Search found 2288 matches

by Makofan

Mon Jan 12, 2015 1:22 pm
Replies: 2
Views: 7199

Re: Cleric spell Darkness

I believe the main intent of the darkness spell is that the area of effect is then not illuminated by any normal (non-magical) light. The rules are not specific about this, but I like the idea that light and darkness can annul one another, and that continuous light can dispel darkness without being...

by Makofan

Mon Jan 12, 2015 1:42 am
Replies: 1
Views: 6185

MU Spell Disintegrate

Disintegrate (affects: 1 target, range: 6") A deadly beam of darkness irrevocably disintegrates any single non-magical object or creature. Creatures are allowed a saving throw versus wands to avoid the beam and negate the effect; otherwise, any inanimate matter up to 1" cube (or any equiv...

by Makofan

Sun Jan 11, 2015 10:54 pm
Replies: 1
Views: 6186

MU Spell Magic Jar

If the mage attempts to possess anybody and fails, is the only penalty that he gets to try again next round?

by Makofan

Sun Jan 11, 2015 9:50 pm
Replies: 22
Views: 65694

Re: Interest in an Old-School Dungeon Delve?

That makes 6. If we get any more, maybe I'll run two groups

by Makofan

Sun Jan 11, 2015 9:49 pm
Replies: 1
Views: 6107

MU Spell Clairvoyance

Clairvoyance (affects: self, duration: 12 turns, range: 6") The magic-user can see in his mind’s eye anywhere he desires within range except that the spell is obstructed by lead or any rock thicker than 20ft If the caster is looking into an area (the next room, for example) and there is no lig...

by Makofan

Sun Jan 11, 2015 9:03 pm
Replies: 2
Views: 6564

MU Spell Circle of Invisibility

Circle of Invisibility (affects: 1" radius, duration: special, range: 24") All creatures within 1" of the magic-user, or any point within sight and range, are affected as per the invisibility spell. The spell does not enable affected creatures to see one another. I am a bit puzzled b...

by Makofan

Sun Jan 11, 2015 8:10 pm
Replies: 2
Views: 6746

MU Spell Color Spray

Color Spray (affects: special, duration: 2-12 turns, range: 12") 2-7 seeing creatures are rendered unconscious by a dazzling glare of clashing colors. Those nearest to the magic-user are always affected first, sheltering those farther back. Heroic-types are allowed a saving throw versus spells...

by Makofan

Sun Jan 11, 2015 6:36 pm
Replies: 1
Views: 6227

Cleric Spell Locate Object

Locate Object (affects: self, duration: 2 turns, range: 9" + 1"/level) The cleric can sense the direction to a well known or clearly visualized object within range. If more than one object of the visualized sort is in range only the nearest is located. A specific unique object can only be...

by Makofan

Sun Jan 11, 2015 6:17 pm
Replies: 2
Views: 7199

Cleric spell Darkness

Light (reversible, affects: 3" diameter, duration: 6 turns + 1 turn/level, range: 12") Causes an object or volume of space to be lit as if by torchlight, illuminating a 3" diameter. The reverse, darkness, creates a 3" diameter sphere of darkness that is impenetrable even to crea...

by Makofan

Sun Jan 11, 2015 3:23 pm
Replies: 22
Views: 65694

Re: Interest in an Old-School Dungeon Delve?

merias wrote:Sounds like fun, I'd like to play as well!
Glad to have you!

Simon is going to setup a forum, and later this week we'll get all the characters made

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