dispelled by the caster, but the chance of success is
only 50%. The elemental can be controlled up to 30 yards away per level of
the spellcaster. The elemental remains until its form on this plane is destr
oyed due to damage or until the spell's duration expires. Note that water el
ementals are destroyed if they are ever more than 60 yards from a large body
of water. Special protection from uncontrolled elementals is available by m
eans of a Protection from Evil spell.
Domination
School: Enchantment/Charm
Range: Sight of caster
Components: V, S
Duration: 12 hours
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
The Domination spell enables the caster to control the actions of any creatu
re while the spell is in effect. This controlis maintained through a telepat
hic link between the caster and the victim. Unlike the 4th level Priest spel
l Mental Domination, the target has no option for release, even if made to d
o something against his morals, except of course a Dispel Magic. The target
gets a saving throw vs. Spells at -2 penalty in order to avoid the effect.
Feeblemind
School: Enchantment/Charm
Range: Sight of caster
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Negates
Feeblemind causes the subject's intellect to degenerate to that of a moronic
child. The subject remains in this state until a successful Dispel Magic is
cast upon him. The victim must make a save vs. Spells at -2 penalty in orde
r to avoid the effect.
Hold Monster
School: Enchantment/Charm
Range: Sight of caster
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 5 foot radius from target
Saving Throw: Negates
The spells holds 1-4 creatures of any type rigidly immobile and in place for
nine or more rounds, unless a save vs. Spells is made with a -2 penalty. Th
e effect is centered on the victim selected by the caster. Every enemy withi
n 5 feet of the target is also affected. Those who succeed on their saving t
hrows are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around
them and can use abilities not requiring motion or speech. Being held does n
ot prevent the worsening of the subjects' condition due to wounds, disease,
or poison.
Monster Summoning III
School: Conjuration/Summoning
Range: Sight of caster
Components: V, S
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell summons 16 Hit Dice of monsters. These appear within the spell ra
nge and attack the caster's opponents, until the spell duration expires, or
the monsters are slain. These creatures do not check morale and vanish when
slain. If no opponent exists to fight, and the wizard can communicate with t
hem, the summoned monsters can perform other services for the wizard.
Shadow Door
School: Illusion/Phantasm
Range: 10 yards
Components: S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard creates the illusion of a door. The illus
ion also permits the wizard to appear to step through this "door" and disapp
ear. In reality, he has darted aside and can flee, totally invisible, for th
e spell duration. A True Seeing spell, a Gem of Seeing, or similar magical m
eans can discover the wizard.
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※ 来源:.听涛站 cces.net.[FROM: 匿名天使的家]
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