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| Contents Dungeons and Dragons What Is It? Campaign Overview Party Journal Party Spell Library Party Reference Private Party Page Rule Expansions Mage Expansion Metamagic Miscellaneous Nonweapon Profs Degrees Spell Research Scroll Scribing Alchemy Book of Time Levels 1 & 2 Level 3 Levels 4 & 5 Level 6 Levels 7 & 8 Level 9 Site Map Guestbook |
Book of Time
- Level 6
This spell will determine how far away the end of the world, plane, or multiverse is: at the discretion of the mage. The material component is 1 pint of elf blood. Conjure Time Elemental (Conjuration/Summoning)
This spell is basically a variant of Conjure Elemental (5th level Mage). Time elementals are however more difficult to summon. The material component is 10 minutes of real time and a month of the caster's life per hit die of the elemental; the first explains the extended casting time.
This spell is similar to the 3rd level mage spell Haste; except that movement and attack rates are trebled. An extra hasted creature gets a -3 initiative bonus. Spellcasting is speeded up, but only by a factor of 2; additionally a spellcaster may cast up to two spells a round, but only if the total casting time (prior to the extra haste) is not more than 10. This spell will totally negate an extra slow, and turn a normal slow into a normal haste. Due to the speeding up of the metabolic processes, individuals under the effect of an extra haste age three years; note: if an individual had been slowed and is then extra hasted, they age only one year as they are only then subject to a haste. The material component is a piece of liquorice root steeped in elf blood.
This spell is similar to the 3rd level mage spell slow. Affected creatures move and attack at 1/4 of their normal rates. If cast on a hasted creature, they are slowed; likewise an extra haste is totally negated. Extra-slowed creatures have an AC penalty of +4 and an attack penalty of -8; all dexterity bonuses are also negated. The material component is a small ball of sand grains stuck together with treacle.
For each turn spent resting whilst this spell takes effect, the recipient regains 1 hit point. If under the full time care of a healer during this time then the number of hit points regained will be notably greater; to the extent that one days normal healing will take place in but a single turn. The material component is 1 pint of elf blood.
This spell imbues the recipient with the ability to regenerate damage at the rate of 2 hit points per round. This regeneration starts to take place 2 rounds after taking damage. Damage taken prior to the casting of this spell cannot be healed by this means. A recipient of this spell cannot die, due to lack of hit points, whilst this spell is in effect; note: this does not stop them becoming unconscious. The material component is 1 pint of elf blood. |
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Book of Time Copyright © 1995 Andrew Neadley
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