Splash Magic Camping Grounds PA is a popular and exciting camping destination located in Northumberland County, Pennsylvania. This campground offers a wide range of amenities and activities for campers of all ages. From spacious RV sites and cozy cabins to tent camping areas, Splash Magic Camping Grounds PA has options for every type of camper. One of the main attractions of this camping grounds is its impressive water park. With thrilling water slides, lazy rivers, and wave pools, campers can enjoy endless hours of fun and adventure in the water. The water park also features splash pads for younger children, providing a safe and enjoyable experience for the whole family.
The two free spells must be of levels the wizard can cast. If she has chosen to specialize in a school of magic, one of the two free spells must the from the wizard's specialty school.
If the caster was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell s maximum range, if the target has moved away. You may need to spend some extra time balancing encounters and coming up with fresh challenges that account for the party s extra spellcasting abilities.
The water park also features splash pads for younger children, providing a safe and enjoyable experience for the whole family. In addition to the water park, there are plenty of other activities to keep campers entertained. The campground offers a mini-golf course, basketball and volleyball courts, and a playground for children.
Scrolls & Spellbooks
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper roughly the size of a piece of modern notepaper (about 8 1/2 inches wide and 11 inches long), which is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has an AC of 9, 1 hit point, a hardness of 0, and a break DC of 8.
To protect the scroll from wrinkling or tearing, the scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols (see the arcane mark spell and Arcane Magical Writings), which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps such as glyph of warding or fire trap spells.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must he deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 15 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll.
Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items (for example, Drawmij's instant summons and snare). In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be.
To have any chance of activating a scroll spell, the caster must meet the following requirements:
- The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) cannot cast divine spells from a scroll, nor can divine spellcasters (clerics, druids, paladins, and rangers) cast arcane spells in this manner. (The type of scroll a character creates is determined by his or her class. For example, clerics create scrolls of divine spells, wizards create scrolls of arcane spells, and so forth.)
- The user must have the spell on his or her class list (see Chapter 11: Spells in the Players Handbook for which classes can cast which spells).
- The user must have the requisite ability score (for example, Intelligence 15 for a wizard casting a 5th-level spell).
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a Wisdom check (DC 5) to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell's level, minus 1), unless the caster specifically desires otherwise. For example, a 10th-level cleric might want to create a cure critical wounds scroll at caster level 10 rather than the minimum for the spell (caster level 7), in order to get more benefit from the scroll spell. (This scroll would, however, be more costly to scribe.)
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: In a mishap, the spell on the scroll has a reversed or harmful effect. The DM determines what sort of mishap occurs, with a surge of uncontrolled magic energy that deals 1d6 points of per spell level being the default. The DM can use the default, decide what happens, or select an effect from the following list:
- Spell strikes the caster or an ally instead of the intended target, or a random target nearby if the caster was the intended recipient.
- Spell takes effect at some random location within spell range.
- Spell's effect on the target is contrary to the spell's normal effect. For example, a fireball might produce a blast of non-damaging cold or release a burst of healing energy.
- The caster suffers some minor but bizarre effect related to the spell in some way. For example, a fireball might cause smoke to pour from the caster's ears, a fly spell might turn the caster's arms into nonfunctional wings, or a clairaudience/clairvoyance spell might cause the caster's eyes and ears to grow to ten times their normal size. Most such effects should last only as long as the original spell's duration, or 2d10 minutes for instantaneous spells.
- Some innocuous item or items appear in the spell's area. For example, a fireball might cause a rain of lit torches to fall in the target area; a feather fall spell might produce a cloud of feathers; a passwall spell might cause a (nonfunctional) door to appear.
- Spell has delayed effect. Within the next 1d12 hours, the spell activates. If the caster was the intended recipient, the spell takes effect normally. If the caster was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell's maximum range, if the target has moved away.
There are also various planned activities and events throughout the season, including movie nights, live entertainment, and themed weekends. For those looking to explore the surrounding area, Splash Magic Camping Grounds PA is conveniently located near many attractions. Just a short drive away, campers can visit Knoebels Amusement Resort, a popular family-friendly amusement park. There are also opportunities for hiking, fishing, and boating in the nearby state parks and rivers. Overall, Splash Magic Camping Grounds PA offers a fun and memorable camping experience for families and individuals alike. With its impressive water park, exciting activities, and convenient location, it is no wonder that this campground is a favorite among campers in Pennsylvania..
Reviews for "Embark on a Water Wonderland at Splash Magic Camping Grounds in PA"
1. John - 1 star
I had a terrible experience at Splash Magic Camping Grounds in PA. The facilities were outdated and dirty. The bathrooms were filthy and smelled awful. The staff was rude and unhelpful. The campsites were cramped and noisy. Overall, it was a disappointing and unpleasant camping trip. I would not recommend this place to anyone.
2. Sarah - 2 stars
I was not impressed with Splash Magic Camping Grounds in PA. The campground was overcrowded and noisy, making it difficult to relax and enjoy nature. The amenities were lacking, with limited options for recreational activities. The Wi-Fi signal was weak and unreliable, which was frustrating. Additionally, the price was too high for the subpar experience. I would suggest finding a different campground if you're looking for a peaceful and enjoyable camping trip.
3. Mike - 1 star
I had a terrible time at Splash Magic Camping Grounds in PA. The campsite was small and cramped, with barely enough room to set up our tent. The noise from nearby campsites was constant and disruptive, making it impossible to get a good night's sleep. The shower facilities were outdated and poorly maintained. The overall atmosphere was chaotic and disorganized. I would not recommend this campground to anyone looking for a peaceful and relaxing camping experience.