Sunday, 28 February 2016

Kid's Jelly Bean Jar Guess+http://www.thievesguild.cc/downloads/




Kid's  Jelly Bean Jar Guess

Level 1    (Divination, Child's magic, Insanity magic)

Range: Range
Duration: Instantaneous
Area of Effect: Special
Components: V
Casting Time: 2
Saving Throw: None

 The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.

The spell's area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group's size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight.

The estimate generated is accurate to the largest factor of ten (rounded up). For example, i cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is pointless.

The Jelly bean Guess can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.


Gem Access

Level 1     [Divination]

Range: Range
Duration: 3 turns/level
Area of Effect: The Caster
Components: V, S, M
Casting Time: 1
Saving Throw: None
This spell allows the wizard to read anything which is stored within a single gem by another spell called gem write or gem store. This spell allows the character access to one gem per 3 levels. The gems have to be determined during casting. This spell may be made permanent with a permanency. In that case, all gems which contain information or other material may be accessed.

The material component is a single gem worth at least 100 gp per level of the caster. This gem has to cut exactly in half, hollowed out and then to be filled with a single drop of blood from the caster per gem which is to be accessed (up to the maximum of one per three levels).
Go to Level 1 Spells


Random Spell I

Level 1     [Invocation/Evocation]

Range: Range
Duration: Instantaneous
Area of Effect: 1 spell
Components: V
Casting Time: 1
Saving Throw: None

This risky spell draws upon the chaos of magic to form magical energy into a spell of more power than the child mage could otherwise be casting. Random spell, when casts, creates an effect equal to a randomly selected spell of second or third level. The wizard does not know what spell will be duplicated: that is determined the instant the spell is cast. The casting time of the second spell is one round, and it must be cast in the round following the casting of random spell.

In that instant, the wizard learns the basics of how the spell is to be targeted. The wizard might know to select a single target, a center point for an area effect spell, an object, a direction (for a cone or similar spell), or whatever. If there is no suitable target within range, random spell fails. If appropriate, the duration is also determined this way. The wizard learns nothing else, including whether or not the spell is harmful or helpful.

  The random spell list starts with d3, with 2 spells the caster has seen cast or are related to spells that they have in their spell book. When a 3 is rolled, a totally knew spell is picked at random, and the chart becomes a d4. Now a 4 most be rolled to expand the chart, then a d6, then a d8 etc. The "new" spell is always one that is approach for the situation in some way,. combat spells in combat, non combat spells out of cmobat for example. When ever the die roll matches the casters level a 3rd level spell will be revealed for that slot, wit a maximum of three third level spells reveled. Spells already revealed will not change unleds the caster levle changes, or the spell caster is attacked and fails a save vs. chaos magic.



Tim's Attempted Enhancement

Level 1     [Alteration]

Range: Range
Duration: 1 round
Area of Effect: 1 spell
Components: V, S, M
Casting Time: 5
Saving Throw: None
With this spell, a wild mage can attempt to enhance one aspect of the next spell he casts. This second spell must be cast in the round immediately following the casting of Cyril's attempted enhancement. However, due to the randomness of the spell, the wild mage only has a 50% chance of enhancing the second spell.

The wild mage first casts this spell and states the aspect of the second spell he wishes to enhance. Possible aspects include the area of effect, range, duration, damage, or a -2 penalty to targets' saving throws. At the end of casting, the wizard is covered in a green glow. This glow is the latent energy he will direct into the second spell to attempt to enhance it. On the second round, the wizard casts his chosen spell.

After Tim's attempted enhancement is cast, the DM rolls 1d6. On a roll of 4-6, the chosen aspect of the second spell is doubled. On a roll of 1-3, the second spell still functions, but the chosen aspect is halved (or a +2 bonus is applied to the targets' saving throw) and a wild surge is generated from the uncontrolled magical energies. Regardless of the 1d6 roll, the level variation roll (see the Tome of Magic) must be applied before modifying. If the second spell is not cast in the round immediately after this spell is cast, Cyril's attempted enhancement is wasted. If the casting of either spell is interrupted, both spells are lost (the second spell is, in fact, tied into the first one when casting the first spell).

The material components for this spell are identical to the spell to be enhanced. Note that this requires the mage to expend two of each material component in order to cast both spells. For example, to double the duration of a light spell, the caster needs two fireflies or two pieces of phosphorescent moss. If the second spell has no material component, no material component is needed for this spell.





Kasegott's Chaotic Keenness

Level 1     [Alteration]

Range: Range
Duration: 1 round/2 levels
Area of Effect: The caster
Components: V, S, M
Casting Time: 1
Saving Throw: None
This spell grants the caster a +1 bonus to subsequent rolls on the Wild Magic Level Variation table. This bonus remains in effect for one round for every two experience levels of the caster.

Wild surges are determined using the adjusted roll, and the +1 bonus is applied to the percentile roll for the surge as well.

The material component of this spell is a rabbit's foot, a four leaf clover, or another good luck charm. The charm cannot be purchased; the caster must create the charm on his own: by killing the rabbit and procuring the foot, by finding a clover on a patch, etc. Any charm may be ruled valid by the DM, though it must be similarly difficult to come by. While this charm is not consumed by the spell, the caster should take care that a perishable charm like a rabbit's foot or a four leaf clover is suitably preserved.

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