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Forgotten
Realms 2000 Survival Kit
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What
Is the Survival Kit?
With
the introduction of Third Edition Dungeons & Dragons,
an entire world of roleplayers are making the switch to
the best RPG ever crafted. The changes wrought with the
new edition likewise leave players and Dungeon Masters
of the Forgotten Realms faced with a multitude
of decisions regarding character creation, domains for
deities, and other essential components.
In
order to allow all of you to adventure in the Realms under
the new D&D rules, were releasing this
"survival kit" of information that will get
you through to the release of the campaign setting in
April.
Are
all the changes that will befall Toril hinted at below?
Not at all, but this information will allow you to play
in the Realms for the next few months.
Starting
in November, well start revealing some of the other
exciting changes weve got underway. Youll
be able to see glimpses of those changes in the pages
of Dragon Magazine, through the RPGA, and on the website.
Until
Swords Part,
Jim
Butler, Brand Manager
Forgotten
Realms Campaign Setting
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Just as the
countdown to 3rd edition D&D begins to wind down, the
race for the new Forgotten
Realms
campaign setting is heating up! Creative director Rich
Baker knows that April is still a long way off for everyone eager
to convert their Realms campaigns right away, so he offers this
"survival kit" to keep you going.
"This
survival kit gives people who are currently playing second edition
Realms campaigns and want to convert a good starting point,"
he said, "especially for character race conversions and new
god domains -- aspects of the Realms that differ the most from
core D&D."
So
if you want to know now which domains are available to
your cleric of Tyr or how to update your sun elf to 3rd edition
D&D, check out this Forgotten Realms Survival
Kit, compiled by designer Sean Reynolds. Included in the links
below are sections on ability score modifiers for race, the new
domains and how they match up to FR deities, and a handful of
feats, magic items, and spells.
If
you dont have the D&D Conversion Manual,
download
it now!
More
information on the drow is available from the Monster
Manual.
Races
Some
of the races in the Forgotten Realms differ from those
in the Players
Handbook and
other core D&D sources. Listed below are the ability
score modifiers of the standard player character races. Note that
these races have additional abilities beyond their ability scores;
these will be revealed in the campaign setting book.
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Human:
as Players Handbook human.
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Dwarf,
gold: +2 Constitution, +0 Charisma, no racial bonus against
giants, goblinoids, or orcs.
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Dwarf,
shield: as Players Handbook dwarf.
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Elf,
drow, female: +2 Dexterity, -2 Constitution, +2 Intelligence,
+2 Charisma (120 ft. darkvision, but no spell resistance)
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Elf,
drow, male: +2 Dexterity, -2 Constitution, +2 Intelligence,
-2 Charisma (120 ft. darkvision, but no spell resistance)
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Elf,
moon: as Players Handbook elf.
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Elf,
sea: as Monster Manual sea elf.
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Elf,
sun: 2 Strength, +2 Dexterity, -2 Constitution, +2
Intelligence.
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Elf,
wild: +2 Dexterity, -2 Intelligence.
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Elf,
wood: +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence,
-2 Charisma.
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Gnome,
rock: as Players Handbook gnome.
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Half-elf:
as Players Handbook half-elf (half-drow get 60
ft. darkvision instead of low-light vision).
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Half-orc:
as Players Handbook half-orc.
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Halfling,
lightfoot: as Players Handbook halfling.
Multiclassing
Monks
and paladins have the restriction that if they ever take a level
in another class, they cannot return to the path of the monk or
paladin. In the Forgotten Realms, there are some monk and
paladin orders that loosen this restriction, allowing them to
gain levels in a particular class without sacrificing the ability
to return. A few examples of these groups, and their available
multiclassing options, are:
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Monk
of Ilmater: cleric of Ilmater.
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Halfling
Monk: fighter or rogue.
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Monks
of the Yellow Rose: ranger.
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Paladin
of Chauntea: cleric of Chauntea.
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Paladin
of Helm: cleric of Helm, fighter.
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Paladin
of Ilmater: cleric of Ilmater.
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Paladin
of Lathander: cleric of Lathander.
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Paladin
of Moradin: cleric of Moradin, fighter.
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Paladin
of Torm: any one other class.
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Paladin
of Tyr: cleric of Tyr, fighter.
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Paladin
of Yondalla: monk.
Deities
The
new Forgotten Realms campaign setting features more than
30 new domains tailored for the deities of Faerūn. Details of
those domains and their granted powers is too lengthy to go into
here (and we dont want to spoil the surprise), but what
follows are the living deities from the Faiths & Avatars
trilogy (plus the entire orc pantheon) and their Players
Handbook domains. Some of them look pretty skimpy, but thats
generally because its a neutral deity (and therefore doesnt
get any of the alignment domains) and has more of the new FR domains
than PH domains. If youre unhappy with the domain choices
for your favorite deity, dont worry, theres plenty
of good stuff in the campaign setting book.
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Name
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Domains
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Abbathor
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Evil, Trickery,
Luck
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Aerdrie Faenya
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Air, Animal,
Chaos, Good
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Akadi
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Air, Travel,
Trickery
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Angharradh
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Chaos, Good,
Plant, Protection
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Anhur
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Chaos, Good,
War, Strength
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Arvoreen
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War, Protection,
Law, Good
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Auril
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Air, Evil,
Water
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Azuth
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Magic, Knowledge,
Law
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Baervan Wildwanderer
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Good, Travel,
Plant, Animal
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Bahgtru
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Chaos, Evil,
Strength
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Baravar Cloakshadow
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Good, Protection,
Trickery
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Berronar Truesilver
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Law, Good,
Protection, Healing
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Beshaba
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Chaos, Evil,
Trickery, Luck
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Brandobaris
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Trickery,
Travel, Luck
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Calladuran
Smoothhands
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Earth
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Chauntea
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Plant, Animal,
Earth, Good, Protection
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Clangeddin
Silverbeard
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Law, Good,
War, Strength
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Corellon Larethian
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Chaos, Good,
Protection, War
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Cyric
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Chaos, Destruction,
Evil, Trickery
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Cyrrollalee
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Law, Good
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Deep Duerra
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Law, Evil
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Deep Sashelas
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Chaos, Good,
Water, Knowledge, Magic
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Deneir
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Good, Knowledge
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Dugmaren Brightmantle
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Knowledge,
Chaos, Good
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Dumathoin
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Earth, Protection,
Knowledge
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Eilistraee
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Chaos, Good
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Eldath
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Good, Plant,
Water, Protection
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Erevan Ilesere
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Chaos, Trickery,
Luck
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Eshowdow
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Chaos, Evil,
Destruction
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Fenmarel Mestarine
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Chaos, Travel,
Plant, Animal
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Finder Wyvernspur
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Chaos
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Flandal Steelskin
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Good
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Gaerdal Ironhand
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Law, Good,
War, Protection
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Garagos
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Chaos, War,
Destruction, Strength
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Gargauth
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Law, Evil,
Trickery
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Garl Glittergold
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Good, Protection,
Trickery
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Geb
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Earth, Protection
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Ghaunadaur
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Chaos, Evil
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Gond
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Earth, Fire,
Knowledge
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Gorm Gulthyn
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Protection,
Law, Good, War
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Grumbar
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Earth
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Gruumsh
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Chaos, Evil,
War, Strength
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Gwaeron Windstrom
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Good, Plant,
Animal, Travel, Knowledge
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Haela Brightaxe
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Luck, Chaos,
Good, War
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Hanali Celanil
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Chaos, Good
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Hathor
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Good
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Helm
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Law, Protection,
Strength
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Hoar
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Law, Travel
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Horus-Re
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Law, Good,
Sun
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Ilmater
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Healing, Strength,
Law, Good
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Ilneval
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Evil, Destruction,
War
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Isis
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Good, Water,
Magic
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Istishia
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Water, Destruction,
Travel
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Jergal
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Law, Death
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Kelemvor
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Law, Death,
Travel, Protection
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Kiaransalee
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Chaos, Evil
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Kossuth
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Fire, Destruction
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Labelas Enoreth
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Chaos, Good,
Knowledge
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Laduger
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Law, Evil,
Magic, Protection
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Lathander
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Good, Protection,
Strength, Sun
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Lliira
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Chaos, Good
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Lolth
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Chaos, Evil
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Loviatar
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Law, Evil,
Strength, Fire
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Lurue
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Animal, Chaos,
Good, Healing
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Luthic
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Evil, Earth,
Healing
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Malar
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Chaos, Evil,
Animal, Strength
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Marthammor
Duin
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Good, Protection,
Travel
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Mask
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Evil, Trickery,
Luck
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Mielikki
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Animal, Good,
Plant, Travel
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Milil
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Good, Knowledge
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Moradin
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Earth, Good,
Law, Protection, War
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Mystra
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Good, Magic,
Knowledge
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Nephthys
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Chaos, Good,
Protection
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Nobanion
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Law, Good,
Animal
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Oghma
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Knowledge,
Luck, Travel, Trickery
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Osiris
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Law, Good,
Plant, Death
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Red Knight
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Law, War
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Rillifane
Rallathil
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Chaos, Good,
Plant, Protection
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Savras
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Law, Knowledge,
Magic
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Sebek
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Evil, Water,
Animal
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Segojan Earthcaller
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Good, Earth
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Sehanine Moonbow
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Chaos, Good,
Knowledge, Travel
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Selūne
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Travel, Chaos,
Good, Protection
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Selvetarm
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Chaos, Evil,
War,
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Set
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Law, Evil,
Air, Magic
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Shar
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Evil, Knowledge
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Sharess
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Chaos, Good,
Travel
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Shargass
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Chaos, Evil,
Trickery
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Sharindlar
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Chaos, Good,
Healing
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Shaundakul
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Travel, Chaos,
Protection, Air
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Sheela Peryroyl
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Plant, Air
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Shevarash
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Chaos, War
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Shiallia
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Good, Plant,
Animal
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Siamorphe
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Law, Knowledge
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Silvanus
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Animal, Plant,
Water, Protection
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Solonor Thelandira
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Chaos, Good,
War, Plant
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Sseth
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Chaos, Evil,
Knowledge
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Sune
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Chaos, Good,
Protection
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Talona
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Chaos, Evil,
Destruction
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Talos
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Chaos, Evil,
Destruction, Fire
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Tempus
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Chaos, Protection,
Strength, War
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Thard Harr
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Chaos, Good,
Plant, Animal
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Thoth
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Magic, Knowledge
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Tiamat
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Law, Evil
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Torm
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Law, Good,
Healing, Protection, Strength
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Tymora
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Chaos, Good,
Luck, Protection, Travel
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Tyr
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Good, Knowledge,
Law, War
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Ubtao
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Plant, Protection
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Ulutiu
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Law, Animal
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Umberlee
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Chaos, Evil,
Water, Destruction
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Urdlen
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Chaos, Evil,
Earth
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Urogalan
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Law, Protection,
Earth, Death
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Uthgar
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Strength,
War, Animal, Chaos
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Valkur
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Chaos, Good,
Air, Protection
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Velsharoon
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Evil, Magic,
Death
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Vergadain
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Luck, Trickery
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Vhaeraun
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Chaos, Evil,
Travel, Trickery
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Waukeen
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Knowledge,
Travel, Protection
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Xvim
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Law, Evil,
Destruction
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Yondalla
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Good, Law,
Protection
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Yurtrus
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Evil, Death,
Destruction,
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Feats
The
new Realms campaign setting has more than 50 new feats. One of the
new concepts we developed is the regional feat: a feat you can get
only if you come from a particular area or study with people from
there. As the RPGAs
Living City
campaign
is very popular and takes place in the Realms, we decided to help
out those LC players who are converting their characters over to
the new D&D. So, here are three of the new Realms feats,
all of which are available to natives of the Vast (and, youll
note, a few other places). These regional feats use a feat slot
just like any other feat; you dont get them for free just
for being from a particular place.
Luck of Heroes
[General]
Your
people survive when no one expects them to come through.
Regions:
Aglarond, Dalelands, Tethyr, the Vast.
Benefit:
You get a +1 bonus to all Fortitude, Reflex, and Will saves.
Mercantile
Background [General]
You
come from a family that excels at a particular trade.
Regions:
Gray Dwarf, Impiltur, Lake of Steam, Lantan, Sembia, Svirfneblin,
Tashalar, Tethyr, Thesk, the Vast.
Benefit:
Choose a Craft or Profession skill. You get a +3 bonus to all Craft
or Profession checks for that skill and a +3 bonus to Appraise checks
involving items relevant to that skill.
Thug [General]
Your
people know how to get the jump on the competition and push other
people around.
Regions:
Calimshan, Dragon Coast, Moonsea, Pirate Isles, Unther, the Vast,
Vilhon Reach, Waterdeep.
Benefit:
You get a +2 bonus on Initiative checks, a +2 bonus on Intimidate
checks, and a +1 bonus on Reflex saves.
Magic
Items
The
Realms is well known for its magic, so here are some of the more
popular magic items from Myth Drannor and other regions. Seeing
how we converted these items should give you an idea of the process
for converting other Realms magic and help you do the same for the
other items your characters wield until you can get your hands on
the new campaign setting book.
Blueglow
moss: Blueglow moss is a magical plant growth, powered
by the mythal and imbued with many healing abilities. At night it
glows with blue faerie fire, and a creature that rests upon
a bed of blueglow moss is cured of 1d4 points of damage for every
continuous hour spent there. If six or more continuous hours are
spent upon the moss bed, the following effects occur:
-
remove disease
- the use
of darkvision at will, ending when the creature leaves
the mythal
- the ability
to levitate self at will (naked self only after first 6-hour
interval, increasing by 25 lbs. per interval to a maximum of 1,000
lbs.), ending when the creature leaves the mythal
- use of detect
poison at will, plus awareness of body to immediately recognize
attacks, infestations, diseases, or other affronts to the body
when they might otherwise be concealed (such as anaesthetic attacks
by certain blood-draining creatures), ending when the creature
leaves the mythal
- +2 resistance
bonus to saving throws against petrification and polymorph effects,
ending when the creature leaves the mythal
- a regenerate
spell (requires 12 hours of exposure, cumulative but with no more
than 1 full day in-between exposures).
Blueglow
moss cannot survive outside of a mythal and cannot be created
independent of spells that create a mythal.
Doves
Harp: This type of items original name has been lost,
and its current name derives from Dove Falconhand, who owns such
a harp. This is a masterwork harp, triangular in shape, with 20
to 36 strings. When it is played, all within 20 feet of the harp
are temporarily cured of any insanity (as if a greater restoration
were in effect) and are protected by a calm emotions spell.
Those who listen to it for 2 rounds or more receive a cure
light wounds spell, although this power can only affect a
being once every tenday. While its magic is being invoked, the
harp and harpist radiate light. Use of the harp requires
the Perform (harp) skill.
Caster
Level: 9th; Prerequisites: Craft Wondrous Item, calm
emotions, greater restoration, healing circle,
light; Market Price: 45,000 gp.
Fanged
Mask: This half-mask is like one worn to a masquerade party,
but the bottom edge has numerous sharp-looking catlike teeth.
The wearer may use the mask bite in combat for 1d4 points of damage
(assuming the wearers bite attack doesnt already do
normal damage) and the mask is +1 weapon. A bitten creature must
make a DC 13 Fortitude save or be stunned for 1 round.
Caster
Level: 3rd; Prerequisites: Craft Wondrous Item, spiritual
weapon; Market Price: 4,302 gp.
Harper
Pin: Harper pins are fashioned from silver that has been magically
made as hard as adamantine (hardness 20, 9 hit points, +5 on all
saving throws). Their wearer is protected by the following constant
effects: immune to magic missiles, nondetection,
protection from elements(electricity), undetectable
alignment, and +5 resistance bonus to saves against mind-affecting
effects. Some harper pins turn black and make discordant jangling
sounds when worn by evil beings.
Caster
Level: 5th; Prerequisites: Craft Wondrous Item, nondetection,
protection from elements, resistance, shield,
undetectable alignment (plus detect evil and ghost
sound for harper pins that respond to an evil bearer); Market
Price: 75,750 gp (78,750 gp for the version that reacts to
an evil bearer).
Jump
Dagger: When grasped, this +1 dagger acts as a ring
of feather falling, and also allows the one holding it to make
one jump (useable every other round). If the dagger touched
to an object weighing 5 lbs. or less, the wielder can use the
weapons jump power to gently propel the item up to
30 feet in any direction (usually used to pass weapons, keys,
or valuables to someone else). If this power is used against an
object held by a creature, consider the attack a Strike a Weapon
action, and if successful have the targeted objects owner
make a Will save (DC 11) to avoid the effect; if the save is failed
the creature may make a Strength check (DC 15) to grab or hold
onto the item, preventing its loss.
Caster
Level: 5th; Prerequisites: Craft Wondrous Item, jump,
mage hand; Market Price: 16,052 gp.
Mirror
Mask: This mask is circular, with dark lines radiating outward
from the point between the eyes. The wearer gains a +5 resistance
bonus to all saves against gaze attacks and spells that work through
sight (such as flare, pattern spells, a vampires
domination ability, and so on). Furthermore, any creature
that views the wearers face while the mask is worn sees
their own face rather than the wearers.
Caster
Level: 5th; Prerequisites: Craft Wondrous Item, change
self, resistance; Market Price: 8,759 gp, Weight:
1 lb.
Purple
Dragon Ring: This item is a brass ring engraved with Purple
Dragon symbol of the Obarskyr royal family. The wearer may use
it to create light once per round, either on the ring or
up to 40 feet away; this effect lasts 10 minutes, and (unlike
the light cantrip) is not dispellable by the ring. Its
second power is a combined detect magic and detect poison
power activated by command word (usually inscribed on the inside
of the ring, and typically "Bonthar"); when this power
is activated and the ring touched to a food or drink, it glows
an eerie gold-green if the substance is poisonous and a bright
blue if it is enchanted (including potions), although the ring
cannot identify what sort of poison or magic is present.
These
rings are normally found only in the hands of the Purple Dragons
of Cormyr (of lionar rank or higher), the royal family of that
nation, or by individuals performing special missions on behalf
of the crown. The Purple Dragons use them to protect the royal
family from assassination attempts by poison, and also to verify
that merchants claiming the sale of magic potions are not being
fraudulent. Over 4,000 of these rings are known to have been made,
and there are said to be stores of them in all three of Cormyrs
major cities in case many are needed in an emergency. It is likely
that there are rings with similar functions in circulation, created
for nobles or merchants fearing poison or trickery.
Caster
Level: 1st; Prerequisites: Forge Ring, detect magic,
detect poison, light; Market Price: 2,125
gp.
Ring
of Dragons: These brass rings are created by the Cult of the
Dragon and are greatly prized by the higher tiers of its organization.
There are about 70 in existence; some look like snakes or dragons
biting their own tails. The wearer can use the following abilities:
Caster
Level: 15th; Prerequisites: Forge Ring, detect thoughts,
sending, silent image, tongues; Market
Price: 100,000 gp.
Singing
Sword: These silver greatswords are believed to have been
created for use by the Harpers. When drawn, they sing loudly and
constantly, although the singing can be countered normally by
a skilled bard, a silence spell, and so on. As long as
the bearer can hear the swords song, she gains a +3 morale
bonus to hit and damage (the sword has only a +1 enhancement bonus).
Furthermore, she gains a +5 morale bonus to saves against mind-affecting
spells and effects (and the only sort of emotion spell that can
affect the wielder is rage). The swords song quells
shriekers, negates the song effects of harpies within 100 feet,
and once per day can act as an enthrall spell to creatures
with 2 or less hit dice (and affecting them with a suggestion
spell if they fail a second saving throw). Some of these weapons
are intelligent and aligned chaotic good.
Caster
Level: 9th; Prerequisites: Craft Magic Arms and Armor,
bless, enthrall, suggestion, creator must
have 3 ranks of Perform (the chaotic good intelligent singing
swords must be created by a being of that alignment); Market
Price: 9,585 gp.
Spectral
Blade: Fashioned from the bone of a creature that died violently,
this appears to be just a sword hilt made of bone. When grasped
by a creature a "blade" of light similar to faerie
fire appears. The blade has no attack bonus but is considered
a touch attack; any target struck is affected by a chill touch
spell. Different varieties of spectral blades have been created
to resemble many different bladed weapons, from daggers to greatswords.
Caster
Level: 5th; Prerequisites: Craft Magic Arms and Armor,
chill touch; Market Price: 10,000 gp.
Winged
Mask: The edges of this full-face mask are made to resemble
feathers or wings. The wearer can fly at will, but glows
with white light whenever this ability is used. The mask
can only carry the wearer and 50 lbs. of other material. If grappled
or weighted down in mid-flight, the wearer is borne to the ground
under the effects of a feather fall.
Caster
Level: 5th; Prerequisites: Craft Wondrous Item, feather
fall, fly, light; Market Price: 36,000
gp; Weight: 1 lb.
Skull
Mask: This mask is shaped like a skull and painted black around
the eyes. When worn, its transforms the wearers visage to
look like an actual skull. The wearer gains a +4 morale bonus
to saving throws against disease, fear effects, and paralysis,
and is immune to life draining attacks. The wearer immediately
recognizes any creature seen as alive, dead, or undead, or inanimate
(never alive, such as a lifelike statue). Undead are drawn to
the wearer of a skull mask, attacking that creature in
preference to all others.
Caster
Level: 5th; Prerequisites: Craft Wondrous Item, deathwatch,
detect undead, negative energy protection, remove
fear; Market Price: 50,000 gp
Weight:
1 lb.
Staff
of Night: The staff of black wood carved with runes of darkness,
stars, and night, with one resembling an umber hulk. The staff
has the following powers:
If
the summoned umber hulk is slain, the staff crumbles to dust.
Caster
Level: 11th; Prerequisites: Craft Staff, darkness,
darkvision, dispel magic, summon monster VI;
Market Price: 50,000 gp.
Staff
of Vision: This staff has the following powers:
-
darkvision (1 charge)
- remove
blindness (2 charges)
- see invisibility
(1 charge)
- true
seeing (2 charges)
The
staff has an unusual side effect that using it is mentally tiring,
and each use requires a DC 12 Will save or suffer 1 point of temporary
Intelligence damage.
Caster
Level: 12th; Prerequisites: Craft Staff, darkvision,
see invisibility, remove blindness, true seeing;
Market Price: 24,000 gp.
War
Wizard Cloak (Weathercloak): These full cut, black cloaks
hang to mid-boot on your average human. Cut to overlap on the
chest and cover the wearers arms, they have a high collar
and a separate pull-over hood. They are embroidered with a white
upraised human palm in a circle on the right collar, a purple
dragon on the left collar, and another on the center point of
the hood (so it is displayed to the rear when the hood is pulled
back). The cloak constantly provides the wearer with the following
benefits: endure elements (cold), darkvision, and
feather fall (self only). Once per day, the wearer may
use dimension door, lesser ironguard, protection
from arrows, and sending.
These
cloaks are normally only worn by Cormyrian war-wizards, nobles,
or specially chosen agents, although with the number of dead war-wizards
caused by the war against the dragon Nalavara, it is likely that
some have been looted from corpses and can be found in other hands.
Caster
Level: 9th; Prerequisites: Craft Wondrous Item, darkvision,
dimension door, endure elements, feather fall,
lesser ironguard, protection from arrows, sending;
Market Price: 30,375 gp.
Spells
As
with magic items, the Realms is known for its unusual spells.
The war wizard cloak (above) refers to the lesser ironguard
spell (a converted form of the old ironguard dweomer),
so this spell is included here to let you fully utilize that items
abilities.
Lesser
Ironguard
Abjuration
Level:
Sor/Wiz 5
Components:
V, S, M
Casting
Time: 1 action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving
Throw: Will negates (Harmless)
Spell
Resistance: Yes (Harmless)
You
or a creature you touch becomes immune to nonmagical metal. Metal
items (including metal weapons) simply pass through you, and you
can walk through metal barriers such as iron bars. Magical or
enchanted metal affect you normally, as do spells, spell-like
abilities, and supernatural effects. Attacks delivered by metal
items (such as poison on a dagger) affect you normally. If the
spell expires while metal is inside you, the metal object is shunted
out of your body (or you away from the metal, if it is an immovable
object like a set of iron bars). You and the object take 1d6 points
of damage as a result (ignoring the objects hardness rating
for determining damage to it).
Because
you pass through metal, you may ignore armor and hardness bonuses
on opponents you attack with unarmed attacks.
Material
components: a tiny shield of wood, glass, or crystal.
(Printer
Friendly Version)
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