"Ed Greenwood - Volos Guide to All Things Magical" - читать интересную книгу автора (Greenwood Ed)Web of Ways
(Wiz 7; Alteration, Conjuration/Summoning) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 turns Area of Effect: Two to seven doors or doorways Saving Throw: None This spell is cast on two to seven doors or doorways located within a 1-mile-radius sphere, all of which must be touched by the caster during the casting of the spell. Web of ways has one of two effects. If one or none the doors or doorways bear no enchantments of their own, this spell causes beings passing through any of its effected doors or doorways to be whisked via a teleport without error journey to the destination reached by another of the seven doors, either at random or in a set substitution dictated by the nature of the beings attempting to pass through the doors, the equipment they carry, and/or the direction of their travel. Such set sequences and the variables that control them are fixed through specific conditions set during the spell's casting and unalterable thereafter, in the same way as the activation of a magic mouth spell is set. This use of this spell is permanent. If two or more doors or doorways do carry enchantments (even temporary or one-shot magics), this spell causes their magic to be translocated from one door to another in a similar random or predetermined way established during the spell's casting as described above under the first use of the spell. if a door's magic is later exhausted, it remains part of the rotation until the magic of all but one door is gone, which ends the spell. The first or second use of a web of ways spell can also be shattered by casting dispel magic on all of its doors and doorways. The caster of a web of ways spell is rendered immune to the translocation effects and to all enchantments on the doors involved. The material components of this spell are an arachnid with seven legs, any item that has been previously transported by a teleport or dimension door spell, and one rock crystal of at least 25 GP value for every door or doorway to be involved in the spell. 9th Level Wandering Symbol (Wiz 9; Alteration, Conjuration/Summoning Invocation/Evocation) Range: Touch Components: V, S, M Duration: Special Casting Time: 2 turns Area of Effect: Special Saving Throw: Special This spell is cast to include two to nine different surfaces located within a 1-mile-radius sphere, all of which must be touched by the caster during the casting of the spell. This enchantment creates two magical symbols of the types described in the 8th-level symbol spell and having all of the properties of those writings save that the caster cannot trigger and is immune to all effects of his or her own symbols. in addition, wandering symbols are not stationary. They can move by themselves to one of the up to nine different surfaces touched during casting. (If less than nine spots are touched, less than nine are utilized.) Except initially, when the symbols must appear at two different spots, each of the chosen surfaces can hold one or both of the symbols. Wandering symbols stay at specified surfaces until triggered to go to others or move about from designated surface to surface at random. Nonrandom appearance sequences and conditions are set at the time of the spell's casting and cannot later be changed. Triggered symbols deal their usual damage to intruders activating them and are spent in doing so. A wandering symbol spell is not ended by the discharge of only one of its symbols, and the symbols can be commanded to keep apart during casting, so that only one ever appears in a given location. The expenditure of all symbols in a wandering symbol spell or a dispel magic successfully cast on all of the symbol locations set in its casting ends the spell. The nine surfaces (often doors) set during spellcasting become "sensors" for the spell. The symbols can be called to a locale when one of the surfaces designated by the spell detects either the approach of a creature of a certain alignment; the discharge of magic in an adjacent area that is not sourced in the caster of the wandering symbols spell; or the approach of any creature who, does not bear a certain token, wear a certain uniform or badge, or speak a certain password. For each of the surface locations the wandering symbols is to be able to travel among, the material components of this spell are a sweet water potion, gem dust from translucent crushed gemstones (of one color or colorless) worth not less than 1,000 GP, and powdered black opal worth not less than 1,000 GP. Priest Guardianship Spell 5th Level Wandering Glyphs (Pr 5; Abjuration, Evocation) Sphere: Guardian Range: Touch Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is cast to include two to s ix different surfaces located within a 1-mile-radius sphere, all of which must be touched and outlined with burning incense by the caster during the casting of the spell as in the 3rd-level priest glyph of warding spell. Wandering glyphs creates two glyphs of the same type as those created by a glyph of warding' spell; the glyphs have all of the properties of normal glyphs of warding save that the caster cannot trigger and is immune to all effects of his or her own glyphs of warding. In addition, wandering Glyphs are not stationary. They can move by themselves to one of the up to six different surfaces touched during casting, though they can never both be in the same place. (If less than six spots are touched, less than six are utilized.) The time required to cast the spell is equal to the time required to trace the areas desired to be protected by the glyphs. This time is equal to 1 round for every 5 square feet of area to be protected. A caster can protect at each of up to six locations an area equal to a square the sides of which are equal to his or her level in feet. The casting of this spell may in no case exceed 8 hours. Wandering glyphs stay at specified surfaces until triggered to go to others or move about from designated surface to surface at random. Nonrandom appearance sequences and conditions are set at the time of the spell's casting and cannot later be changed. Triggered glyphs deal their usual damage to intruders activating them and are spent in doing so. A wandering glyph spell is not ended by the discharge of only one of its glyphs, and the glyphs can be commanded to keep apart during casting, so that only one ever appears in a given location. The expenditure of all glyphs in a wandering glyph spell ends the spell. The six surfaces (often doors) set during spellcasting become "sensors" for the spell. The glyphs of warding can be called to a locale when one of the surfaces designated by the spell detects either the approach of a creature of a certain alignment; the discharge of magic in an adjacent area that is not sourced in the caster of the wandering glyphs spell; or the approach of any creature who does not bear a certain token, wear a certain uniform or badge, or speak a certain password. The material components of this spell are enough incense to trace the areas to be protected, a drop of holy (or unholy) water for each location, and a black opal worth at least 250 GP. If any location to be protected exceeds 50 square feet, the locations must also be sprinkled with at least 2,000 (total) GP worth of powdered diamond The Magic Of Items It has been said that one of the defining characteristics of a wizard is paranoia: the suspicion that most the other living things in Faerun are against you, watching and preparing for the best chance to strike you down when you are asleep, hurt, under attack from another foe, or otherwise vulnerable. Whatever the truth belief, many mages do feel this way. I should know - I am one of them. Accordingly, most mages start to look for ways to defend themselves. Their suspicions tend to make them uneasy when it comes to trusting servants, so they either make or try to establish unshakable magical control over their own servitor creatures or try to acquire items that store magic, often in unusual or disguised shapes, to be unleashed later. Such items are always difficult and expensive to make, usually soon exhausted in their powers, and in constant short supply. Their rarity is due in part to the fact that most of them can be wielded by anyone who knows how, thus offering non-spellwielders their only chance to ever command magic. |
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