M&T Spell-like Abilities FIXES

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Peter
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M&T Spell-like Abilities FIXES

Post by Peter »

As I pointed out before, there are quite a few missing spells assigned to spell-like abilities in Monsters & Treasure. Herein is fixes for what I believe is all of them.

SIMPLE FIXES

Create Wine Create Water (wine instead of water)
Detect Invisible See Invisibility
Detect Lie Discern Lies
Permanent Illusion Permanent Image
Read Languages As Comprehend Languages but for reading only
Speak With Monsters As Comprehend Languages but for monster speech only

CONVERTED SPELLS

AIRY WATER, Level 5 wizard
CT 1 R personal
D 1 turn/ level SV none
SR no Comp V, S, M


This spell transforms water or other non-magical liquids into a bubble of air in a 10 ft radius sphere or 20 ft. radius hemisphere surrounding the caster. The bubble has the same density as water and will not support the magic user in the water; he or she will sink or float as normal, surrounded by the bubble’s atmosphere. The oxygen content of the air in the bubble does not run out until the spell expires.

AUDIBLE GLAMOUR, Level 1 illusionist, 2 wizard
CT 1 R 50 ft.
D 2 rounds/level SV See below
SR no Comp V, M


This spell is, as its name suggests, the creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within the spell’s range. The focal point can be moved by the caster at will until the spell’s duration expires. The spell can create any type of sound, but the maximum volume of the noise depends upon the caster’s level. A third level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th. Listeners are only entitled to saving throws if they have cause to doubt the apparent sounds. Players must state such disbelief, while the GM will make such determinations for monsters and NPCs based on the plausibility of the audible glamour.

CONTROL UNDEAD, Level 5 wizard
CT 1 R 50 ft.
D 1 min./level SV Wisdom negates
SR yes Comp V, S, M


This spell enables you to command up to 2 HD/level undead creatures (no two of which can be more than 30 ft. apart ) for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them.

Material Component : A small piece of bone and a small piece of raw meat.

DOMINATE PERSON, Level 5 wizard
CT 1 R 50 ft.
D One day/level SV Wisdom negates
SR yes Comp V, S


You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a wisdom check can determine that the subject’s behavior is being influenced by an enchantment effect.

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

ETHEREALNESS, Level 9 cleric, 9 wizard
CT 1 R Touch (see text)
D 1 min./level SV n/a
SR yes Comp V, S


This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.

When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

FORCECAGE, Level 7 wizard
CT 1 R 50 ft.
D 2 hours/level SV None
SR no Comp V, S, M


This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Barred Cage

This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell

This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

Material Component : Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

FORESIGHT, Level 9 druid, 9 wizard
CT 1 R touch
D 10 min./level SV None or Wisdom negates
SR no or yes Comp V, S, M/DF


This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 bonus to AC and Dexterity saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the bonus to AC and Dexterity saves.

Arcane Material Component : A hummingbird’s feather.

GHOUL TOUCH, Level 2 wizard
CT 1 R Touch
D 1d6+2 rounds SV Constitution negates
SR yes Comp V, S, M


Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Constitution negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

Material Component : A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.

KNOW ALIGNMENT*, Level 2 cleric
CT 1 R touch
D 1 turn SV none
SR no Comp V, S


All creatures are surrounded by an aura that can indicate their alignment, and this spell allows the caster to perceive and read such auras. The auras of up to ten creatures may be examined by use of the spell, and the cleric will be able to identify the exact alignment of each. The reverse of the spell obscures alignment (even against the use of this spell) with respect to one creature for a period of 1 turn, two people for a period of 5 rounds, and so on.

PREDICT WEATHER, Level 1 druid
CT 1 R touch
D Instantaneous SV none
SR no Comp V, S, M


The druid casts this spell upon virtually any substance: bones, leaves, powders, etc. He or she can read in the resulting pattern an exact divination of the weather as it will naturally occur within the surrounding nine square miles for the next two hours per caster level. A second level druid, as an example, would be able to predict the weather four hours into the future.

SCORCHING RAY, Level 2 wizard
CT 1 R 50 ft.
D Instantaneous SV none
SR yes Comp V, S


You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

SPECTRAL HAND, Level 2 wizard
CT 1 R 150 ft.
D 1 min./level SV none
SR no Comp V, S


A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It receives half damage on a failed Dexterity save and no damage on a successful save, your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

TRIP, Level 2 druid
CT 1 R touch
D 2 trns./lvl. SV Wisdom negates
SR no Comp V, S, M


This spell turns an appropriate object into a magical trap of sorts. The object rises from the ground and trips any creature crossing over it, even if they are aware of it. The object is 80% undetectable and will affect even the caster. The trap causes falls to be much worse than normal: a running creature will suffer 1d6 points of damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall onto a soft surface such as grass. Creatures larger than medium are not affected by the spell.

Everything in this post except the text below is open game content.

http://www.wizards.com/d20/files/OGLv1.0a.rtf

System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others.

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Demiurge
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Re: M&T Spell-like Abilities FIXES

Post by Demiurge »

Thanks for compiling the list. I'll be printing this out and putting it in my M&T.
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Peter
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Re: M&T Spell-like Abilities FIXES

Post by Peter »

You are welcome. Hopefully they fix them in the next printing, and not miss them again like the Ring of Djinni Calling in the table and the shark.

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Traveller
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Re: M&T Spell-like Abilities FIXES

Post by Traveller »

Peter, please PM me with the stuff (not including this thread) that you believe to be errata so I can add them to the errata compilation.

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Peter
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Re: M&T Spell-like Abilities FIXES

Post by Peter »

I didn't keep track of a lot of the fixes I did, but I will PM you the table I mentioned and a few other things. I am working from a 3rd printing with official and unofficial errata added, so you may want to double check what I send against a 4th printing book.

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Re: M&T Spell-like Abilities FIXES

Post by Traveller »

I'll have to go through your spells in your post and make sure they jive with the SRD, since that is the baseline. Limiting things to the SRD ensures everyone is on the same page, and ensures that no hidden house rules from alternative sources sneak in.

That and I won't touch OSRIC with a 10' pole. If anyone is thinking of asking why, don't. Search the forums, and the answers you seek will be there.

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Peter
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Re: M&T Spell-like Abilities FIXES

Post by Peter »

I made two edits.

Rather than using the Detect Lie spell I had posted, instead change the text to Discern Lies.

Added Airy Water, as the Kraken uses it.

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Re: M&T Spell-like Abilities FIXES

Post by Traveller »

Peter, I'm finally taking some time to go through your fixes. Could you PM me with the list of monsters where these abilities are found, if possible?

EDIT: This is the end result. In the case of a couple of spells (Predict Weather, Trip) I have worked from the AD&D Players Handbook to create the entries, since to use the alternative source Peter used is to lend legitimacy to that source, and that source is NOT legitimate. Peter's Know Alignment spell is actually a reverse version of Undetectable Alignment from the SRD. The SRD does not note the spell as being reversible. This has been added to the SRD spell.

If I mention that an ability be renamed, this is because the ability is a spell in the Players Handbook.

Page 36-7, Genie - The create wine ability functions identically to the create water spell but no note is provided in the monster entry. The entry should say "...create wine (1/day, as create water, but wine instead)".

Detect Invisibility - All instances of this should be renamed see invisibility.

Permanent Illusion - All instances of this should be renamed permanent image.

Read Languages - This ability functions identically to the comprehend languages spell, but is limited to the written word only.

Speak with Monsters - This ability functions identically to the comprehend languages spell, but is limited to the spoken word, and only applies to monster speech.

Audible Glamer - All instances of this should be renamed ghost sound.

CONTROL UNDEAD, Level 7 Wizard
CT 1, R 50 ft, D 1 min./level
SV Wisdom Negates, SR yes, Comp V,S,M


This spell enables you to command all undead creatures within range of the spell for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. The material components for this spell is a small piece of bone and a small piece of raw meat.

Detect Lie - All instances of this should be renamed discern lies.

DOMINATE PERSON, Level 5 wizard
CT 1, R 50 ft., D 1 day/level
SV Wisdom negates, SR yes, Comp V, S


You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. The subject will perform as you desire, within the limits of its abilities, as long as you and the subject speak a common language. If no common language exists, only basic commands can be communicated. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a wisdom check can determine that the subject’s behavior is being influenced by an enchantment effect. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

ETHEREALNESS, Level 9 cleric, 9 wizard
CT 1, R Touch (see text), D 1 min./level
SV n/a, SR yes, Comp V, S


This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

FORCECAGE, Level 7 wizard
CT 1, R 50 ft., D 2 hours/level
SV None, SR no, Comp V, S, M


This powerful spell brings into being an immobile, invisible cubical prison. Creatures within a forcecage are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation. The material component is some ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

When the spell is cast the caster chooses the type of forcecage desired.

Barred Cage: this version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: this version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

FORESIGHT, Level 9 druid, 9 wizard
CT 1, R touch, D 10 min./level
SV None or Wisdom negates, SR no or yes, Comp V, S, M


This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 bonus to AC and Dexterity saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. The material component is a hummingbird's feather.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the bonus to AC and Dexterity saves.

UNDETECTABLE ALIGNMENT*, Level 2 cleric
CT 1, R 50 ft, D 1 day
SV Wisdom negates, SR yes, Comp V, S


All creatures are surrounded by an aura that can indicate their alignment, and this spell conceals the alignment of one object or a creature from all forms of divination. The reverse of this spell (know alignment) reveals the alignment of one object or a creature.

PREDICT WEATHER, Level 1 druid
CT 1, R self, D 2 hours/level
SV none, SR no, Comp V, S, M


When cast, this spell grants the druid a 100% accurate forecast of the weather in a nine square mile area. The material component of the spell is a bowl of water.

SCORCHING RAY, Level 2 wizard
CT 1, R 50 ft., D Instantaneous
SV none, SR yes, Comp V, S


You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

SPECTRAL HAND, Level 2 wizard
CT 1, R 150 ft., D 1 min./level
SV none, SR no, Comp V, S


A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It receives half damage on a failed Dexterity save and no damage on a successful save, your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

TRIP, Level 2 druid
CT 1, R touch, D 1 turn/lvl.
SV Wisdom negates, SR no, Comp V, S, M


When cast, the object this spell is cast upon rises from the ground and trips any creature crossing over it, even if they are aware of it. Running creatures tripped onto a hard surface take 1d6 damage and are stunned for 1d4+1 minutes. If the surface is a soft surface, targets are only stunned for 1 minute. Medium creatures or larger are unaffected by this spell. The material component is an appropriate item such as a vine, stick, pole, or rope.

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Peter
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Re: M&T Spell-like Abilities FIXES

Post by Peter »

Sent.

I made a mistake on Corrupt Water & Charm Reptiles. The descriptions are listed under the spell-like abilities for the Black Dragon. So I removed them from the initial post.

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Re: M&T Spell-like Abilities FIXES

Post by Traveller »

I noted that in the edit to the post that I just made, but deleted it when I saw yours. I discovered, as noted above, that a couple of the spells (Audible Glamer, Detect Lie) could be quickly fixed by renaming.

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