14727 lines
601 KiB
Plaintext
14727 lines
601 KiB
Plaintext
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
Hi,
|
||
|
||
As I promised a while ago, I am sending you (the ASCII version of) The
|
||
Great Net Spellbook, version 3. I have edited the spells to make them
|
||
somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
|
||
CAPITALISED, while some of the other spells contained some lines that did not fit on
|
||
an 80-line screen, while others contianed much speeling missteaks).
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||
|
||
Anyway, with this introduction you will find 15 other files, with the
|
||
following subjects and approximate length:
|
||
|
||
Net Spellbook: List of spells 17217
|
||
Net Spellbook: Index 9420
|
||
Net Spellbook: Index-macro 275
|
||
Net Spellbook: Attributions 4818
|
||
Net Spellbook: Cantrips 6598 8 cantrips
|
||
Net Spellbook: Level 1 51317 56 spells
|
||
Net Spellbook: Level 2 70447 74 spells
|
||
Net Spellbook: Level 3 78800 63 spells
|
||
Net Spellbook: Level 4 93141 74 spells
|
||
Net Spellbook: Level 5 71821 56 spells
|
||
Net Spellbook: Level 6 65943 45 spells
|
||
Net Spellbook: Level 7 40775 26 spells
|
||
Net Spellbook: Level 8 30171 19 spells
|
||
Net Spellbook: Level 9 56885 29 spells
|
||
Net Spellbook: Conclusion 688
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||
|
||
These files contain the names of the spells, the names of the people
|
||
who posted them, an index to the spells, a macro to print that index
|
||
using troff, and the spells themselves, respectively.
|
||
|
||
You are free to redistribute them, and copy them for your own use, as
|
||
long as you do not prevent others to do the same. You may not sell them
|
||
for profit. If you distribute them, make sure that you distribute the
|
||
entire package as you have received it yourself, especially the list
|
||
of contributors, unchanged.
|
||
|
||
One small note about the files containing the spells: after you've
|
||
removed the headers and the .signature, you can just "cat" them into
|
||
one large file: all of them end with a ^L (page break).
|
||
|
||
I will eventually (re)post these spells, whenever I think I have
|
||
accumulated enough new ones. I will mark these updates as being another
|
||
version. Note that this version (3) contains 450 Magic User spells.
|
||
|
||
Well, enough rambling for now, get them and enjoy!
|
||
|
||
|
||
Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
|
||
The Great Net Spellbook!
|
||
Version 3, June 21st 1991.
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||
|
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The following is a list of the new spells, as they were posted to the
|
||
net in the last two years or so.
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Cantrips
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--------
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||
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||
Compass (Divination)
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||
Jamye's Appearing Ink (Alteration) Reversible
|
||
Pitch (Evocation)
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||
Silvadel's Magic Feather (Enchantment)
|
||
Stepping Stone (Evocation)
|
||
Tune (Alteration) Reversible
|
||
Umbrella (Abjuration)
|
||
Vision (Alteration)
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||
|
||
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||
First Level
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||
-----------
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||
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||
Acid Hands (Evocation)
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||
Ahrvar's Forgery (Alteration)
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||
Alpha's Acid Stream (Alteration)
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||
Alpha's Electric Arc (Evocation)
|
||
Alpha's Hunting Hound (Conjuration/Summoning)
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||
Alpha's Sparkle Beam (Evocation)
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||
Alpha's Starlight (Evocation, Illusion)
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||
Alpha's Wall of Darkness (Alteration)
|
||
Animal (Illusion/Phantasm)
|
||
Association (Divination)
|
||
Azalldam's Fabricated Bridge (Conjuration/Summoning)
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||
Cat Spirit (Alteration)
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||
Coloration (Alteration)
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||
Comeliness (Illusion/Phantasm) Reversible
|
||
Detect Poisoning (Divination)
|
||
Diminutive Darkness (Alteration)
|
||
Drowse (Illusion/Phantasm)
|
||
Electric Blades (Evocation)
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||
Fellstar's Flame Finger (Invocation/Evocation)
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||
Find Water (Divination)
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||
Flash (Evocation)
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||
Frost Hands (Evocation)
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||
Frost Touch (Evocation)
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||
Guilda's Treacherous Tripwire (Enchantment/Charm)
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||
Human Torch (Evocation)
|
||
Inaudibility (Illusion/Phantasm)
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||
Insolence (Illusion/Phantasm)
|
||
Jamye's Melodramatic Music (Alteration, Conjuration, Enchantment/Charm)
|
||
Kazago's Lock Pick (Alteration)
|
||
Last Image (Divination, Necromancy)
|
||
Lesser Invisible Object (Illusion/Phantasm)
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||
Little Death (Necromancy)
|
||
Mental Notepad (Alteration)
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||
Minor Annoyance (Illusion)
|
||
Minor Mimicry (Illusion/Phantasm)
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||
Murder Weapon (Divination, Necromancy)
|
||
Painting (Illusion/Phantasm)
|
||
Personal Magnetism (Alteration)
|
||
Protection from Chaos (Abjuration) Reversible
|
||
Protection from Rain (Abjuration)
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||
Quantas's Target Bow (Enchantment)
|
||
Sand Skin (Conjuration)
|
||
Sangfroid (Abjuration)
|
||
Shadows (Illusion/Phantasm)
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||
Skeleton (Necromancy)
|
||
Skulkskin (Illusion/Phantasm)
|
||
Small Fire Ball (Evocation)
|
||
Snapshot (Invocation/Evocation)
|
||
Spirit Command (Enchantment/Charm)
|
||
Time of Death (Divination, Necromancy)
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||
Tree Swipe (Alteration)
|
||
Urlic's Unwholesome Meal (Illusion/Phantasm)
|
||
Werp's Unseen Escape (Illusion/Phantasm)
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||
Wimbly's Wonderful Web (Conjuration, Evocation)
|
||
Wither (Necromancy)
|
||
Wizard Glue (Enchantment)
|
||
|
||
|
||
Second Level
|
||
------------
|
||
|
||
Acid Water (Alteration)
|
||
Ahrvar's Instant Offensiveness (Enchantment/Charm)
|
||
Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
|
||
Alpha's Moonlight (Evocation)
|
||
Alpha's Rainbow Beam (Evocation)
|
||
Alpha's Spark Shower (Evocation)
|
||
Alpha's Star Gaze (Evocation)
|
||
Alpha's Starblades (Conjuration)
|
||
Ambient Light (Alteration)
|
||
Annoyance (Illusion)
|
||
Azalldam's Fabricated Boat (Conjuration/Summoning)
|
||
Bigby's Groping Fingers (Conjuration)
|
||
Byen's Arrow (Illusion/Phantasm)
|
||
Cause of Death (Divination, Necromancy)
|
||
Cheffield's Major Feast (Alteration)
|
||
Circle of Power (Evocation)
|
||
Cloud Walk (Alteration)
|
||
Dancing Fire Light (Alteration, Evocation)
|
||
Death Armour (Necromancy)
|
||
Detect Chaos (Divination) Reversible
|
||
Detect Magic II (Divination)
|
||
Detect Phase (Divination)
|
||
Detect Spirit (Divination) Reversible
|
||
Disease (Illusion/Phantasm)
|
||
Dispel Silence (Abjuration)
|
||
Dreamoore's Explosive Missile (Alteration/Evocation)
|
||
Dreamoore's War Disk (Evocation)
|
||
Duck! (Enchantment/Charm)
|
||
Dumbness (Illusion/Phantasm)
|
||
Dust Warriors (Conjuration/Summoning, Necromancy)
|
||
Expose Magic (Divination)
|
||
Exterminate II (Abjuration)
|
||
Fellstar's Flamehand (Invocation/Evocation)
|
||
Greysky's Improved Missile (Evocation)
|
||
Guilda's Sneakabout Light (Alteration)
|
||
Hand of Ithiqua (Illusion/Phantasm)
|
||
Heat Feet (Alteration)
|
||
Imitation (Illusion/Phantasm)
|
||
Improved Detect Magic (Divination)
|
||
Improved Identify (Divination)
|
||
Inaudibility (Illusion/Phantasm)
|
||
Last Experience (Divination, Necromancy)
|
||
Lightservant (Alteration, Conjuration/Summoning)
|
||
Magic Mike's Projection (Conjuration)
|
||
Malta's Pattern Creation (Alteration)
|
||
Malta's Pattern Image (Alteration)
|
||
Mangar's Bloodfire (Evocation, Necromancy)
|
||
Memorise Song (Enchantment/Charm)
|
||
Mimicry (Illusion/Phantasm)
|
||
Noise Filter (Illusion)
|
||
Paldeggeron's Accurate Arrow (Enchantment)
|
||
Petition (Conjuration/Summoning)
|
||
Plane Source (Divination) Reversible
|
||
Pobithakor's Pacifier (Alteration)
|
||
Protection from Enchantment (Abjuration)
|
||
Resist Cold (Alteration)
|
||
Resist Paralysis (Abjuration)
|
||
Reveal Owner (Divination)
|
||
Sarius' Golden Squares of Protection (Evocation)
|
||
Secret torch (Illusion/Phantasm)
|
||
Shield II (Abjuration)
|
||
Shocksphere (Evocation)
|
||
Sillvatar's Silver Lining (Enchantment/Charm)
|
||
Sonic Barrier (Abjuration)
|
||
Sonoric's Lodestone (Divination)
|
||
Spider Climb II (Alteration)
|
||
Summon Undead (Necromancy)
|
||
Transcribe Song (Alteration, Evocation)
|
||
Trosli's Spontaneous Defenestration (Illusion/Phantasm)
|
||
Veschiul's Shadowbolt (Evocation)
|
||
Veschiul's Shadowcurse (Alteration)
|
||
Wings (Alteration)
|
||
Wound Closure (Necromancy)
|
||
Zombie (Necromancy)
|
||
|
||
|
||
Third Level
|
||
-----------
|
||
|
||
Alpha's Comet (Conjuration, Evocation)
|
||
Alpha's Darklight (Alteration)
|
||
Alpha's Flames of the Faltine (Alteration, Evocation)
|
||
Alpha's Heat Lightning (Evocation)
|
||
Alpha's Ice Bolt (Conjuration/Summoning)
|
||
Alpha's Images of Ikonn (Illusion/Phantasm)
|
||
Alpha's Lightwall (Evocation)
|
||
Alpha's Lucent Lance (Alteration)
|
||
Alpha's Night of the Leonids (Conjuration/Summoning)
|
||
Alpha's Rolling Thunder (Evocation)
|
||
Alpha's Silverlight (Evocation)
|
||
Alpha's Starfire (Evocation)
|
||
Astral Wall (Abjuration, Conjuration)
|
||
Azalldam's Waterspray (Invocation/Evocation)
|
||
Brains (Alteration)
|
||
Burning Hands II (Alteration)
|
||
Channel Item (Enchantment, Invocation)
|
||
Charm Undead (Enchantment/Charm, Necromancy)
|
||
Conceal Magic (Divination)
|
||
Curse Weapon (Enchantment/Charm)
|
||
Detect Charm (Divination)
|
||
Detect Teleport (Divination)
|
||
Dreamoore's Eldritch Sphere (Evocation)
|
||
Eldarr's Spell Conversion (Alteration)
|
||
Enhance Illusion (Alteration)
|
||
Exploding Coins (Enchantment/Charm)
|
||
Fellstar's Flaming Vortex (Invocation/Evocation)
|
||
Free Action (Abjuration)
|
||
Gaseous Form (Alteration)
|
||
Grasping Hands of Horror (Necromancy)
|
||
Hang (Alteration)
|
||
Hold Spirit (Enchantment/Charm)
|
||
Improved Armour (Conjuration)
|
||
Jam Radio (Alteration, Divination)
|
||
Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment)
|
||
Kallum's Cold Frost (Evocation)
|
||
Magic Missile II (Evocation)
|
||
Major Annoyance (Enchantment/Charm)
|
||
Malta's Pattern Transport (Alteration)
|
||
Marty's Magic Bow (Evocation)
|
||
Merkridan's Misplayal (Alteration)
|
||
Molten Ground (Alteration)
|
||
Necromantic Bolt (Necromancy)
|
||
Pander's Improved Identify (Abjuration, Divination)
|
||
Pobithakor's Tracer (Divination, Evocation)
|
||
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
|
||
Rathe's Trigger (Conjuration)
|
||
Reconstruct (Divination)
|
||
Resist Electricity (Alteration)
|
||
Resist Fire (Alteration)
|
||
Resist Paralysis (Abjuration)
|
||
Rhuva's Spellscan (Divination)
|
||
Sarius' Golden Circles of Protection (Evocation)
|
||
Snowball (Evocation)
|
||
Sonoric's Magic Tracker (Divination)
|
||
Sonoric's Trance (Enchantment/Charm, Divination)
|
||
Soul Safe (Abjuration, Necromancy)
|
||
Spirit Call (Conjuration/Summoning) Reversible
|
||
Stren's Improved Floating Disk (Conjuration, Evocation)
|
||
Suggest Illusion (Illusion/Phantasm)
|
||
View Past (Divination)
|
||
Wimbley's Enwrapment (Alteration)
|
||
|
||
|
||
Fourth Level
|
||
------------
|
||
|
||
Acid Spray (Evocation)
|
||
Alcoreax's Icetrail (Evocation)
|
||
Alpha's Acid Rainstorm (Conjuration/Summoning)
|
||
Alpha's Acid Resistance (Abjuration)
|
||
Alpha's Ball Lightning (Evocation)
|
||
Alpha's Chill of the Void (Alteration, Evocation)
|
||
Alpha's Elemental Form (Alteration)
|
||
Alpha's Firefall (Alteration)
|
||
Alpha's Flames of Falroth (Alteration, Evocation)
|
||
Alpha's Hunting Pack (Conjuration/Summoning)
|
||
Alpha's Rainbow Blast (Evocation)
|
||
Alpha's Ray of Paralysis (Alteration)
|
||
Alpha's Shadowfire (Evocation, Necromancy)
|
||
Alpha's Sheet Lightning (Evocation)
|
||
Bergil's Fire Bolt (Evocation)
|
||
Branit's Backstabbing Surprise (Conjuration)
|
||
Broom (Enchantment)
|
||
Chaos Vision (Illusion/Phantasm)
|
||
Cheffield's Kingly Feast (Alteration)
|
||
Continual Ambience (Alteration)
|
||
Damian's Insulated Envelope (Abjuration)
|
||
Deadthought (Divination, Necromancy)
|
||
Deave (Alteration, Illusion/Phantasm)
|
||
Deja Vu (Divination)
|
||
Detect Spellcasting (Divination)
|
||
Dreamoore's Eldritch Shield (Abjuration)
|
||
Dreamoore's Warding Shield (Abjuration)
|
||
Eldarr's Flameshroud (Abjuration, Invocation/Evocation)
|
||
Eldarr's Shockshroud (Abjuration, Invocation/Evocation)
|
||
Enemy Blink (Alteration, Enchantment/Charm)
|
||
Fellstar's Flaming Water (Alteration, Invocation/Evocation)
|
||
Glamden's Mixer (Alteration)
|
||
Hand of Time (Necromancy)
|
||
Hold Person II (Enchantment/Charm)
|
||
Hydro Shield (Alteration, Evocation)
|
||
Illumine (Alteration)
|
||
Improved Magic Mouth (Alteration)
|
||
Independent Spectral Hand (Necromancy)
|
||
Inertia (Alteration)
|
||
Jamye's Greased Pig (Alteration, Conjuration)
|
||
Jamye's Headless Flying Roasted Pig (Enchantment, Summoning)
|
||
Jamye's Morning After (Alteration, Enchantment/Charm)
|
||
Jibril's Anti-Magic Shield (Alteration)
|
||
Justin's Mental Map (Divination)
|
||
Mimic (Enchantment/Charm)
|
||
Missile Multiplication I (Alteration, Evocation)
|
||
Mystyk's Backlash (Abjuration, Invocation/Evocation)
|
||
Negative Bolt (Evocation)
|
||
Pander's Whirlwind Travel (Conjuration/Summoning)
|
||
Pobithakor's Alarm (Divination) Reversible
|
||
Protection from Domination (Abjuration)
|
||
Rathe's Mage Lock (Alteration)
|
||
Resist Acid (Alteration)
|
||
Rhuva's Counter-Scry (Divination)
|
||
Rhuva's Tracker (Divination)
|
||
Sarius' Golden Triangles of Protection (Evocation)
|
||
Sarius' Mage Ward (Alteration, Enchantment)
|
||
Shadow Wall (Abjuration, Conjuration)
|
||
Sillvatar's Dragon Wings (Conjuration/Summoning)
|
||
Sleep II (Enchantment/Charm)
|
||
Sonoric's Animal Awareness (Divination, Enchantment/Charm)
|
||
Sonoric's Fly on the Wall (Divination, Necromancy)
|
||
Sonoric's Spying Minions (Conjuration/Summoning, Divination)
|
||
Spirit Skill (Enchantment)
|
||
Steal Skill (Conjuration)
|
||
Suppress Magic Resistance (Abjuration)
|
||
Teleport Trace (Divination)
|
||
Time Warp (Alteration)
|
||
Uldark's Conjured Fireball (Conjuration/Summoning)
|
||
Uldark's Conjured Frost Bolt (Conjuration/Summoning)
|
||
Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
|
||
Vander's Librarian (Conjuration/Summoning)
|
||
Vandergast's Forcetrap (Invocation/Evocation)
|
||
View Past (Divination)
|
||
|
||
|
||
Fifth Level
|
||
-----------
|
||
|
||
5-Mile Carrier (Alteration)
|
||
Alpha's Aurora Borealis (Evocation)
|
||
Alpha's Balefire (Conjuration/Summoning)
|
||
Alpha's Blue Blaze (Conjuration, Evocation)
|
||
Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
|
||
Alpha's Lightningarmour (Abjuration, Evocation)
|
||
Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
|
||
Alpha's Saint Elmos' Fire (Evocation)
|
||
Alpha's Shooting Stars (Conjuration/Summoning)
|
||
Alpha's Spectral Hound (Conjuration, Phantasm)
|
||
Alpha's Star-Powered Magery (Invocation)
|
||
Alpha's Starshield (Abjuration, Alteration)
|
||
Alpha's Wizard Light (Alteration, Evocation)
|
||
Auralon's Deflective Plates (Evocation)
|
||
Azura's Death Shadow (Conjuration/Summoning, Necromancy)
|
||
Azura's Soul Whip (Evocation, Necromancy)
|
||
Blizzard (Evocation)
|
||
Bone Splinter (Evocation)
|
||
Chaos Magic (Alteration)
|
||
Cone of Acid (Evocation)
|
||
Cone of Fire (Evocation)
|
||
Deflect Normal Weapon Attacks (Abjuration)
|
||
Detect Spell (Divination)
|
||
Dreamoore's Greater Eldritch Sphere (Evocation)
|
||
Dreamoore's Spellblade (Evocation)
|
||
Fellstar's Flame Cone (Invocation/Evocation)
|
||
Greenfire (Evocation)
|
||
High-Energy Lightning Bolt (Evocation)
|
||
Improved Fire Ball (Evocation)
|
||
Jamye's Armour Reversal (Abjuration)
|
||
Jamye's Greased Lightning (Evocation)
|
||
Kalessin's Long Arm (Conjuration)
|
||
Meillikhom's Room of Seclusion (Alteration)
|
||
Mental Ledger (Alteration)
|
||
Missile Multiplication II (Alteration, Evocation)
|
||
Pobithakor's Protection (Abjuration)
|
||
Rathe's Contingency Trigger (Alteration)
|
||
Rhuva's Wizard Stomper (Divination, Evocation)
|
||
Sarius' Ethereal Transfer (Alteration, Enchantment)
|
||
Sarius' Golden Stars of Protection (Evocation)
|
||
Scrybane (Divination, Enchantment/Charm)
|
||
Sillvatar's Dragon Claw (Conjuration/Summoning)
|
||
Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation)
|
||
Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation)
|
||
Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm)
|
||
Sonoric's Superior Minions (Conjuration/Summoning, Divination)
|
||
Summon Warrior (Conjuration/Summoning)
|
||
Superior Sleep (Enchantment/Charm)
|
||
Taint Alignment (Enchantment/Charm)
|
||
Tonguetwister (Abjuration, Alteration)
|
||
Traelanger's Extermination (Alteration, Conjuration/Summoning)
|
||
Tryton's Armour (Abjuration)
|
||
Tryton's Death Grip (Necromancy)
|
||
Wiley's Door (Alteration)
|
||
Wiley's Teleport (Alteration)
|
||
Wolldin's Backstabber (Illusionism/Phantasm)
|
||
|
||
|
||
Sixth Level
|
||
-----------
|
||
|
||
Acid Rain (Evocation)
|
||
Alpha's Firefountain (Alteration)
|
||
Alpha's Rainbow Warrior (Evocation, Summoning)
|
||
Alpha's Starlight Citadel (Conjuration/Summoning)
|
||
Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
|
||
Azura's Black Scythe (Evocation, Necromancy)
|
||
Block Teleport (Abjuration)
|
||
Copyright (Abjuration, Divination)
|
||
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
|
||
Create Ghast (Necromancy)
|
||
Diamondblade (Enchantment/Alteration)
|
||
Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)
|
||
Dreamoore's Eldritch Decagon (Alteration, Evocation)
|
||
Dreamoore's Missile Tempest (Evocation)
|
||
Dreamoore's Viper Lance (Alteration)
|
||
Eldarr's Improved Spell Conversion (Alteration)
|
||
Energy Field (Conjuration, Evocation)
|
||
Fellstar's Flame Arc (Invocation/Evocation)
|
||
Fellstar's Flame Dome (Invocation/Evocation)
|
||
Glamden's Acid Fire (Invocation/Evocation)
|
||
Glamden's Acidic Gas (Invocation/Evocation)
|
||
Glamden's Gas Jet (Invocation/Evocation)
|
||
Hold Person IV (Enchantment/Charm)
|
||
Improved Wiley's Door (Alteration)
|
||
Justin's Skimmer (Evocation)
|
||
Kalessin's Spell Load (Evocation)
|
||
Lich's Palm (Necromancy)
|
||
Lorth's Stasis (Alteration)
|
||
Mage Lock (Alteration, Evocation)
|
||
Mass Teleport (Alteration)
|
||
Minor Accursed Rite (Necromancy)
|
||
Moloranis's Marvelous Map (Invocation/Evocation)
|
||
Mystyk's Improved Backlash (Abjuration, Invocation/Evocation)
|
||
Quintessa's Slaying Spear (Evocation)
|
||
Replay (Divination, Illusion)
|
||
Retroactive Dispel Magic (Abjuration, Alteration)
|
||
Sarius' Frost Giant Manifestation (Conjuration)
|
||
Sarius' Platinum Platform (Alteration, Enchantment)
|
||
Sillvatar's Surgical Strike (Invocation/Evocation)
|
||
Spell-link (Alteration)
|
||
Staff of Light/Darkness (Alteration, Evocation)
|
||
Teleport Trap (Alteration)
|
||
Teleport via Fire (Alteration)
|
||
Vandergast's Armoured Forcetrap (Invocation/Evocation)
|
||
Wizard Watch (Alteration, Divination)
|
||
|
||
|
||
Seventh Level
|
||
-------------
|
||
|
||
Chaos Environment (Alteration)
|
||
Create Mummy (Necromancy)
|
||
Create Undead (Necromancy)
|
||
Deflect Magic Weapon Attacks (Abjuration)
|
||
Delayed Blast Snowball (Evocation)
|
||
Electrosphere (Evocation)
|
||
Eye of the Beholder (Evocation)
|
||
Fellstar's Flame Fog (Invocation/Evocation)
|
||
Jamye's Flesh to Toast (Alteration)
|
||
Jamye's Improved Armour Reversal (Abjuration)
|
||
Llewllynn's Wall of Force (Evocation)
|
||
Magic Quench (Abjuration, Alteration)
|
||
Mind Find (Divination)
|
||
Nearthia's Combat Spell (Abjuration, Alteration, Divination)
|
||
Nearthia's Spell Vortex (Evocation)
|
||
Pobithakor's Placer (Alteration, Divination)
|
||
Prismatic Beam (Abjuration, Conjuration/Summoning)
|
||
Sarius' Fire Giant Manifestation (Conjuration)
|
||
Sarius' Temporal Demi-Plane (Conjuration, Evocation)
|
||
Sillvatar's Dragon Bite (Conjuration/Summoning)
|
||
Stash (Alteration)
|
||
Summon Wizard (Conjuration/Summoning)
|
||
Uldark's Radiant Bolt (Conjuration/Summoning)
|
||
Valcon's Spectral Army (Illusionism/Phantasm)
|
||
Wolldin's Fearstalker (Illusionism/Phantasm)
|
||
Zandare's Twist (Alteration, Enchantment)
|
||
|
||
|
||
Eighth Level
|
||
------------
|
||
|
||
Caligula's Vitality Drain (Alteration)
|
||
Fellstar's Flame Jet (Invocation/Evocation)
|
||
Jamye's Spell Reversal (Alteration)
|
||
Life Leech (Necromancy) Reversible
|
||
Long-Range Carrier (Alteration)
|
||
Lorth's Sending (Alteration)
|
||
Major Globe of Invulnerability (Abjuration)
|
||
Mystyk's Halflife (Necromancy)
|
||
Mystyk's Major Backlash (Abjuration, Invocation/Evocation)
|
||
Mystyk's Plane Survival (Abjuration, Alteration)
|
||
Power Link (Necromancy)
|
||
Sarius' Ethereal Gateway (Conjuration/Summoning)
|
||
Sheath (Alteration, Conjuration/Summoning)
|
||
Sillvatar's Dragon Armour (Conjuration/Summoning)
|
||
Stargate (Alteration)
|
||
Summon Wraiths (Conjuration/Summoning, Necromancy)
|
||
Teleport Block (Abjuration)
|
||
Teleport Warp (Alteration)
|
||
Vandergast's Vacuous Void (Alteration)
|
||
|
||
|
||
Ninth Level
|
||
-----------
|
||
|
||
Bone Shatter (Evocation)
|
||
Coradon's Conflagration (Invocation/Evocation)
|
||
Damians Mindswap (Enchantment/Charm)
|
||
Demonic Immunity (Abjuration)
|
||
Ding Shu's Draconian Holocaust (Invocation/Evocation)
|
||
Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
|
||
Eldarr's Major Spell Conversion (Alteration)
|
||
Expanded Awareness (Alteration, Divination) Reversible
|
||
Fellstar's Flame Sheet (Invocation/Evocation)
|
||
Fenzill's Phantasmal Fingers (Necromancy)
|
||
Genocide (Evocation, Necromancy)
|
||
Lazatar's Spellstopper (Abjuration)
|
||
Lazzaro's Murderous Sword (Enchantment)
|
||
Lichdom (Alteration)
|
||
Lorth's Translocation (Alteration)
|
||
Magic Swarm (Alteration)
|
||
Mental Library (Alteration)
|
||
Mezzalldam's Choking Fist (Evocation)
|
||
Mezzalldam's Lightning Swarm (Invocation/Evocation)
|
||
Mystyk's Mystical Missile (Invocation/Evocation)
|
||
Nuke (Evocation)
|
||
Power Word, Vapourisation (Alteration, Conjuration/Summoning)
|
||
Sarius' Endosmotic Zone of Magic (Alteration)
|
||
Sillvatar's Dragon Breath (Conjuration/Summoning)
|
||
Sillvatar's Superior Summoning (Conjuration/Summoning) Reversible
|
||
Sphere of Annihilation (Evocation)
|
||
Symmetry (Evocation)
|
||
Telnorne Force Layer (Evocation)
|
||
Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible
|
||
|
||
0 Compass
|
||
0 Jamye's Appearing Ink
|
||
0 Pitch
|
||
0 Silvadel's Magic Feather
|
||
0 Stepping Stone
|
||
0 Tune
|
||
0 Umbrella
|
||
0 Vision
|
||
1 Acid Hands
|
||
1 Ahrvar's Forgery
|
||
1 Alpha's Acid Stream
|
||
1 Alpha's Electric Arc
|
||
1 Alpha's Hunting Hound
|
||
1 Alpha's Sparkle Beam
|
||
1 Alpha's Starlight
|
||
1 Alpha's Wall of Darkness
|
||
1 Animal
|
||
1 Association
|
||
1 Azalldam's Fabricated Bridge
|
||
1 Cat Spirit
|
||
1 Coloration
|
||
1 Comeliness
|
||
1 Detect Poisoning
|
||
1 Diminutive Darkness
|
||
1 Drowse
|
||
1 Electric Blades
|
||
1 Fellstar's Flame Finger
|
||
1 Find Water
|
||
1 Flash
|
||
1 Frost Hands
|
||
1 Frost Touch
|
||
1 Guilda's Treacherous Tripwire
|
||
1 Human Torch
|
||
1 Inaudibility
|
||
1 Insolence
|
||
1 Jamye's Melodramatic Music
|
||
1 Kazago's Lock Pick
|
||
1 Last Image
|
||
1 Lesser Invisible Object
|
||
1 Little Death
|
||
1 Mental Notepad
|
||
1 Minor Annoyance
|
||
1 Minor Mimicry
|
||
1 Murder Weapon
|
||
1 Painting
|
||
1 Personal Magnetism
|
||
1 Protection from Chaos
|
||
1 Protection from Rain
|
||
1 Quantas's Target Bow
|
||
1 Sand Skin
|
||
1 Sangfroid
|
||
1 Shadows
|
||
1 Skeleton
|
||
1 Skulkskin
|
||
1 Small Fire Ball
|
||
1 Snapshot
|
||
1 Spirit Command
|
||
1 Time of Death
|
||
1 Tree Swipe
|
||
1 Urlic's Unwholesome Meal
|
||
1 Werp's Unseen Escape
|
||
1 Wimbly's Wonderful Web
|
||
1 Wither
|
||
1 Wizard Glue
|
||
2 Acid Water
|
||
2 Ahrvar's Instant Offensiveness
|
||
2 Ahshay's Mystic Mutable Aura
|
||
2 Alpha's Moonlight
|
||
2 Alpha's Rainbow Beam
|
||
2 Alpha's Spark Shower
|
||
2 Alpha's Star Gaze
|
||
2 Alpha's Starblades
|
||
2 Ambient Light
|
||
2 Annoyance
|
||
2 Azalldam's Fabricated Boat
|
||
2 Bigby's Groping Fingers
|
||
2 Byen's Arrow
|
||
2 Cause of Death
|
||
2 Cheffield's Major Feast
|
||
2 Circle of Power
|
||
2 Cloud Walk
|
||
2 Dancing Fire Light
|
||
2 Death Armour
|
||
2 Detect Chaos
|
||
2 Detect Magic II
|
||
2 Detect Phase
|
||
2 Detect Spirit
|
||
2 Disease
|
||
2 Dispel Silence
|
||
2 Dreamoore's Explosive Missile
|
||
2 Dreamoore's War Disk
|
||
2 Duck!
|
||
2 Dumbness
|
||
2 Dust Warriors
|
||
2 Expose Magic
|
||
2 Exterminate II
|
||
2 Fellstar's Flamehand
|
||
2 Greysky's Improved Missile
|
||
2 Guilda's Sneakabout Light
|
||
2 Hand of Ithiqua
|
||
2 Heat Feet
|
||
2 Imitation
|
||
2 Improved Detect Magic
|
||
2 Improved Identify
|
||
2 Inaudibility
|
||
2 Last Experience
|
||
2 Lightservant
|
||
2 Magic Mike's Projection
|
||
2 Malta's Pattern Creation
|
||
2 Malta's Pattern Image
|
||
2 Mangar's Bloodfire
|
||
2 Memorise Song
|
||
2 Mimicry
|
||
2 Noise Filter
|
||
2 Paldeggeron's Accurate Arrow
|
||
2 Petition
|
||
2 Plane Source
|
||
2 Pobithakor's Pacifier
|
||
2 Protection from Enchantment
|
||
2 Resist Cold
|
||
2 Resist Paralysis
|
||
2 Reveal Owner
|
||
2 Sarius' Golden Squares of Protection
|
||
2 Secret torch
|
||
2 Shield II
|
||
2 Shocksphere
|
||
2 Sillvatar's Silver Lining
|
||
2 Sonic Barrier
|
||
2 Sonoric's Lodestone
|
||
2 Spider Climb II
|
||
2 Summon Undead
|
||
2 Transcribe Song
|
||
2 Trosli's Spontaneous Defenestration
|
||
2 Veschiul's Shadowbolt
|
||
2 Veschiul's Shadowcurse
|
||
2 Wings
|
||
2 Wound Closure
|
||
2 Zombie
|
||
3 Alpha's Comet
|
||
3 Alpha's Darklight
|
||
3 Alpha's Flames of the Faltine
|
||
3 Alpha's Heat Lightning
|
||
3 Alpha's Ice Bolt
|
||
3 Alpha's Images of Ikonn
|
||
3 Alpha's Lightwall
|
||
3 Alpha's Lucent Lance
|
||
3 Alpha's Night of the Leonids
|
||
3 Alpha's Rolling Thunder
|
||
3 Alpha's Silverlight
|
||
3 Alpha's Starfire
|
||
3 Astral Wall
|
||
3 Azalldam's Waterspray
|
||
3 Brains
|
||
3 Burning Hands II
|
||
3 Channel Item
|
||
3 Charm Undead
|
||
3 Conceal Magic
|
||
3 Curse Weapon
|
||
3 Detect Charm
|
||
3 Detect Teleport
|
||
3 Dreamoore's Eldritch Sphere
|
||
3 Eldarr's Spell Conversion
|
||
3 Enhance Illusion
|
||
3 Exploding Coins
|
||
3 Fellstar's Flaming Vortex
|
||
3 Free Action
|
||
3 Gaseous Form
|
||
3 Grasping Hands of Horror
|
||
3 Hang
|
||
3 Hold Spirit
|
||
3 Improved Armour
|
||
3 Jam Radio
|
||
3 Jamye's Prismatic Snowball
|
||
3 Kallum's Cold Frost
|
||
3 Magic Missile II
|
||
3 Major Annoyance
|
||
3 Malta's Pattern Transport
|
||
3 Marty's Magic Bow
|
||
3 Merkridan's Misplayal
|
||
3 Molten Ground
|
||
3 Necromantic Bolt
|
||
3 Pander's Improved Identify
|
||
3 Pobithakor's Tracer
|
||
3 Protection from Chaos, 10 Foot Radius
|
||
3 Rathe's Trigger
|
||
3 Reconstruct
|
||
3 Resist Electricity
|
||
3 Resist Fire
|
||
3 Resist Paralysis
|
||
3 Rhuva's Spellscan
|
||
3 Sarius' Golden Circles of Protection
|
||
3 Snowball
|
||
3 Sonoric's Magic Tracker
|
||
3 Sonoric's Trance
|
||
3 Soul Safe
|
||
3 Spirit Call
|
||
3 Stren's Improved Floating Disk
|
||
3 Suggest Illusion
|
||
3 View Past
|
||
3 Wimbley's Enwrapment
|
||
4 Acid Spray
|
||
4 Alcoreax's Icetrail
|
||
4 Alpha's Acid Rainstorm
|
||
4 Alpha's Acid Resistance
|
||
4 Alpha's Ball Lightning
|
||
4 Alpha's Chill of the Void
|
||
4 Alpha's Elemental Form
|
||
4 Alpha's Firefall
|
||
4 Alpha's Flames of Falroth
|
||
4 Alpha's Hunting Pack
|
||
4 Alpha's Rainbow Blast
|
||
4 Alpha's Ray of Paralysis
|
||
4 Alpha's Shadowfire
|
||
4 Alpha's Sheet Lightning
|
||
4 Bergil's Fire Bolt
|
||
4 Branit's Backstabbing Surprise
|
||
4 Broom
|
||
4 Chaos Vision
|
||
4 Cheffield's Kingly Feast
|
||
4 Continual Ambience
|
||
4 Damian's Insulated Envelope
|
||
4 Deadthought
|
||
4 Deave
|
||
4 Deja Vu
|
||
4 Detect Spellcasting
|
||
4 Dreamoore's Eldritch Shield
|
||
4 Dreamoore's Warding Shield
|
||
4 Eldarr's Flameshroud
|
||
4 Eldarr's Shockshroud
|
||
4 Enemy Blink
|
||
4 Fellstar's Flaming Water
|
||
4 Glamden's Mixer
|
||
4 Hand of Time
|
||
4 Hold Person II
|
||
4 Hydro Shield
|
||
4 Illumine
|
||
4 Improved Magic Mouth
|
||
4 Independent Spectral Hand
|
||
4 Inertia
|
||
4 Jamye's Greased Pig
|
||
4 Jamye's Headless Flying Roasted Pig
|
||
4 Jamye's Morning After
|
||
4 Jibril's Anti-Magic Shield
|
||
4 Justin's Mental Map
|
||
4 Mimic
|
||
4 Missile Multiplication I
|
||
4 Mystyk's Backlash
|
||
4 Negative Bolt
|
||
4 Pander's Whirlwind Travel
|
||
4 Pobithakor's Alarm
|
||
4 Protection from Domination
|
||
4 Rathe's Mage Lock
|
||
4 Resist Acid
|
||
4 Rhuva's Counter-Scry
|
||
4 Rhuva's Tracker
|
||
4 Sarius' Golden Triangles of Protection
|
||
4 Sarius' Mage Ward
|
||
4 Shadow Wall
|
||
4 Sillvatar's Dragon Wings
|
||
4 Sleep II
|
||
4 Sonoric's Animal Awareness
|
||
4 Sonoric's Fly on the Wall
|
||
4 Sonoric's Spying Minions
|
||
4 Spirit Skill
|
||
4 Steal Skill
|
||
4 Suppress Magic Resistance
|
||
4 Teleport Trace
|
||
4 Time Warp
|
||
4 Uldark's Conjured Fireball
|
||
4 Uldark's Conjured Frost Bolt
|
||
4 Uldark's Conjured Lightning Bolt
|
||
4 Vander's Librarian
|
||
4 Vandergast's Forcetrap
|
||
4 View Past
|
||
5 5-Mile Carrier
|
||
5 Alpha's Aurora Borealis
|
||
5 Alpha's Balefire
|
||
5 Alpha's Blue Blaze
|
||
5 Alpha's Incantation of Elemental Domination
|
||
5 Alpha's Lightningarmour
|
||
5 Alpha's Moons of Munnopoor
|
||
5 Alpha's Saint Elmos' Fire
|
||
5 Alpha's Shooting Stars
|
||
5 Alpha's Spectral Hound
|
||
5 Alpha's Star-Powered Magery
|
||
5 Alpha's Starshield
|
||
5 Alpha's Wizard Light
|
||
5 Auralon's Deflective Plates
|
||
5 Azura's Death Shadow
|
||
5 Azura's Soul Whip
|
||
5 Blizzard
|
||
5 Bone Splinter
|
||
5 Chaos Magic
|
||
5 Cone of Acid
|
||
5 Cone of Fire
|
||
5 Deflect Normal Weapon Attacks
|
||
5 Detect Spell
|
||
5 Dreamoore's Greater Eldritch Sphere
|
||
5 Dreamoore's Spellblade
|
||
5 Fellstar's Flame Cone
|
||
5 Greenfire
|
||
5 High-Energy Lightning Bolt
|
||
5 Improved Fire Ball
|
||
5 Jamye's Armour Reversal
|
||
5 Jamye's Greased Lightning
|
||
5 Kalessin's Long Arm
|
||
5 Meillikhom's Room of Seclusion
|
||
5 Mental Ledger
|
||
5 Missile Multiplication II
|
||
5 Pobithakor's Protection
|
||
5 Rathe's Contingency Trigger
|
||
5 Rhuva's Wizard Stomper
|
||
5 Sarius' Ethereal Transfer
|
||
5 Sarius' Golden Stars of Protection
|
||
5 Scrybane
|
||
5 Sillvatar's Dragon Claw
|
||
5 Sillvatar's Flamestaff
|
||
5 Sillvatar's Shockingstaff
|
||
5 Sonoric's Illusionary Observer
|
||
5 Sonoric's Superior Minions
|
||
5 Summon Warrior
|
||
5 Superior Sleep
|
||
5 Taint Alignment
|
||
5 Tonguetwister
|
||
5 Traelanger's Extermination
|
||
5 Tryton's Armour
|
||
5 Tryton's Death Grip
|
||
5 Wiley's Door
|
||
5 Wiley's Teleport
|
||
5 Wolldin's Backstabber
|
||
6 Acid Rain
|
||
6 Alpha's Firefountain
|
||
6 Alpha's Rainbow Warrior
|
||
6 Alpha's Starlight Citadel
|
||
6 Alter Occurrence
|
||
6 Azura's Black Scythe
|
||
6 Block Teleport
|
||
6 Copyright
|
||
6 Coradon's Cataclysmic Corinary
|
||
6 Create Ghast
|
||
6 Diamondblade
|
||
6 Dreamoore's Blade Summoning
|
||
6 Dreamoore's Eldritch Decagon
|
||
6 Dreamoore's Missile Tempest
|
||
6 Dreamoore's Viper Lance
|
||
6 Eldarr's Improved Spell Conversion
|
||
6 Energy Field
|
||
6 Fellstar's Flame Arc
|
||
6 Fellstar's Flame Dome
|
||
6 Glamden's Acid Fire
|
||
6 Glamden's Acidic Gas
|
||
6 Glamden's Gas Jet
|
||
6 Hold Person IV
|
||
6 Improved Wiley's Door
|
||
6 Justin's Skimmer
|
||
6 Kalessin's Spell Load
|
||
6 Lich's Palm
|
||
6 Lorth's Stasis
|
||
6 Mage Lock
|
||
6 Mass Teleport
|
||
6 Minor Accursed Rite
|
||
6 Moloranis's Marvelous Map
|
||
6 Mystyk's Improved Backlash
|
||
6 Quintessa's Slaying Spear
|
||
6 Replay
|
||
6 Retroactive Dispel Magic
|
||
6 Sarius' Frost Giant Manifestation
|
||
6 Sarius' Platinum Platform
|
||
6 Sillvatar's Surgical Strike
|
||
6 Spell-link
|
||
6 Staff of Light/Darkness
|
||
6 Teleport Trap
|
||
6 Teleport via Fire
|
||
6 Vandergast's Armoured Forcetrap
|
||
6 Wizard Watch
|
||
7 Chaos Environment
|
||
7 Create Mummy
|
||
7 Create Undead
|
||
7 Deflect Magic Weapon Attacks
|
||
7 Delayed Blast Snowball
|
||
7 Electrosphere
|
||
7 Eye of the Beholder
|
||
7 Fellstar's Flame Fog
|
||
7 Jamye's Flesh to Toast
|
||
7 Jamye's Improved Armour Reversal
|
||
7 Llewllynn's Wall of Force
|
||
7 Magic Quench
|
||
7 Mind Find
|
||
7 Nearthia's Combat Spell
|
||
7 Nearthia's Spell Vortex
|
||
7 Pobithakor's Placer
|
||
7 Prismatic Beam
|
||
7 Sarius' Fire Giant Manifestation
|
||
7 Sarius' Temporal Demi-Plane
|
||
7 Sillvatar's Dragon Bite
|
||
7 Stash
|
||
7 Summon Wizard
|
||
7 Uldark's Radiant Bolt
|
||
7 Valcon's Spectral Army
|
||
7 Wolldin's Fearstalker
|
||
7 Zandare's Twist
|
||
8 Caligula's Vitality Drain
|
||
8 Fellstar's Flame Jet
|
||
8 Jamye's Spell Reversal
|
||
8 Life Leech
|
||
8 Long-Range Carrier
|
||
8 Lorth's Sending
|
||
8 Major Globe of Invulnerability
|
||
8 Mystyk's Halflife
|
||
8 Mystyk's Major Backlash
|
||
8 Mystyk's Plane Survival
|
||
8 Power Link
|
||
8 Sarius' Ethereal Gateway
|
||
8 Sheath
|
||
8 Sillvatar's Dragon Armour
|
||
8 Stargate
|
||
8 Summon Wraiths
|
||
8 Teleport Block
|
||
8 Teleport Warp
|
||
8 Vandergast's Vacuous Void
|
||
9 Bone Shatter
|
||
9 Coradon's Conflagration
|
||
9 Damians Mindswap
|
||
9 Demonic Immunity
|
||
9 Ding Shu's Draconian Holocaust
|
||
9 Ding Shu's Marvelous Chopsticks
|
||
9 Eldarr's Major Spell Conversion
|
||
9 Expanded Awareness
|
||
9 Fellstar's Flame Sheet
|
||
9 Fenzill's Phantasmal Fingers
|
||
9 Genocide
|
||
9 Lazatar's Spellstopper
|
||
9 Lazzaro's Murderous Sword
|
||
9 Lichdom
|
||
9 Lorth's Translocation
|
||
9 Magic Swarm
|
||
9 Mental Library
|
||
9 Mezzalldam's Choking Fist
|
||
9 Mezzalldam's Lightning Swarm
|
||
9 Mystyk's Mystical Missile
|
||
9 Nuke
|
||
9 Power Word, Vapourisation
|
||
9 Sarius' Endosmotic Zone of Magic
|
||
9 Sillvatar's Dragon Breath
|
||
9 Sillvatar's Superior Summoning
|
||
9 Sphere of Annihilation
|
||
9 Symmetry
|
||
9 Telnorne Force Layer
|
||
9 Uldark's Ultimate Summoning
|
||
The Great Net Spellbook.
|
||
|
||
|
||
|
||
|
||
I'd like to thank the following people for posting all of these
|
||
spells (I must have forgotten some: my apologies to all of them):
|
||
|
||
adickson@eve.wright.edu Adam Dickson
|
||
allanm@vulcan.med.ge.com Allan J. Mikkola
|
||
anagram@desire.wright.edu Stephen P. Potter (Sh'r'ldana)
|
||
arrvid@shumv1.ncsu.edu Arrvid Carlson
|
||
ars3_cif@uhura.cc.rochester.edu Aaron Sher (Phrixus)
|
||
asr@beach.cis.ufl.edu Allen S. Rout
|
||
beaver@logm.se Per Beremark
|
||
cl2g+@andrew.cmu.edu Charles Anthony (Tony) Leone
|
||
ccs017 Jonathon Salazar (peregrin)
|
||
cscon113@uoft02.utoledo.edu Jim Lewallen
|
||
davenpor@cis.ohio-state.edu James Davenport
|
||
deand@polari Dean Dretske
|
||
dkk@mit.edu David Krikorian
|
||
dmccart@modl01.intel.com Jamye Worthington
|
||
dmccart@gomez.intel.com D. J. McCarthy
|
||
ez003387@george.ucdavis.edu Tim Prestero
|
||
f35437c@saha.hut.fi Aki Taskinen
|
||
gcwynne@ecuvm1.bitnet * ???
|
||
gefagan@uokmax.ecn.uoknor.edu Geoffrey Fagan
|
||
goldman@ferris.cray.com Matthew Goldman
|
||
gt6940a@prism.gatech.edu Daniel L. Rouk
|
||
hopcraft@mailer.swarthmore.edu Geoffrey Hopcraft
|
||
jaydee%maple.decnet@pine.circa.ufl.edu ???
|
||
jarvis@northstar68.dartmouth.edu Mark A. Robinson
|
||
jensenjp@clutx.clarkson.edu jon
|
||
jvogel@jarthur.claremont.edu Jeff Vogel
|
||
krzyston@garfield.cs.wisc.edu Jay Krzyston (Damian the Pale)
|
||
lee@sq.sq.com Liam Russell Eric Quin
|
||
lsargent@peruvian.utah.edu L. Myke Sargent
|
||
mck1@ra.msstate.edu Matt King (Archmage)
|
||
murray@fsu.scri.fsu.edu John Murray
|
||
mwo@beach.cis.ufl.edu Michael Owen
|
||
nhoj@hicom.hitachi.com ???
|
||
null@freja.diku.dk Niels Ull Jacobson
|
||
ordania-dm@cup.portal.com Charles K. Hughes
|
||
orion@desire.wright.edu Adam Dickson (Broonsey)
|
||
PDJ7631@venus.tamu.edu Illithid (Paul D. Jones)
|
||
pyr530@oz.plymouth.edu Rob Holden
|
||
pyr563@oz.plymouth.edu Bill Noland
|
||
rogue@ucrmath.ucr.edu Ed Zeamba
|
||
rterrell@ncratl.atlanta.ncr.com Roger Terrell
|
||
sater@cis.ohio-state.edu Ronald P. Sater
|
||
scorpion@rice.edu Vernon Lee
|
||
slfxx@cc.usu.edu Craig A. Jensen
|
||
steig@cs.stanford.edu Mark Steiglitz
|
||
tjaden@blake.u.washington.edu Jason Nelson
|
||
tsc0265@rigel.tamu.edu teh "csc outcast" cheng
|
||
tsouth@pro-pac.cts.com Todd South
|
||
walker@dalcsug.uucp Paul D. Walker
|
||
wsbusr@eutws1.win.tue.nl Boudewijn Wayers
|
||
whitehur@calvin.tymnet.com P.K. Whitehurst
|
||
NO net access (any more) John Deachman
|
||
NO net access (any more) Rob van Riel
|
||
NO net access (any more) Jim Vilandre
|
||
Address unknown Chong Chou Chu
|
||
Address unknown Scott Neilly
|
||
|
||
Many thanks to cscon113@uoft02.utoledo.edu, who accumulated a lot of
|
||
these spells. When he started out, he was going to put each author's
|
||
name next to each spell. Then he started getting two and three copies
|
||
of the same spell, and decided to just put their names here, so if you
|
||
have a question, get in touch with one of these people, not with him
|
||
or me.
|
||
|
||
Note that some of the spells contained in the Great Net Spellbook have
|
||
been copyrighted by the author. Permission has been granted by these
|
||
authors to copy and freely distribute copies of their work, so long as
|
||
no commercial or barter considerations are obtained in exchange for such
|
||
copies. All spells are for personal use only. If you distribute these
|
||
spells, you must also distribute these copyright conditions and the
|
||
names of the authors and editors.
|
||
|
||
After receiving these spells, I have gone through all of them, edited
|
||
them to make the format uniform, and to make them more legible. Note
|
||
that I did not change the wordings in any way, except in some obvious
|
||
cases of spelling errors. Furthermore, when no level was indicated, I
|
||
(or cscon113@uoft02.utoledo.edu) just guessed what level it was to be
|
||
in. Also, in those cases where no school, range, area of effect, or the
|
||
like was supplied, I made one up.
|
||
|
||
Game Masters should be sure to check these spells, and make sure they
|
||
are right for the way you run your campaign. Some are awfully powerful
|
||
but some could use a little more kick, that is for you to decide.
|
||
|
||
Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
|
||
|
||
|
||
|
||
==========
|
||
|
||
* The following spells were researched by Llewllynn. For those who are
|
||
interested, Llewllynn is a high level mage of Lawful Neutral alignment
|
||
(hence the Detect Chaos and Protection from Chaos spells). As for
|
||
access to druidical spells, he is married to Evaine, a half-elven
|
||
druid; as for cleric spells, he helped build the major temple to his
|
||
goddess on the world he lives in.
|
||
|
||
Boudewijn's note: You might not want to use these spells in your own
|
||
campaign, since it might disturb the balance between clerics/druids and
|
||
magic users.
|
||
|
||
Acid Hands Major Globe of Invulnerability
|
||
Cone of Acid Protection from Chaos
|
||
Cone of Fire Protection from Chaos, 10 Foot Radius
|
||
Delayed Blast Snowball Resist Acid
|
||
Detect Chaos Resist Cold
|
||
Frost Hands Resist Electricity
|
||
Hydro Shield Resist Fire
|
||
Llewllynn's Wall of Force Snowball
|
||
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
The Great Net Spellbook!
|
||
|
||
Version 3,
|
||
June 21st 1991.
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Cantrips
|
||
|
||
========================================================================
|
||
|
||
Compass (Divination)
|
||
|
||
Range: Special
|
||
Components: V
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: One glowing arrow, 1" long
|
||
Saving Throw: None
|
||
|
||
This cantrip causes a glowing arrow to appear where indicated by the
|
||
caster. It is a light green colour, and points directly north. Will
|
||
work underground, as well as on sea, and is not affected by lodestones
|
||
(magnets).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Appearing Ink (Alteration) Reversible
|
||
|
||
Range: Touch
|
||
Components: V, M
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This cantrip turns a small amount of ink (up to one pint) into water.
|
||
The ink remains clear and colourless until it dries, at which time it
|
||
reverts to its normal state. The material component is the ink
|
||
itself.
|
||
|
||
The reverse, Jamye's Disappearing Ink, turns up to a pint of water into
|
||
an inky liquid that evaporates like water, leaving no trace when it
|
||
dries.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pitch (Evocation)
|
||
|
||
Range: 0
|
||
Components: V
|
||
Duration: 2 rounds
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This cantrip sounds a perfectly-tuned note from out of nowhere. The
|
||
note is centered on the caster, and can be heard from a distance of 20
|
||
feet. Things that block normal noise (walls, curtains, Silence 15'
|
||
Radius, etc.) block this as well.
|
||
|
||
This spell is useful for tuning instruments "by ear", or with the help
|
||
of a Tune cantrip. It is also slightly disturbing to those around the
|
||
caster, as any single note would be if held out for two rounds.
|
||
|
||
To cast this cantrip, the bard must speak out loud the name of the note
|
||
he wishes to hear, such as "Middle C", "B Flat", or "Quarter-step above
|
||
the first F Sharp above High C".
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Silvadel's Magic Feather (Enchantment)
|
||
|
||
Range: 10'
|
||
Components: V, S, M
|
||
Duration: Concentration
|
||
Casting Time: 1
|
||
Area of Effect: One feather
|
||
Saving Throw: None
|
||
|
||
This spell simply allows the caster to control a feather. This is very
|
||
useful for writing things secretly, or for tickling someone. It is
|
||
related to the Unseen servant spell... The material component for this
|
||
spell is a feather. It lasts until concentration is broken.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stepping Stones (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1/10 round per level
|
||
Casting Time: 1
|
||
Area of Effect: 4 spheres, 1' diameter each
|
||
Saving Throw: None
|
||
|
||
This cantrip creates 4 spheres of force approximately 1' in diameter.
|
||
They can be place anywhere within 20' of each other, and last
|
||
approximately 1/10 round per level of the caster. Magical combat of
|
||
just about any sort will destroy these very useful discs so try not to
|
||
use them in combat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tune (Alteration) Reversible
|
||
|
||
Range: 0
|
||
Components: V or M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: 5-foot radius sphere
|
||
Saving Throw: None
|
||
|
||
With this cantrip, the bard can bring one note of an instrument in tune
|
||
with either a hummed note, the equivalent note played by a second
|
||
instrument (in which case the component of the spell is that other
|
||
instrument, which is obviously not consumed in the casting; what good
|
||
would that do?), or the result of a preceding Pitch cantrip (q.v.). The
|
||
one note will end up perfectly in tune with the reference note. As many
|
||
instruments as are in the area of effect can be brought into tune at
|
||
once.
|
||
|
||
A well-Tuned instrument (with two or more Tuned notes) has the effect
|
||
of making the bard's songs more melodious and enjoyable; this has the
|
||
game effects of reducing the saving throws of hostile creatures vs. the
|
||
bard's mood-altering story telling by 1, as well as making the bard's
|
||
morale-boosting song affect the listeners for half again as long (i.e.
|
||
one and a half rounds per level) as it usually does.
|
||
|
||
Too many notes perfectly Tuned on an instrument, however, will have a
|
||
negative effect on other bards in the area, who will realise that the
|
||
Tuned instrument has been magically altered to sound so perfect. For
|
||
each note above one that the instrument has been Tuned, the hostile
|
||
bard personally gets a +1 to his saving throw vs. the playing bard's
|
||
friendly effects.
|
||
|
||
Although the Tuning is instantaneous, the effects of the cantrip last
|
||
for a while. In perfect conditions (humidity on the low side,
|
||
comfortable temperature, no rough handling), the instrument will stay
|
||
Tuned for a week. In less than perfect conditions (typical adventuring
|
||
abuse, for example), the instrument will have to be re-Tuned every day.
|
||
If the instrument is taken apart for storage, such as flutes or other
|
||
woodwinds are, the instrument will have to be re-Tuned every time it is
|
||
reassembled.
|
||
|
||
The reverse of this cantrip, Untune, causes one note of the specified
|
||
instrument to become horribly out of tune. It also has the side effect
|
||
of turning the caster's hands a brilliant red for one turn after the
|
||
cantrip is cast, unfortunately.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Umbrella (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 hour per level
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
As with all cantrips this one can be very useful though not very
|
||
powerful. It manifests itself as a field of force that resembles an
|
||
umbrella. It lasts for up to one hour per level of caster as a maximum
|
||
though if the concentration of the caster is broken for more than 1
|
||
minute it will fade away. It actually does have some form and is
|
||
"worth" 6 hit points though only magical weapons will affect it.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Vision (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 turn
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
Allows the caster to see things in the distance up to three times
|
||
better for the duration of this spell. It will also allow him to see
|
||
things more clearly as they appear to be only one third of the distance
|
||
from them. It does cause some problems though with trying to see things
|
||
close up. The spell duration may be ended at any time.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
First Level Spells
|
||
|
||
========================================================================
|
||
|
||
Acid Hands (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is very similar to the first level mage spell burning hands
|
||
(q.v.), except that the caster's hands eject a corrosive acid. Damage
|
||
is one hit point per level of the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ahrvar's Forgery (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster is able to perfectly duplicate the any
|
||
style of handwriting of which he has a sizable sample. The forgery is
|
||
good enough to fool even the closest scrutinisation, although it does
|
||
radiate faint magic.
|
||
|
||
The caster merely casts the spell, and begins writing. His handwriting
|
||
will perfectly match that of the sample, for the length of the spell's
|
||
duration. Those watching the caster write will believe that the
|
||
handwriting on the page is actually that of the caster, unless of
|
||
course they witness the casting of the spell, which may make them
|
||
rather suspicious. The caster need not be writing the entire duration
|
||
of the spell; he is free to stop and resume writing any number of times
|
||
within the duration. Also, the caster only needs the handwriting sample
|
||
to be copied during the initial casting of the spell.
|
||
|
||
The material component of this spell is a sample of the handwriting to
|
||
be copied (containing an example of every letter in the alphabet to be
|
||
used), and a writing instrument.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Acid Stream (Conjuration)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
The spell causes a thin stream of purplish, hissing acid to shoot forth
|
||
from the caster's outstretched hand, out to the maximum range of the
|
||
spell. This acid causes 1d4 damage per level of the caster, up to a
|
||
maximum of 8d4. The intended target may attempt a save vs.
|
||
petrification to dodge the jet of acid (save at -4 if size G, -2 if
|
||
size H, -1 if size L, +1 if size S, and +3 if size T), and if
|
||
successful the jet of acid will have been avoided, and will continue on
|
||
in a straight line out to the extent of its range. Any creature in the
|
||
path of the acid must save as above or be struck by the spell. The
|
||
Acid Stream can affect only one target in any event. The material
|
||
component is a drop of any acid.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Electric Arc (Evocation)
|
||
|
||
Range: 10 yards + 10 yards per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This spell causes an arc of electricity to leap from the caster's
|
||
extended fingertip. This electricity unerringly strikes one target of
|
||
the caster's choice, inflicting 1d4 damage, plus one point per level of
|
||
the caster (up to a maximum of +12), with no saving throw. A target in
|
||
metal armour or wielding a large, mostly metallic weapon (e.g. any
|
||
sword, battle axe) must save vs. spells and, if the save is failed, the
|
||
bonus (i.e. per level) damage inflicted by the spell is doubled.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Hunting Hound (Conjuration/Summoning)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 12 turns + 6 turns per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell calls a canine creature to be a helper and boon companion to
|
||
the spell caster for the duration of the spell. The type of hound
|
||
summoned depends upon the caster's level, but the hound will always
|
||
understand verbal commands given it, so long as they are 12 words or
|
||
less and relatively simple. The hound will further also be capable of
|
||
tracking as if a ranger of half the level of the summoner, and can hunt
|
||
sufficiently well to feed the spell-caster for one day, provided there
|
||
is game extant in the caster's area.
|
||
|
||
The type of hound summoned is as follows:
|
||
|
||
1st - 3rd level: jackal
|
||
4th - 7th level: wild dog
|
||
8th - 12th level: wolf
|
||
13th + level: dire wolf
|
||
|
||
If the caster takes a lower-level hound (or a dire wolf when 18th
|
||
level), it will have maximum hit points, be +1 to hit and on damage,
|
||
track at +1 level, and can understand even relatively complex commands
|
||
of up to 50 words in length. The material component is a piece of
|
||
fresh meat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Sparkle Beam (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: 1' x 20' x 5' cone
|
||
Saving Throw: Special
|
||
|
||
This spell draws upon the power of the Positive Material Plane and
|
||
calls forth a ray of golden light. Anyone in the area of effect of the
|
||
spell must save vs. petrification or be blinded for 1 round. The true
|
||
function of this spell, however, is its use against undead, creatures
|
||
of the Lower Planes, and those drawing power from the Negative Material
|
||
Plane or the Plane of Shadow. Such creatures suffer 1d4 damage, plus
|
||
an additional 1d4 at every even level of the caster (e.g. 4d4 at 8th),
|
||
up to a maximum of 8d4. These creatures may save vs. spells to halve
|
||
this damage. The material component is a bit of crushed sunstone.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Starlight (Evocation, Illusion)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 10 square feet per level area
|
||
Saving Throw: None
|
||
|
||
This spell illuminates an area as a cloudless outdoor night sky filled
|
||
with stars. This light is pale and wan, and dilutes vision mostly to
|
||
black and white. Full visual acuity is possible only out to a range of
|
||
10 yards, but general identification can be made out to 20 yards.
|
||
|
||
Stationary figures can be made out at 40 yards, and movement detected
|
||
out to 80 yards. Intervening cover will, of course, reduce sighting
|
||
distances accordingly. This light does not interfere with infravision,
|
||
and there are ample shadows within the area of effect to hide in. The
|
||
illusionary component of the spell creates the appearance of an actual
|
||
starry night sky. The area of effect is stationary. The material
|
||
component is a piece of black velvet and a few bits of glass.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Wall of Darkness (Alteration)
|
||
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: 10' per level x 10' per level area
|
||
Saving Throw: None
|
||
|
||
This spell brings into being a wall of blackness which cannot
|
||
be seen through, even with infravision or ultravision. It is dispelled
|
||
instantly by a light or continual light (q.v.) spell. It has no
|
||
physical existence, and does not hinder nor harm those passing through
|
||
it. It does, however, block the passage of sound from one side to the
|
||
other, assuming that the spell is not cast in such a way (such as in a
|
||
field of grass) which would otherwise allow sound to move around the
|
||
edges of the wall. The material component is some pitch and soot, or a
|
||
lump of coal.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Animal (Illusion/Phantasm)
|
||
|
||
Range: 3" + 1" per level
|
||
Components: V, S
|
||
Duration See below
|
||
Casting Time: 1
|
||
Area of Effect: One animal formed per level
|
||
Saving Throw: Special
|
||
|
||
An illusion of one or more small animals can be brought into being by
|
||
means of this spell. The animals must be of a sort very familiar to the
|
||
magic user, and each can be no larger than a fox, a rabbit, or a
|
||
medium hawk. Animals created can be of more than one type. The illusion
|
||
is visual and auditory, being much like a specialised form of the
|
||
second level magic user spell Improved Phantasmal Force.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Association (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: 2 surfaces
|
||
Saving Throw: None
|
||
|
||
When casting this spell, the forensic wizard must brings two surfaces
|
||
into contact with one another. Possibilities include the surface of a
|
||
jewel and that of a safe, or the surface of an arrow and that of a
|
||
bow. If the two surfaces were ever before adjacent, the spell so
|
||
indicates, and if the surfaces were ever directly connected as a single
|
||
item, an even stronger reading results.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Azalldam's Fabricated Bridge (Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: 10 yard per level x 5 yard bridge
|
||
Saving Throw: None
|
||
|
||
Using this spell, the caster conjures material from the plane of
|
||
shadows and uses it to shape a semi-real bridge. This bridge is 5 yards
|
||
wide and is 10 yards long per level of the caster; both ends of the
|
||
bridge must rest on solid ground. The bridge will support 100 pounds
|
||
per level of the caster; any additional weight will cause it to
|
||
collapse. The bridge will normally last for 2 rounds per level of the
|
||
caster, but the caster may end the spell with a single word.
|
||
|
||
The bridge is not an illusion per se, and so cannot be disbelieved; it
|
||
may however, be dispelled normally.
|
||
|
||
The material component for this spell is a small wooden carving of a
|
||
bridge; this carving is not consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cat Spirit (Alteration)
|
||
|
||
Range: Touch
|
||
Components: S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
|
||
The cat form spell grants many of the abilities traditionally
|
||
associated with cats, though it does not significantly alter the
|
||
features of the recipient. The spell grants a +2 bonus to stealth, as
|
||
the recipient's tread will be absolutely quiet for the duration. The
|
||
spell also halves all damage taken from falls and allows the recipient
|
||
to land on his feet. Finally, it grants the ability to grow claws,
|
||
allowing each hand to do 1d3 damage. It does not, however, improve
|
||
singing ability. The material component is whiskers from a cat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Coloration (Alteration)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1
|
||
Area of Effect: 10 square feet per level maximum
|
||
Saving Throw: Special
|
||
|
||
This spell causes a chosen surface to change colour, glow, or both, be
|
||
it a section of wall, a box, a sword, or a creature (a saving throw
|
||
vs. magic will negate the effect if the subject is unknowing or
|
||
unwilling). Multiple colours can be chosen (up to 256 different colours
|
||
and shades). If made to glow, the object will emit light for a range of
|
||
five feet. The material component for colour is a small amount of die
|
||
or ink of the appropriate colour, and to cause a glow the spell
|
||
consumes a bit of phosphor or a glowworm.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Comeliness (Illusion/Phantasm) Reversible
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 hour per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None (Negates)
|
||
|
||
A comeliness spell will increase a creatures comeliness score (or
|
||
decrease it if the reverse is cast) by means of illusion. The change in
|
||
points is dependent upon the recipient's present comeliness:
|
||
|
||
Increase in Comeliness Decrease in Comeliness
|
||
-------------------------- --------------------------
|
||
Present Change in Present Change in
|
||
Score Comeliness Score Comeliness
|
||
-------- ---------- ---------- ----------
|
||
up to 06 2 - 8 up to 06 1
|
||
07 to 12 2 - 7 06 to 07 1 - 2
|
||
13 to 15 1 - 6 08 to 09 1 - 4
|
||
16 to 17 1 - 4 10 to 12 1 - 6
|
||
18 to 19 1 - 2 13 to 16 2 - 7
|
||
20 + 1 17 or more 2 - 8
|
||
|
||
An unwilling victim receives a saving throw, which, if successful, will
|
||
negate.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Poisoning (Divination, Necromancy)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 turn
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
With this spell, the forensic wizard can determine if a corpse has been
|
||
poisoned. One corpse can be checked each round. The wizard can
|
||
determine the means by which the poison was administered and the place
|
||
at which it entered the body, and he has a 5% chance per level of being
|
||
able to exactly identify the poison.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Diminutive Darkness (Alteration)
|
||
|
||
Range: 1" per level
|
||
Components: V, S
|
||
Duration: 2d4 rounds + 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: 2-foot radius sphere
|
||
Saving Throw: None (Negates)
|
||
|
||
This spell is very similar to the first level magic user spell
|
||
Darkness (see also the second level magic user spell Darkness). It has
|
||
only a 2-foot radius, however. This gives the spell many different
|
||
uses. For example, it can be used to block the light of a torch,
|
||
lantern, magic sword, etc. This would prevent all sorts of vision only
|
||
within the 2-foot radius, so one could still see about with infravision
|
||
or ultravision (or normal vision, if there is another light source). It
|
||
can blind a creature as a light spell would without creating light that
|
||
could alert others, and also without obscuring the caster's own sight
|
||
as would a normal darkness spell (if cast upon a creature or its
|
||
possessions carried, the creature gets a saving throw, and if the throw
|
||
is made, the darkness appears 5' behind). The spell can cancel a light
|
||
spell, but has no effect on continual light or ambient light.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Drowse (Illusion/Phantasm)
|
||
|
||
Range: 3"
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell creates the illusion in the victim mind that she or he is
|
||
extremely exhausted, and in fact on the verge of collapsing and falling
|
||
asleep. There is no saving throw. The victim will suffer a -4 to hit,
|
||
-2 on AC, 50% vision and 1/2 her or his normal movement rate for the
|
||
full duration of the spell. Spell casters will have a chance of spell
|
||
failure equal to 100% - 5% per point of their prime requisite (use
|
||
intelligence or wisdom). The spell can be negated by Dispel Illusion or
|
||
Dispel Exhaustion (but not by dispel magic).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Electric Blades (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, M
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: 2 blades
|
||
Saving Throw: None
|
||
|
||
This spell must be cast with a metal blade of some sort in each hand.
|
||
Both blades then acquire a flickering blue glow. When a hit by either
|
||
blade is scored it causes 1-4 more points of damage of electricity. If
|
||
both blades hit the same target in the same round the victim must save
|
||
versus petrification or be stunned for one round. Each blade only
|
||
shocks once and then is normal again.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Finger (Evocation)
|
||
|
||
Range: 25 yards
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One target
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, a thin bolt of searing flames shoots forth
|
||
from the caster's index finger. This bolt will automatically hit a
|
||
single target inflicting 1d10 points of damage, plus 1 point per level
|
||
of the caster, up to a maximum of 1d10+10. A successful save vs. spell
|
||
reduces this damage by half. If a save is failed, possessions do not
|
||
have to make a save, unless they were targeted specifically by the
|
||
spell, in which case the owner suffers no damage, but the object must
|
||
save vs. magical fire (at +2) or be destroyed (only one object may be
|
||
targeted per casting).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Find Water (Divination)
|
||
|
||
Range: 1 mile, depth 10 feet per level
|
||
Components: S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: One twig
|
||
Saving Throw: None
|
||
|
||
When casting this spell, the diviner grasps two ends of a Y-shaped
|
||
twig. The remaining end twists around to point in the direction of the
|
||
nearest source of fresh water within the spell range. The branch can
|
||
twist but twenty degrees, and then the diviner will feel a tug in the
|
||
direction of the water. The diviner can specify a minimum amount of
|
||
water to seek (greater than the amount in a human body, for example).
|
||
Also, he can restrict the depth at which to seek the water.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Flash (Evocation)
|
||
|
||
Range: 12"
|
||
Components: V
|
||
Duration: 3 rounds
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
Victims failing their saving throw are blinded for the next round due
|
||
to a flash of light that appears in their eyes. All to-hit rolls for
|
||
the next two rounds are made at -2 due to spots in their eyes.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Frost Hands (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is very similar to the first level mage spell burning hands
|
||
(q.v.), except that ice is ejected. Damage is one hit point per level
|
||
of the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Frost Touch (Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell delivers 1d6 points of damage. In addition to this, you add
|
||
1 point of damage for every level above first. Cold based creatures are
|
||
immune to this, and fire based creatures take double damage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Guilda's Treacherous Tripwire (Enchantment/Charm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One tripwire
|
||
Saving Throw: Negates
|
||
|
||
One wire (up to 10' long) can be stretched across a hall, or such. The
|
||
wire becomes camouflaged--undetectable w/o find traps. The first
|
||
creature tO attempt to pass must save vs. wands (add dexterity
|
||
defensive adjustment) or be caught when the wire springs free. The
|
||
wire will twine tightly about the ankles of its victim, tripping him.
|
||
It must then be tediously untangled (or sawed loose) which will take at
|
||
least 30 seconds under ideal conditions. If hacked loose in combat, it
|
||
will take 1 round, and the victim will take 1d4 damage unless an
|
||
enchanted blade is used (which will cut without effort). Note that the
|
||
wire is required, but not consumed. The material component is a small
|
||
spring.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Human Torch (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3 rounds
|
||
Casting Time: 2
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell causes the caster and all his clothing to become engulfed in
|
||
flames. These flames do not harm the caster or his equipment but cause
|
||
1d4 points of damage to anyone within 5' and an additional 1d6 to
|
||
anyone who actually touches him. The flames themselves are only about
|
||
as hot as a torch but the surrounding area will feel like a blast
|
||
furnace.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Inaudibility (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 2
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
|
||
This spell completely masks all sounds made by the recipient: bodily
|
||
functions such as breathing and sleeping as well as sounds made by
|
||
striking another object (walking, for example). Any object held by the
|
||
recipient is likewise silenced. Objects thrown, dropped, or knocked
|
||
over by the recipient are not under the effect of the spell, however,
|
||
and these may make noise at the ends of their trajectories. An
|
||
unwilling victim receives a saving throw against this spell. The
|
||
material component is a bit of cotton.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Insolence (Illusion/Phantasm)
|
||
|
||
Range: 2"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell causes its victims to sound and appear crude, insulting and
|
||
arrogant, in all that she or he says or does, to all observers. The
|
||
victim, however, will not be aware that anything is amiss. While the
|
||
general meaning of whatever is said will be the same, the illusion
|
||
causes observers to see and hear a twisted version in which the speaker
|
||
is so insolent that all reactions are checked at -50%. Additionally,
|
||
such speech might not be tolerated at all in some situations (for
|
||
example, automatic dismissal from a king's court, or perhaps even
|
||
worse...). Even if the target makes her or his saving throw, the attack
|
||
will not be noticed (unless the somatic and verbal gestures of the
|
||
caster are seen and recognised).
|
||
|
||
If an observer has reason to believe that something is amiss, she or he
|
||
gains as saving throw if an attempt is made to disbelieve. Such a
|
||
saving throw is made at +4 if the fact that it is an illusion has been
|
||
communicated. If these saving throws are failed, it still appears
|
||
real.
|
||
|
||
The material component is a bit of dung or spittle, which is wrapped in
|
||
the magic user's hand. The hand is then subtly waived at the creature
|
||
to be affected. The verbal component is a low guttural sound made in
|
||
the throat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Melodramatic Music (Alteration, Conjuration, Enchantment/Charm)
|
||
|
||
Range: 10 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 4 rounds + 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One intelligent creature
|
||
Saving Throw: Negates
|
||
|
||
The spell causes the music to be played whenever the victim performs
|
||
certain actions; such as entering a room, charging into battle, or
|
||
making an announcement. The type of music is determined by the caster.
|
||
|
||
Material components for this spell are: a miniature golden horn,
|
||
mustache wax, a short length of rope, and a lace handkerchief.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Kazago's Lock Pick (Alteration)
|
||
|
||
Range: 0
|
||
Components: S, M
|
||
Duration: 1 day + 1 day per 5 levels
|
||
Casting Time: 1 round
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell allows the bard to pick locks. The bard's Pick Pockets
|
||
percentage roll becomes an Open Locks percentage roll, and the bard is
|
||
treated as a thief in this respect for the entire duration of the
|
||
spell.
|
||
|
||
This spell is different from both the second-level Knock spell and the
|
||
Unlock cantrip in that it can possibly affect much more than one lock,
|
||
and that its effects are far less certain. It is especially useful on
|
||
fact-finding missions where the bard is worried about coming across
|
||
many locked doors along the way.
|
||
|
||
The material components for this spell are a set of thieves' picks and
|
||
tools, which are not consumed in the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Last Image (Divination, Necromancy)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1 round
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
When the forensic wizard casts this spell, he sees whatever the
|
||
recipient corpse saw at the very instant of death, with the intent of
|
||
learning the identity of the murderer, or at least the location of
|
||
death. If the recipient was killed by a gaze attack, the wizard suffers
|
||
this attack as well, but with a +4 bonus to his saving throw.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lesser Invisible Object (Illusion/Phantasm)
|
||
|
||
Range: 1"
|
||
Components: V, S
|
||
Duration: 1 turn per level
|
||
Casting Time: 1
|
||
Area of Effect: One object not larger than 3 cube feet per level
|
||
Saving Throw: None
|
||
|
||
This spell causes an object to vanish from sight, much like the second
|
||
level magic user spell invisibility (which affected only creatures).
|
||
The spell lasts only 2 rounds per level of the caster or until the
|
||
caster wills it to end. For example, a quiver of arrows or a bow could
|
||
be made invisible and carried, and when desired, a moments thought
|
||
could make them appear. Note that not even the caster can see the
|
||
invisible object, so if she or he is to use it most effectively, it may
|
||
be necessary to make it visible.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Little Death (Necromancy)
|
||
|
||
Range: 60'
|
||
Components: V, S
|
||
Duration: 1d4 + 1 rounds
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell may be cast on any living (not golem, undead, etc.) creature
|
||
native to the Prime Material plane and with 6+4 or less hit dice. The
|
||
victim must save vs. magic at -3 or fall paralysed for 1d4 + 1 rounds.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mental Notepad (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: See below
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to store information in the unused
|
||
portions of his brain for later recall.
|
||
|
||
The information thus stored will be available for complete recall as if
|
||
the caster was reading the information from a parchment in his hands.
|
||
|
||
The caster is able to store up to two pages of information in the brain
|
||
through the use of this spell.
|
||
|
||
If at a later time, the caster wishes to add more information, it
|
||
change the information that is current in his brain, then the caster
|
||
will be required to recast the spell and re-memorise the information
|
||
again.
|
||
|
||
There can only be one spell active in the casters brain at anyone
|
||
time.
|
||
|
||
The material component of this spell is a lead crystal sheet of no less
|
||
than 50 GP value which disappears after the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Minor Annoyance (Illusion)
|
||
|
||
Range: 5 feet per level
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell creates the illusion (sound and feel) of a mosquito flying
|
||
into the victim's ear. The victim will then act appropriately, which
|
||
usually means stopping and trying to get the illusionary mosquito out
|
||
of his ear, until either a successful saving throw vs. spell is made,
|
||
or the spell expires.
|
||
|
||
The spell takes effect at the beginning of the round after it is cast.
|
||
This means that it cannot be used to interrupt a spell, although it can
|
||
be used to keep spells from being cast in the round(s) afterward.
|
||
|
||
The victim gets a saving throw at the time of the casting, and then at
|
||
the end of each round thereafter.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Minor Mimicry (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Special
|
||
|
||
This spell allows the magic user to make the creature touched to appear
|
||
as something else for the duration of the spell. The illusion has
|
||
visual and minor auditory (such as crackling of fire, mumbling, etc.,
|
||
similar to Improved Phantasmal Force) components only. The form is
|
||
chosen by the magic user, and unwilling creatures gain a saving throw.
|
||
The illusion can be as small as half the size of the creature masked,
|
||
and as large as something that would fit within 1/4 cubic" + 1/4 cubic"
|
||
per level. Once the form is taken, it remains almost stationary, with
|
||
only minor movement possible; for example, a troll illusion could growl
|
||
and make threatening motions but could not walk and attack, and a fire
|
||
could dance and crackle but could not spread. For this reason, objects
|
||
are the forms most often chosen. Movement is not possible for the
|
||
recipient creature if the spell is to be maintained, as this would
|
||
break the spell. If the recipient remains still or nearly still,
|
||
however, the spell will last so long as the magic user maintains faint
|
||
concentration (spell casting and taking damage break the spell, but
|
||
talking and walking do not) and remains within 1" per level of the
|
||
location of the recipient (obviously not a problem if the magic user
|
||
and the recipient are the same person). If the spell is broken for any
|
||
reason, it will last a further 1-3 rounds + 1 round per level of the
|
||
caster. The illusion does not follow any movement made by its
|
||
recipient.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Murder Weapon (Divination, Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The caster of this spell can check one weapon per round to determine if
|
||
it was used to kill a specific corpse, of whom he has a blood sample. A
|
||
"murder weapon" is one which reduced the victim to zero hit points, or
|
||
delivered the poison which did so.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Painting (Illusion/Phantasm)
|
||
|
||
Range: 12"
|
||
Components: V
|
||
Duration: Concentration
|
||
Casting Time: 1
|
||
Area of Effect: 2" high cube
|
||
Saving Throw: Negates
|
||
|
||
By the means of this spell the caster can create an illusion of
|
||
whatever he wants, as long as he concentrates and the illusion remains
|
||
in the area of effect. It is usually easy to recognise what the
|
||
illusion is supposed to be of, but any creature that can do so can also
|
||
recognise that it is an illusion.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Personal Magnetism (Alteration)
|
||
|
||
Range: 5" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: Negates
|
||
|
||
By means of this spell, a mage is able to endow a single target
|
||
creature with a magical field which causes all creatures within the
|
||
area of effect (of the same basic species) to be drawn toward the
|
||
target creature, much in the say way that metal is attracted to a
|
||
lodestone. The spell will affect target creatures of up to 4 + 2 HD. A
|
||
saving throw (vs. spells) will totally negate this spell, but the hit
|
||
dice of the target creature modify its saving throw in the following
|
||
manner:
|
||
|
||
less than 1 HD: -4 to save,
|
||
less than 2 HD: -3 to save,
|
||
less than 3 HD: -2 to save,
|
||
less than 4 HD: -1 to save,
|
||
4 HD or more: normal save.
|
||
|
||
Creatures that have magical auras are totally immune to this spell.
|
||
This includes dragons, cockatrice, etc.
|
||
|
||
If the spell dweomer successfully affects the target creature it will
|
||
then attempt to attract all surrounding creatures of the same species,
|
||
causing them to move at their normal movement rate (and locomotion)
|
||
toward the target creature. The area of effect is sphere around the
|
||
target creature which extends outward 1" per level of the spellcaster,
|
||
up to a maximum of a 10" radius. The number of creatures within the
|
||
area of effect which the dweomer will attempt to attract is equal to
|
||
twice the current level of the spellcaster. The mage is unable to
|
||
change this number in any way and may himself be affected by the
|
||
dweomer (if of the same species as the target creature) if caught
|
||
within the area of effect. For purposes of this spell, hybrids are
|
||
considered an individual species, so half-orcs would only attract other
|
||
half-orcs, not other orcs and/or humans.
|
||
|
||
The area of effect is stronger near the target creature and therefore
|
||
has more of a chance to attract a being toward the target than at the
|
||
outer limits of the sphere. The outer 1" area of the sphere's influence
|
||
will always allow creatures to save (vs. spells) against the attraction
|
||
normally. But, for every 1" closer the creature(s) is penalised by a
|
||
cumulative -1 modifier to its saving throw. Here are examples of a 1st
|
||
level, 5th level, and 10th level plus mage casting this spell:
|
||
|
||
1st level Mage
|
||
|
||
Range: 1" -0- 1"
|
||
Save: 0 0
|
||
|
||
5th level Mage
|
||
|
||
Range: 5" 4" 3" 2" 1" -0- 1" 2" 3" 4" 5"
|
||
Save: 0 -1 -2 -3 -4 -4 -3 -2 -1 0
|
||
|
||
10th level Mage
|
||
|
||
Range: 10" 9" 8" 7" 6" 5" 4" 3" 2" 1" -0- 1" 2" 3" 4" 5" 6" 7" 8" 9" 10"
|
||
Save: 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -9 -8 -7 -6 -5 -4 -3 -2 -1 0
|
||
|
||
A successful saving throw against the attraction means that the spell
|
||
is unable to attract this creature toward the target creature.
|
||
|
||
Note that the mage may reduce the size of the area of effect to less
|
||
than he is able to affect (in 1" decrements) but the saving throw
|
||
modifiers are a product of the size of the area of effect, not the
|
||
level of the mage casting the spell. This means that if a 10th level
|
||
mage reduces the area of effect to a 1" sphere it would only be able to
|
||
affect creatures within 1" of the target creature and they would
|
||
receive a normal save, but he will still able to try to attract 20
|
||
creatures toward the target whereas the 1st level mage would only be
|
||
able to attract 2. Also, remember that the area of effect is three
|
||
dimensional, and can affect creatures through any material that does
|
||
not shield against magic (e.g., lead). Creatures that are physically
|
||
unable to become "stuck" to the target will stick to whatever physical
|
||
object is blocking their path, such as walls, floors, doors, etc.
|
||
|
||
If any creatures become "stuck" to the target creature, it and whatever
|
||
is stuck to it become entangled with each other, effectively reducing
|
||
their normal movement rate to 0". Creatures being drawn toward the
|
||
target are totally unable to attack, but may attack from the mass with
|
||
one attack form per round if the attack does not require melee combat
|
||
(e.g., breath weapon, gaze, etc.). If the combat form requires physical
|
||
contact, a "stuck" creature is only entitled to attack once per round
|
||
and only if it is first attacked by someone striking at it while it is
|
||
entangled. Attacks on entangled creatures are at +4 to hit, and the
|
||
creature(s) are penalised -3 on the return attack. Also, creatures so
|
||
entangle lose all armour class bonuses for dexterity.
|
||
|
||
The material component of this spell is a lodestone of at least 2 GP in
|
||
weight. It will disintegrate if the target creature successfully saves
|
||
against the spell. Otherwise, it is reusable, and only need be touched
|
||
during the casting to act as a focus for the mage.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Chaos (Abjuration) Reversible
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is very similar to protection from evil (q.v.) except in its
|
||
purpose and intent; it keeps out chaotic, as well as summoned or
|
||
enchanted creatures. It acts as magical armour on the recipient; the
|
||
protection encircles the recipient at a one foot distance, thus
|
||
preventing bodily contact by creatures of an enchanted or summoned or
|
||
chaotic nature. Summoned animals or monsters are similarly hedged from
|
||
the protected being.
|
||
|
||
Furthermore, any and all attacks launched by chaotic creatures incur a
|
||
penalty of -2 from dice rolls to hit the protected creature, and any
|
||
saving throws caused by such attacks are made at +2 on the protected
|
||
being's dice. This spell can be reversed to become protection from law,
|
||
although it still keeps out enchanted or summoned chaotic creatures as
|
||
well.
|
||
|
||
To complete this spell, the mage must trace a 3 feet diameter circle
|
||
upon the floor/ground with powdered obsidian for protection from law
|
||
and powdered glass for protection from chaos; or in the air using
|
||
burning incense or burning dung with respect to law/chaos.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Rain (Abjuration)
|
||
|
||
Range: 0
|
||
Components: S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
After casting this spell, the wizard will remain dry even if standing
|
||
in the midst of a torrent. The caster is protected from splashes and
|
||
falling drops, but he is not protected from more concentrated bodies
|
||
such as puddles. The water will simply bead and flow down an invisible
|
||
field which surrounds the caster and his clothing at a distance of
|
||
about one inch. An oiled leather rag is the material component of this
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Quantas's Target Bow (Enchantment)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 2d4 rounds + 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One bow
|
||
Saving Throw: None
|
||
|
||
While this spell is in effect, any arrows fired from the bow (which may
|
||
not be a crossbow) are +2 to hit a specific target. The caster must be
|
||
able to see the target, and call his shot. The +2 only affects hits on
|
||
the target, not on someone or something that gets in the way.
|
||
|
||
If the target is in melee, the target gets a +2 to it's size rating
|
||
when the DM determines the odds of hitting the target as opposed to
|
||
those around it. For example, if firing on a size six giant who is in
|
||
melee with a size two elf, there would normally be a one in three
|
||
chance to hit the elf. With target bow in effect, the giant would be
|
||
raised to size eight, giving only a one in four chance to hit the elf.
|
||
Should the arrow go at the elf anyway, it would not get its +2 to hit
|
||
(since the giant is the target).
|
||
|
||
Note that the arrow fired from the target bow is in no way magical. The
|
||
material component is a feather from a bird of prey, rubbed against the
|
||
bow string.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sand Skin (Conjuration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: Caster
|
||
Save: None
|
||
|
||
By this spell, the caster will cover himself with sand that will repel
|
||
damage. The caster will be able to cover himself with enough sand to
|
||
block 8 + 1 per level points of damage. The type of sand used causes
|
||
the body to be slightly shaded to that colour. The spell lasts until
|
||
all the points are used up. Multiple casting only raises you back to
|
||
the maximum of a single casting.
|
||
|
||
The material components needed are: ground granite, sandstone, or some
|
||
other type of fine sand.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sangfroid (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell confers immunity to all "nuisance" cantrips and first-level
|
||
spells cast upon the bard. In addition, it gives the bard a +4 bonus to
|
||
his saving throws vs. nuisance spells of second level or higher.
|
||
|
||
Nuisance spells are those that do no damage, but are designed to
|
||
adversely affect the bard's concentration, train of thought, or senses.
|
||
Most Illusion and Charm spells fall into this category, as do
|
||
Blindness, Deafness, and such spells that otherwise cause blindness or
|
||
deafness. All three variations of the Annoyance spell (q.v.) are
|
||
included as well. There are more such spells, but an exhaustive list
|
||
here is unwarranted.
|
||
|
||
This spell is primarily used while performing, as it keeps outside
|
||
events such as hecklers and Taunt spells from interrupting the bard's
|
||
performance.
|
||
|
||
The material component for this spell is a chip of granite.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Shadows (Illusion/Phantasm)
|
||
|
||
Range: 0 or 6" (see below)
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: See below
|
||
Saving Throw: None
|
||
|
||
This spell has three different potential functions, the choice of which
|
||
may be made at the time of casting:
|
||
|
||
#1: The magic user may cast shadows upon herself or himself, with this
|
||
covering giving her or him a chance of hiding in shadows as that for a
|
||
thief of equal level. The magic user can take advantage of (or is
|
||
penalised by) dexterity and racial adjustments. This form of the spell
|
||
is only shadow enhancing, so an effort must still be made to hide. It
|
||
can be cast only on the magic user's person (a range of 0 for this
|
||
function), and the magic user must remain still and concentrate
|
||
faintly to maintain the shadows. This can only be of use where shadows
|
||
already exist. If the caster is also a thief, this spell can be used to
|
||
either give the chance of hiding as described above or add a 2% per
|
||
level (magic user's level) to the character's normal thief chances of
|
||
hiding in shadows.
|
||
|
||
#2: This version causes a number of shadowy forms to dart about up to
|
||
6" distant in a 2" square area, until the spell expires. This could be
|
||
most distracting, for it appears as though there are humanoid and
|
||
possibly animal forms moving about. These shadows cannot exist in
|
||
sunlight or a continual light, but could still be seen jumping between
|
||
areas of cover.
|
||
|
||
#3: This version creates the illusion of a number of humanoid forms,
|
||
appearing exactly as the undead shadow. Up to 1 form per level can be
|
||
made, appearing in a 10' + 1' per level square area. The magic user has
|
||
control over each form's actions. While they may look like shadows,
|
||
they are completely powerless (with the exception, perhaps, of causing
|
||
fear or uncertainty - a normal reaction for one confronted with this
|
||
situation). The magic user must maintain concentration, and even then
|
||
the maximum duration of 3 rounds per level still applies. If she or he
|
||
breaks concentration, the shadows will last 1-2 rounds longer before
|
||
fading away.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Skeleton (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
With this spell, The necromancer can turn one humanoid corpse into a
|
||
skeleton. The skeleton may then be controlled as per animate dead. A
|
||
mage may only have in existence through us of this spell one skeleton
|
||
per level. The material component of this spell is a salve that
|
||
requires 50 GP and 24 uninterrupted hours to create.
|
||
|
||
Hit points of the skeleton are determined randomly. Disposing of
|
||
skeletons with insufficient hit points is possible, if expensive. When
|
||
a skeleton created by this spell is damaged, the damage cannot be
|
||
repaired.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Skulkskin (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
Similar to the effect of the skulk's renown ability, this spell enables
|
||
the recipient to change colour so as to blend with her or his
|
||
background; however, unlike the skulk's ability, it changes not only
|
||
the skin colour, but the colour of any items worn or carried also. The
|
||
chance of successfully hiding depends on the activity of the recipient,
|
||
as shown on the following table:
|
||
|
||
Movement Rate Chance of Success
|
||
-------------- ------------------
|
||
0 (stationary) 80% + 2% per level
|
||
Up to 1" 60% + 2% per level
|
||
Up to 3" 40% + 2% per level
|
||
Up to 6" 20% + 2% per level
|
||
Up to 9" 00% + 2% per level
|
||
|
||
The recipient may attack without ruining the spell, and will surprise
|
||
on a 1-4 in 6 if successfully hidden from view. Once seen, a creature
|
||
cannot successfully hide from an observer until first moving out of its
|
||
line of sight. Note that chances to detect invisibility (DMG page 60)
|
||
apply against this spell. The material component is a bit of skin from
|
||
a colour-changing creature (such as a chameleon, troglodyte, skulk,
|
||
pseudo-dragon, etc).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Small Fire Ball (Evocation)
|
||
|
||
Range: 5 yards + 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One target
|
||
Saving Throw: 1/2
|
||
|
||
This is similar to a normal Fireball spell with the following
|
||
exceptions: only one target is affected (the caster chooses the target
|
||
and the Fireball expands until the target is engulfed), damage is 1d4
|
||
per caster's level (up to a maximum of 10d4), and exposed items receive
|
||
a +2 on their saving throws. The material components for this spell are
|
||
a bit of burning incense, and any gem worth at least 5 GP; both are
|
||
consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Snapshot (Invocation/Evocation)
|
||
|
||
Range: Sight
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 0
|
||
Area of Effect: One page
|
||
Saving Throw: None
|
||
|
||
With this spell, the wizard causes an image of whatever he sees, even
|
||
thermal images and magical auras, to appear on a sheet of parchment or
|
||
vellum (the material component of the spell).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Spirit Command (Enchantment/Charm)
|
||
|
||
Range: 30 yards
|
||
Components: V
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell enables the mage to command a spirit or extra-planar
|
||
creature with a single word. The command can be uttered in a language
|
||
the creature can understand (or a language the creator could understand
|
||
if it is a summoned spirit). Spirits and creatures with 6 or more hit
|
||
dice receive a save; spells save at their caster's level (if the caster
|
||
is at least of sixth level).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Time of Death (Divination, Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 9
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
This spell allows the forensic wizard to estimate the time of death of
|
||
the recipient corpse to within 5% if the corpse has been dead no more
|
||
than one day per level of the caster, to within 20% otherwise.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tree Swipe (Alteration)
|
||
|
||
Range: 3" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 round + 1 round per 3 levels
|
||
Casting Time: 1
|
||
Area of Effect: One fully grown tree
|
||
Save: None
|
||
|
||
By use of this spell, the caster will control a tree branch for the
|
||
duration of the spell. The caster can make the branch wave, attack,
|
||
fan a small breeze, etc. If the branch attacks, it does so as a
|
||
fighter of the same level as the caster and will do 2d6 damage. This
|
||
spell works only on full-size trees.
|
||
|
||
The material components needed are a tree branch, a verbal "smack" and
|
||
a swing of the arm.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Urlic's Unwholesome Meal (Illusion/Phantasm)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: 2 portions + 1 portion per level
|
||
Saving Throw: Negates
|
||
|
||
This spell is used to disguise existing food or to create a completely
|
||
illusionary meal. The illusion will have full visual, thermal, touch
|
||
and smell components.
|
||
|
||
With the former usage, a bland meal can be made to appear in all
|
||
respects as a royal feast (or vice versa), and even spoiled food or
|
||
poison can seem irresistible. The serving vessels and utensils can also
|
||
be disguised. (Spoiled foods will often cause nausea, and as a general
|
||
rule, if a save versus poison is failed, a character will be
|
||
incapacitated for 3-18 rounds following a 2-16 round onset time. Allow
|
||
a 25% or greater chance (depending upon what was eaten) for more
|
||
serious poisoning lasting 4-48 hours. Both slow poison and neutralise
|
||
poison would be effective in countering these symptoms.) A saving throw
|
||
vs. spells is not given until the creature actually begins to consume
|
||
the affected meal, and this is made at -4 unless a close examination of
|
||
the food is made. If failed, the diner will believe the illusion to be
|
||
real, and will have no cause for alarm. If the save is successful, the
|
||
creature will see the meal's true form, and will be aware of the
|
||
presence of an illusion.
|
||
|
||
If a complete illusionary meal is consumed, a victim will believe that
|
||
his hunger and/or thirst has been satiated, but only for as long as the
|
||
spell duration. A saving throw is allowed, being the same as that of
|
||
the former application of the spell.
|
||
|
||
The spell requires the magic user to sprinkle a pinch of gold dust
|
||
over the food (or air) where the illusion is to be created.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Werp's Unseen Escape (Illusion/Phantasm)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is a weakened version of the second level magic user spell
|
||
invisibility (q.v.) (cf. the second level magic user spell
|
||
invisibility). For the chance to detect invisibility (see Dungeon
|
||
Master's Guide, page 60), an observer is treated as five levels higher
|
||
than actual.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wimbly's Wonderful Web (Conjuration, Evocation)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell, when cast, creates one strand of a very sticky web material
|
||
similar to the kind spiders use to wrap up their captured prey. When
|
||
the strand hits a creature, it immobilises them for the duration of the
|
||
spell. When the spell wears off, the web-like material ceases to be
|
||
sticky and the creature can easily escape.
|
||
|
||
During the spell, the webs require at least a 21 strength or better to
|
||
break, or an edged weapon doing at least 2 points of damage per level
|
||
of the caster. If this is not done carefully then the entangled
|
||
creature takes 3/4 full damage if the would be helper misses the webs
|
||
or half damage if he does not. The webs would take 1/4 or 1/2 damage
|
||
respectively. The webs could be more easily burned off but the
|
||
entrapped creature would take 2-7 damage from the burning webs. The
|
||
webs for this case are considered Armour Class 0
|
||
|
||
In order for the target creature to be hit, the caster attacks as a
|
||
monster of equal hit dice. Dexterity bonuses are added to the caster's
|
||
roll, if any.
|
||
|
||
If the spell misses the target creature, then an other creature behind
|
||
the target may be hit (the spell travels in a straight line out to its
|
||
maximum range or until it hits something).
|
||
|
||
The material component for this spell is some spider webs which
|
||
disappear when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wither (Necromancy)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: 100 square feet per level
|
||
Saving Throw: Special
|
||
|
||
This spell kills all normal vegetation within an area of 100 square
|
||
feet per level of the caster, who determines the shape of that area at
|
||
the time of casting. Trees receive a saving throw of 11, and special
|
||
plants such as treants suffer but 1d6 points of damage. The material
|
||
component is acid, sprinkled over the whole area of effect. Casting
|
||
time is exclusive of this administration.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wizard Glue (Enchantment)
|
||
|
||
Range: Touch
|
||
Components: S, M
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: 20 square feet per level
|
||
Saving Throw: None
|
||
|
||
Wizard Glue will hold one relatively flat surface to another, a mirror
|
||
to a wall for example. The strength of the bond is 20 pounds per level
|
||
of the wizard, up to 120 pounds. Dispel Magic will end the spell, and a
|
||
strength of 10 or greater can break a 20-pound bond. A strength of 12
|
||
can break a 40-pound bond, a strength of 14 can break a 60-pound bond,
|
||
and so forth. If the item held by the glue is brittle, it may be
|
||
shattered in the separation. Honey is the material component of this
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Second Level Spells
|
||
|
||
========================================================================
|
||
|
||
Acid Water (Alteration)
|
||
|
||
Range: 2"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One gallon per level
|
||
Saving Throw: None
|
||
|
||
This spell turns water into an acidic substance. If a creature touches
|
||
this stuff, it takes 2d4 damage. If the acid is drunk, it will take 4d4
|
||
damage. The caster can do anything in or to the substance without
|
||
taking any damage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ahrvar's Instant Offensiveness (Enchantment/Charm)
|
||
|
||
Range: 120 yards
|
||
Components: V, S
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: One person
|
||
Saving Throw: Negates
|
||
|
||
This spell effects any single intelligent being it is cast upon. By
|
||
intelligent being, it is meant any creature with a rudimentary form of
|
||
spoken language. This includes humans, demi-humans, humanoids,
|
||
intelligent monsters, etc.
|
||
|
||
The victim receives a saving throw vs. spell to avoid the effect, with
|
||
the appropriate adjustments due to Wisdom. If the victim fails his
|
||
save, the victim's speech immediately becomes offensive to all who can
|
||
understand the language the victim is using. The victim, however, only
|
||
hears what he thinks he is saying, and may become extremely curious as
|
||
to why everybody is mad at him. The words of the victim become SO
|
||
offensive, in fact, they act as a low-power Taunt spell, with those
|
||
hearing and comprehending the victim's speech making a save vs. magic
|
||
at +4, or else be consumed with a mindless desire to bash the victim's
|
||
head in. Each person within hearing of the victim will hear whatever
|
||
would be considered most offensive by them. The caster is the only one
|
||
able to hear what is actually spoken by the victim, and is thereby
|
||
immune to the taunt effect.
|
||
|
||
The components of this spell are the command word, and a subtle
|
||
pointing motion by the caster, at the target.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One object or person
|
||
Saving Throw: Special
|
||
|
||
This spell creates a magic aura around an object similar to the one
|
||
from Nystul's Magic Aura. However, it hides not the magic property, but
|
||
the alignment of the target. The caster can specify which alignment he
|
||
wants the object to radiate as well as the strength of the radiation.
|
||
The higher the level of the caster the more radical alignment he could
|
||
place on the object or person. Note that this aura does not change the
|
||
alignment (if present) of a person or object.
|
||
|
||
This spell foils such spells as Detect Good/Evil, a paladins Detect
|
||
Evil ability and the spell Know Alignment. It does not change the
|
||
effect of the Protection from Good/Evil spells. Note that the priest
|
||
version of True Sight or a gem of seeing will see through this spell.
|
||
If the object or person acts in a different way than is indicated by
|
||
the aura, other people will get a disbelieve check. A mage with the
|
||
true sight spell will now get a true reading off a detect evil.
|
||
|
||
The material component of this spell is a sheet of thin silk in an
|
||
appropriate colour to the alignment being cast. It is consumed
|
||
completely.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Moonlight (Evocation)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 10' per level radius circle
|
||
Saving Throw: None
|
||
|
||
This spell creates an area of soft blue-grey light, apparently coming
|
||
downwards from above. This light effectively washes out all colour, but
|
||
clear vision is certainly possible within the area of effect. Vision is
|
||
also possible out to 10 yards beyond the spell's radius, but such
|
||
vision is dim and shadowy at best. The moonlight does not interfere in
|
||
any way with infravision, but the nature of the light is such that
|
||
creatures adversely affected by bright light suffer only half the
|
||
normal penalties when within the Moonlight and none when within its
|
||
shadowy fringes. The Moonlight spell may be centered on the caster, in
|
||
which case it moves with him. Otherwise, the spell must be cast on an
|
||
area and is stationary. The material component of this spell is a
|
||
moonstone that has been exposed to actual moonlight for a full night.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Rainbow Beam (Evocation)
|
||
|
||
Range: 10' + 5' per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell draws upon the power of the Quasi-Elemental Plane of
|
||
Radiance and brings forth a beam of pure light. The colour of the light
|
||
making up the beam is normally randomly determined by a roll of a d8.
|
||
However, the caster has a chance equal to 5% per level of being able to
|
||
select the colour of the beam (the caster may not select a multi-hued
|
||
beam. Such occurs only as the result of an aberration in the magic).
|
||
The colours of the beams are as follows:
|
||
|
||
1 red (cold) 6 indigo (holy water)
|
||
2 orange (heat) 7 violet (force)
|
||
3 yellow (acid) 8 multi-hued beam -
|
||
4 green (poison) roll twice ignoring 8's
|
||
5 blue (electrical)
|
||
|
||
The beam does a base of 2d6, plus an additional point of damage for
|
||
each level of the caster (e.g. a 7th level caster would inflict 9-19
|
||
(2d6+7) points of damage). Any creature resistant to the attack form
|
||
indicated by the colour of the beam takes NO damage, while a creature
|
||
vulnerable to the specific attack form (such as heat vs. a yeti) will
|
||
suffer double damage. A saving throw indicates that the beam has
|
||
missed and the intended victim is unaffected. Note that the beam may
|
||
hit a target other than the one intended. Once the beam hits a solid
|
||
object, it stops, even if that object is transparent. Any creature
|
||
suffering damage from the spell must make item saving throws if
|
||
appropriate. The material component of the spell is a small clear gem
|
||
or crystal prism worth at least 50 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Spark Shower (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 2
|
||
Area of Effect: 5' x 20' long x 10' base wedge shape
|
||
Saving Throw: 1/2
|
||
|
||
The caster extends his arms and speaks the spell, and a sheet of
|
||
sizzling purple sparks shoots forth from the caster's hands. These
|
||
sparks cause 1d4 electrical damage per three levels of the caster,
|
||
rounded up, to a maximum of 5d4. Those wielding metal weapons (swords,
|
||
etc.) or wearing partially metal armour (ring, scale, chain) save at -2
|
||
and suffer +1 point of damage per die. Those wearing full metal armour
|
||
(splint, banded, plate, etc.) save at -4 and suffer double damage. The
|
||
material component is a bit of fur, glass, and copper.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Star Gaze (Evocation)
|
||
|
||
Range: 60 yards
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One creature per 2 levels
|
||
Saving Throw: Special
|
||
|
||
This spell causes a blazing white sheet of light to issue from the
|
||
caster's eyes. This sheet will envelop a number of creatures based on
|
||
the caster's level. Those who fail a save vs. petrification will be
|
||
blinded for a full turn. Those who do save are merely dazzled (-2 on
|
||
to hit and AC) for 1 round, having looked away just in time. Dark
|
||
dependent creatures such as drow and gray dwarves save at a -4 vs.
|
||
this spell, and the duration of its effects are doubled.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Starblades (Conjuration)
|
||
|
||
Range: 10' + 10' per level
|
||
Components: V, S, M
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 2
|
||
Area of Effect: One creature per 3 levels maximum
|
||
Saving Throw: None
|
||
|
||
This spell creates one magical star-shaped bladed weapon for each three
|
||
levels of the caster, up to a maximum of seven. The caster may then
|
||
throw these as weapons, out to the spell's maximum range. They are
|
||
treated as Slashing weapons with respect to effectiveness vs. armour,
|
||
and the caster's to hit rolls with them are at +3, in addition to any
|
||
bonus for high dexterity. Each Starblade that strikes causes 2d4
|
||
damage, +2 vs. creatures with powers drawing on the negative material
|
||
plane or plane of shadow. The material component is a small silver
|
||
star.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ambient Light (Alteration)
|
||
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 2
|
||
Area of Effect: 2" radius globe
|
||
Saving Throw: None
|
||
|
||
This spell is in many ways similar to the first level spell Light
|
||
(q.v.). With an Ambient Light spell, while there is a centre for its
|
||
sphere of effect, there is no point of light at this centre -- the
|
||
intensity of the light is consistent throughout the entire globe. The
|
||
light is even behind objects or walls, in a closed chest, in fact,
|
||
everywhere in the area of effect. Therefore, absolutely no shadows
|
||
exist. The spell has a number of interesting effects because of this;
|
||
for example, if cast in a hallway, the light would extend through a
|
||
door or wall into an adjacent room (or even into secret tunnels below
|
||
the hall) up to the full area of effect. Just beyond the 2" radius
|
||
globe, reflected light from the actual area of affect lights up 5'
|
||
further. This is much dimmer than the globe, is very shadowy (if there
|
||
is something to cast one), and fades off into complete darkness
|
||
(assuming, of course, the area would be dark without this spell). One
|
||
obvious advantage of the spell is to make hiding in shadows impossible
|
||
within the area of effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Annoyance (Illusion)
|
||
|
||
Range: 5 feet per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This is a more powerful version of the first level spell Minor
|
||
Annoyance (q.v.), in that it creates the illusion of a bumblebee flying
|
||
into the victim's ear. The victim only gets one saving throw; if
|
||
successful, the annoyance lasts for only one round. The spell's effects
|
||
start at the beginning of the next round, just like Minor Annoyance.
|
||
|
||
The material component of this spell is a dead insect. If an actual
|
||
dead bumblebee is used, the victim's saving throw is made at -2.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Azalldam's Fabricated Boat (Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is similar to Azalldam's Fabricated Bridge except it shapes
|
||
a boat from the conjured shadows instead of a bridge. The caster may
|
||
create a boat of 50 square feet per level (up to a maximum of 1000
|
||
square feet). The boat will support 100 pounds per level of the caster;
|
||
any additional weight will cause the boat to capsize. The spell will
|
||
last 1 turn for each level of the caster, or until the caster ends it.
|
||
|
||
Similar to the Fabricated Bridge spell, the boat may not be
|
||
disbelieved, but may be dispelled.
|
||
|
||
The material component for this spell is a small wooden carving of a
|
||
boat; this carving is not consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Bigby's Groping Fingers (Conjuration)
|
||
|
||
Range: 3"
|
||
Components: S
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to "grope" his target. This spell is
|
||
usually used by mischievous apprentices in bars and such... have fun!
|
||
(gee, I don't know if I'm hitting a copyright problem by using the name
|
||
"Bigby" in here but it just seems the most appropriate name to use, and
|
||
for all I care, if TSR wishes to claim this silly spell as their own,
|
||
so be it).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Byen's Arrow (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 6 turns per level
|
||
Casting Time: 1 round per arrow
|
||
Area of Effect: One arrow per 2 levels
|
||
Saving Throw: None
|
||
|
||
Several decades past, Byen, the famed assassin/illusionist of the City
|
||
of Yorkad, created this spell so as to be able to execute certain
|
||
"assassinations" which would seem completely real but in which the
|
||
victim would (hopefully) not be killed. Byen's Arrow creates a very
|
||
powerful illusion that is modelled exactly after an actual arrow. The
|
||
caster must take a real arrow, of fine quality, and spend one entire
|
||
round chanting and weaving her or his hands along the edge of the
|
||
arrow. To complete the casting, the caster must prick her or his finger
|
||
with a splinter of wood and smear it upon the arrowhead. The arrow is
|
||
then actually replaced by an illusion, that has full visual, audible,
|
||
tactile, thermal, and olfactory components. An attempt to disbelieve
|
||
can be made, but the save is made a -2 DM (or +2 if informed of the
|
||
illusion); however, in most circumstances, there will be no reason to
|
||
suspect anything is amiss. The magic user can "enchant" up to 1 arrow
|
||
for every two levels she or he possesses, each arrow taking one round
|
||
of preparation.
|
||
|
||
The arrows must be shot in a normal manner (i.e. the magic user must
|
||
have someone of a class able to make use make use of a bow to shoot
|
||
them). Such a user will in no way suspect that the arrows are
|
||
illusionary from just examining them. If these arrows hit a target, the
|
||
illusion continues so that the target will bleed illusionary blood, an
|
||
will feel illusionary pain. Unless the victim for some reason attempted
|
||
to disbelieve and this attempt was successful, the victim will take the
|
||
full 1-6 damage from the arrow, plus any applicable bonuses for
|
||
strength, specialisation, a magic bow, etc. Only 25% of this damage is
|
||
actual, but even after the illusion fades (which happens in 5 rounds +
|
||
1 round per level after being hit) the victim will still suffer form
|
||
shock and a loss in confidence and composure. Hit points lost because
|
||
of these arrows that were not part of actual damage will be recovered
|
||
at a rate of 1 HP per round of rest or 1 HP per turn of even mild
|
||
activity, but not at all for strenuous activity. Creatures brought
|
||
below zero HP because of this illusionary damage will be unconscious
|
||
and must make a system shock survival roll of else die of shock, losing
|
||
1 HP per round until reaching -10, unless they receive aid. Even
|
||
creatures that can be hit by only by silver, iron or magical weapons
|
||
will suffer from all the above effects unless they have some special
|
||
resistance to illusions (or have reason to be suspicious and
|
||
disbelieve).
|
||
|
||
Note that Byen's Arrow will work on light and heavy quarrels of high
|
||
quality as well as on arrows.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cause of Death (Divination, Necromancy)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1 turn
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
With this spell the forensic wizard can determine if the corpse has
|
||
received damage from any of the causes listed in the table below, and
|
||
which cause actually reduced him to zero hit points. This spell
|
||
involves dissection of the corpse, and the material components are a
|
||
magnifying glass and a set of scalpels. These are not expended by the
|
||
casting.
|
||
|
||
Cause Notes and secondary information
|
||
------------------ --------------------------------------------
|
||
Exposure exposure to cold, fire, heat, or lightning;
|
||
drowning
|
||
Falling or hanging height fallen from
|
||
Disease or old age organs affected, parasites involved
|
||
Magic applies only to magic missile or necromantic
|
||
effects
|
||
Wound wound inflicted by bludgeoning, piercing, or
|
||
slashing
|
||
|
||
The DM may introduce a chance of failure if the body is greatly
|
||
decomposed, and he might give false information based on nature of the
|
||
trauma. A corpse swatted by a dragon's tail, for example, might show
|
||
the same indications as one which fell from a great height, and a
|
||
poisoned corpse usually looks like one which died of disease. The
|
||
prudent forensic wizard always detects poison just to be sure.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cheffield's Major Feast (Alteration)
|
||
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 5 rounds
|
||
Area of Effect: 4 people fed per level
|
||
Saving Throw: None
|
||
|
||
When this spell is cast into a large pot or onto an appropriate number
|
||
of plates it brings into being enough food to feed four per level of
|
||
the caster for one meal. The food is nourishing and filling, the drink
|
||
is cool and refreshing. The food may not taste the best in the world
|
||
but it certainly fills the cracks. It also makes, when chilled and
|
||
rewarmed, exceptional leftovers.
|
||
|
||
This spell requires a handful of rice which is cooked over a low boil
|
||
while the caster mutters "cooks in just 5 minutes."
|
||
|
||
The spell was created by a magic user whose abilities as a chef far
|
||
surpassed those of his spell casting. He is known far and wide as a
|
||
chef of great skill.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Circle of Power (Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This powerful spell allows a group of mages to work in conjunction to
|
||
create a special area of effect (the circle) into which one mage (or
|
||
possibly two) may enter and have their working level of experience
|
||
increased. A minimum of four mages is required to initiate the spell,
|
||
and the spell must be cast by the mages of the circle, not read or used
|
||
from any device.
|
||
|
||
First, the mages form a circle and begin casting the spell. The spells
|
||
from each mage must then synchronise into a rhythmic chanting effect.
|
||
This means that it will take as many rounds as the highest level member
|
||
of the circle to make the circle synchronise and become operative. From
|
||
that point on, a mage may enter the circle and have his working level
|
||
of experience increased by the total combined levels of the circle
|
||
spellcasters minus one level for each member of the circle. Once
|
||
entered, the central mage may rest and study as a higher level mage,
|
||
but may not use new spell levels, just the higher memorisation
|
||
capabilities, spell range, duration increases, etc. If the total number
|
||
of levels bestowed reaches 20, another mage may step into the circle
|
||
and divide the increased level benefits between himself and the first
|
||
mage with all odd remaining levels becoming useless and therefore
|
||
ignored.
|
||
|
||
Any members of the circle who are injured immediately fall away from
|
||
the circle's synchronisation and the central mage(s) lose(s) the
|
||
benefits of that member's levels one turn later. New mages may join
|
||
into the circle at any time (taking an equal number of rounds as their
|
||
experience level to synchronise with the circle), though, and since the
|
||
effects of being in a circle will not wear off for one full turn other
|
||
circles may be formed which the mage may enter to retain his current
|
||
working level (or increase of decrease it according to the levels of
|
||
the new circle).
|
||
|
||
Members of the circle may chant (from the synchronisation point) for a
|
||
period of turns equal to the combination of their intelligence and
|
||
constitution scores divided by two and then added to their current
|
||
experience level. The circle members (but not the central mages) gain a
|
||
magic resistance to any attacks against the circle which would silence
|
||
the spell equal to the total experience levels of the circle members.
|
||
|
||
The source of this spell is the Telnorne Mageocrat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cloud Walk (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1d6 turns + 1 turn per level
|
||
Casting Time: 3
|
||
Area of Effect: Creatures touched
|
||
Saving Throw: None
|
||
|
||
This spell allows the recipient to walk on any form of fog, cloud, or
|
||
smoke as if it were solid. The recipient may move at normal movement
|
||
rate, plus the movement rate of the smoke (thus a rising column of
|
||
smoke from a fire might carry the recipient up at 12 movement rate).
|
||
The smoke must be reasonably thick, reducing visibility
|
||
significantly... This spell will not allow walking on fine mist. The
|
||
material component is a hair from a nightmare.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dancing Fire Light (Alteration, Evocation)
|
||
|
||
Range: 6" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Save: 1/2
|
||
|
||
This spell - except as noted - is the same as Dancing Light (out of
|
||
TSR's Player's Handbook). The lights are orange-like in colour and give
|
||
off heat. If the caster concentrates on the balls, he can have them
|
||
attack doing 1-3 points of damage per ball (4 balls maximum). All the
|
||
balls must attack the same target in any given round. Optionally, the
|
||
caster can form one mass that looks like a fire elemental and can
|
||
attack once per round and does 3-9 points of damage. The heat can set
|
||
fire to flammables.
|
||
|
||
The material components needed are a piece of flint and either a bit of
|
||
phosphorus or withwood.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Death Armour (Necromancy)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
While this spell is in effect, any creature who touches the caster with
|
||
exposed flesh (to cast a spell, for example) will suffer 1d8 points of
|
||
damage. The spell will not protect the necromancer from damage, nor
|
||
does it have any effect on an armed opponent, but it will affect
|
||
undead, and the death master adds one point to damage inflicted with
|
||
his bare hands.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Chaos (Divination) Reversible
|
||
|
||
Range: 6"
|
||
Components: V, S
|
||
Duration: 5 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: 1" wide path
|
||
Saving Throw: None
|
||
|
||
This spell is similar in all respects to the second level mage spell
|
||
Detect Evil/Good (q.v.), except that the mage is detecting for
|
||
Chaos/Law.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Magic II (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 3 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: 6" + 2" per level path, 2" wide
|
||
Save: None
|
||
|
||
This spell is just like TSR's Detect Magic spell except it is more
|
||
sensitive, has a longer range (6"+1" per level for the TSR version),
|
||
and the caster will be able to determine accurately what kind of magic
|
||
(alteration, divination, conjuration, etc.) is in effect if the magic
|
||
is within 6" + 1" per level. This spell will not blind, hurt, or ...
|
||
someone if in an area of extreme magic, the caster will simply know
|
||
that stronger magic is in effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Phase (Divination)
|
||
|
||
Range: 1/2" per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the caster can see and perceive any creature
|
||
that is out of or in a different phase than that of the caster. This
|
||
means that the caster will see clearly such creatures with special
|
||
defenses as displacement, blinking, duo-dimension, astral, or
|
||
etherealness and those who can shift out of phase, such as a phase
|
||
spider. Furthermore, if the caster has means to attack such creatures,
|
||
he will have none of the ill effects that normally occur when trying to
|
||
attack (i.e. the caster would know the exact location of a displacer
|
||
beast, or where the phase spider is etc.). The information cannot be
|
||
communicated to his fellows by words.
|
||
|
||
The material component of this spell requires a lens of calcite crystal
|
||
which must be viewed through for the spell to have effect. It does not
|
||
disappear at the end of the spell.
|
||
|
||
Some Mages have made spectacles of calcite crystal so they would have
|
||
there hands free to do other things after casting the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Spirit (Divination) Reversible
|
||
|
||
Range: 20 yards + 5 yards per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: One creature or object
|
||
Saving Throw: None
|
||
|
||
Detects the presence of a soul spirit or mentality in any body or
|
||
object (enchanted swords, etc.), and whether or not the mind
|
||
controlling the body is its "native". Thus, it will not detect charming
|
||
or hypnosis but will detect possession. Only the fact of a mind is
|
||
detected, not its nature. If it is cast on a normally invisible spirit
|
||
(such as an Invisible Stalker or Unseen Servant), the caster can see
|
||
the creature as a visible force for one turn per level. The reverse,
|
||
Obscure Spirit, has a range of touch and conceals a single mind or
|
||
spirit from detection by this spell for 24 hours.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Disease (Illusion/Phantasm)
|
||
|
||
Range: 3"
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
Similar to spells such as Blindness and Deafness, a Disease spell will
|
||
cause its target to believe that she or he has contracted a real
|
||
(natural) disease. Even though the spell affects the mind, the victim
|
||
believes so strongly in the disease that boils, pains and any other
|
||
symptoms normally associated with the affliction will be imagined,
|
||
putting the individuals health under considerable stress.
|
||
|
||
If the target has recently been in a situation where contracting a
|
||
disease is quite likely (such as living in filthy surroundings, falling
|
||
into sewage or garbage heaps, attacks from giant rats or oygtugs,
|
||
etc.), a saving throw is made at a penalty of -4; on the other hand, if
|
||
a character has recently had a Cure Disease cast upon herself or
|
||
himself, is immune to normal diseases, or has some other strong reason
|
||
to believe that she or he could not possibly have contracted a disease,
|
||
then a saving throw at +4 or higher (probably +8 if normally immune) is
|
||
allowed.
|
||
|
||
Once the spell takes effect, it is permanent until the inflicted
|
||
receives a Dispel Illusion. The disease is determined randomly from
|
||
the table in the DMG, with the full effects described inflicting the
|
||
target.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dispel Silence (Abjuration)
|
||
|
||
Range: 10 yards per level
|
||
Components: S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: 15' radius sphere
|
||
Saving Throw: None
|
||
|
||
When cast, this spell automatically dispels any magical silence within
|
||
its area of effect. Furthermore, no silence spell will have effect
|
||
within the area of effect for the duration of the spell.
|
||
|
||
The casting of this spell requires a small silver bell, chime, or gong,
|
||
which must be struck twice, at the end of each segment of casting. The
|
||
device must be worth at least 50 GP, and is consumed in the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Explosive Missile (Alteration/Evocation)
|
||
|
||
Range: 0"
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell actually has two variations. The first produces a special
|
||
dart which the magic-user hurls toward its target. The dart has a +3
|
||
"to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful
|
||
hit does 3-6 damage points +1 hit point per caster's hit die. The
|
||
second version enchants an ordinary arrow or quarrel, making it magical
|
||
for hitting purposes, and delivering double normal damage +1 hit point
|
||
per caster's level.
|
||
|
||
Both versions also have a residual blast radius, inflicting 2d4 damage,
|
||
or 1d4 on a save vs. magic. Any item struck directly by an explosive
|
||
missile must save vs. crushing blow to avoid damage. The material
|
||
components are sulfur, diamond dust, and the appropriate missile being
|
||
enchanted. The first version requires a 10 GP silver dart as it's
|
||
missile. The explosive missile must be used within three rounds of
|
||
creation, otherwise it detonates and does damage to those immediately
|
||
around it.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's War Disk (Evocation)
|
||
|
||
Range: 6"
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The war disk is a small hand hurled missile which the magic-user throws
|
||
toward its target. It's "to hit" bonus is +3 at less than 2", +2 from
|
||
2" - 4", and +1 from 4" - 6". The caster must declare which version he
|
||
is casting prior to the throw. The first type hits only once for 1d4
|
||
base damage + 1 hit point per level of the caster. The second may be
|
||
thrown once per round for 1d4 + 1 point of damage per successful hit
|
||
and automatically returns at the end of the round. Its duration is one
|
||
round per level.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Duck! (Enchantment/Charm)
|
||
|
||
Range: 1"
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1 (but takes up the entire round - see below)
|
||
Area of Effect: One creature
|
||
Save: None
|
||
|
||
By this spell, the caster helps the defence out on himself or another
|
||
creature. If the caster sees an attack coming, the caster can cause
|
||
the creature to be suddenly moved out of the way so as to cause the
|
||
attack to miss. This will only work against body (claws, bit, etc.)
|
||
or hand held weapons. The creature that has been moved must then take
|
||
5 segments readjusting his position before it can attack again.
|
||
|
||
The caster must prepare for this spell, and must declare at the end of
|
||
the previous round that he is casting this spell. The caster then
|
||
waits until the monster attacks, and throws the spell.
|
||
|
||
Creatures that have never had this done to them before must make a save
|
||
vs. petrification or be stunned for 2 rounds.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dumbness (Illusion/Phantasm)
|
||
|
||
Range: 3"
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell causes the recipient creature to become completely dumb,
|
||
believing that she or he is unable to speak by means of voice in any
|
||
way (cf. Blindness, Deafness). This effect can only be removed by
|
||
Dispel Illusion, or by the will of the caster, and is permanent until
|
||
such time. The victim does get a saving throw verses spell to avoid the
|
||
effect. Note: this spell could be very effective against creatures such
|
||
as androsphinxes, dragonnes and harpies.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dust Warriors (Conjuration/Summoning, Necromancy)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 3
|
||
Area of Effect: 2" long square
|
||
Saving Throw: None
|
||
|
||
The material component for this spell is a full set of teeth from a
|
||
man-sized or larger carnivore which must be cast on an area of earth,
|
||
rock, raw stone, sand or gravel as the spell is cast. The spell
|
||
generates 1 skeleton + 1 per 2 levels which rise from the area. They
|
||
will fight for the caster until they are turned or destroyed, the
|
||
caster is slain, rendered unconscious or moves out of spell range of
|
||
the group, or the magic is dispelled. They last only while there is
|
||
someone to attack (including each other, if necessary) - any round in
|
||
which there are no targets available the skeletons will fade back into
|
||
dust.
|
||
|
||
If dragon's teeth are used as the material component, each skeleton
|
||
will have bonus hit points equal to the age category of the dragon
|
||
(count 4 HP = 1 HD for turning and attack purposes). Furthermore, they
|
||
will be immune to the attack type of the dragon's breath weapon. [ed.
|
||
note: we use second edition, so dragon's teeth aren't too easy to come
|
||
by]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Expose Magic (Divination)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell will inform the caster of all of the details of a single
|
||
spell cast within one round per level - including the destination of a
|
||
teleport, the target of a charm spell, the name of a spell without
|
||
obvious effect, etc. The spell does not invalidate illusion magic - the
|
||
spell will return an answer consistent with the illusion (i.e. that a
|
||
Fireball was cast rather than a Spectral Forces) unless the caster has
|
||
already disbelieved successfully.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Exterminate II (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 2
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None or special
|
||
|
||
Exterminate negates Call Insect, protects one person against Insect
|
||
Plague, and gives +6 on saves vs. Summon Insects. Dispel Magic requires
|
||
a mage of twice the caster's level. Magic resistance applies only to
|
||
the creature touched.
|
||
|
||
To negate this spell, both victim and insects have to make their saves.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flamehand (Evocation)
|
||
|
||
Range: Touch
|
||
Components: V
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
When cast, this spell causes the caster's hands to glow with a soft red
|
||
light; if the caster scores a hit in combat, his hand will discharge a
|
||
sheet of flames that will engulf the target. The victim suffers damage
|
||
equal to 1d10 + 1 per level of the caster (a successful save vs. spell
|
||
reduces the damage by one half). This spell may be used twice per
|
||
casting (once for each hand); both charges must be used within 5 rounds
|
||
plus 1 round per two levels of the caster; after this time, any
|
||
remaining charges are lost. Two attacks may not be made in the same
|
||
round unless the wizard is normally capable of doing so; in this case,
|
||
two separate "to hit" rolls must be made, and each suffers a -2
|
||
penalty.
|
||
|
||
The flames from this spell will ignite any combustible material; these
|
||
flames may be extinguished the following round, if no other action is
|
||
taken.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Greysky's Improved Missile (Evocation)
|
||
|
||
Range: 2" per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area of Effect: One or more creatures
|
||
Saving Throw: None
|
||
|
||
This spell is exactly the same as the first level magic user spell
|
||
magic missile except for two changes: (1) the area of effect - everyone
|
||
in spell range could possibly be hit with 1 or more missiles - and (2)
|
||
the number of missiles that can be fired by the caster - for every 3
|
||
levels of experience, the caster can fire two magic missiles (i.e.
|
||
level 1-3: 2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles,
|
||
etc.).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Guilda's Sneakabout Light (Alteration)
|
||
|
||
Range: 5'
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: 5' radius sphere
|
||
Saving Throw: None
|
||
|
||
Creates a dim, floating light of variable intensity that follows the
|
||
caster. At its brightest, it is enough to read with good eyesight, and
|
||
it can be extinguished and restored at will during the duration. No
|
||
light produced by the spell escapes the 5' radius, preventing the caster
|
||
from being given away by his light--so this spell is ideal for
|
||
thieves. Note that background light penetrates the area of effect
|
||
freely, so the caster is in no way concealed by this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hand of Ithiqua (Illusion/Phantasm)
|
||
|
||
Range: 3"
|
||
Components: V, S
|
||
Duration: 3 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
A target of the Hand of Ithiqua, failing to save vs. magic will be
|
||
pinned to the ground by an invisible force. The force is illusionary,
|
||
but will seem completely real to the victim, so that she or he will be
|
||
unable to move. The victim will be pinned to the ground at a location
|
||
of the magic user's choice, and despite any struggling will have a
|
||
movement of 0 regardless of strength. The subject will be very prone,
|
||
+4 to be hit (with no AC adjustment for dexterity) and -4 to attack.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Heat Feet (Alteration)
|
||
|
||
Range: 20 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting time: 3
|
||
Area of Effect: One creature per level
|
||
Saving Throw: Special
|
||
|
||
This spell causes the affected creatures' footgear to become very hot,
|
||
blistering the victim's feet. Because of this, the target fights with a
|
||
-2 to hit, a +2 penalty to it's armour class, loses any dexterity
|
||
bonuses, and moves at 5/6 of it's normal speed. The reduction in
|
||
movement rate lasts until the blisters have healed. Creatures that are
|
||
immune to fire don't suffer any of these effects. Flammable footgear
|
||
must save vs. normal fire or be ruined; footgear that saves is merely a
|
||
bit charred.
|
||
|
||
Alternatively, this spell can be used to counter the effects of natural
|
||
cold. In this mode, the spell will keep the affected creatures' feet
|
||
comfortably warm for 1 turn per level of the caster, even in snow or
|
||
ice.
|
||
|
||
The material components for this spell are 2 leaves of stinging nettle
|
||
and, of course, footgear.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Imitation (Illusion/Phantasm)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 2 turns + 1 turn per level
|
||
Casting Time: 2
|
||
Area of Effect: Caster
|
||
Saving Throw: Special
|
||
|
||
This spell is similar in nature to Change Self (q.v.), but allows the
|
||
magic user to assume the form of a specific creature. There is,
|
||
however, a chance that the form will not be accurately imitated, with
|
||
some inconsistency or fault being noticed by the observer(s). The
|
||
chance of an observer detecting this ruse is as follows:
|
||
|
||
Observers Familiarity Base Chance of Modifier for
|
||
With Assumed Form Detection Caster's Familiarity
|
||
--------------------- -------------- --------------------
|
||
Very well known 25 % - 5 %
|
||
Seen often 15 % + 0 %
|
||
Seen occasionally 10 % +10 %
|
||
Seen once 5 % +20 %
|
||
Never seen 0 % * Not applicable
|
||
|
||
* This is also the chance of a creature recognising a non-specific form
|
||
as a false one.
|
||
|
||
Additional Modifiers:
|
||
+ 5% per level of the viewer
|
||
- 5% per level of the magic user
|
||
+20% if listener attempts to determine authenticity
|
||
+10% if only seen occasionally
|
||
+ 5% if seen once or never seen
|
||
- 1% per one foot of distance
|
||
|
||
The chance of detection should be rolled upon initial contact, once for
|
||
every three turns of exposure or one turn of direct conversation, and
|
||
once for an attempt to determine authenticity. The spell may not be
|
||
immediately recognised as an illusion, even if a fault is detected, for
|
||
it could be seen as a disguise or a physical change (as with a
|
||
doppleganger). Note that strong physical contact could reveal the
|
||
spell, as the illusion is only visual. Also, unless a Voice spell is
|
||
also used, observers could become very suspicious. The size of the
|
||
alteration can be 50% of actual. Note that the change is entirely
|
||
illusionary (unlike Alter Self) -- no actual physical properties are
|
||
gained whatsoever and special abilities (gaze attacks, horror effects,
|
||
etc.) cannot be reproduced so as to have these special effects.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Improved Detect Magic (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 2 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: 10' wide path, 300 yards long
|
||
Saving Throw: None
|
||
|
||
This spell acts like Detect Magic except it works out to hundreds of
|
||
yards range.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Improved Identify (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: Special
|
||
Area of Effect: One item per level
|
||
Saving Throw: None
|
||
|
||
This spell is the same as Identify except that the caster gets a 20%
|
||
per level chance of identifying the item and gets a +2 on any saves
|
||
versus a cursed item.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Inaudibility (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell completely masks all sounds made by the recipient. These
|
||
include sounds such as breathing, talking, as well as sounds made when
|
||
the recipient strikes another object, in fact, any object held by the
|
||
recipient will also likewise be silenced.
|
||
|
||
Object thrown, dropped, or knocked over by the recipient will not be
|
||
silenced by the spell, as they are not in contact with the inaudible
|
||
creature.
|
||
|
||
An unwilling creature is allowed to make a saving throw against this
|
||
spell, and it is a great way to silence spell casters (unless they have
|
||
the spell vocalise).
|
||
|
||
The material component for this spell is a piece of cotton.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Last Experience (Divination, Necromancy)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 1 round
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
With this spell, the forensic wizard re-lives the last minute of the
|
||
recipient's life. If the victim was conscious during this minute, the
|
||
wizard must make a system shock check or be knocked out for 1d4 hours.
|
||
The material components are a convex lens and a scalpel.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lightservant (Alteration, Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 turns per level
|
||
Casting Time: 2
|
||
Area of Effect: 3" radius around caster
|
||
Saving Throw: None
|
||
|
||
This spell is a variation of the first-level magic-user spell Unseen
|
||
Servant. The servant created by this spell is visible as a vaguely
|
||
manlike form of glowing light, and is slightly stronger, being able to
|
||
lift 3000 GP weight and taking 8 hit points of magical damage to
|
||
destroy. The light provided by the servant is enough to allow normal
|
||
vision in a 1" radius around the servant. Except as noted above, and
|
||
that the material components of this spell are a live firefly and a
|
||
piece of thread, this spell behaves as Unseen Servant.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Magic Mike's Projection (Conjuration)
|
||
|
||
Range: 0
|
||
Components: V, M
|
||
Duration: 1/2 hour per level maximum
|
||
Casting time: 2
|
||
Area of Effect: One 100 feet high, 100-foot radius cylinder
|
||
Saving Throw: None
|
||
|
||
For this spell to take effect, the mage makes a cone out of a sheet of
|
||
parchment and places inside it one copper coin for each 5 minutes of
|
||
spell effect. The magic words are chanted and the parchment cone
|
||
crumpled and released. When the parchment cone is crumpled, it is
|
||
replaced by a 4 inch diameter, black, sphere which remains at its
|
||
location of creation for the duration of the spell.
|
||
|
||
The black sphere is the center of a cylinder 10 feet high with a
|
||
10-foot radius. Any sound within the cylinder is projected into a
|
||
surrounding cylinder which is 100 feet high and has a 100-foot radius.
|
||
The black sphere is also the center of this cylinder.
|
||
|
||
Anyone within the 100 foot cylinder hears sounds as if they were in a
|
||
corresponding location within the 10 foot cylinder.
|
||
|
||
This spell was created my Michael Verilait, a mage who was usually
|
||
frustrated at not being able to hear what was happening on stage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Malta's Pattern Creation (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster can create a pattern for use with the spell
|
||
Malta's Pattern Transport. The Pattern can be any image with any
|
||
colours, but it must include a circle which forms the outer edge. The
|
||
Pattern can be any inch radius, but the cost of making the Pattern is
|
||
dependent on the materials used - so bigger Patterns cost more. The
|
||
Pattern can be woven into cloth, painted onto cloth or a hard surface,
|
||
or inlaid into a hard surface. The Pattern must be at least one yard in
|
||
diameter with no maximum size. The cost to make a Pattern is equal to
|
||
the square yards of the Pattern times the amount below:
|
||
|
||
Material Cost Time Save
|
||
---------------- -------- -------- ----
|
||
Painted on Cloth 5 Silver 1 hour 15
|
||
Woven into Cloth 1 Gold 10 hours 12
|
||
Woven into Rug 2 Gold 15 hours 10
|
||
Painted on Wood 1 Gold 3 hours 10
|
||
Painted on Stone 2 Gold 4 hours 8
|
||
Inlaid in Wood 3 Gold 12 hours 5
|
||
Inlaid in Stone 5 Gold 16 hours 2
|
||
|
||
Patterns cannot be repaired, they must be remade completely. Patterns
|
||
can be moved (assuming the material can be moved as one unit) without
|
||
damage. The saving throw listed is the save the Pattern must make when
|
||
used for transport (see Malta's Pattern Transport for details) - the
|
||
material saves normally for any other damaging situation.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Malta's Pattern Image (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 hour
|
||
Area of Effect: One Pattern
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster can imprint the size and image of an
|
||
undamaged Pattern. This imprinted image can later be used by the caster
|
||
to create a matching Pattern of his own. The imprinted image can be
|
||
recalled by the caster for up to one month per caster's level (at
|
||
casting time). If this time is exceeded, or the caster creates a
|
||
matching Pattern (even if different size), then the imprinted image is
|
||
dispelled. This spell is necessary to create an exact size matching
|
||
Pattern if the original Pattern is not present for the creation of the
|
||
matching Pattern. The caster can have up to one imprinted image/size
|
||
per level at a time.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mangar's Bloodfire (Evocation, Necromancy)
|
||
|
||
Range: 40 yards
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2 (check each round)
|
||
|
||
This spell engulfs a creature with blue fire that burns for 1d4 HP per
|
||
3 caster levels (or fraction thereof) on round 1, then loses 1d4 per
|
||
round until it goes out. The flames do not ignite flammable objects,
|
||
they just hurt creatures.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Memorise Song (Enchantment/Charm)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell enables the caster to memorise the next song he hears. From
|
||
then on, the caster can sing and play the song exactly as he heard it,
|
||
without worrying about forgetting verses or notes later on in life.
|
||
|
||
This is especially useful for traveling minstrels, who must remember
|
||
someone else's songs for a long time in order to sing them (in other
|
||
words, "spread the news") in far away lands.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mimicry (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 3 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the first level magic user spell Minor
|
||
Mimicry (q.v.). However, the spell continues even after a form is
|
||
dispelled by movement, and once the spell recipient again becomes
|
||
stationary, she or he can be concealed by a new form (again chosen by
|
||
the magic user). Therefore, the only ways the spell would end are an
|
||
end to concentration by the magic user or the spell recipient passing
|
||
beyond 1" range per level. If the casters' concentration is ended, any
|
||
illusionary form will last 5 rounds + 1 round per level.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Noise Filter (Illusion)
|
||
|
||
Range: 10 yards per level
|
||
Components: S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: 5-foot per level radius
|
||
Saving Throw: Special
|
||
|
||
All creatures within the area effect at the time of casting will have
|
||
their hearing muted - they will not hear anything unless they have some
|
||
other confirmation of its existence. Thus, you can only hear people
|
||
speak if you can see their face or know precisely what they will say;
|
||
background noise will continue if you know it should be there but
|
||
sudden noises from the next room will not be heard, etc. Once a
|
||
creature notices or becomes suspicious of the effect (by turning around
|
||
and seeing a large pile of broken crockery they did not hear break, for
|
||
example), it will automatically be dispelled with respect to that
|
||
creature. The material component is a pair of blinders.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Paldeggeron's Accurate Arrow (Enchantment)
|
||
|
||
Range: Special
|
||
Components: V, S
|
||
Duration: 1d6 turns + 1 turn per level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
When cast, Paldeggeron's Accurate Arrow minorly enchants one missile
|
||
weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit
|
||
any target normally within the weapon's range. Effective with "called
|
||
shots", and situations of that nature. The missile's enchantment does
|
||
normal damage as it were an unaided hit of the same nature. The
|
||
enchantment instantly wears off upon the arrival at the missile's
|
||
destination.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Petition (Conjuration/Summoning)
|
||
|
||
Range: Special
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This spell is used to alert an extra-planar being that the caster
|
||
wishes to contact it. The spell does not allow further communication
|
||
(though the extra-planar being may then contact the caster through
|
||
other magic).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Plane Source (Divination) Reversible
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One creature or item
|
||
Saving Throw: Negates
|
||
|
||
Reveals the Plane of origin of any one creature, object or magical
|
||
phenomenon in spell range, or the Plane reachable by the closest gate
|
||
or dimensional nexus point. Hostile or unwilling creatures save vs.
|
||
spells to avoid their origins being divined. The reverse obscures
|
||
detection by this spell for 24 hours.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pobithakor's Pacifier (Alteration)
|
||
|
||
Range: 0
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 1 second
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is used when the caster is the subject of the Pobithakor's
|
||
placer spell. What this spell does is disrupts the energies and allows
|
||
the caster a saving throw vs. spells to avoid the effect. There is
|
||
enough time when the caster is being pulled through to cast this
|
||
spell.
|
||
|
||
The verbal component varies, but usually sounds something like "not
|
||
tonight, I have a headache" or "not on the first date".
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Enchantment (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
The recipient of this spell is partially immune to magical forms of
|
||
sleep, charm, and fear. He automatically receives a saving throw even
|
||
if one is not ordinarily permitted, and if one is permitted, he saves
|
||
at +4. Note that this spell will not free the recipient from any
|
||
enchantment already in force, nor will it protect him from natural
|
||
drowsiness or feminine guile. Also note that protection extends only to
|
||
actual charm spells, such as charm person or charm monster, not to
|
||
enchantment/charm spells as a class. The material component is a lapis
|
||
lazuli or more potent stone.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Cold (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
Except as noted above, this spell is identical to the first level
|
||
clerical spell Resist Cold (q.v.).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Paralysis (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
For the duration of this spell, the recipient is immune to all forms of
|
||
paralysis, including gaze attacks, paralytic poison, and Hold spells,
|
||
but it does not negate paralysis already in effect. The material
|
||
component is a feather and an infusion of tea and ginger (to be
|
||
consumed by the recipient).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Reveal Owner (Divination)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One item
|
||
Saving Throw: None
|
||
|
||
The caster of this spell receives a mental impression of the most
|
||
recent owner or owners of the recipient object. An "owner" is defined
|
||
as an intelligent entity who was in direct physical contact (i.e., no
|
||
gloves) with the object one hour, or who had the object upon his person
|
||
for 24 hours. These time requirements may be divided by the caster's
|
||
level, and for every 4 levels of the caster, one previous owner can be
|
||
identified. Thus an eighth level wizard, for example, could determine
|
||
the last two owners who carried the object for at least 3 hours each.
|
||
|
||
The information gained is sufficient that the wizard will recognise the
|
||
owner on sight, and he can uniquely specify the owner for the purpose
|
||
of such spells as legend lore. The material component of this spell is
|
||
a handful of dust.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Golden Squares of Protection (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One floating 2' long square plate per level
|
||
Saving Throw: None
|
||
|
||
This spell creates golden, shimmering square plates of force which move
|
||
around the caster in a constant motion, attempting to deflect missile,
|
||
hand, or weapon attacks directed at the caster. The AC of the mage is
|
||
not altered by the spell, but any successful physical attack (less
|
||
boulders, ballista, or attacks similar to a dragon's belly flop
|
||
maneuver) will be deflected if the mage successfully saves versus
|
||
breath weapons. Non-missile attacks by creatures with an effective
|
||
strength of 19 or greater require a saving throw versus spells to
|
||
deflect.
|
||
|
||
Each plate is able to sustain 4 hit points of damage before disrupting,
|
||
so if a deflected attack does not cause enough damage to disrupt a
|
||
square (chosen randomly) the square will remain active. For every 5
|
||
squares active, the effects of breath weapons directed at the caster
|
||
will be reduced by 1 hit point per damage die, with 1 hit point damage
|
||
per die being the maximum reduction allowable. Though, unless the
|
||
breath weapon causes less damage than the current hit points of a
|
||
square it will assuredly disrupt the entire field of squares in the
|
||
process.
|
||
|
||
While the squares orbit the mage he is at a -1 to hit penalty for every
|
||
square active whenever a to hit roll is needed, including spells. The
|
||
mage may create fewer squares than the maximum possible. The material
|
||
component(s) of this spell is a single gold piece for every square
|
||
created. All pieces are thrown into the air where they disappear and
|
||
are replaced by the floating squares.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Secret Torch (Illusion/Phantasm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 6 turns
|
||
Casting Time: 1 round per torch
|
||
Area of effect: One torch per 2 levels
|
||
Saving Throw: None
|
||
|
||
This spell lights one or more ordinary torches. The flames will,
|
||
however, be cold and dark, shedding no ordinary light. The wielder of
|
||
the torch will however be able to see by the torch, as if it was an
|
||
ordinary torch, as long as he has it in his hand. Only one person can
|
||
benefit from the torch at a given time: if two or more persons touch
|
||
it, no-one will benefit. The wielder must hold it in his bare hand if he
|
||
wants to see by it, and the flames will seem warm to him. The torch can
|
||
be put aside or handed over, as an ordinary torch would be, but can not
|
||
set fire to anything. It can be extinguished by any normal means, e.g.
|
||
water or very strong winds. The torch will slowly smoulder and burn
|
||
out, as an ordinary torch would.
|
||
|
||
The material components are the torch(es) to be lit, and a small
|
||
portion of oil with rare herbs, which the torches are rubbed with (3
|
||
GP's worth per torch). In addition, the spellcaster must have access to
|
||
a source of fire.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Shield II (Abjuration)
|
||
|
||
Range: 1"
|
||
Components: V, S
|
||
Duration: 5 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: Caster
|
||
Save: None
|
||
|
||
This spell creates an invisible barrier in a hemisphere around the
|
||
caster. This barrier provides the equivalent protection of:
|
||
|
||
AC. 0 vs. hand thrown objects (daggers, dart, throwing axes, etc.);
|
||
AC. 1 vs. device propelled (arrows, bolts, etc.);
|
||
AC. 2 vs. everything else.
|
||
|
||
Against magic the caster gains +1 to saves vs. things that are
|
||
physically damaging, negates magic missiles, and decreases spell damage
|
||
by 1 point per level.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Shocksphere (Evocation)
|
||
|
||
Range: 6" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: 2" diameter sphere
|
||
Saving Throw: 1/2
|
||
|
||
This spell creates a small ball of crackly blue light which expands
|
||
outwards when it contacts a solid object, hits its target, reaches its
|
||
maximum range or it reaches the point where the caster wishes it to
|
||
expand. When it does expand, a large amount of electrical energy is
|
||
given off, small lightning bolts arc from object to object inside the
|
||
sphere and blue light is given off in a 6" diameter sphere. All
|
||
creatures within the area of effect must make a save vs. spells or take
|
||
1-3 points of damage per level of the caster (a successful save means
|
||
damage is halved). If a particular creature was targeted for the spell
|
||
then they take 1-4 damage per level of the caster and their saving
|
||
throw is made at a -2.
|
||
|
||
If the area in which the Shocksphere expands is not circular then the
|
||
sphere will expand an conform to the volume it can occupy. The
|
||
Shocksphere covers a volume of 4200 cubic feet.
|
||
|
||
If a creature fails its saving throw vs. spell then all of his items
|
||
must make a saving throw vs. lightning or be destroyed.
|
||
|
||
Otherwise this spell is similar to a Fireball spell in many respects.
|
||
The material components for the spell is a small chunk of dried flesh
|
||
from an electric eel or any other creature that uses electricity for an
|
||
attack.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Silver Lining (Enchantment/Charm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One melee weapon, 2 arrows or 2 bolts
|
||
Saving Throw: None
|
||
|
||
This spell is used to temporarily enchant a weapon to give it the
|
||
properties of a silver weapon. In order for this spell to work, the
|
||
caster must have 1 silver piece per pound of the weapon to be
|
||
enchanted. When the spell is cast, the weapon is held in one hand, and
|
||
the silver pieces in the other; the two are then touched together, and
|
||
the blade "absorbs" the silver pieces. For the duration of the spell,
|
||
or until it is dispelled, the weapon will have all the properties of a
|
||
silver weapon (i.e. it may be used to hit creatures who are normally
|
||
harmed only by silver weapons). If one looks closely at the weapon, a
|
||
silver glint will be seen upon its edge.
|
||
|
||
This spell will only enchant slashing or piercing weapons; blunt
|
||
weapons are not affected by this spell. One melee weapon, or up to two
|
||
arrows or bolts may be enchanted per casting of this spell.
|
||
|
||
The only components for this spell are the weapon and the silver
|
||
pieces; the silver pieces are lost, but the weapon is unharmed.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonic Barrier (Abjuration)
|
||
|
||
Range: 0
|
||
Components: S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 2
|
||
Area of Effect: 10-foot radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell creates an invisible, spherical barrier through which sound
|
||
cannot pass. The barrier remains centered on the caster, enabling an
|
||
assault group to move in absolute silence without giving up
|
||
inter-communication. However, sound cannot pass into the barrier
|
||
either, making the party deaf for the duration. The material component
|
||
is a glass globe.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Lodestone (Divination)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1d4 rounds + 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Using this spell, the caster is able to determine the general direction
|
||
of a creature within the one mile, per every three levels of the
|
||
caster (i.e. two mile range at fourth level, three at seventh, etc.).
|
||
This direction sense last for the duration of the spell, regardless of
|
||
the movement of the caster, or the creature. If the distance between
|
||
the caster and the target should exceed the maximum range (target
|
||
teleports, etc.), the spell is broken.
|
||
|
||
If the caster comes within three feet of the object of the spell, he
|
||
gets a sharp headache. If the caster actually touches the object of the
|
||
spell, the spell is broken.
|
||
|
||
The material component of this spell is some item which was in contact
|
||
with the creature, up to the caster's level in turns previously.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Spider Climb II (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature
|
||
Save: None
|
||
|
||
By this spell, the creature can walk on any surface and not slip. The
|
||
creature can walk on walls, ceilings, ice, etc. and not slip or slide
|
||
(feet are like suction cups to the surface). The creature can also
|
||
have one jump like the spell jump from TSR's books (this is only one
|
||
jump, not three like the first level spell gives).
|
||
|
||
The jump does not include a safe landing, but by using this spell, the
|
||
creature can jump up on a wall and start climbing, or climb up some
|
||
wall and jump to a different wall.
|
||
|
||
The material components needed are: a piece of gum (tree sap, or some
|
||
type of sticky substance) and a small jumping spider (a grass hopper
|
||
leg and a piece of spider webbing can be used as a substitute).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Summon Undead (Necromancy)
|
||
|
||
Range: 30 yards
|
||
Components: V, S
|
||
Duration: 1 turn + 1 turn per level
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The spell causes 3 HD of undead per 2 levels of the caster to appear
|
||
within range. They will obey his commands until slain, dispelled, or
|
||
the spell ends. The wizard may mix and match types as long as he does
|
||
not exceed his HD allotment.
|
||
|
||
The necromancer cannot summon a creature of more HD than his level.
|
||
Treat a +3 or better bonus to HD as the next die up, so a wight is
|
||
worth 5 HD and a wraith is 6, a mummy 7, spectre 8, and a vampire (the
|
||
toughest undead that can be summoned) is worth 9.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Transcribe Song (Alteration, Evocation)
|
||
|
||
Range: 0
|
||
Components: S, M
|
||
Duration: 1 round
|
||
Casting Time: 2
|
||
Area of Effect: One piece of paper
|
||
Saving Throw: None
|
||
|
||
This spell converts sound waves from a song currently being played
|
||
within hearing range of the bard to musical notation onto a piece of
|
||
paper the bard has in his possession. It will transcribe up to one
|
||
round's worth of music into the musical notation most familiar to the
|
||
bard.
|
||
|
||
This spell is useful for keeping records of new songs, or for keeping
|
||
track of songs the bard is worried about forgetting. It does not work
|
||
well for conversations, since it does not transcribe the words of
|
||
songs, only the noted of the song itself.
|
||
|
||
The material components for this spell are a piece of paper or
|
||
parchment, two ounces of good ink, and a grain of diamond dust.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Trosli's Spontaneous Defenestration (Illusion/Phantasm)
|
||
|
||
Range: 2"
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell creates an illusion of a window in a wall near the subject.
|
||
The subject must save vs. spells or be seized by an irresistible
|
||
compulsion to leap through the supposed window, bonking his head on the
|
||
wall and taking 1-4 points of damage per level of the caster and being
|
||
stunned for one round. Non-intelligent creatures are immune to this
|
||
spell, and creatures immune to blunt weapons, or unable to perform
|
||
leaping actions, take no damage. The material component is a small
|
||
pane of glass, which is consumed in casting.
|
||
|
||
This spell was researched by the gnomish illusionist/thief Trosli
|
||
Kenderkin, a notorious trickster who once took out five gnolls (at
|
||
first level) with a bag of marbles and a dagger.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Veschiul's Shadowbolt (Evocation)
|
||
|
||
Range: 12"
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The spell Shadowbolt allows the mage to mold a bolt of shadow from the
|
||
Plane of Shadow, and fire it up to 120' range. A to-hit roll is
|
||
required, but is made as a fighter at a level of 1.5 times the mage's
|
||
level, rounded up. The Shadowbolt does damage by impact: at ranges
|
||
under 40', the damage is 1d4 per level, at ranges between 40' and 80'
|
||
the damage is 1d4 per 2 levels, and at greater ranges the damage is 1d4
|
||
per 4 levels. The number of dice should be rounded down in all cases
|
||
(thus, a fifth level mage at 50' does 2d4 damage, but a sixth level
|
||
mage does 3d4). The creature must make a DEX check to remain standing,
|
||
adjusted by a -1 for every two levels of the mage (again, rounded
|
||
down), as well as by mass:
|
||
|
||
Mass (pounds) DEX adjustment Distance
|
||
------------- -------------- --------
|
||
1 - 30 -8 25'
|
||
31 - 60 -6 20'
|
||
61 - 90 -4 15'
|
||
91 - 120 -3 10'
|
||
121 - 150 -2 5'
|
||
151 - 180 -1 -
|
||
181 - 210 0 -
|
||
211 - 240 +1 -
|
||
241 - 270 +2 -
|
||
271 - 300 +3 -
|
||
300 + +4 -
|
||
|
||
The distance column indicates how far the target has been knocked away
|
||
from the mage if the modified DEX check was failed.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Veschiul's Shadowcurse (Alteration)
|
||
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: Negates
|
||
|
||
The Shadowcurse can affect any creature of the world of light. The area
|
||
of effect is one creature for every two levels of the mage above first;
|
||
i.e. a third level mage can affect one creature, a fifth can affect
|
||
two, and so on. The effect of the Shadowcurse is to afflict the victims
|
||
with some of the vulnerabilities of a shade. The effects depend on the
|
||
light conditions, as shown on the following table:
|
||
|
||
Light Abilities Move Maximum HP
|
||
-------- --------- ---- ----------
|
||
Bright -2 1/2 1/2
|
||
Average -1 3/4 3/4
|
||
Twilight - - -
|
||
Shadowy - - -
|
||
Night - - -
|
||
Darkness -1 3/4 3/4
|
||
|
||
See the description of Shade in the MM II for exact descriptions of
|
||
these light conditions. The material component is a piece of pitch.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wings (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 3 rounds + 2 rounds per level
|
||
Casting Time: 3 rounds to cast, 3 more for wings to grow
|
||
Area Of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
By this spell, the caster creates "wings" to appear out of the effected
|
||
creature's back. The wings are magically attached to the back area,
|
||
but are not attached in the sense that the person can be wearing
|
||
clothing or armour. They are not part of the creature. The wings need
|
||
a +1 magical weapon to hit, have AC 7 and have 2-12 hitpoints before
|
||
being destroyed. The spell has no effect on creatures that already have
|
||
wings. If there is no room for the wings to grow, e.g. because of
|
||
clothing, the spell is lost.
|
||
|
||
The wings can support a total of 200 pounds + 20 pounds per level. They
|
||
give an aerial maneuver rating of C, and fly at a rate of 12".
|
||
|
||
The material component of this spell is a bird's feather. The wings
|
||
appear to be the same colour as that of the bird feather used in the
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wound Closure (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 5
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell closes the wounds of the recipient to prevent bleeding and
|
||
infection, incidentally curing 1-4 hit points of damage. All of the
|
||
victim's wounds will be closed by a single casting, but further
|
||
application is possible to increase the healing effect. The spell can
|
||
be used on corpses to disguise the cause of death, but it does not work
|
||
on non-corporeal or extra-planar entities.
|
||
|
||
Note: A recent posting suggested that mages be able to cast healing
|
||
spells using 1d6 instead of 1d8. I believe the above spell description
|
||
shows my opposition to that approach (see also DMGv2 p. 43), unless you
|
||
intend to do away with clerics as a PC class. From a game mechanics
|
||
standpoint, such an approach would destroy the balance between priest
|
||
and mage, but there is a campaign background reason as well:
|
||
Pseudo-medieval medical knowledge would be atrocious. Clerical healing
|
||
is a gift from God or the gods, relatively omniscient and omnipotent
|
||
fellows, but magical curing would depend upon the mage's understanding
|
||
of the body and its functions. Thus you might find a wizard who can
|
||
pull the edges of a wound back together, as described above, but you
|
||
could not find one who could stimulate the replication of tissue of
|
||
various injured organs, insure an increased blood supply to the
|
||
affected regions, metabolise fat and increase respiration to enrich
|
||
said blood, etc. You certainly could not find a mage to cure diseases
|
||
before any microbes are discovered.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Zombie (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
This spell is identical to Skeleton in most respects. Instead of
|
||
creating a skeleton, it creates a zombie. The caster may control a
|
||
number of zombies made by this spell equal to half his level, round
|
||
down. The material component is a salve that costs 100 GP and 48 hours
|
||
of uninterrupted time.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Third Level Spells
|
||
|
||
========================================================================
|
||
|
||
Alpha's Comet (Conjuration, Evocation)
|
||
|
||
Range: 10' + 5' per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates a flaming missile with a trail of superheated
|
||
noxious gasses. The comet unerringly strikes one target, the impact
|
||
causing 3d6 damage and the flames an additional 3d6. Furthermore, any
|
||
creature within 5' of the comet's path will suffer 2d4 fire damage.
|
||
All those within 5' of the point of impact will suffer 3d4. Anyone who
|
||
suffers damage from this spell is also considered to have been engulfed
|
||
in the noxious fumes, and will be at -2 on all rolls (10% spell failure
|
||
chance) for 1-6 rounds due to coughing, choking, and blurred vision.
|
||
The material component is a ball of pitch mixed with sulfur and
|
||
phosphorus.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Darklight (Alteration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: 15' radius globe
|
||
Saving Throw: None
|
||
|
||
This spell is exactly the same as the second level magic-user spell
|
||
darkness 15' radius (q.v.), except in that the caster can see normally
|
||
through the darkness so created as if in normal lighting conditions.
|
||
Alternatively, the caster can bestow the visual benefits to another
|
||
character by crushing the material component and sprinkling the dust
|
||
into the eyes of the recipient. The material component is a piece of
|
||
coal or charcoal, which must be crushed and applied as above. Note
|
||
that the spell only allows normal vision through the darkness caused by
|
||
the particular casting, and lends no benefit towards other darkness,
|
||
either normal or magical.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Flames of the Faltine (Alteration, Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell sheathes the caster in hot yellow flames and blurs the
|
||
caster's features somewhat, causing them to assume a smooth and
|
||
somewhat indistinct shape, also turning a dark red colour. The flames
|
||
will appear to be present even coming out of the caster's eyes and
|
||
mouth. These flames give the caster no special protection, but they do
|
||
shed bright light in a 30' radius. Furthermore, any creature striking
|
||
the caster with a claw, bite, or similar attack or a hand-held weapon
|
||
less than 5 feet long will suffer damage as though contacting a Wall of
|
||
Fire spell (q.v.) - 2d6 damage + 1 point per level of the caster.
|
||
Undead suffer double damage, and creatures especially susceptible to
|
||
flame may also take additional damage. The caster may attempt a melee
|
||
attack to burn others with this fire, a successful blow causing 1d6
|
||
damage + 1 point per two levels of the caster. Creatures passing
|
||
within a 5' radius of the caster suffer 1d4 heat damage. By standing
|
||
still and concentrating, the caster may extend this heat radiation,
|
||
inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this
|
||
falls back to the usual level if the caster stops concentrating or
|
||
resumes moving. The caster can attempt to destroy inanimate objects by
|
||
touching them, requiring a save vs. normal fire to avoid destruction.
|
||
This may be attempted once per round, at a -1 cumulative penalty for
|
||
each consecutive round of handling. Items on the caster's person at
|
||
the time of the casting of this spell are unaffected by the flame. The
|
||
caster may end this spell prematurely if desired. The material
|
||
component for this spell is a flask of oil, poured over the caster's
|
||
head during the casting of the spell, and an open flame of any size.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Heat Lightning (Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
This spell calls down a bolt of reddish-purple lightning which strikes
|
||
a single creature within range. The bolt inflicts 1d6 of damage per
|
||
level of the caster. Cold or water-based creatures suffer an
|
||
additional 1 point of damage per die, while creatures resistant to heat
|
||
OR electricity suffer 1/2 normal damage (1/4 with a successful save).
|
||
All non-magical metal worn by the target must save vs. lightning (at +2
|
||
if the save was made, but at -2 if the save was failed) or be fused to
|
||
any nearby metal (sword fused to gauntlet, pieces of armour fused
|
||
together, preventing movement). The material component of this spell
|
||
is a short glass rod, a bit of fur, and a bit of iron or lodestone.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Ice Bolt (Conjuration/Summoning)
|
||
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
With this spell, the magic-user opens a small hole in the spatial
|
||
fabric into the supernatural cold of the para-elemental plane of ice.
|
||
It brings forth a shaft of solid para-elemental ice 6 inches thick and
|
||
10 feet long (the hole is opened for only a very brief time). This
|
||
missile hits with great force, causing 3-30 points of damage from the
|
||
impact alone. If the target saves vs. petrification, only a glancing
|
||
blow is dealt, and the victim suffers only 1-10 points of damage.
|
||
|
||
An additional save (also vs. petrification, and at +4 if only a
|
||
glancing blow was suffered) must be made, or the victim will be stunned
|
||
for 1-6 rounds from the force of the blow.
|
||
|
||
The ice absorbs heat from the nearby air, and this causes 1-6 points of
|
||
cold damage (no saving throw) to all within 5 feet of the bolt's path,
|
||
and within a 10' radius of the target creature. The bolt shatters upon
|
||
striking its target, and the victim will suffer an additional 4-24
|
||
points of cold damage (2-12 if only a glancing blow was suffered).
|
||
|
||
Fire-using creatures take double damage from the cold caused by the
|
||
bolt, while those resistant to cold take none. Both types of creatures
|
||
suffer full damage from the bolt itself.
|
||
|
||
Water-based creatures in liquid form will suffer only 1-10 points of
|
||
damage from the blow, and cannot be stunned, but they will
|
||
automatically be slowed for 2-8 melee rounds.
|
||
|
||
If the target creature is struck fully (i.e. fails the initial saving
|
||
throw), then exposed items on that side of the caster must make a save
|
||
vs. crushing blow, and all items carried by the caster must save vs.
|
||
magical frost (note also that items on the side struck by the bolt must
|
||
save at -10, due to the cold and the blow).
|
||
|
||
The material component of this spell is a clear gem worth not less than
|
||
100 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Images of Ikonn (Illusion/Phantasm)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 3
|
||
Area of Effect: 15' radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the 2nd level Mirror Image spell (q.v.). The
|
||
caster gains 1 mirror image for each level of experience, rather than
|
||
rolling randomly. These images can appear anywhere within 15' of the
|
||
caster, and a blurring distortion effect occurs in the casting of this
|
||
spell and at the end of each melee round which prevents isolation of
|
||
the true wizard in the new melee round, even if the wizard was
|
||
successfully attacked in the previous round. Area effect attacks
|
||
(Fireball, etc.) can still affect the caster even if his location is
|
||
not known. As a final benefit, if one of the images is struck by an
|
||
opponent, the caster may make an unmodified save vs. breath weapon. If
|
||
successful, the image will not be dispelled by the blow. The material
|
||
component of this spell is a small carving or doll of the caster and a
|
||
broken mirror.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Lightwall (Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: 10' per level long square
|
||
Saving Throw: Special
|
||
|
||
This spell causes a wall of dazzling yellow-white light to come into
|
||
being at any point within the range of the caster. Vision through the
|
||
wall by any means is quite impossible, though it is negated by a
|
||
darkness (q.v.) spell cast at it. When the wall first comes into
|
||
being, all those within 10 feet of it who are not averting their eyes
|
||
(thus a mage could warn his companions that he was about to cast this
|
||
spell) must make a save vs. petrification to avert their gaze from the
|
||
wall in time to avoid being dazzled by its brightness. This dazzling
|
||
results in a -2 penalty to hit, a 20% spell failure chance for spell
|
||
casters, and a -1 penalty on initiative dice rolls. These effects
|
||
persist for as many rounds as the difference between the victim's die
|
||
roll and the roll needed for him to save. These effects can persist
|
||
even after the duration of the spell has elapsed. Naturally, blind or
|
||
sightless creatures are unaffected by this spell, but subterranean or
|
||
dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3
|
||
on their saving throw. Further, they are not protected by their normal
|
||
magic resistance, as the spell is not cast directly at them. They are
|
||
as vulnerable to its existence as any other creature would be. The
|
||
light given off is equivalent to a continual light (q.v.) spell within
|
||
20', and equivalent to a light spell (i.e. normal torchlight) in an
|
||
additional 80' radius. The Lightwall, if cast out of doors, can be
|
||
seen up to a mile away per level of the caster (reflecting the
|
||
additional size of a larger caster's Lightwall). The wall can, of
|
||
course, be created smaller than the maximum size for the caster's
|
||
level. The wall itself causes no damage to creatures passing through
|
||
it. However, a character fighting someone with a Lightwall directly
|
||
behind him suffers a -1 on his chances to hit (note that this is
|
||
cumulative with the dazzling effects described above). Similarly to
|
||
the first level wall of darkness (q.v.) spell, sound is blocked by the
|
||
Lightwall, assuming that it does not allow sound waves to travel around
|
||
the sides of it (as when cast outdoors, for example). It does not
|
||
absorb sound or prevent spellcasting, it merely does not allow sound to
|
||
pass through it (even if such sound is from a Horn of Blasting or a
|
||
Shout spell). The material component is a clear gemstone or a sunstone
|
||
worth not less than 100 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Lucent Lance (Alteration)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
There must be some ambient light available in order for this spell to
|
||
work. The effectiveness of this spell is determined by the amount of
|
||
ambient light available. The caster must concentrate for a full round
|
||
to focus the light into the Lucent Lance, after which its energy may be
|
||
released. The power of the Lance is such that it can carve through
|
||
wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or
|
||
hard metal up to .25 inch thick, this thickness multiplied by the
|
||
appropriate modifier on the table below. Items carried by a living
|
||
creature are partially protected by that creature's aura, and gain a
|
||
save vs. magical fire (modified as below) to avoid being damaged by the
|
||
Lance. Living creatures suffer a base of 1d6 damage, modified as
|
||
below, with a maximum upper limit of not more than 1d6 per level of the
|
||
caster. The Lucent Lance coalesces as a ball of light around the
|
||
caster's hand holding the material component, and shoots forth until
|
||
maximum range is reached or until a sufficient thickness of material
|
||
blocks its progress. The Lucent Lance may be traversed over an arc up
|
||
to 1' per level of the caster at its maximum range. The caster's hand
|
||
glows brightly while the spell is being cast and while it is active.
|
||
|
||
Damage Save
|
||
Type of light Modifier Modifier
|
||
------------------------------------------ -------- --------
|
||
Candlelight x.5 +3
|
||
Single torch or lantern x 1 +1
|
||
Multiple torches, Light spell, starlight,
|
||
magical dagger x 2 +0
|
||
Large bonfire, bright moonlight, Continual
|
||
Light spell, magical sword x 4 -1
|
||
Multiple magical light sources, indirect
|
||
or filtered sunlight x 6 -2
|
||
Direct sunlight, Sunray spell x 12 -4
|
||
|
||
If the light source used is a fire of some sort, that fire has a 50%
|
||
chance of going out. A permanent light effect (e.g. magical sword or
|
||
dagger) will lose its power to shed light for 1d10 rounds. A spell
|
||
used as the light source will be automatically dispelled if it's a
|
||
1st-3rd level spell, and will have its duration cut by 25% if a higher
|
||
level spell. The material component is a small, oblong corundum rod
|
||
worth at least 100 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Night of the Leonids (Conjuration/Summoning)
|
||
|
||
Range: 30 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell can only be cast outdoors at night. It calls down a number
|
||
of flaming meteorites to strike unerringly any targets within range.
|
||
The caster can call down 1d4 meteorites, plus another for every five
|
||
levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each
|
||
meteorite strikes a single target, though more than one may strike any
|
||
given target. Each of these "Leonids" comes blazing down from the
|
||
heavens, striking for d6+1 impact damage and an additional d6+1 fire
|
||
damage. The material component for this spell is a bit of meteoric
|
||
iron.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Rolling Thunder (Evocation)
|
||
|
||
Range: 0
|
||
Components: S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: 5' per level radius circle
|
||
Saving Throw: Special
|
||
|
||
The caster need but throw his arms heavenward and a great rolling
|
||
thunderclap will sound directly overhead. All creatures within 10' of
|
||
the caster must save vs. petrification or be knocked prone, suffering
|
||
1d4 + 1 damage, and are automatically stunned for 1 round and deafened
|
||
for 1d4 + 1 rounds. Those within one-half the radius of the spell (e.g.
|
||
within 25' of a 10th level caster) but not within 10' must save vs.
|
||
spells or be stunned for 1 round, and are automatically deafened for
|
||
1d4 + 1 rounds. All others in the area of effect must save vs. spells
|
||
or be deafened for 1d4 + 1 rounds.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Silverlight (Evocation)
|
||
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 3
|
||
Area of Effect: 30' radius sphere
|
||
Saving Throw: Special
|
||
|
||
This spell is similar to the 2nd level Continual Light spell in that it
|
||
creates a very bright light (almost as bright as full daylight).
|
||
However, any creature within the area of light which is vulnerable to
|
||
silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6
|
||
damage every round that it remains in the area of effect, and will be
|
||
at -2 to on to hit rolls and +2 to be hit due to the intense discomfort
|
||
felt by such creatures while within the Silverlight. Alternatively, the
|
||
caster may throw the spell directly at a single target. Such a creature
|
||
must save vs. spells or be blinded for the duration of the spell. If
|
||
the save is made, the spell forms as per usual about one foot behind
|
||
the intended target, and its duration is halved. A creature vulnerable
|
||
to silver who is thus targeted need not save vs. blinding, but will
|
||
instead suffer d6+1 (2-7) points of damage per level of the caster, up
|
||
to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A
|
||
successful saving throw vs. spells at -2 will halve the damage and
|
||
reduce the duration of the stun to a single round. If thrown thus at a
|
||
creature vulnerable to silver, the spell will not form normally,
|
||
regardless of the saving throw, as its magic is used up in the attack
|
||
on the creature. The material component is a bit of pure silver.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Starfire (Evocation)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: 5' diameter column, 30' high
|
||
Saving Throw: Special
|
||
|
||
This spell creates a column of brilliant, blazing silvery-white
|
||
flames. All within 10' of the column not looking away must save vs.
|
||
petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to
|
||
be hit) for an additional 1d3 rounds. Creatures adversely affected by
|
||
bright light (e.g drow, duergar) save at -3 vs. this effect. Any
|
||
creature within the narrow column of fire (most likely only a single
|
||
creature) is automatically blinded and dazzled as above, and
|
||
additionally suffers 1d6 damage per level of the caster, up to a
|
||
maximum of 10d6. A save vs. spells will halve this damage. If the
|
||
spell is cast outdoors under a night sky, a bonus of +1 per die of
|
||
damage is added. The material component for this spell is a bit of
|
||
silver and a shard of crystal.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Astral Wall (Abjuration, Conjuration)
|
||
|
||
Range: 1 yard per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 100 square feet per level, 5-foot radius at first level
|
||
Saving Throw: None
|
||
|
||
This creates a wall (which can have any shape the caster desires,
|
||
including a sphere) which prevents physical effects which would pass
|
||
through normal walls, such as Teleport, Astral Projection, Monkish
|
||
"phase" ability, etc. Any such attempt by a character will fail,
|
||
leaving the character on the other side of the wall. It is, however,
|
||
possible to simply walk through an Astral Wall. If the spell is linked
|
||
to an existing physical wall (including one created by Wall of Stone or
|
||
Iron), the duration becomes one hour per level. The Astral Wall can be
|
||
disrupted by Dispel Magic cast from either the physical or astral
|
||
plane. The material component is a piece of parchment.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Azalldam's Waterspray (Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: 50' long, 5' to 15' wide cone
|
||
Saving Throw: 1/2
|
||
|
||
This spell causes a high-pressured cone of water to stream from the
|
||
caster's hand; this cone is 50 feet long, 5 feet wide at the caster's
|
||
hand, and 15 feet wide at the base. The majority of damage is caused by
|
||
the high pressure of the stream; anyone caught inside the area of
|
||
effect suffers 3d8 points of damage; a successful saving throw vs.
|
||
spell will reduce this damage by one half. Those who fail their saves
|
||
must roll saves vs. crushing blow for all their possessions to avoid
|
||
their destruction. In addition, victims who fail their initial saves
|
||
must make a dexterity check; if this check fails, the target is pushed
|
||
backwards 1-20 yards, and is knocked prone.
|
||
|
||
The water from this spell will extinguish any normal fires, but has
|
||
only a 50% chance to put out magical fires. This spell will inflict
|
||
double damage on fire elementals or similar creatures.
|
||
|
||
The material component for this spell is a large beaker of water which
|
||
is used up when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Brains (Alteration)
|
||
|
||
Range: Touch
|
||
Components: S, M
|
||
Duration: 6 hours per level
|
||
Casting Time: 1 hour
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
The recipient of this spell gains a temporary increase in intelligence
|
||
as follows:
|
||
|
||
Normal Extra
|
||
Int Points
|
||
------ ------
|
||
1-4 4
|
||
5-8 3
|
||
9-11 2
|
||
12-13 1
|
||
|
||
Note: this is not cumulative.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Burning Hands II (Alteration)
|
||
|
||
Range: 10'
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: Caster
|
||
Saving Throw: 1/2
|
||
|
||
This spell is exactly the same as its namesake except that it does
|
||
twice the amount of damage and reaches 10' out.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Channel Item (Enchantment, Invocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: One rechargeable magic item
|
||
Saving Throw: Special
|
||
|
||
This spell is used to recharge any item which was initially created by
|
||
the use of an Enchant an Item spell, such as magical rings, gems, rods,
|
||
staves, and wands; but not limited to such.
|
||
|
||
The wizard must be fully rested and not engaged in any physical
|
||
activity to cast this spell. Usually, most mages try to find a secure
|
||
area since the chance of spell failure can be deadly. He first cast
|
||
this spell over the item, in the process opening up a channel between
|
||
him and the magic item to be recharged, taking one round to initiate
|
||
the channel. At this time, the total possible charges an item may
|
||
contain may be discerned by casting an Identify at this time with a
|
||
modifier of +10% added onto his normal chance of success. Then, the
|
||
appropriate spells must be cast into the item to affect its
|
||
recharging. While the spells needed for various items are too large to
|
||
be listed, it can be assumed that a spell which the item imitates is
|
||
able to recharge the item. (Spell research can aid in gaining more
|
||
knowledge of this subject).
|
||
|
||
At the end of the recharging session (or at least before the channeling
|
||
effect ends due to the casting time limitations) the mage must "close"
|
||
the item's channel. This requires a successful saving throw vs. spells
|
||
modified by +1 for every level of the spellcaster and -1 for every
|
||
spell cast into the item which did nothing to recharge it. A failed
|
||
saving throw means that none of the spells cast into the item had any
|
||
recharging affect. If the mage is physically attacked and/or the spell
|
||
disrupted during the recharging period the mage must make an unmodified
|
||
successful saving throw vs. spells, with a successful save indicating
|
||
the entire process has been merely cast for naught and a failed save
|
||
indicating that the magic item explodes for a magical blast effect in a
|
||
10- to 60-foot radius doing damage equal to 1-4 HP of damage per charge
|
||
the item currently contains (save vs. spells for half damage). The item
|
||
in question (unless of artifact or relic status) is irrevocably ruined
|
||
in the explosion. The material component of this spell is a small gold
|
||
funnel worth at least 100 GP value, which is destroyed in the casting
|
||
of the spell.
|
||
|
||
The source of this spell is the Telnorne Mageocrat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Charm Undead (Enchantment/Charm, Necromancy)
|
||
|
||
Range: 30 yards
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 3
|
||
Area of Effect: One or more creatures in a 20-foot radius sphere
|
||
Saving Throw: Special
|
||
|
||
This spell works just like the Players' Handbook spell Charm Monster,
|
||
except as noted above and that it only works on undead.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Conceal Magic (Divination)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 4 hours per level
|
||
Casting Time: 3
|
||
Area of Effect: One object
|
||
Saving Throw: Negates
|
||
|
||
Cast it on a magic item and it renders that item undetectable by Detect
|
||
Magic (great for hiding magical traps). The caster will not know if the
|
||
object has made its saving throw, though he can of course check this by
|
||
casting a Detect Magic...
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Curse Weapon (Enchantment)
|
||
|
||
Range: 5 feet per level
|
||
Components: V, S, M
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 3
|
||
Area of Effect: One weapon
|
||
Saving Throw: Negates
|
||
|
||
This spell is used to curse the weapon of an opponent. When it is cast,
|
||
the caster chooses which weapon to curse. Unless the owner of the
|
||
weapon makes a successful save vs. spell, that weapon will have a
|
||
penalty applied to all "to hit" and damage rolls for the duration of
|
||
this spell. The penalty is equal to 1 for every four levels of the
|
||
caster, to a maximum of -5. This penalty only applies to the chosen
|
||
weapon, not to other weapons carried by the owner.
|
||
|
||
This spell will negate magical bonuses (only for the spell's duration);
|
||
if a weapon's magical bonus is reduced, its current value is used for
|
||
determining which types of creatures may be hit by it (i.e. if a +4
|
||
sword is reduced to +1 by this spell, it may not be used to hit
|
||
elementals for the duration of the spell).
|
||
|
||
The material component of this spell is a small replica of the weapon
|
||
to be cursed; it is consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Charm (Divination)
|
||
|
||
Range: 30 yards
|
||
Components: V, S
|
||
Duration: 1 turn
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature per round
|
||
Saving Throw: None
|
||
|
||
This spell will reveal whether or not a recipient is under the effect
|
||
of a charm spell, provided that the recipient fails his saving throw.
|
||
Up to ten persons can be checked before the spell wanes. The caster has
|
||
a 5% chance per level of determining the exact nature of the charm
|
||
spell (or spells) which affect the recipient.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Teleport (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Concentration
|
||
Casting Time: 3
|
||
Area of Effect: 24" radius sphere
|
||
Saving Throw: None
|
||
|
||
Aftering casting this spell the caster gets an impression whenever
|
||
anyone arrives via teleport, enters or leaves the prime material plane
|
||
in the area of effect. The spell lasts only while the caster
|
||
concentrates on it. The impression will not reveal the location within
|
||
the range in which the effect occurs.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Eldritch Sphere (Evocation)
|
||
|
||
Range: 2" + 1" per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 3
|
||
Area of Effect: 1' diameter sphere
|
||
Saving Throw: None
|
||
|
||
This potent spell launches a mentally guided 1' diameter globe which
|
||
travels 0' - 60' per segment and turns up to 90 degrees per round. The
|
||
sphere strikes as a monster of the caster's hit dice, but even on a
|
||
missed roll, the missile may return the following round as long as the
|
||
magic-user concentrates. Once it hits, the globe disperses and inflicts
|
||
2d6 base damage + 2 damage points per level of its caster to the first
|
||
creature touched, up to 2d6 + 20 maximum potential (e.g. an 8 hit die
|
||
eldritch sphere inflicts 22-32 damage points).
|
||
|
||
The sphere harmlessly vanishes if the caster's concentration is broken
|
||
or the globe exceeds maximum range. Despite its limited area of effect,
|
||
the eldritch's sphere's true advantage is its damage potential and
|
||
ability to pursue and possibly corner single foes.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Eldarr's Spell Conversion (Alteration) Level 3
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3 turns per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell allows its caster to convert one spell into another of the
|
||
caster's choice. As long as the Spell Conversion is in effect, when
|
||
another spell is cast, the wizard may choose to cast it normally, or
|
||
alter it into another spell. The spell to be altered must be of 3rd
|
||
level or lower, and the spell to be converted to, must be of 2nd level
|
||
or lower (the addition level of power is expended in the conversion
|
||
process) and must be a spell the wizard already knows, although it does
|
||
not have to be currently memorised.
|
||
|
||
This spell is usually cast at the beginning of a day or before a known
|
||
encounter, to give the caster ample time to replace it in his memory
|
||
with another spell. Only wizard spells may be converted by this spell -
|
||
priestly spells are not affected by it, and only the caster's own
|
||
spells are affected. Range, duration, area of effect, and saving
|
||
throws are as per the spell being converted to; the spell being
|
||
converted determines the spell components and casting time (however, in
|
||
order to convert a spell, a few additional incantations are necessary,
|
||
and the name of the new spell must also be uttered; this affectively
|
||
increases the casting time of the original spell by one).
|
||
|
||
As an example of the use of this spell, let us assume Biff the wizard
|
||
has cast this spell before a large battle; during the fight, Biff finds
|
||
himself levitated by an enemy spellcaster and dropped from a great
|
||
height. Unfortunately, Biff has nearly used up his compliment of spells
|
||
in the battle, and has a single Fireball left - not much use in this
|
||
situation. However, since the Spell Conversion is in effect, Biff
|
||
starts the incantations of the Fireball anyway; when he is dropped,
|
||
Biff casts the Fireball but uses the Spell Conversion to convert it to
|
||
a Feather Fall, and he floats softly to the ground unharmed.
|
||
|
||
The material component for this spell is the pelt of any were-creature;
|
||
the pelt is consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Enhance Illusion (Alteration)
|
||
|
||
Range: 3"
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One illusion
|
||
Saving Throw: None
|
||
|
||
This spell is one way for wizards to add actual substance to their
|
||
illusions. Up to two rounds before casting an illusion (notably
|
||
Phantasmal Force, Improved Phantasmal Force or Spectral Force), the
|
||
wizard casts this spell on the area in which the illusion is to
|
||
initially appear. Once cast, the illusion then does 10% of the actual
|
||
damage that it would do if it were real if the victim made a saving
|
||
throw against it, and is treated as normal with respect to armour
|
||
class, attacks, etc., if the victim failed the saving throw and doesn't
|
||
recognise it as an illusion. The illusion also becomes armour class
|
||
10, and gains 10% of the hit points it would normally have; however,
|
||
illusionary creatures may never have more combined hit dice than the
|
||
caster.
|
||
|
||
If the illusion is not cast in the enhanced area within 2 rounds the
|
||
former spell will be wasted. Multiple enhance illusions on one
|
||
illusion will cancel each other. This spell can also be used in
|
||
conjunction with shadow monsters, demi-shadow monsters or shades,
|
||
adding 10% more realism to that already inherent in the spell, and
|
||
lowering the perceived armour class by 1.
|
||
|
||
Enhance illusion is attributed to the deceased mage Scaurlin Oberlin,
|
||
who died in a magical duel with a grey slaad he summoned and
|
||
subsequently released. This is reputedly the only spell Scaurlin ever
|
||
wrote in his once-promising career.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Exploding Coins (Enchantment)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 3
|
||
Area of Effect: One coin per level (10 maximum)
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to enchant one or more coins with an
|
||
explosive charge; the more valuable the coin, the more potent the
|
||
explosion (see table below). The coins will retain their enchantment
|
||
until used or dispelled; the the explosion will be triggered when the
|
||
caster utters a command word chosen during the incantation.
|
||
Alternately, the caster may choose a delay, after which time the coin
|
||
will explode; the length of this delay may be up to 1 turn per level of
|
||
the caster (measured from the time the caster speaks the chosen command
|
||
word).
|
||
|
||
The following table gives the amount of damage for each type of coin,
|
||
along with the burst radius, and what level is required to enchant a
|
||
particular type of coin:
|
||
|
||
burst
|
||
type damage level radius
|
||
---- ------ ----- -------
|
||
copper 1d3 5 2 feet
|
||
silver 1d4 8 2 feet
|
||
electrum 1d6 11 5 feet
|
||
gold 1d8 14 5 feet
|
||
platinum 1d10 16 10 feet
|
||
|
||
A maximum of 10 coins may be enchanted per casting of this spell; also,
|
||
no more than 20 of these coins may be brought within 30 feet of each
|
||
other safely; if this occurs, the owner(s) must make a saving throw vs.
|
||
spell for *each* coin. If a coin fails its throw, it explodes normally;
|
||
if the throw succeeds, the coin simply vanishes in a puff of smoke.
|
||
This spell has the additional limitation that it may only be cast once
|
||
per two day period.
|
||
|
||
The only material component for this spell is the coin to be enchanted;
|
||
the coins are consumed in the explosion.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flaming Vortex (Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: 8' high x 2' wide inverted cone
|
||
Saving Throw: 1/2
|
||
|
||
This spell calls into being a spinning vortex of flames that resembles
|
||
a burning dust devil; the vortex is 8' high and 2' wide at its widest.
|
||
The caster may direct the movement of the vortex in any direction
|
||
desired, but it may not be moved across a body of water. The vortex
|
||
moves at a rate of 10' per round, and the caster must maintain full
|
||
concentration in order to direct its movements; if the caster loses
|
||
concentration, the vortex will move in a straight line at full movement
|
||
rate until the caster can again gain concentration. The wizard may not
|
||
move the vortex further away than 10 yards per level of the caster, or
|
||
the spell terminates.
|
||
|
||
The caster may use the vortex to attack a single victim per round; he
|
||
may attack the same target in following rounds, or may elect to move
|
||
the vortex to attack a different one. Anyone struck by the vortex
|
||
suffers 1d4 points of damage per level of the caster (up to a maximum
|
||
of 10d4). A successful save vs. spell reduces this damage by half. The
|
||
flames from this spell will ignite flammable materials on contact, but
|
||
will not harm most other materials, unless exposure is prolonged. That
|
||
is, if a creature is attacked by the vortex for only a single round,
|
||
non-flammable possessions are not affected; if attacked on two
|
||
consecutive rounds, all possessions must save vs. magical fire normally
|
||
(but only if the target fails his save). Each additional round of
|
||
exposure inflicts a -1 on all possessions' saves (no penalty in added
|
||
to the target's save).
|
||
|
||
The material component for this spell is a piece of flammable material
|
||
suspended from a string; the caster lights the material on fire and
|
||
twirls it in a circle while casting the spell. He must continue doing
|
||
this throughout the duration of the spell, and the material must remain
|
||
lit; if it does not, the spell ends prematurely.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Free Action (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 3
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell grants the recipient the benefits of Protection from
|
||
Paralysis, and the additional benefits of being able to function
|
||
without penalty in a constricting environment (such as water, Web
|
||
spells, Entangle spells, etc). It does not affect paralysis already
|
||
existing, unless it is cast specifically to counter such in which case
|
||
it gives no further benefit.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Gaseous Form (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1d6 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
|
||
This spell allows the caster to turn the creature touched into a pink
|
||
cloud of gas, for the duration of the spell. If the creature touched is
|
||
an unwilling recipient of the spell, he gets a save, with a successful
|
||
save negating the spell.
|
||
|
||
The spells effects are identical to that of the Potion of gaseous form,
|
||
with regards to movement rates, and the effects of a Gust of Wind
|
||
spell, though the caster, if he casts the spell on himself, can turn
|
||
non-gaseous at any time.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Grasping Hands of Horror (Necromancy)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One arm per level
|
||
Saving Throw: Negates
|
||
|
||
This spell causes a number of arms equal to the level of the caster to
|
||
reach out of the ground and grab at the target. The hands themselves do
|
||
no damage, but when they pull you under you start to suffocate.
|
||
Victims have to make a saving throw every round they are in the area of
|
||
effect and for every extra hand they have a -1 on their save.
|
||
|
||
In a graveyard or similar corpse-infested area there is an additional
|
||
-2. If they fail their save, they are dragged underground and start to
|
||
suffocate. Others can dig the victim out, mundanely or magically. He
|
||
will be found simply two feet or so under the ground, paralysed, but
|
||
quite aware of what happened. A really high-level mage could cast this
|
||
spell and affect many people by giving five arms to this target, four
|
||
to that one, and so on.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hang (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, see below
|
||
Duration: 3 days
|
||
Casting time: Special
|
||
Area Of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
By this spell, the next spell the caster casts will be held (will not
|
||
take effect) until either the duration ends or the caster says a
|
||
keyword that will set off the spell. The Spell that is held must be
|
||
third level or lower, and a magic user can only have one spell hung at
|
||
any given time. For those spells that require a direction or a special
|
||
action (like pointing a finger for lightning bolt), the caster will
|
||
have to say the keyword and point at that time. It takes one segment
|
||
for the held spell to go off (no casting time, only initiative), and
|
||
the caster should be given a bonus of +2 (in d6 initiative system) or
|
||
-4 (in the 10 segment system). When the keyword is spoken by the
|
||
caster, it is only letting go of stored energy. The caster still has
|
||
80% of his activity left in the round: the caster can make one attack
|
||
or cast one first or second level spell late in the round.
|
||
|
||
The spell to be held must be cast with extreme caution. It will take
|
||
twice the casting time and twice the components it would normally take
|
||
to cast that spell. If the caster tries to cast another spell while
|
||
another spell is hung, the hung spell will fizzle.
|
||
|
||
No material components are needed to cast the spell hang, but those
|
||
needed to cast the next spell after are doubled.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hold Spirit (Enchantment/Charm)
|
||
|
||
Range: 120 yards
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 3
|
||
Area of Effect: One to 4 spirits in a 20' cube
|
||
Saving Throw: Negates
|
||
|
||
This spell paralyses creatures which do not come from the plane they
|
||
are on, including conjured spirits and spirits possessing another
|
||
creature. If the spell is cast at 3 or 4 spirits, each gets an
|
||
unmodified saving throw. If two are being enspelled, they save at -1.
|
||
If there is a single target, it saves at -3. Held beings remain aware
|
||
of events around them and can use abilities which do not require motion
|
||
or speech. The material component for this is a straight piece of cold
|
||
iron.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Improved Armour (Conjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 3 rounds
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell is identical to the first level spell Armour although it
|
||
provides its wearer an armour class of AC 2. The Armour lasts until
|
||
dispelled or until it has received 16 + 2 points per level of the
|
||
caster worth of damage.
|
||
|
||
Note: The armour does not absorb damage nor is it ordinarily visible.
|
||
It will work with a shield (fighter/mages only), DEX bonuses, and other
|
||
magical protection devices, like rings and cloaks of protection,
|
||
although it will not protect a creature wearing artificial armour.
|
||
Artificial armour includes all manufactured armours, but does not
|
||
include skin or hides that are a natural part of the creature to be
|
||
protected.
|
||
|
||
The material component is a small piece of finely cured blessed leather
|
||
which the caster must rub all over his body while casting. Note: the
|
||
leather is reusable.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jam Radio (Alteration, Divination)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 turn per level
|
||
Casting Time: 3
|
||
Area of Effect: 100' radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell prevents all magical communication spells of first or second
|
||
level from crossing the boundary of its area of effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round + 1 round per 3 levels
|
||
Casting Time: 3
|
||
Area of Effect: One snowball + 1 snowball per 3 levels
|
||
Saving Throw: Special
|
||
|
||
When cast, this spell creates a pile of coloured snowballs at the
|
||
caster's feet. The number of snowballs is equal to the duration of the
|
||
spell in rounds - 2 at 3rd level, 3 at 6th level, 4 at 9th level, etc.
|
||
The caster can throw one snowball per round as if he were proficient in
|
||
snowball throwing. Other characters can also throw snowballs, but they
|
||
will suffer a non-proficiency penalty for it (unless they have taken a
|
||
proficiency in snowballs). The snowball has a range of 30 yards, plus
|
||
10 yards per Strength point of the thrower over 12.
|
||
|
||
The snowballs do no physical damage when they hit; however, they have
|
||
powers that vary with the colour of the snowball according to the chart
|
||
below. In order for the snowball's magic to work, the target must be
|
||
hit with it (a successful "to hit" roll required). The snowball's
|
||
power only affects the creature hit, even if the spell it duplicates
|
||
has a greater area of effect. The snowballs are always picked up and
|
||
thrown in the order given, starting with red and ending (assuming the
|
||
spellcaster is high enough level) with violet.
|
||
|
||
Number Colour Save vs. Effect
|
||
------ ------ ------------ ---------------------------------------
|
||
1 Red Spell Charm Person
|
||
2 Orange Spell Faerie Fire
|
||
3 Yellow Poison Taunt *
|
||
4 Green Paralysation Spook
|
||
5 Blue Paralysation Glitterdust
|
||
6 Indigo Spell Bind
|
||
7 Violet Wand Tasha's Uncontrollable Hideous Laughter
|
||
|
||
(*) If the yellow snowball hits on an unmodified die roll of 20, the
|
||
victim has been hit in the face and has eaten some of the snow. It
|
||
must then make an additional save vs. poison at a -4 or be violently
|
||
ill (no attacks, armour class worsens by 4) for a number of hours equal
|
||
to the caster's level.
|
||
|
||
The material components for the spell are a small rainbow-coloured
|
||
marble.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Kallum's Cold Frost (Evocation)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: 3" radius sphere
|
||
Saving Throw: 1/2
|
||
|
||
This spell creates a ball of extreme cold and sharp ice particles which
|
||
expands outward from its detonation point. All creatures in the area of
|
||
effect will take 1d6 hit points of damage per level of the caster from
|
||
the cold (save vs. spells for 1/2 damage). All objects in the area of
|
||
effect will be frozen, and a layer of frost will cover the surface of
|
||
everything in the area of effect. If a creature fails its saving throw
|
||
then all of his items must make a saving throw vs. frost or be
|
||
destroyed by the extreme cold.
|
||
|
||
Because of the sharp particles of ice created in the detonation, the
|
||
explosion will still cause damage to those who are immune to cold. If a
|
||
creature is immune to cold, then the damage will be 1-2 HP per level of
|
||
the caster with a saving throw for half as normal.
|
||
|
||
The spell can do structural damage to wooden structures as can the
|
||
Fireball spell.
|
||
|
||
Otherwise this spell is the same in all respects as Fireball. The
|
||
material components for this spell is a handful of glass crystals or
|
||
any kind of crystals which is thrown in the direction that the caster
|
||
wishes the Iceball to go.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Magic Missile II (Evocation)
|
||
|
||
Range: 60 yards + 10 yards per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: One or more creatures in a 10-foot cube
|
||
Saving Throw: None
|
||
|
||
This improvement on the first level Magic Missile allows the caster to
|
||
fire 1 missile per 2 levels of experience. Each bolt can be
|
||
individually targeted and does 1d8 point of damage. The spell fires
|
||
that number of missiles every round until the caster is hit or ends the
|
||
spell. After the initial casting the missiles have a speed factor of 1
|
||
each and the caster may move, or engage in any other action besides
|
||
spellcasting after the missiles fire.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Major Annoyance (Enchantment/Charm)
|
||
|
||
Range: 5 feet per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
This is an even more powerful version of the Minor Annoyance and
|
||
Annoyance spells (q.v.). It makes the victim's leg hurt, exactly as if
|
||
he has barked his shin on something. Although causing no damage, it is
|
||
painful enough to disrupt spell casting in the round it is cast in, as
|
||
well as subsequent rounds, to the limit of the spell. The victim also
|
||
suffers combat penalties: Armour Class bonuses due to high dexterity are
|
||
negated, and attacks are made at a -2 penalty.
|
||
|
||
A successful save vs. this spell reduces the duration of the spell to
|
||
one round per two levels of the caster, and reduces the attack penalty
|
||
to -1.
|
||
|
||
The material component is a coffee bean, carved to look like a
|
||
miniature table.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Malta's Pattern Transport (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster can move himself and other materials from
|
||
one Pattern to another Pattern. The two Patterns must have the same
|
||
image and the destination Pattern must be at least as big in radius as
|
||
the source Pattern. Both Patterns must be known to the caster (current
|
||
locations) and they must be laid flat. The destination Pattern must not
|
||
be supporting any object (even partially). The destination Pattern must
|
||
also be uncovered such that there is room for the incoming
|
||
creatures/objects.
|
||
|
||
If all of the above conditions exist, then casting the spell will
|
||
transport the caster and any objects/creatures which are completely
|
||
supported by the source Pattern to the destination Pattern. All objects
|
||
transported will end up on the destination Pattern at the same ratio of
|
||
distance to the edge as on the source Pattern. That is, if an object is
|
||
halfway from the center to the edge on the source Pattern, then it will
|
||
be halfway from the center to the edge on the destination Pattern
|
||
(regardless of the size of the destination Pattern).
|
||
|
||
An object is considered to be completely supported by the pattern when
|
||
its weight is supported by the material inscribed in the outer circle
|
||
of the Pattern or by something which is itself completely supported.
|
||
That means that a person held in the air by another will be transported
|
||
only if the holder is completely supported. Flying creatures must not
|
||
be flying at the time of transport.
|
||
|
||
To cast the spell, the caster must stand in the center of an undamaged
|
||
Pattern and cast the spell. In the first round of the casting, the
|
||
Pattern will begin to glow (each colour of the Pattern will emit its
|
||
own colour). Over the next eight rounds, the Pattern brightness will
|
||
increase to approximately the same as outside on a sunny day. As the
|
||
last word of the spell is stated, the brightness of the Pattern doubles
|
||
and all completely supported objects/creatures are transported to the
|
||
destination Pattern.
|
||
|
||
If the destination Pattern is not available (see above), then the
|
||
transported objects/creatures are returned to the source Pattern after
|
||
one second (and the source Pattern's save is at -4). The source
|
||
Pattern is subjected to some heat and other energies in the course of
|
||
the transport. These energies cause the source Pattern to make a save
|
||
or be damaged (a single crack or burn mark will alter the Pattern and
|
||
render it unusable). The destination Pattern is not subjected to the
|
||
same amount of energy, so it does not need to make a saving throw.
|
||
|
||
The lighting conditions at the destination Pattern do not change, so
|
||
the transported creatures will have to adjust to the current lighting
|
||
(1-2 rounds, depending on lighting).
|
||
|
||
Some notes:
|
||
|
||
1) Tossing a rug over an inlaid Pattern prevents incoming transports.
|
||
|
||
2) Rolling up a rug/cloth Pattern prevents incoming and makes it easier
|
||
to transport the Pattern.
|
||
|
||
3) The only bi-directional Patterns are exactly the same size (hence
|
||
the Pattern Image spell).
|
||
|
||
4) The caster must remain in the middle for all of the casting, but
|
||
creatures/objects also transported only have to be on the Pattern in
|
||
the last segment.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Marty's Magic Bow (Evocation)
|
||
|
||
Range: 0 (arrow range as per normal bows)
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
Marty's Magic Bow causes a magical force to propel objects from the
|
||
caster's fingers much as a bowstring. With arrows, the effect is to
|
||
allow the caster to release one arrow per round, each arrow attacking
|
||
as a fighter of 1/2 level of the spellcaster. The advantage of this
|
||
spell is the fact that the arrow attacks are not magical: thus there is
|
||
no magical saving throw involved for the target, so if the caster makes
|
||
his to-hit roll (at 1/2 his level on the fighter table) he hits, even
|
||
if the target is, say, in an anti-magic shell, or in a Cube of Force of
|
||
Keeps Out All Magic, or if the target is magic resistant.
|
||
|
||
There's probably a material component (say, a length of string made of
|
||
silver thread, or something like that) but the arrows are not
|
||
components - i.e. they're not consumed, and you might be able to
|
||
reclaim some of them. Also, magical arrows would provide the
|
||
appropriate bonuses to hit/damage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Merkridan's Misplayal (Alteration)
|
||
|
||
Range: 2"
|
||
Components: V, S
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One instrument
|
||
Saving Throw: Special
|
||
|
||
This spell causes music emanating from a musical instrument to become
|
||
twisted and harsh. The musical notes effectively become interchanged.
|
||
The target instrument may be either magical or non-magical. Only
|
||
magical instruments gain a saving throw (as if the attack were magical
|
||
fire) to avoid the spell effects. If a bard is playing an affected
|
||
instrument, all bard abilities directly resulting from the playing of
|
||
his instrument are lost until the spell expires (or the bard uses a new
|
||
instrument). The spell has no effect on sounds from living creatures,
|
||
although it could effectively garble communication through instruments
|
||
(i.e., signaling drums). It only works on items which are emitting
|
||
music at any time while (or up to one round after) the spell is being
|
||
cast.
|
||
|
||
The origins and history of the spell Merkridan's Misplayal are
|
||
unknown. This spell was discovered in a lost laboratory complex on the
|
||
deserted island of Arremara.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Molten Ground (Alteration)
|
||
|
||
Range: 20 feet
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 2 feet per level radius circle
|
||
Saving Throw: None
|
||
|
||
This spell causes an area of the earth to bubble up molten lava in its
|
||
area of effect. After the caster spends one round casting, using up
|
||
material components of sulfur and lava rock, the spell begins. In the
|
||
first round the ground tremors slightly, and those not wearing heavy
|
||
feet covering such as metal boots can feel a slight warmth.
|
||
|
||
In the second round of the spell the heat becomes very pronounced, and
|
||
will ignite paper, cloth, and dry vegetation touching the ground. If
|
||
the people in the area of effect did not announce that they were moving
|
||
in this round, they are going to be injured.
|
||
|
||
In the third round the ground becomes molten lava, wooden furniture
|
||
bursts into flames, and metals with low melting points start to soften.
|
||
Anyone in the area of effect takes 3d6 damage, 2d6 this round only if
|
||
wearing thick shoes. In each additional round spent in the area of
|
||
effect a person takes 3d6 damage, and any items carried by the person
|
||
must safe vs. fire or be destroyed.
|
||
|
||
The intense heat of the lava may cause structural damage to walls that
|
||
are near or in the area of effect. Wooden walls will be destroyed by
|
||
fire just like wooden furniture. Protection from Fire will protect a
|
||
person but not his items from this spell. Note that lava rock is hard
|
||
to obtain in most medieval settings, and that the lava generated by
|
||
this spell will not work as a component for later casting (it's marked
|
||
by magic).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Necromantic Bolt (Necromancy)
|
||
|
||
Range: 60 yards + 10 per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
When the caster completes this spell, a blue glow encompasses his hand
|
||
and then shoots forth, enerringly striking its target. This energy
|
||
attacks the life force of any living creature. The creature must roll a
|
||
successful save vs. spell or suffer 1d4 points of damage per level of
|
||
the caster and 1 point of strength per level of the caster. If the save
|
||
is successful, the creature remains unharmed. Creatures not rated for
|
||
strength suffer a -1 penalty to their attack rolls for every two caster
|
||
levels. Lost strength returns at a rate of 1 point per hour. Damage
|
||
must be cured magically or healed naturally over time.
|
||
|
||
This spell has a special effect on undead creatures. Undead struck by
|
||
the bolt suffer no damage or strength loss, but they must successfully
|
||
save vs. spell or flee for 1d4 rounds +2 rounds per level of the
|
||
caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pander's Improved Identify (Abjuration, Divination)
|
||
|
||
Range: 10 feet and 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: Special
|
||
Area of Effect: One item per level
|
||
Saving Throw: Special
|
||
|
||
When Pander's Improved Identify is cast, magical items subsequently
|
||
touched by the wizard can be identified. The eight hours immediately
|
||
preceding the casting of the spell must be spent purifying the items
|
||
and removing influences that would corrupt and blur their magical
|
||
auras. If this period is interrupted, it must be begun again with a new
|
||
casting of the spell and the current spell is lost since this higher
|
||
level version requires intense concentration. When the spell is cast,
|
||
each item must be handled in turn by the wizard. Any consequences of
|
||
this handling fall fully upon the wizard and may end the spell,
|
||
although the wizard is allowed any applicable saving throw. However,
|
||
immediately before handling each item the caster may scan the items for
|
||
any cursed properties from a distance of 10 feet without touching the
|
||
item. The caster has a 5% chance per level of determining if there is a
|
||
curse and also the exact nature of the curse, to a maximum of 90%,
|
||
rolled by the DM. Each try is treated as one reading and the caster
|
||
need not use a slot to determine the exact nature of a curse unless he
|
||
wishes. This part of the divination can only detect curses, not traps.
|
||
It should be noted that the caster may not add to the list of original
|
||
items that were to be examined once this condition is established. If
|
||
the act of detecting for a curse actually triggers one that affects the
|
||
caster he may make a saving throw vs. spells to avoid the curse in
|
||
question.
|
||
|
||
The chance of learning a piece of information about an item is equal to
|
||
10% per level of the caster, to a maximum of 90%, rolled by the DM. Any
|
||
roll of 96-00 indicates a false reading (91-95 reveals nothing). Only
|
||
one function of a multi-function item is discovered per handling (i.e.,
|
||
a 5th level wizard could attempt to determine the nature of five
|
||
different items, five different functions or a single item, or any
|
||
combination of the two). If any attempt at reading fails, the caster
|
||
cannot learn any more about that item until he advances a level. Note
|
||
that some items, such as special magical tomes, cannot be identified
|
||
with this spell.
|
||
|
||
Exact attack or damage bonuses, charges of an item may be determined;
|
||
one per reading. A +1/+4 vs. undead longsword has two individual
|
||
functions.
|
||
|
||
After casting the spell and determining what can be learned from it,
|
||
the wizard loses 8 points of Constitution. He must rest for one hour to
|
||
recover each point of Constitution. If the 8-point loss drops the
|
||
spellcaster below a Constitution of 1, he falls unconscious.
|
||
Consciousness is not regained until full Constitution is restored,
|
||
which takes 24 hours (one point per three hours for unconscious
|
||
character).
|
||
|
||
The material components of this spell are a crushed pearl and jet gem-
|
||
stone (of at least 100 GP value each), and an owl feather steeped in
|
||
wine, with the infusion drunk prior to spellcasting. If a luckstone is
|
||
powdered and added to the infusion, the divination becomes much more
|
||
potent and the functions of a multi-function item can be learned from a
|
||
single reading. At the DM's option, certain properties of an artifact
|
||
or relic might also be learned.
|
||
|
||
The source of this spell is Pander Pillma.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pobithakor's Tracer (Divination, Evocation)
|
||
|
||
Range: Special
|
||
Components: S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell was created by an archmage known as Pobithakor the Powerful,
|
||
a mage who was better known as Pobithakor the Paranoid. His fear of
|
||
absolutely everything around him drove him to take extreme measures to
|
||
protect himself.
|
||
|
||
This spell is cast when the caster is being scried upon (DMG Detection
|
||
of Scrying, pg. 141).
|
||
|
||
If the caster detects that he is being scried upon, by any means, then
|
||
the spell can be cast. This spell causes the scrying device to become
|
||
two-way. Not only does the scrying creature see the caster, but the
|
||
caster can see the scrying creature. Also, whatever powers the scrying
|
||
device has, such as clairaudience, then the spell also gives the caster
|
||
such powers. The range and area of effect are those of the scrying
|
||
device itself. The duration is that of the scrying device. Once the
|
||
caster breaks off contact the spell ends. If the scrying creature
|
||
breaks off contact, the caster can still scry up to the maximum
|
||
duration of the scrying device. The caster will receive all the
|
||
information inside his head.
|
||
|
||
If the scrying creature becomes aware that he is being scried upon and
|
||
then casts a dispel magic, the spell will end, but his own scrying
|
||
device will become unusable for one day. If the scrying creature casts
|
||
a Pobithakor's Protection spell then the Pobithakor's tracer spell will
|
||
end and the creature's scrying device will be usable.
|
||
|
||
This spell can be a useful device for long range communication for
|
||
prearranged meetings between two people.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 3
|
||
Area of Effect: 10-foot radius sphere around creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is the same as the first level spell protection from chaos
|
||
(q.v.) except with respect to its area of effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rathe's Trigger (Conjuration)
|
||
|
||
Range: 3 yards
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One cube foot per level maximum
|
||
Saving Throw: Special
|
||
|
||
The Trigger spell is designed as a defensive spell. When it is cast,
|
||
the caster defines a volume which must be at least 1/2 foot in every
|
||
dimension. This area begins to glow faintly. The caster then casts
|
||
another spell directly upon the Trigger's area. The Trigger's area of
|
||
effect must be touched by the caster when applying the second spell.
|
||
The glow then vanishes, but both spells remain. The second spell is
|
||
held by the Trigger until someone enters or touches the Trigger's area
|
||
of effect. At this time the second spell will go off.
|
||
|
||
If it is an area effect spell (e.g. Fireball, Web) it will be centered
|
||
on the center of the Trigger area. Other considerations (the dimensions
|
||
of the web, for instance) must be specified at the time of casting the
|
||
second spell. Person-affecting spells (e.g. hold person, charm person)
|
||
will be applied to the person who triggered the spell. A saving throw
|
||
is applicable only if allowed by the second spell. If the caster is in
|
||
or touching the Trigger's area of effect, it will not go off. This
|
||
allows the caster to escort others safely through the trapped area.
|
||
|
||
One possible use for this spell is two triggers overlaid in a corridor,
|
||
one with a Fireball, and the other, placed slightly behind the first,
|
||
with a wall of force. If a person enters the regions from the wrong
|
||
direction, the Fireball will go off, and the wall of force will
|
||
instantly restrict the blast to one direction. If a person enters the
|
||
regions from the other direction, the wall will trigger first and
|
||
shield him from the blast. The spells will last until triggered, but if
|
||
the second spell is not applied immediately, the trigger will only last
|
||
one turn per level of the caster. The material component is a black
|
||
pearl of not less than 500 GP value per level of the second spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Reconstruct (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: One pound per level
|
||
Saving Throw: None
|
||
|
||
This spell temporarily resurrects an item that was shattered, burnt, or
|
||
disintegrated, so that the forensic wizard may study it. He must gather
|
||
as much of the debris as possible, for otherwise the object can be but
|
||
partially reassembled, in which case it may be illegible or
|
||
unidentifiable. The object will be very fragile, but it may be the
|
||
subject of various divination spells such as identify or reveal owner.
|
||
The material component is a drop of honey.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Electricity (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
Except as noted above, this spell is identical to the 2st level druidic
|
||
spell resist electricity (q.v.).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Fire (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
Except as noted above, this spell is identical to the second level
|
||
clerical spell Resist Fire (q.v.).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Paralysis (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
For the duration of this spell, the recipient is immune to all forms of
|
||
paralysis, including gaze attacks, paralytic poison, hold spells and
|
||
dragon induced fear paralysis.
|
||
|
||
This spell does not remove paralysis already in effect, it just
|
||
prevents the recipient from being paralysed in the future.
|
||
|
||
The material component of this spell is a feather, and an infusion of
|
||
tea and ginger which is consumed by the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rhuva's Spellscan (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 4 hours + 10 minutes per level
|
||
Casting Time: 1 minute
|
||
Area of Effect: 10-yard per level radius sphere
|
||
Saving Throw: None
|
||
|
||
Provided the caster is conscious and within the area of effect, he will
|
||
be made aware of any spell-casting conducted in that area. The
|
||
particular spell cast is not made known, but the location of the wizard
|
||
is, precisely if the caster is familiar with the area, generally
|
||
otherwise. The notification is sufficient to disrupt casting in
|
||
progress, unless it is consciously suppressed before casting (if
|
||
suppressed, caster does not realise the scan was triggered). Material
|
||
component is a handful of crystal dust.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Golden Circles of Protection (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One floating 2' diameter circle plate per level
|
||
Saving Throw: None
|
||
|
||
This spell creates golden, shimmering circular plates of force which
|
||
move around the caster in a constant motion, deflecting any missile,
|
||
hand, or weapon attacks directed at the caster. The AC of the mage is
|
||
improved by a factor of 1 for every three circles still active and any
|
||
successful physical melee attack (less boulders, ballista, or attack
|
||
forms similar to dragon's belly flop maneuver) will be deflected
|
||
automatically. Non-missile attacks by creatures with an effective
|
||
strength of 21 or greater require a saving throw versus breath weapons
|
||
to deflect.
|
||
|
||
Each circle is able to sustain 6 hit points of damage before
|
||
disrupting, so if a deflected attack does not cause enough damage to
|
||
disrupt a circle (chosen randomly) the circle will remain active. For
|
||
every 5 circles active, the effects of breath weapons directed at the
|
||
caster will be reduced by 1 hit point per damage die, with 1 hit point
|
||
damage per die being the maximum reduction allowable. Though, unless
|
||
the breath weapon causes less damage than the current hit points of a
|
||
circle it will assuredly disrupt the entire field of circles in the
|
||
process.
|
||
|
||
While the circles orbit the mage he is at a -1 to hit penalty for every
|
||
circle active whenever a to hit roll is needed, including spells. The
|
||
mage may create fewer circles than the maximum possible. The material
|
||
component(s) of this spell is a single gold piece for every circle
|
||
created. All pieces are thrown into the air where they disappear and
|
||
are replaced by the floating circles.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Snowball (Evocation)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: 2" radius sphere
|
||
Saving Throw: 1/2
|
||
|
||
A snowball is an explosive burst of cold gas, which comes into being
|
||
with a loud "whoosh" and delivers damage proportional to the level of
|
||
the mage who cast it, i.e. 1d6 per level of the spell caster. The
|
||
snowball doesn't expend a considerable amount of pressure, and it will
|
||
generally conform to the shape of the area in which it occurs, thus
|
||
covering an area equal to its normal spherical volume. [The area which
|
||
is covered by the snowball is a total volume of roughly 33000 cubic
|
||
feet].
|
||
|
||
Besides causing damage to the target, the snowball freezes all liquids
|
||
within its radius. Items exposed to the spell's effects must make a
|
||
saving throw to avoid being affected. Items with a creature which makes
|
||
its saving throw are considered to be unaffected. The mage points his
|
||
finger and speaks the range (distance and height) at which the snowball
|
||
is to come into being. A streak flashes from the pointing digit and
|
||
unless it impacts upon a material body prior to attaining the
|
||
predescribed range, blossoms into the snowball.
|
||
|
||
If creatures fail their saving throws, they all take full hit point
|
||
damage from the spell. Those who make their saving throw manage to
|
||
dodge, fall flat or roll aside, and thus take only half damage from the
|
||
effect of the spell. The material component of this spell is a hollow
|
||
crystal filled with water; suspended in the water are tiny white quartz
|
||
flakes. [cf. Fireball]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Magic Tracker (Divination)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1d4 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: 20' radius sphere
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster is able to illuminate the tracks of any
|
||
being of which he has a some item that was in contact with the being a
|
||
number of turns equal to the caster's level previously. The item could
|
||
be anything from a shirt, to a scrap of hair, or drop of blood. The
|
||
tracks are only visible to the caster, and only tracks within the area
|
||
of effect are visible.
|
||
|
||
The spell only illuminates tracks within the spell's area of effect
|
||
(which moves with the caster), and will only illuminate tracks made on
|
||
a solid surface (i.e. if the being being tracked took to flight, or
|
||
dove into water, the trail would end there). However, if the caster is
|
||
able to reach the spot where the trail was resumed (i.e. the being
|
||
being tracked wades out of a river at a certain spot), the caster may
|
||
resume tracking.
|
||
|
||
It is up to the caster to determine which direction leads to the most
|
||
recent tracks (i.e. which are coming and which are going), although the
|
||
spell does illuminate a "footprint" of the being which is being
|
||
tracked. The spell will allow the caster to track the being if it
|
||
climbed walls, and even if it tried to obscure its path, by throwing
|
||
dirt over it. Objects over 3" thick covering the path, however, do
|
||
obscure it.
|
||
|
||
The material component of the spell is some thing which had been in
|
||
contact with the creature to be tracked, up to the caster's level in
|
||
turns previously. Once the spell is cast, the caster need not carry the
|
||
item with him.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Trance (Divination, Enchantment/Charm)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: 10-foot radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to mimic the actions of a creature,
|
||
provided the actions occurred within a number of turns equal to the
|
||
caster's level. During the casting of the spell, the caster must touch
|
||
some object which the target creature was in contact with for at least
|
||
a round, and that contact must not have occurred more than the caster's
|
||
level in hours previously.
|
||
|
||
Upon casting the spell, the caster goes into a trance, during which he
|
||
loses all control of his actions (save vs. spells at -4 to break
|
||
spell), and begins mimicing the most recent actions of the target,
|
||
provided the actions occurred within the area of effect. The spell does
|
||
not allow the caster to mimic actions of which he is incapable, such as
|
||
climing walls, or broad jumping 20', and the caster merely imitates any
|
||
spells the target may have cast, and doesn't actually cast the spell
|
||
(although observers may recognise the spell he is attempting to cast).
|
||
If the target did something which would take it outside of the area of
|
||
effect, such as rapid movement beyond the abilities of the caster, or
|
||
teleportation, the spell is broken.
|
||
|
||
The caster must decide how far back in time he would like to begin
|
||
mimicing the actions of the target. The actions of the target may take
|
||
the caster beyond the original area of effect, but there is a 10'
|
||
radius sphere over which is determined whether or not the target left
|
||
the area of effect.
|
||
|
||
The caster has the option of casting such movement spells as fly and
|
||
feather fall, prior to Trance, to facilitate movement such as climbing,
|
||
and even flying, and to take the pain out of such actions as falling
|
||
(if the target was a clutz). The target must be man sized, and
|
||
humanoid.
|
||
|
||
The caster's trance will be broken by such things as damage, slapping,
|
||
and other unpleasant stimuli.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Soul Safe (Abjuration, Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
With this spell, the Necromancer stores the soul of the recipient in a
|
||
piece of jet, the material component. While his soul is thus protected,
|
||
a character suffers a penalty of -2 to attack rolls and saving throws,
|
||
he does not heal naturally, and magical healing functions on him at
|
||
only half normal efficacy. If the character is slain by undead while
|
||
under the effects of this spell, however, his soul cannot be corrupted
|
||
and forced to rise as undead itself (though the body can still be
|
||
animated as a zombie or skeleton). If the soul safe is destroyed, or if
|
||
the spell expires, the soul will return (across any distance) to its
|
||
body, unless that body is dead, in which case it will journey to its
|
||
final resting place. This spell affects only races with souls:
|
||
dwarves, halflings, and humans.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Spirit Call (Conjuration/Summoning) Reversible
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 3 rounds + 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This summons one incorporeal spirit of hit dice equal to one half the
|
||
caster's level from the astral plane. The round after it is summoned,
|
||
it will begin to perform services for the wizard. In its native form,
|
||
it is a powerful Unseen Servant which can go up to 100 yards from the
|
||
wizard, lift 50 pounds per hit die, and fly at 18". This form has a
|
||
punch for 1d6 damage, AC 0, and takes one point of damage from any
|
||
weapon blow.
|
||
|
||
Secondly, it may provide animating force to a body or statue, in which
|
||
case it uses whatever weapons or armour are available (a stone statue
|
||
will be AC 0, damage 2d6 or by weapon, move 9" unless affixed or
|
||
possessing wings).
|
||
|
||
Thirdly, it may attempt to take over the body of one enemy creature.
|
||
The being so affected is allowed a save, and the spirit will be forced
|
||
back to the astral plane immediately if the save is successful. If the
|
||
save fails, effects are as a Domination spell for the duration of the
|
||
Spirit Call, but the domination cannot force someone to use magic (the
|
||
Spirit would not understand the instructions). A spirit who has less
|
||
than 1/2 of its hit points left will be unable to possess someone.
|
||
|
||
The material component is a piece of candy.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stren's Improved Floating Disk (Conjuration, Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3 turns per level
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is an improved version of Tenser's Floating Disk. The big
|
||
improvement is the speed of the disk - now 30". The disk can also move
|
||
from 3' to 30' off the ground/water. The disk movement is based
|
||
relative to the caster, which prevents the caster from riding their own
|
||
disk. However, if two casters use this spell, they can ride each others
|
||
to travel. This travel can either be in the form of independent
|
||
movement (tricky to communicate since somebody else is steering yours)
|
||
or master-slave. In the master-slave travel, one caster steers a disk
|
||
while he rides on a disk which stays the same distance from its
|
||
caster.
|
||
|
||
S1 <---> S2 <---> M
|
||
|
||
Caster 1 is the master and riding in the back (caster 3's disk). Caster
|
||
2 is in the front riding on the master's disk - his own disk stays x
|
||
feet behind him. Caster 3 rides in the middle and his disk also stays
|
||
x feet behind him. Caster 1 steers the chain while the other two can
|
||
sleep, eat, cast spells, etc. I have this written down at home, but I
|
||
believe that all other parameters are the same as Tenser's Floating
|
||
Disk.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Suggest Illusion (Illusion/Phantasm)
|
||
|
||
Range: 6" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 4 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One creature per 3 levels of the caster
|
||
Saving Throw: Negates
|
||
|
||
This devious spell causes a targeted creatures to believe that they
|
||
have just discovered and successful disbelieved an illusion. This is a
|
||
bit of misdirection caused by the caster, as the item selected by the
|
||
caster to be believed as an illusion could actually be real.
|
||
|
||
This spell could be great for causing enemies of the caster to walk
|
||
into a pit because it "does not really exist".
|
||
|
||
If the victim has a reason to believe that a so called illusion is
|
||
actually not an illusion, then he get a saving throw vs. illusion to
|
||
actually determine if the item is an illusion or not.
|
||
|
||
The material component of this spell is a bit of burning incense, which
|
||
of course adds to a magical "atmosphere", thus making the victims
|
||
believe even harder that they are really seeing an illusion.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
View Past (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: one hour
|
||
Area of Effect: 5-foot per level radius circle
|
||
Saving Throw: None
|
||
|
||
The spell is cast on an area, and allows the caster to create a
|
||
three-dimensional image of the past in that location. The caster
|
||
specifies the time in the past by the material component: one gold
|
||
piece equivalent of gold dust is used for each hour back that is
|
||
viewed. Thus if the caster uses 24 GP worth of dust, he can view a
|
||
period starting roughly 24 hours in the past through the duration of
|
||
the spell (a tenth level caster could view the period from 24 hours in
|
||
the past to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in
|
||
the past).
|
||
|
||
After the spell has been cast, the DM rolls 1d20 - 10 to determine the
|
||
error in the time frame. Thus if the DM rolls 5 - 10 = -5, the time
|
||
viewed is actually N hours and 5 minutes in the past; a roll of 10-10 =
|
||
0 indicates exactly the right amount of gold was consumed.
|
||
|
||
The caster should roll 1d20 to determine the clarity of the casting. A
|
||
1 indicates that the scene comes through as shadows in a fog; a 20
|
||
indicates a crystal-clear picture. This roll can be repeated in
|
||
subsequent castings, and represents the difficulty of seeing through
|
||
time.
|
||
|
||
Events that were cloaked by spells that hide themselves from
|
||
Clairvoyance also mask out View Past, and can never be seen using this
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wimbly's Enwrapment (Alteration)
|
||
|
||
Range: 1/2" per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, a little blob of a sticky, web-like material
|
||
flies toward it's target and completely wraps it in a very strong, very
|
||
sticky webs. The webs cannot be broken unless the target creature has
|
||
at least a 23 strength.
|
||
|
||
To determine if the blob hits, roll the attack as if the blob was a
|
||
monster of hit dice equal to the caster's level.
|
||
|
||
There are 3 applications of this spell: 1) As a glowing sigil drawn in
|
||
the air by the caster and pointed at the intended target; 2) As a glyph
|
||
marked on a surface that is touched or gazed upon; 3) As a small
|
||
character written on some magic work to protect it.
|
||
|
||
The material components of this spell are some strands of web that a
|
||
giant spider uses to bind up its captured prey.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Fourth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Acid Spray (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: See below
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, it causes a cone shaped spray of acid to
|
||
extend outwards from the casters hand. The length of the cone is 1/2"
|
||
per level of the caster and the cone terminates with a circular area
|
||
with a radius of 1/8" per level of the caster. The start of the cone is
|
||
a circular area of 1' radius.
|
||
|
||
The damage from the acid is 1d4 + 1 per level of the caster.
|
||
|
||
The material component of the spell is a vial of acid which is thrown
|
||
in the direction which the cone will go.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alcoreax's Icetrail (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: See below
|
||
Saving Throw: Negates
|
||
|
||
This spell creates a wave of hardened ice which the caster actively
|
||
directs. After casting, the wizard simply taps the ground to activate
|
||
the spell. The wave of ice begins where the caster taps the ground,
|
||
and reaches its full dimensions after advancing only 10 feet. It
|
||
travels at a speed of 40 feet per round. The crest of the wave is 10
|
||
feet high and 15 feet wide; after the crest of the wave has passed, the
|
||
height of the remaining "trail" is only 3 feet high.
|
||
|
||
Creatures coming into contact with the crest suffer 2d6 points plus 1
|
||
point damage per level of the caster, or half this amount if the
|
||
creature is cold-using (in general, cold-dwelling creatures take half
|
||
damage from this spell, rounded down, and cannot suffocate as a result
|
||
of this spell). In addition, creatures of less than large size must
|
||
save against paralysation or be buried under the crest. Buried
|
||
individuals take an additional 1d3 points of cold damage each round and
|
||
must initially make another save against paralysation or start to
|
||
suffocate under the ice (use the rules for drowning). Trapped
|
||
creatures may break free, taking 1 more point of damage per level of
|
||
the caster from sharp ice.
|
||
|
||
The crest of the wave can be disrupted by 30 or more points of fire
|
||
damage, or negated by a wall of fire in any case. At the end of the
|
||
spell duration, the crest of the ice wave immediately loses all
|
||
momentum and melts; the spell will cause no more damage, and trapped
|
||
creatures can easily break free taking no damage. The material
|
||
components for this spell are a steel pin and a glass of icewater.
|
||
|
||
Alcoreax is the headmaster of Talarin Niulivius, one of the better
|
||
magical schools on the continent of Niulivia. Alcoreax's Icetrail is
|
||
the only spell he has researched. This one took him over five years to
|
||
develop.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Acid Rainstorm (Conjuration/Summoning)
|
||
|
||
Range: 240 yards
|
||
Components: V, S, M
|
||
Durations: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: 30' x 30' square
|
||
Saving Throw: 1/2
|
||
|
||
This spell, which functions only out of doors, causes thin streams of
|
||
hissing violet acid to fall within its area of effect. All within the
|
||
area must save vs. spells or suffer full damage. The spell inflicts
|
||
1d8 per two levels of the caster (rounded up). All exposed items in
|
||
the area must also save vs. acid or be destroyed.
|
||
|
||
Characters under heavy cover which is not destroyed by the acid are
|
||
fully shielded from the effects of the spell. The acid, once it
|
||
strikes the ground, harmlessly disappears. The material component for
|
||
the spell is a small vial of aqua regia and a strip of zinc.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Acid Resistance (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell grants the subject complete immunity to acid, up to a
|
||
point. The spell's basic duration is 10 rounds per level of the
|
||
caster. However, for every point of acid damage that would have been
|
||
suffered by the character (after saving throws and any other
|
||
protections have been considered), the duration of this spell is
|
||
reduced by one round for every point of acid neutralised by the spell.
|
||
This spell also protects the subjects equipment from needing to make
|
||
any Item Saving Throws vs. acid for as long as the spell is in effect.
|
||
The material component is a small glass vial containing lye and water.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Ball Lightning (Evocation)
|
||
|
||
Range: 10 yards + 10 yards per level
|
||
Components: V, S
|
||
Duration: 4 rounds
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
The caster of this spell can create one to four spheres of glowing
|
||
electrical energy. These spheres resemble Dancing Lights (q.v.), and
|
||
the caster can control them in the same way. The spheres can be moved
|
||
up to 120' per round. Each ball is about 5' in diameter, and any
|
||
creature(s) approaching within 5' will dissipate that ball's charge. A
|
||
save vs. spells results in half damage, indicating that contact was
|
||
across an air gap. Note that more than one creature approaching within
|
||
5' in a single round can be affected by the ball is that occurs.
|
||
|
||
The charge values are:
|
||
|
||
1 lightning ball 4d12
|
||
2 lightning balls 5d4 each
|
||
3 lightning balls 2d6 each
|
||
4 lightning balls 2d4 each
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Chill of the Void (Alteration, Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 5
|
||
Area of Effect: 20' wide, 5' per level long path
|
||
Saving Throw: None
|
||
|
||
This spell brings forth a wave of supernatural cold, rolling forth from
|
||
the caster's outstretched arms to the maximum area of effect. Its cold
|
||
vacuum kills all normal vegetation in the area except for trees, which
|
||
have a 50%-100% chance to survive (DM's discretion, based on size and
|
||
native environment). This cold inflicts 3d4 damage and the vacuum an
|
||
additional 3d4 to all living creatures within the area of effect.
|
||
Vegetable and fungoid monsters suffer double damage from this spell.
|
||
The material component is a piece of ice.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Elemental Form (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
Use of this spell enable the spellcaster to transform the matter of a
|
||
creature's body into the stuff of a particular elemental plane. The
|
||
elemental form enables the character to engage in normal combat with an
|
||
elemental of the same or opposite form (i.e. water would allow combat
|
||
vs. water or fire elementals), or an elemental creature, without
|
||
needing a magical weapon to hit. It also provides protection vs. the
|
||
same element as if a ring of warmth (+2 on saves, -1 per die of damage,
|
||
regenerate 1 HP of elemental-caused damage per turn). The subject can
|
||
also exist without danger on the appropriate elemental plane, and can
|
||
move normally there. It does not empower the subject with perceptions
|
||
not normally possessed (e.g. seeing through the rock of elemental
|
||
earth), but it does prevent elemental damage. A character possessing a
|
||
ring of elemental command who assumes Elemental Form of the same type
|
||
gains the cumulative effects of both, and IS empowered with senses on
|
||
the appropriate plane as if in normal air.
|
||
|
||
If this spell is cast on the prime material, the spell will last 1 turn
|
||
per level of the caster. If cast on the appropriate elemental plane,
|
||
or in the border Ethereal of that plane, it will last 12 turns per
|
||
level. If cast while on an elemental or para-elemental plane different
|
||
from the form assumed, start with the base of 12 turns per level and
|
||
halve the duration for each plane removed. An Elemental Form in
|
||
opposition to the plane the caster is on (air vs. earth, fire vs.
|
||
water) cannot be assumed at all.
|
||
|
||
The material component is a small amount of the appropriate element on
|
||
hand (a handful of clay or earth or a torch flame will suffice).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Firefall (Alteration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 4
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell is an improved version of the 2nd level Pyrotechnics spell
|
||
(q.v.), specifically the "fireworks" application of that spell. That
|
||
portion of the spell functions exactly as the Pyrotechnics spell does
|
||
with respect to duration, area of effect, saving throw, and the
|
||
blinding effect created. However, the "fireworks" created by this
|
||
spell are more along the lines of a geyser of brightly burning liquid
|
||
fire, arcing upwards approximately 60' into the air and raining down
|
||
within a 30' area surrounding the perimeter of the basic fire source.
|
||
All in this area of effect suffer 2d6 fire damage with no saving throw
|
||
allowed. Further, a central prominence of flame is thrown upwards by
|
||
this spell, and the caster may direct this column of fire at a single
|
||
target within 60' of the fire source. This plume of fire will inflict
|
||
4d10 damage to the victim, although a saving throw vs. breath weapon is
|
||
possible to halve this damage.
|
||
|
||
The liquid fire continues to burn during the following round, under the
|
||
same conditions as during the first round, although the fire is less
|
||
intense and causes only half the damage caused during the first round.
|
||
Combustibles in the area of effect must save vs. normal fire (if struck
|
||
only by the burning spray) or magical fire (if the victim of the
|
||
central plume fails his saving throw or if the central plume is
|
||
directed at an inanimate object) to avoid being set afire. A creature
|
||
who is within the area of the spray who is targeted by the central
|
||
plume will not also suffer fire damage from the spray, as this minor
|
||
flame is all but lost in the fury of the central prominence. The spray
|
||
does not fall within the area of the original fire source, but only
|
||
within 30' of the perimeter of the fire source. An aerial creature
|
||
flying within 60' above the rising geyser of liquid fire is affected
|
||
just as a creature on the ground would be, and may also be targeted
|
||
with the central plume, if the caster so desires. The material
|
||
component for this spell is a lump of pitch mixed with sulfur,
|
||
saltpeter, and magnesium, as well as an existing fire source.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Flames of Falroth (Alteration, Evocation)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell conjures an extra-dimensional black flame to surround a
|
||
single object or creature within range. This fire has exactly the
|
||
opposite effect of normal fire, in that it restores creatures or
|
||
objects burned to destruction by fire or acid to their original state.
|
||
This will not restore life to a person slain by a Fireball spell, but
|
||
it will restore the body to full health, such that a Raise Dead spell
|
||
will bring the character back to full physical health (though an amount
|
||
of time equal to the time dead must be spent recovering from the
|
||
psychological shock). Similarly, it will not restore enchantment to a
|
||
once-destroyed magic item, though a Limited Wish spell is capable of
|
||
restoring the lost enchantment to the item reconstructed by the Flames
|
||
of Falroth.
|
||
|
||
In order to restore an item or creature, the target must fail a saving
|
||
throw of the same type that resulted in its destruction. Hence, plate
|
||
mail destroyed by the breath of a black dragon must fail a saving throw
|
||
vs. acid, and an adventurer felled by a Fireball must fail a save vs.
|
||
spells. For effects against which there is no save (e.g. Wall of
|
||
Fire), assume the save to be as against breath weapon for creatures or
|
||
magical fire for items. It is thus more difficult to restore items
|
||
that were more difficult to destroy in the first place. One such save
|
||
may be attempted each round, and as many saves as desired may be
|
||
attempted during the use of this spell. No object can ever be affected
|
||
by this spell after the spell has been used on it once, whether or not
|
||
it was successful. Once the save is failed, the object will take 2
|
||
rounds to be fully reconstructed from its remains. The Flames of
|
||
Falroth may be moved to another object or creature at any time during
|
||
the spell's duration, with 1 round of concentration on the part of the
|
||
caster.
|
||
|
||
The Flames of Falroth are very hostile to ordinary fire. They may be
|
||
used as a fire extinguisher or sorts, and will extinguish a 10' cube of
|
||
normal flame every round. Magical fire spells must be checked as per
|
||
Dispel Magic, but multiplying the caster's level by 2 for the purposes
|
||
of determining whether the target spell has resisted the effects of the
|
||
Flames of Falroth. If this Dispelling attempt is unsuccessful, the
|
||
Flames of Falroth will vanish back from whence they came.
|
||
|
||
If cast at an elemental fire creature of any sort, the Flames of
|
||
Falroth will automatically cause 6d6 damage to that creature. After
|
||
this initial attack, the target creature may make a save vs. spell at
|
||
-3. If successful, the Flames disappear without causing further harm.
|
||
If failed, however, the Flames continue to attack the creature's very
|
||
substance, causing 3d6 damage every round. A new saving throw is
|
||
allowed each round, the chance to save improving by 1 each round (-2
|
||
after the second round, then -1, etc.). This continues until the
|
||
creature is dead, the caster moves the flames away (after which time
|
||
that creature will no longer be affected by the Flames of Falroth), or
|
||
until the spell expires or a save is made--in both of these cases, the
|
||
Flames disappear.
|
||
|
||
A fire-using or dwelling creature that uses fire but is not native to
|
||
the Elemental Plane of Fire (e.g. fire giant, red dragon, chimera) will
|
||
not be harmed by the Flames of Falroth, but any external fire powers
|
||
(fire breath, spells, immolation, etc.) will cause only half normal
|
||
damage, as their effectiveness is mitigated by the Flames. The
|
||
material component is a bit of green wood, a handful of ashes, a smoky
|
||
quartz crystal, and a piece of obsidian.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Hunting Pack (Conjuration/Summoning)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell summons into the caster's vicinity a pack of canines who
|
||
will fight on behalf of the caster, if such is required. The
|
||
composition of the pack will be as follows:
|
||
|
||
01-10 4-16 jackals
|
||
11-60 3-12 wild dogs
|
||
61-90 2-8 wolves
|
||
91-00 1-4 dire wolves
|
||
|
||
The pack will follow commands to the best of its ability, so long as
|
||
they are relatively simple (attack, return, heel, etc.). If attacked
|
||
by the caster or his fellows, all creatures summoned will instantly
|
||
disappear. The hounds can track as well as a 5th level ranger, and can
|
||
be commanded to perform this activity if it is requested of them (such
|
||
as by allowing them to smell an article of clothing from the creature
|
||
to be tracked, etc.). The hounds will arrive 1-10 rounds after the
|
||
spell is cast. The material components are a piece of fresh, uncooked
|
||
meat and a finely crafted silver or ivory hunting horn, worth not less
|
||
than 100 GP, which must be sounded during the casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Rainbow Blast (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: 1' wide, 10' + 5' per level long beam
|
||
Saving Throw: Negates
|
||
|
||
This spell is very much like the second level Rainbow Beam spell, but
|
||
is much more powerful. Besides a slightly larger area of effect, and
|
||
the fact that a solid object will not stop the beam unless larger than
|
||
2' wide and formed of solid stone or some such similar dense material,
|
||
i.e. the beam is not stopped by mere flesh, even if armoured, but
|
||
would be stopped by a stone wall.
|
||
|
||
The spell does 2-7 (1d6+1) points of damage per level of the caster.
|
||
The swirling, coruscating tendrils of multi-hued light also have
|
||
properties as listed under the Rainbow Beam spell. A target resistant
|
||
to one or more of these forms of attack takes -1 point of damage per
|
||
die per attack that it is resistant to. The obverse applies for
|
||
creatures that are particularly vulnerable to a certain form of attack
|
||
(e.g. a frost giant is immune to cold, but is not particularly
|
||
vulnerable to fire, so it would take -1 point of damage per die. A
|
||
green slime, vulnerable only to fire and cold, would take -5 points of
|
||
damage per die.) The indigo (holy water) beam does normal damage
|
||
except to creatures affected by unholy water (paladins, lammasu, etc.,
|
||
who are considered as being resistant), and those affected by holy
|
||
water (undead, demons, etc., who are considered as specifically
|
||
vulnerable).
|
||
|
||
The victim is entitled to a saving throw, which, if successful,
|
||
indicates that the beam has missed. It may hit another target,
|
||
though. Also, if a target is struck by the beam, he must save vs.
|
||
petrification or be struck in the face and blinded for 3-6 rounds.
|
||
|
||
The material component for this spell is a small diamond worth not less
|
||
than 100 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Ray of Paralysis (Alteration)
|
||
|
||
Range: 10' + 5' per level
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
The caster extends his arm, points his finger, and speaks a word to
|
||
cast the spell. A thin, light blue ray leaps from the caster's
|
||
finger. The intended target must save vs. petrification. If the save
|
||
is failed, then the creature is struck by the beam and, unless the
|
||
creature possesses some innate magic resistance, is paralysed for 2
|
||
rounds per level of the caster. If the save is made, the pencil-thin
|
||
ray has missed its original target and continues on in a straight line
|
||
to the extent of its range. Any creature in the path of the beam must
|
||
make the same saving throw or be struck and paralysed. If the ray
|
||
actually strikes, there is no save vs. its effects. Size L creatures
|
||
must save at -1, size H at -2, and size G at -4. Conversely, size S
|
||
creatures save at +1 and size T at +3. The ray can affect only target
|
||
in any event. The material component is a clear gem or a piece of
|
||
amber worth at least 100 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Shadowfire (Evocation, Necromancy)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: 1' diameter, 5' per level long ray
|
||
Saving Throw: 1/2
|
||
|
||
This spell calls forth a seething black ray shot through with veins of
|
||
green fire. All creatures in the path of the spell will suffer d4
|
||
damage per level of the caster, up to a maximum of 20d4. A successful
|
||
save vs. breath weapon will result in only half damage. A creature
|
||
that is immune to fire or to energy drain will suffer only one-half
|
||
damage (one-quarter if a successful save is made). If the damage
|
||
rolled exceeds a target's remaining hit points, that target is
|
||
disintegrated. The material component is a black opal worth at least
|
||
500 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Sheet Lightning (Evocation)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: 10' per level square area
|
||
Saving Throw: Special
|
||
|
||
This spell creates a very bright flashing jolt of sheet lightning
|
||
within the area of effect. All those in the area receive 4d4
|
||
electrical damage with no saving throw. In addition, those within must
|
||
save vs. petrification to avoid being blinded for 1d3 rounds and must
|
||
save vs. breath weapon to avoid being stunned for 1d3 rounds. Those
|
||
carrying large, mostly metallic weapons (e.g. swords, battle axes) or
|
||
wearing partial metal armour (studded-chain) save at -2 vs. the
|
||
stunning and suffer +1 per die of damage. Those in full metal armour
|
||
(splint or better) save at -4 vs. the stunning and suffer double
|
||
damage. The material component is a bit of fur and a sheet of fine
|
||
crystal worth at least 50 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Bergil's Fire Bolt (Evocation)
|
||
|
||
Range: 20 yards + 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Instant
|
||
Casting Time: 4
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
The spell creates a powerful bolt of plasma that in inflicts 1d8 points
|
||
of damage per level to anyone in it's area of effect (maximum damage is
|
||
12d8). This bolt is 60' long by 5' wide, it cannot be forked. It
|
||
streaks outward much like a Lightning Bolt. It does not reflect,
|
||
however. If the Firebolt hits a wall the plasma spreads out in 5'
|
||
radius hemisphere, anyone in the hemisphere takes damage. Thus it is
|
||
possible to hit someone standing near a wall twice with the Firebolt,
|
||
once with the bolt and once with the hemisphere. The Firebolt
|
||
automatically sets fire to anything combustible in the path or in the
|
||
hemisphere. The bolt has the same penetration ability as a Lightning
|
||
Bolt. The material components are: a stick, a bit of sulfur, and a dab
|
||
of royal honey. All are consumed.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Branit's Backstabbing Surprise (Conjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One person
|
||
Saving Throw: None or 1/2
|
||
|
||
This spell provides protection against backstabbing. When the recipient
|
||
of the spell is backstabbed, a cloud of acid is created behind the
|
||
spell recipient which blows back and out to form a semi-sphere 8 feet
|
||
in radius. All within the area of effect, the recipient not included,
|
||
take 6d4 + 6 points of acid damage. Note that the backstabber gets no
|
||
save (due to surprise and proximity), all others receive half damage
|
||
upon successful save.
|
||
|
||
A backstabbing attack is any physical attack or combination of attacks
|
||
initiated from behind which causes damage equal to 1/5 or more of the
|
||
victims hit points at the time of the attack, assuming the attacker is
|
||
within 8 feet of the victim when the attack is initiated. The spell is
|
||
in effect until dispelled or discharged. This spell will work in
|
||
combination with other defensive spells.
|
||
|
||
The material component is 100 red ants which must be rolled in the
|
||
casters hands, the husks then thrown over each shoulder of the
|
||
recipient, and the juice rubbed into the recipients back.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Broom (Enchantment)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1d6 hours + 1 hour per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Broom touched
|
||
Saving Throw: None
|
||
|
||
A witch uses this spell to enchant her broom with the power of flight.
|
||
The broom flies with a movement rate of 30, minus 1 per 14 pounds above
|
||
182 pounds which it is carrying, and it can climb and turn at an angle
|
||
of 30 in response to the verbal command of its mistress. While the
|
||
enchantment lasts, the witch can summon the broom from up to 300 yards
|
||
away. The material components are a broom, which is not used up by the
|
||
casting, and a feather, which is. The long casting time is necessary to
|
||
set the command words, but if the spell is recast on an already
|
||
enchanted broom, it has a casting time of 3.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Chaos Vision (Illusion/Phantasm)
|
||
|
||
Range: 1" per level
|
||
Components: V, S
|
||
Duration: 1 turn per level
|
||
Casting Time: 2 rounds
|
||
Area of Effect: 1" per level radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell offers some protection from teleport spells by constantly
|
||
shifting and shaping what an area looks like. Thus a mage cannot use
|
||
information gathered previously to teleport to the effected area as the
|
||
surroundings will have seemingly changed. Objects located in this
|
||
environment or entering it will be effected also, first appearing as
|
||
one object or animal and then shifting to another.
|
||
|
||
Another use found for this spell is as a trap. Slimes, molds and other
|
||
creatures that don't need senses to attack can be placed in this
|
||
environment and effectively are invisible.
|
||
|
||
Any attacks on anything in the area of effect is hindered by a -4
|
||
modifier to hit. Note that true seeing and similar magics that see
|
||
through illusions will likewise penetrate this one. No damage will be
|
||
taken by being in the illusion. ( Unless from something else physical
|
||
also there of course! ) The main purpose is simply to constantly
|
||
conceal.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cheffield's Kingly Feast (Alteration)
|
||
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 turn
|
||
Area of Effect: One person fed per level
|
||
Saving Throw: None
|
||
|
||
This spell is similar to Cheffield's Major Feast except that it brings
|
||
into existence food and drink which is of extremely high quality. The
|
||
food is excellent and nourishing. The drink is rich and tasty. This
|
||
meal is truly fit for a king and his kind. In addition to the main meal
|
||
are appetisers to serve before and desserts to be eaten afterward.
|
||
Nobody who is being served by this spell will be unable to finish their
|
||
food.
|
||
|
||
The material components of this spell are rich spices (40 GP) and a
|
||
good quality wine (minimum 10 GP) which must be mixed together when the
|
||
spell is cast.
|
||
|
||
As a final note it must be pointed out that the four and twenty black
|
||
birds baked in a pie is an optional feature.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Continual Ambience (Alteration)
|
||
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 4
|
||
Area of Effect: 6" radius globe
|
||
Saving Throw: None
|
||
|
||
This spell is the same as the second level magic user spell Ambient
|
||
Light (q.v.), except as noted above.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Damian's Insulated Envelope (Abjuration)
|
||
|
||
Range: 0"
|
||
Components: V, S, M
|
||
Duration: 2 rounds + 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: Special
|
||
|
||
Due to his personal dislike of lightning the archmage Damian crafted
|
||
this spell to specifically counter its harmful effects. When cast, this
|
||
spell seems to cover the caster in a pale blue light resembling an
|
||
envelope. Once cast the caster gains 2 Benefits (much like fire
|
||
shield).
|
||
|
||
1) A save vs. lightning at + 2 indicates no damage to the caster. A
|
||
failed save merely indicates Half damage. If at any time the caster is
|
||
hit by any acid or acid spell the caster must save normally or take
|
||
double damage.
|
||
|
||
2) If any melee attacks are made on the caster, on a successful strike
|
||
the caster takes normal Damage but so does the attacker.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Deadthought (Divination, Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
This is essentially telepathy with a corpse, as the forensic wizard
|
||
probes the brain of the deceased for specific data. The dungeon master
|
||
must decide if the information sought is basic, well known, merely
|
||
known, or forgotten. The table below lists the chance of finding the
|
||
information and the amount of time required by the search (if location
|
||
is in fact possible), but the DM can altar these numbers if the body is
|
||
in a particularly advanced state of decomposition.
|
||
|
||
Type of Chance of Time
|
||
Information Finding Required Examples
|
||
----------- --------- ------------ --------------------
|
||
Basic 96% 1 round Name and profession
|
||
Well Known 70% 2-8 rounds Relating to current
|
||
mission
|
||
Known 30% 3-12 rounds Relating to previous
|
||
missions
|
||
Forgotten 2% 11-20 rounds Overheard once
|
||
|
||
This spell will continue as long as the wizard concentrates, but on
|
||
every round there is a 1% chance of that he will go insane. The
|
||
material component is a pair of metal helmets, linked by a copper
|
||
wire.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Deave (Alteration, Illusion/Phantasm)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: 3 rounds + 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This spell causes a temporary sensory overload to occur in all the
|
||
sensory nerve endings of the target creature. Because of this overload
|
||
of all the senses (sight, smell, touch, taste, hearing) will be "burnt
|
||
out" for the duration of the spell. The creature will find himself in a
|
||
state of total sensory deprivation for the spells duration. This means
|
||
that the creature will not be able to see, hear, taste, feel or sell
|
||
anything. The creature will remain completely helpless for the
|
||
duration.
|
||
|
||
There is an additional side effect of this spell. Because the loss of
|
||
the senses can be so shocking an experience to some creatures, there is
|
||
a 1% chance per point of intelligence and wisdom that the creature will
|
||
suffer from the insanity of Catatonia for a duration of 2-8 weeks
|
||
afterward. This can be cured with a Cure Insanity.
|
||
|
||
If the creature makes its saving throw vs. spells, then the spell does
|
||
not completely take effect. Only 1 to 4 of the creatures senses are
|
||
affected (determined randomly). Note that some combination of lost
|
||
senses could leave the creature helpless anyway.
|
||
|
||
The material components for this spell are a small leather hoof, a
|
||
shrill whistle several sharp pins, smelling salts, and a drop of lemon
|
||
juice.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Deja Vu (Divination)
|
||
|
||
Range: 20 yards
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell throws the victim back to the location he occupied at a pont
|
||
in the recent past. It does not turn back time, it merely teleports
|
||
back along the victim's "time line." This restriction makes the
|
||
resistance that the magic must overcome much less than a full "teleport
|
||
other" spell would have to fight. Deja Vu sends the victim to the
|
||
position he occupied 1d6 hours in the past per level of the caster.
|
||
|
||
If the victim would be placed inside another object or creature, the
|
||
victim is placed in a random direction along his time line until an
|
||
unobstructed location is found. The material component is a
|
||
time-keeping device which is destroyed at the time the spell is
|
||
memorised by the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Spellcasting (Divination)
|
||
|
||
Range: 10-yard per level radius
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to scan a surrounding area for spells
|
||
being cast by other magic users. The affected area has a radius of 10
|
||
yards per level of the caster (up to a maximum of 200 yards); the
|
||
caster may make the area of effect smaller if he wishes. Any wizard
|
||
spells that are currently being cast, will be detected (priestly magic
|
||
is not affected). The caster is instantly aware of the school of magic
|
||
of all spells in this area; the name of the spell will also be known,
|
||
if it has already been learned by the caster; in addition, the caster
|
||
gains a general feeling of the location of the caster of each of the
|
||
spells (i.e. approximately 30 feet east).
|
||
|
||
The relative strength of two spells from the same school will also be
|
||
detected. For example, if a Meteor Swarm and a Burning Hands spell are
|
||
both being cast in the area of effect, this spell will detect which is
|
||
more powerful (this will also work for two Fireball spells cast by two
|
||
wizards of different levels); the actual level of the spell is not
|
||
revealed, and two spells of different schools cannot be compared in
|
||
this way.
|
||
|
||
The caster may choose one spell to target for specific information;
|
||
this includes: the name and level of the spell (as well as the caster's
|
||
level, if that is relevant to the strength of the spell), the spell's
|
||
target (object, location, creature, etc.), and the exact location of
|
||
the caster. Illusions of level 4 or less are revealed, as long as the
|
||
caster is of higher level than the caster of the illusion. Illusions of
|
||
level 5 or higher will return a false reading (i.e. what the caster
|
||
believes the spell to be) unless the caster has already disbelieved
|
||
that illusion.
|
||
|
||
This spell does not detect spells which are already in effect. It does
|
||
however detect all spells as they are cast, as long as the duration
|
||
lasts (i.e. if this spell is cast by a 10th level wizard, it will
|
||
detect all spells that are cast in the following ten rounds).
|
||
|
||
This spell does have a drawback: the maximum number of spells that can
|
||
be processed safely is equal to the caster's intelligence divided by
|
||
three (round fractions down). If there are more than this number of
|
||
spells being cast inside the area of effect, the caster must make a
|
||
successful system shock roll or fall unconscious for 1d6 rounds (this
|
||
roll must be made every round this condition exists).
|
||
|
||
The material component for this spell is a powered gem worth at least
|
||
100 GP which must be tossed in the air when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Eldritch Shield (Abjuration)
|
||
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell protects the recipient from any magic energy based attacks.
|
||
Each individual manifestation (e.g. magic missiles, eldritch spheres,
|
||
etc.) directed at the recipient is absorbed by the shield, whether or
|
||
not they successfully hit. The eldritch shield can withstand up to 1d4
|
||
+ 1 attack per three levels.
|
||
|
||
Note that regular attacks also reduce an eldritch shield without any
|
||
penalty, and the shield may only absorb spells which the caster has
|
||
sufficient levels to cast. (e.g. a 9 hit die eldritch shield can
|
||
protect from 5-8 magic missiles or similar spells, while a griffon
|
||
would take off three from the shield and still inflict normal damage).
|
||
The material component is sapphire and diamond dust which is sprinkled
|
||
upon the creature to be protected.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Warding Shield (Abjuration)
|
||
|
||
Range: 1"
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 4
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
The warding shield is a unique magical screen which encompasses one
|
||
creature and protects it from harm. The shield remains completely
|
||
invisible until struck by any attack, including weapons and spells
|
||
which cause direct damage. Then it then flares pale blue, absorbing
|
||
part or all of the attack (any damage which is not absorbed goes
|
||
directly to the character using the shield).
|
||
|
||
The warding shield may absorb up to base 1d4 HP damage + 2 points per
|
||
level of the caster. If a magic resistant creature attacks the spell's
|
||
host, then its resistance is checked first. Success indicates that the
|
||
shield is by- passed during that attack, and damage goes directly to
|
||
the person being protected. However, the shield remains intact until it
|
||
loses all hit points, gets dispelled, or until all hit points elapse,
|
||
at a rate of 1 hit die per turn. A person may have only one warding
|
||
shield at a time.
|
||
|
||
The material component is 50 GP worth of diamond dust which is thrown
|
||
into the air as the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Eldarr's Flameshroud (Abjuration, Invocation/Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 round per level (but see below)
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: Special
|
||
|
||
When this spell is cast, the caster is enveloped in an invisible shroud
|
||
of flames; a True Seeing spell or similar magic will reveal the shroud,
|
||
and a Detect Magic will reveal strong lines of abjuration and evocation
|
||
magic. The spell imparts on the caster, the equivalent of fire
|
||
resistance for the duration of the spell (see description of ring of
|
||
fire resistance).
|
||
|
||
In addition to the protection aspect of this spell, the caster may also
|
||
use it offensively: any target that comes within 10 feet of the caster
|
||
may be attacked using the shroud; a small finger of (clearly visible)
|
||
flames shoots from the shroud and strikes the victim, inflicting 1d4
|
||
points of damage, plus 1 point per level of the caster (up to a maximum
|
||
of 1d4 + 20). A successful save vs. spell reduces the damage by half.
|
||
Only one such attack may be made per round, and each attack reduces the
|
||
spell's duration by one round (thus, an attack may not be made the last
|
||
round the spell is in affect).
|
||
|
||
Anyone who scores a successful melee hit on the caster while he is
|
||
under the protection of this spell, suffers damage equal to that
|
||
inflicted by an attack from the shroud (1d4 + 1 per level); again, a
|
||
successful save vs. spell reduces the damage by one half. The duration
|
||
of the spell is not affected in this case.
|
||
|
||
The material component for this spell is any normal cape with a chunk
|
||
of sulphur placed in the pocket; the cape must be worn throughout the
|
||
duration of the spell; if it is removed, the spell ends prematurely.
|
||
The cape is not affected by the casting of this spell, but the sulphur
|
||
is consumed when the spell ends.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Eldarr's Shockshroud (Abjuration, Invocation/Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 round per level (but see below)
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: Special
|
||
|
||
This spell is nearly identical to Eldarr's Flameshroud; in covers the
|
||
caster in an invisible shroud of electricity; the shroud is detectable
|
||
by the same means covered in the Flameshroud description. This spell
|
||
provides the user with immunity to lightning and other electrical
|
||
attacks for the duration of the spell.
|
||
|
||
The caster may use the shroud to conduct electrical attacks in the same
|
||
manner as that for the Flameshroud spell; damage is identical, and each
|
||
attack reduces the duration by one round. The shroud will also provide
|
||
protection vs. melee attacks as per the Flameshroud, with electricity
|
||
again replacing flames.
|
||
|
||
In addition to the cape (which is not harmed), this spell requires a
|
||
specimen of any electricity-using creature, such as an electric eel;
|
||
this specimen is consumed when the spell ends.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Enemy Blink (Alteration, Enchantment/Charm)
|
||
|
||
Range: 30 yards
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: 4d6 creatures
|
||
Saving Throw: Negates
|
||
|
||
Makes enemy blink if save failed. Otherwise like blink. Good for use if
|
||
enemy near cliff or large body of water. The number of creatures
|
||
affected is determined randomly, by rolling 4d6.
|
||
|
||
Cannot make people save twice, ie, "I've got 12, I use them all on him,
|
||
have him save 12 times".
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flaming Water (Alteration, Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 4
|
||
Area of Effect: 10' per level radius area
|
||
Saving Throw: 1/2
|
||
|
||
This spell will cause an area of water to instantly burst into flames
|
||
as if covered with oil and set alight. The center of the area of effect
|
||
may be as far away as 10 yards per level of the caster; the area of
|
||
burning water has a radius of 10 feet per level of the caster, but may
|
||
be smaller if the caster desires. The spell must be cast on an open
|
||
body of water, such as a lake, river, or ocean; it may not be cast at a
|
||
container of water on the person of an individual.
|
||
|
||
If the center of the area of effect is on the surface, the flames will
|
||
remain only on the surface; if the spell is cast underwater, the flames
|
||
will form a sphere (if the distance between the surface and the center
|
||
of the area of effect is less than 10' per level of the caster, the
|
||
flames will obviously not form a perfect sphere; in this case, the
|
||
surface of the water will burn as well).
|
||
|
||
The fire will last 2 rounds per level of the caster, or until
|
||
extinguished; the flames may not be doused with water, as this added
|
||
water will burn as well. The fire must be extinguished by magical
|
||
means (i.e. dispelled or via a Fire Quench or similar magic), or
|
||
allowed to expire. If cast underwater, the duration of this spell is
|
||
halved.
|
||
|
||
The flames from this fire are sufficient enough to start ships on fire,
|
||
and any creature caught in the area of effect suffers 3d6 points of
|
||
damage, plus 1 point per level of the caster (to a maximum of 3d6+20).
|
||
A successful save vs. spell reduces the damage by half. If this spell
|
||
is used to attack a water elemental or similar creature, the damage is
|
||
doubled, and there is a -4 penalty to the save.
|
||
|
||
The material components for this spell is a vial filled with a water
|
||
and oil mixture.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Glamden's Mixer (Alteration)
|
||
|
||
Range: 10' per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: One potion
|
||
Saving Throw: None
|
||
|
||
This spell requires the caster to have a potion of any type in his or
|
||
her possession. The potion is held in the caster's hand, and when the
|
||
spell is cast, the contents is instantly removed from its container and
|
||
reappears in a potion container in the target's possession. The DM then
|
||
makes a potion compatibility check (DMG 2ed. pg. 135) for the target
|
||
potion and applies the results normally. If the target has one or more
|
||
potion containers in sight, the caster may choose which one to affect.
|
||
If the target has no containers in sight, then one is affected
|
||
randomly; if the target has no potion containers in his possession,
|
||
then the spell has no effect. This will also work on a potion that is
|
||
just about to be quaffed, as long as the caster gains the initiative.
|
||
|
||
The only material component for this spell is the potion to be mixed
|
||
with the target's potion.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hand of Time (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 5-8
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
|
||
After casting this spell, the death master's hand will bear a baneful
|
||
curse, for the next creature he touches (possibly requiring an attack
|
||
roll) will instantly become 4d10 years older. The spell lasts for one
|
||
round per level of the caster or until discharged, and it cannot be
|
||
reversed.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hold Person II (Enchantment/Charm)
|
||
|
||
Range: 12"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: One person
|
||
Saving Throw: Negates
|
||
|
||
This spell is like hold person except as noted above and that the
|
||
saving throw is made at -6.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hydro Shield (Alteration, Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds + 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
By casting this spell, the mage appears to be covered in a mist of
|
||
water. Variation A is coloured blue or green; variation B is coloured
|
||
violet or blue. Any creature striking the spell caster with body or
|
||
hand-held weapons will inflict normal damage upon the mage, but the
|
||
attacker will take double the damage so inflicted! The other powers of
|
||
this spell depend on the variation being used:
|
||
|
||
Version A: Any electrical attacks will be saved at +2 on the die, and
|
||
will do either half damage (if save is failed) or no damage at all (if
|
||
save is made). Acid based attacks are normal, but if the mage fails the
|
||
required saving throw, he sustains double damage! The material
|
||
component for this version is a bit of tree gum.
|
||
|
||
Version B: Any acid attacks will be saved at +2 on the die and will do
|
||
either half damage (on an unsuccessful save) or no damage (if save is
|
||
successful). Electrical attacks are normal, but if the mage fails to
|
||
make the required save he sustains double damage from that attack.
|
||
|
||
The material component for this version is an alkylaine substance.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Illumine (Alteration)
|
||
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4
|
||
Area of Effect: One or more 10-foot radius globes (see below)
|
||
Saving Throw: Special
|
||
|
||
The Illumine spell acts as a multiple light spell. The wizard may
|
||
create two globes of light, with an additional globe per two levels of
|
||
experience of the wizard above the 7th. Immediately after casting, two
|
||
globes appear where the caster wills. The additional globes appear in
|
||
the following round. The wizard must spend that round specifying the
|
||
centers of spell effect, and may take no other action in that round or
|
||
all succeeding globes are lost. The caster may permanently dispel some
|
||
or all of the globes at any time during the duration of the spell. The
|
||
material component for the spell is one piece of phosphorescent moss
|
||
for each globe. In all respects other than the ones above, this spell
|
||
conforms to the restrictions of the light spell.
|
||
|
||
Illumine is the fourth of six spells researched by the mage Auralon
|
||
Deathrin in his lifetime. It was developed as a partial solution to
|
||
the annually increasing crime rate in the capital of Travinthia. (They
|
||
make good streetlights with some form of spell extension!)
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Improved Magic Mouth (Alteration)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 4
|
||
Area of Effect: One object
|
||
Saving Throw: None
|
||
|
||
Like Magic Mouth but can speak command words to activate magical items,
|
||
Stash spells etc. (but can not cast spells).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Independent Spectral Hand (Necromancy)
|
||
|
||
Range: 30 yards + 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 2
|
||
Area of Effect: One opponent
|
||
Saving Throw: None
|
||
|
||
This spell causes a ghostly, glowing hand, shaped from the caster's
|
||
life force, to materialise within the spell range and move as the
|
||
caster desires. Any touch attack spell of 6th level or less that is
|
||
subsequently cast by the wizard can be delivered by the spectral hand
|
||
The spell attacks as the caster at a +2 bonus to hit. The caster may
|
||
perform other actions. The hand is AC -3 and may be hit by magic only.
|
||
Any damage dispels it and does 1d6 points to the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Inertia (Alteration)
|
||
|
||
Range: 20 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4
|
||
Area of Effect: One creature or object
|
||
Saving Throw: Negates
|
||
|
||
This spell allows the caster to freeze one creature or object up to 100
|
||
pounds per level, limit regardless of orientation. Creatures flying
|
||
through the air would be frozen in place (remaining in the air),
|
||
immovable until the second command word. The caster is free to cast
|
||
this spell upon himself. If the subject of the spell is unwilling, it
|
||
receives a saving throw vs. magic, a successful save negating.
|
||
|
||
The caster must point at the creature or object to be stopped, and
|
||
utters the first command word. If the spell is successful (guaranteed
|
||
in the case of objects within the caster's weight limit), the item is
|
||
frozen in the air, immovable, unless a dispel magic, or other such
|
||
spell is cast, or until the caster utters the second command word. Upon
|
||
saying the second command word, the object or creature resumes its
|
||
initial motion. For example, cast upon a falling chest, would stop the
|
||
chest in the air. Upon the second command, the chest would resume
|
||
falling, even if someone had climbed on top of it. If some poor slob
|
||
happened to be standing directly beneath the chest at the time of the
|
||
second command... If cast at a knight on a horse, for example, the
|
||
caster must specify mount or rider. If cast at the mount, the rider
|
||
would probably continue in his original direction, just without his
|
||
mount. Cast on the rider, he would stay hanging in the air, as his
|
||
mount ran away.
|
||
|
||
Physical force is insufficient to move frozen objects, so they could,
|
||
for example, be used as anchors for ropes, etc. The caster must be able
|
||
to see the majority of the object of the spell, so he couldn't, for
|
||
example, cast it upon something in somebody's backpack.
|
||
|
||
The material component of the spell is a silver whistle, which is blown
|
||
prior to shouting the command word.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Greased Pig (Alteration, Conjuration)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: 4 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One creature + 1 creature per 4 levels of the caster
|
||
Saving Throw: Special
|
||
|
||
This spell is a more powerful version of the third-level Haste spell,
|
||
with the first-level Grease spell thrown in too. The people that the
|
||
spell is cast upon suffer none of the side effects of the grease (i.e.
|
||
they don't drop their weapons, they don't slip, etc.) but those that
|
||
try to attack or grab them will. It negates special attacks by
|
||
creatures that inflict damage automatically every round after a
|
||
successful hit (i.e. stirges or executioner's hoods) - the creature
|
||
must roll to hit every round due to the slipperiness of the target.
|
||
Otherwise, it conforms to the normal Haste spell ( -2 on initiative,
|
||
double movement rate, double number of attacks per round, ages
|
||
recipient 1 year). It is not cumulative with Haste or other Greased
|
||
Pig spells.
|
||
|
||
The material components for this spell are a bit of butter and an anise
|
||
seed for each recipient.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Headless Flying Roasted Pig (Enchantment, Summoning)
|
||
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: Special
|
||
Saving Throw: Negates
|
||
|
||
This spell summons a pre-prepared headless flying roasted pig. The pig
|
||
flies at a rate of 30, and is under the control of the caster (who must
|
||
give it his full attention). The pig is magically funny; anyone who
|
||
looks at the pig (except the caster) must save vs. spell every round
|
||
that the pig is in his field of view or fall down laughing until the
|
||
pig leaves. Laughing victims are at a -2 "to hit" until the spell
|
||
expires.
|
||
|
||
Victims with an intelligence of 4 or less, that are meat-eaters, will
|
||
be attracted to the pig's delicious aroma and must save at a -6 or
|
||
spend the rest of the spell's duration trying to catch it. If they are
|
||
vegetarians, they are unaffected. Those with Intelligences of 5-9 save
|
||
vs. the laughter effect at a -4. Those with Intelligences of 10-14
|
||
save at a -2. Those with Intelligences of 15-19 save normally, and
|
||
those who are more intelligent than that are unaffected.
|
||
|
||
The pig cannot be caught or attacked; those attempting to do so
|
||
automatically succumb to the laughter. The pig has no other attacks
|
||
besides its magical nature. It can be Banished or Abjured; Dispel
|
||
Magic merely terminates the caster's control over it. If the Dispel
|
||
Magic is successful, the pig will leave 50% of the time and stay 50% of
|
||
the time, the magical laughter effect will not be dispelled, and the
|
||
caster will become vulnerable to the laughter's effects.
|
||
|
||
The material components are a baked, spiced apple and a hummingbird
|
||
feather. Additionally, a pig of no less than 50 pounds must be
|
||
beheaded, roasted and otherwise prepared ahead of time; this pig does
|
||
not have to be carried with the spellcaster but must not be eaten, as
|
||
it is consumed by the spell at the time of casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Morning After (Alteration, Enchantment/Charm)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1d6 rounds per level (see below)
|
||
Casting Time: 4
|
||
Area of Effect: One intelligent creature
|
||
Saving Throw: Negates
|
||
|
||
This spell takes effect after the victim has had a minimum of two hours
|
||
of sleep. The victim loses all memory of events that occurred between
|
||
the time the spell was cast and when he awoke.
|
||
|
||
The victim will remember the existence of any material components used
|
||
in the spell.
|
||
|
||
The effects of the spell last 1d6 rounds per level of the caster. The
|
||
caster should not be told the duration of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jibril's Anti-Magic Shield (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One mage per three levels
|
||
Saving Throw: None
|
||
|
||
The recipients of this spell are made more aware of the magic around
|
||
them and are also more able to affect it. They therefore have a magic
|
||
resistance of 5% per level of the caster. A dispel magic is only half
|
||
as likely to dispel this spell. Note: this spell only effects Mages.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Justin's Mental Map (Divination)
|
||
|
||
Range: 1 mile
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 10 minutes
|
||
Area of Effect: 1-mile radius area
|
||
Saving Throw: None
|
||
|
||
Outdoors only, this spell gives the caster an aerial view of the
|
||
countryside within 1 mile of the caster. Only large features visible
|
||
from above are noted, like rivers, woods, fields, large buildings, and
|
||
clearings, but not people, caves, small streams, or the like. Material
|
||
component is powdered pineal gland.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mimic (Enchantment/Charm)
|
||
|
||
Range: 10 feet per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell forces some humanoid creature in the caster's line of sight
|
||
to begin mimicing his actions. The creature's actions will directly
|
||
reflect those of the caster, regardless of position or orientation. The
|
||
creature will be frozen momentarily at the onset of the spell, but
|
||
after that segment of inaction, the creature begins mimicing the
|
||
caster.
|
||
|
||
This can be potentially harmful for the target, if say for example, the
|
||
caster waves his hand in the vicinity of his neck, and the target
|
||
happens to be wielding a sword.
|
||
|
||
Once the spell is cast, the caster need not be able to see the target
|
||
for the target to mimic his actions. The target does get a second save
|
||
if forced to do actions that are obviously lethal, such as the
|
||
aforementioned hand waving example. If the target passes outside of the
|
||
range of the spell, the spell is broken.
|
||
|
||
The material component of the spell is a small ivory figurine, which is
|
||
broken to bits in the casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Missile Multiplication I (Alteration, Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1/5 round
|
||
Casting Time: 6
|
||
Area of Effect: One missile
|
||
Saving Throw: None
|
||
|
||
A missile must be fired within the next twelve seconds. This spell
|
||
makes 3-18 missiles out of one. Only normal missiles are affected.
|
||
|
||
The stuff disappears one round after shooting, but their effects stay.
|
||
A nasty assassin in my game used the fifth-level version of this spell
|
||
with sleep-poison darts to capture a PC.
|
||
|
||
You have to roll to hit for each missile, by the way. However, if your
|
||
first missile hits, you have a +3 on all thereafter.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mystyk's Backlash (Abjuration, Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the caster is surrounded by an invisible shell
|
||
of energy; this shell is invisible to the naked eye, but a True Seeing
|
||
spell or similar magic will reveal it, and a Detect Magic spell will
|
||
detect strong lines of abjuration magic with weaker evocation lines.
|
||
While under the protection of this spell, if the caster is hit in
|
||
melee, the shell will emit a burst of pure energy that lashes out at
|
||
the attacker. The energy will inflict an identical amount of damage as
|
||
that inflicted on the caster by the melee attack (the caster still
|
||
receives normal damage). If the attacker makes a successful save vs.
|
||
spells, he will only suffer half damage. The shell will continue to
|
||
emit energy bursts on attackers as long as the spell's duration lasts,
|
||
or until the shell is dispelled.
|
||
|
||
The material component for this spell is a small, metal shield and a
|
||
gem worth at least 400 GP. Both components are destroyed when the
|
||
spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Negative Bolt (Evocation)
|
||
|
||
Range: 2" + 1/3" per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
This combat spell projects a bolt of negative energy. Some
|
||
practitioners believe it to be merely energy from the negative material
|
||
plane... Said Spellcasters are wrong. The spell actually projects raw
|
||
anti-matter in a bolt of anti-energy. Materials affected by the bolt
|
||
tend to disintegrate and be consumed... Spell wards and defences tend
|
||
to dissolve also. Specific defences exist for the genre of spells
|
||
similar to this one but they are secrets kept for self-defence.
|
||
|
||
The bolt only does 1d3 per level of the caster but it also has the
|
||
effect of dispelling first and second level defensive spells. Spells
|
||
third through fifth need to make a saving throw based on that of their
|
||
caster to save and sixth level spells only fail on a 1. Though the
|
||
duration of any such affected spell is usually reduced on a ratio to
|
||
the level of the spell (GM decision as to what, though I wouldn't
|
||
suggest more than 1/2 duration).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pander's Whirlwind Travel (Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None or special
|
||
|
||
This spell encapsulates the caster and possibly more people and/or
|
||
equipment inside a conjured whirlwind. One of two variations of this
|
||
spell may be cast without prior preparation at the option of the
|
||
caster.
|
||
|
||
The first variation is used by the caster for personal transportation
|
||
or protection. While encapsulated in the whirlwind's eye the wizard can
|
||
view the outside normally and cause the whirlwind to travel over any
|
||
relative continuous surface with short hops over ditches or small
|
||
obstacles not over 4 feet in height being possible. The caster may not
|
||
carry more than his normal encumbrance and all equipment must be on his
|
||
person (exceeding this limit causes the whirlwind to fizzle). No other
|
||
creature may occupy the whirlwind unless it is carried. On solid ground
|
||
the whirlwind can move up to 24" + 1" per level above 5th level. Rate
|
||
of movement is the same whether moving uphill, downhill, or on stairs.
|
||
Over loose sand or marsh the movement rate is 2/3 of normal and over
|
||
water the movement rate is 1/2 of normal. Wind velocities can affect
|
||
the rate of speed. Although the caster may cast any spell from within
|
||
the eye, none will breach the barrier of the winds and spells such as
|
||
Magic Missile, Fireball, or Lightning Bolt will bounce back towards the
|
||
caster, possibly ruining an otherwise fine day.
|
||
|
||
This variation's duration is 1 turn per level and can be turned on and
|
||
off any time during the duration. It takes 5 segments to turn the winds
|
||
on or off (a good mage would calculate a spell so that it goes off the
|
||
segment after the whirlwind stops). The mage is still susceptible to
|
||
outside damage from spells, but only takes 1/2 or no damage if saving
|
||
throws are made while inside the whirlwind. Projectiles of a small
|
||
nature will not penetrate the winds and the mage's Armour Class and
|
||
saving throws vs. dodging have a +4 bonus while inside the eye of the
|
||
whirlwind.
|
||
|
||
The second variation is not as fast and cannot be turned on and off (it
|
||
is only good for a one-way trip). But, its area of effect is a 20-foot
|
||
diameter column which is 10 feet high (centered on the caster) and it
|
||
can carry along anything in the area of effect on a relatively safe
|
||
ride over long distances. Movement conforms as above but the base rate
|
||
is 12" + 1" per level of the spellcaster over 5th level and the
|
||
duration is 1 hour per level. All spells cast from inside conform as
|
||
above, as do effects of area spells cast at the whirlwind. All inside
|
||
have a +4 Armour Class bonus since they cannot be seen but there are no
|
||
dodging bonuses and saves vs. dodging are based on the caster for the
|
||
entire group. Weight is not a factor when determining what is picked up
|
||
for the ride. Anything not securely rooted to the ground will be picked
|
||
up. Once started, the winds may only be exited or penetrated after
|
||
startup by making a successful saving throw vs. spell at a penalty of
|
||
-1 for every two levels of the caster, rounded down. Flying creatures
|
||
who enter or exit from the top have no penalty on their save. Creatures
|
||
larger than the area of effect will simply push the whirlwind away if
|
||
they try to enter it. The caster may stop the winds at any time.
|
||
|
||
The material component of this spell is a piper's flute which is played
|
||
to bring the whirlwind from the elemental plane of Air.
|
||
|
||
The source of this spell is Pander Pillma.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pobithakor's Alarm (Divination) Reversible
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One person
|
||
Saving Throw: None
|
||
|
||
This spell, when cast, will detect and instantly alert the caster
|
||
whenever the caster is the subject of information gathering spells or
|
||
divination spells such as ESP or know alignment. The caster will have a
|
||
general idea of what is being used (mind reading, truth detection,
|
||
etc.) upon him.
|
||
|
||
The reverse of the spell will cause the caster to have no chance to
|
||
discover that such spells are being used upon him, i.e. the caster
|
||
would not be able to detect someone scrying upon him.
|
||
|
||
The material components of the spell is an eye from a very keen eyed
|
||
creature such as a hawk or a dragon. The reverse of the spell requires
|
||
that the eye be punctured.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Domination (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 5 rounds per level
|
||
Casting Time: 4
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell protects the effected creature from all sorts of domination
|
||
attacks. This includes psionics and spells which do domination.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rathe's Mage Lock (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 round
|
||
Area of Effect: One portal
|
||
Saving Throw: None
|
||
|
||
The Mage Lock spell is an advanced form of the Wizard Lock spell. There
|
||
are two main changes from the latter. First, while the spell is in
|
||
effect, the portal cannot be damaged or destroyed by any physical (not
|
||
magical) means short of an elemental. Note, however, that magical means
|
||
of destroying the door (e.g. Fireball, disintegrate, etc) still work as
|
||
normal, and if the door is destroyed, the spell is broken. If the spell
|
||
is dispelled or negated by any means whatsoever (even temporarily), the
|
||
portal will crumble into dust.
|
||
|
||
Second, the spell has another application; it can be placed upon an
|
||
object. The effect of this is to allow anyone wearing or carrying the
|
||
object to open any Mage Locks by the same caster. For example, if one
|
||
of Rathe's Mage Locked bracelets was worn, the wearer could open any
|
||
door Mage Locked by Rathe (but not by any other mage). The material
|
||
component is half a pound of iron filings for the first application and
|
||
100 GP worth of diamond dust for the second.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Acid (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the third level mage spell resist electricity
|
||
(q.v.), except this spell provides some protection from acid and acid
|
||
based attacks. The material component for this spell is an alkylaine
|
||
substance.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rhuva's Counter-Scry (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 8 hours
|
||
Casting Time: 4
|
||
Area of Effect: 20-yard radius sphere
|
||
Saving Throw: Special
|
||
|
||
The caster will automatically detect any scrying attempt in the area of
|
||
effect. The scryer must make a save vs. spells to realise that the
|
||
scrying is being tampered with. If he does not immediately terminate
|
||
the scrying, the caster of the counter-scry gets a clear image of the
|
||
spy and a general location. He can cast any ranged spells through the
|
||
link at the scryer, who receives all normal saves. The caster of the
|
||
counter-scry can also simply jolt the scryer, causing the connection to
|
||
be terminated. The detection of a scrying attempt will interrupt
|
||
spell-casting. (It is suggested that "detect scrying" be made a second
|
||
level spell, with a more limited duration and vaguer description of the
|
||
scryer.)
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rhuva's Tracker (Divination)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 day
|
||
Casting Time: 4
|
||
Area of Effect: One creature or object
|
||
Saving Throw: Negates
|
||
|
||
The mage casts this spell, and hurls a small carved scarab at a target
|
||
within range. A creature or object in a creature's possession gets a
|
||
save to avoid the scarab. It clings invisibly to its victim, noticed
|
||
only in a determined search. The caster then always knows where the
|
||
victim is (distance & direction), provided it is within one mile per
|
||
level, and the target is not enclosed in lead. The tracker can be
|
||
renewed each morning by recasting the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Golden Triangles of Protection (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: One floating 2' high triangle plate per level
|
||
Saving Throw: None
|
||
|
||
This spell creates golden, shimmering triangular plates of force which
|
||
move around the caster in a constant motion, deflecting any missile,
|
||
hand, or weapon attacks directed at the caster. The AC of the mage is
|
||
improved by a factor of 1 for every three circles still active and any
|
||
successful physical melee attack (including boulders, ballista, or
|
||
attack forms similar to dragon's belly flop maneuver) will be deflected
|
||
automatically. Deflected creatures of large-size (or higher) who are
|
||
deflected must still land somewhere, possibly injuring friend or foe.
|
||
Non-missile attacks by creatures with an effective strength of 23 or
|
||
greater require a saving throw versus breath weapons to deflect.
|
||
|
||
Each triangle is able to sustain 8 hit points of damage before
|
||
disrupting, so if a deflected attack does not cause enough damage to
|
||
disrupt a triangle (chosen randomly) the triangle will remain active.
|
||
For every 5 triangles active, the effects of breath weapons directed at
|
||
the caster will be reduced by 1 hit point per damage die, with total
|
||
protection from breath attacks becoming a possibility, though, unless
|
||
the breath weapon causes less damage than the current hit points of a
|
||
triangle it will assuredly disrupt the entire field of triangles in the
|
||
process.
|
||
|
||
While the triangles orbit the mage he is at a -1 to hit penalty for
|
||
every triangle active whenever a to hit roll is needed, including
|
||
spells. The mage may create fewer triangles than the maximum possible.
|
||
The material component(s) of this spell is a single gold piece for
|
||
every triangle created. All pieces are thrown into the air where they
|
||
disappear and are replaced by the floating triangles.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Mage Ward (Enchantment, Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 round
|
||
Area of Effect: One amulet
|
||
Saving Throw: None
|
||
|
||
This spell is used to create a magical amulet which, when worn or
|
||
possessed by a creature, will cause all spells cast by the amulet's
|
||
creator to affect the creature with different variables of power. All
|
||
defensive or beneficial spells will have a +2 (on any applicable die or
|
||
10% if a percentage die) bonus applied to durations, areas of effect,
|
||
ranges, or any increases in which the bonus would benefit the creature.
|
||
All attack or detrimental spells from the mage would apply with a -2
|
||
(or -10%) penalty applied to their operation against the creature. For
|
||
example, if the mage accidentally caught an ally (in possession of his
|
||
Mage Ward) in the area of effect of his Fireball the creature would
|
||
have his needed save reduced by 2 and all damage dice against the
|
||
creature would suffer a -2 penalty, possibly negating the effect on
|
||
that creature.
|
||
|
||
Also, having the amulet in their possession (knowingly or unknowingly,
|
||
but not forcibly against their will) a creature's base magic resistance
|
||
will automatically be reduced by 2% per level of the mage (at the time
|
||
of the wards creation). Possession is considered to be within 2 inches
|
||
of the creature's body.
|
||
|
||
The amulet may also be used to negate any portal or device protections
|
||
created or cast by the mage for a one round period. After 10 uses of
|
||
this nature the amulet crumbles to dust. The material component of this
|
||
spell is 10 GP weight of platinum, and a special mold made of wax and a
|
||
crushed sapphire worth at least 500 GP. Once molten, the platinum is
|
||
poured into the mold and then the spell is cast on the cooling metal.
|
||
Note that the amulet does not have to be any certain shape, and can
|
||
later have gems (whether magical or not) mounted into it through
|
||
shaping and/or settings made at the time of molding, but the amulet
|
||
must not be injured by this or one 1-7 of the charges will be used.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Shadow Wall (Abjuration, Conjuration)
|
||
|
||
Range: 1 yard per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 100 square feet per level
|
||
Saving Throw: None
|
||
|
||
This spell is exactly like Astral Wall, except that it additionally
|
||
forbids magical or mystical sensing through the wall. Thus,
|
||
clairvoyance, detect spells, mystical detection abilities, a basilisk's
|
||
gaze, etc. will not be able to pass through a shadow wall. Other
|
||
effects (including the duration increase) are as Astral Wall. The
|
||
material component is a piece of paper with a Blindness Glyph of
|
||
Warding or Symbol inscribed thereupon.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Dragon Wings (Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the caster conjures a shadowy pair of dragon
|
||
wings that appear on his body; these wings provide the caster with the
|
||
movement (flying) rate of the dragon that produced the material
|
||
component. For example, if the material component was taken from a blue
|
||
dragon, the caster would be able to fly at a rate of 30 with an MC of
|
||
C. The colour of the wings' scales will also correspond to the
|
||
appropriate type. The wings will last for 2 rounds per level of the
|
||
caster, or until dispelled.
|
||
|
||
The material component for this spell is the wing muscle from any type
|
||
of dragon; this component is consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sleep II (Enchantment/Charm)
|
||
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is the same as the first level sleep except as noted. All
|
||
creatures to be effected by the sleep spell must be within the 40'
|
||
radius sphere created upon completion of casting. The sphere must be
|
||
centered on a creature or object within sight and not an area; in
|
||
addition the area of effect can not be reduced, although the caster can
|
||
specify during its casting that creatures closest to the center be
|
||
effected first dependent upon the hit dice of those creatures.
|
||
|
||
The number of creatures that can be effected is a function of the
|
||
caster's level: for every 2 levels of the caster, 1d6 hit dice, rounded
|
||
up, can be effected. Example: A fifth level wizard could affect 3d6 hit
|
||
dice of monsters. Monsters with 6 + 1 hit dice or more are uneffected.
|
||
The center of effect is determined by the caster although the caster
|
||
may not be in the area of effect upon spell completion or risk its
|
||
effects. The creatures with the least hit dice are affected first
|
||
(dependent upon the casters wishes, additionally creatures below a
|
||
certain hit dice may be excluded), and partial effects are ignored.
|
||
The material components for this spell is a pinch of fine sand and rose
|
||
pedals, or a live cricket.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Animal Awareness (Divination, Enchantment/Charm)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 4
|
||
Area of Effect: One animal
|
||
Saving Throw: Negates
|
||
|
||
With this spell, the caster is able to take control any any small (size
|
||
Tiny) creature of less than 1+ HD in his line of sight. If the creature
|
||
is above animal intelligence, it gets a saving throw versus spells, a
|
||
successful save indicating spell failure. The creature is at -4 to save
|
||
if the caster has a good grip on it for the duration of the spells
|
||
casting. Those creatures of a non-magical nature of less then animal
|
||
intelligence do not get a save. Those of a magical nature get a save at
|
||
-4.
|
||
|
||
Once the caster has control of the animal, while concentrating he can
|
||
see, hear, etc through the animal's senses. He can also control the
|
||
animal's actions, even special movement, such as flying, swimming and
|
||
burrowing, although the if the caster attempts to get the creature to
|
||
attack something not below itself on the food chain, the animal has a
|
||
(75 - minus caster's level) percent chance of escaping the grip of the
|
||
spell. While concentrating on the animal, the caster is incapable of
|
||
any other action.
|
||
|
||
The caster can maintain control of the animal up to 100 yards away, per
|
||
level of the caster. Those seeing the controlled animal will notice any
|
||
strange behaviour it may be exhibiting, if they make the appropriate
|
||
perception checks (i.e. INT check, or save versus paralysation). The
|
||
spell is broken if the caster ceases concentration, or if the animal
|
||
takes more than 4 HP of damage. Otherwise, the spell lasts for a turn
|
||
per three levels of the caster (i.e. two turns at fourth, three at
|
||
seventh, etc).
|
||
|
||
The material component of the spell is a bit of food, which the target
|
||
animal would find appetising, which is consumed by the caster in the
|
||
casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Fly on the Wall (Divination, Necromancy)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates a spying device out of an ordinary flying insect.
|
||
Upon casting the spell upon an insect, living or dead, the spell grants
|
||
the abilities of limited clairaudience and clairvoyance, centered on
|
||
the insect. The mage, while concentrating on the insect, can hear any
|
||
noise within 15' of the insect. Clairvoyance through the insect,
|
||
however, is rather disorientating, and the mage is -2 to hit and AC for
|
||
three rounds after breaking concentration. The insect has a flying
|
||
movement rate of 6", and its movement is controlled by the
|
||
concentrating mage.
|
||
|
||
If concentration is broken before the end of the spell duration, the
|
||
fly drops to the ground, and there is a 75% chance that, if the mage
|
||
resumes concentration, it will be too damaged to fly again, although
|
||
the clairaudience and clairvoyance will still work for the remainder of
|
||
the duration. If the fly takes any damage during the spell, such as
|
||
being swatted or stepped on, the insect will no longer fly, but,
|
||
provided that at least half of the fly remains, the clairaudience and
|
||
clairvoyance will still work.
|
||
|
||
The material component of the spell is the body of a winged insect,
|
||
living or dead, which is slain in the casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Spying Minions (Conjuration/Summoning, Divination)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 hour + 1 turn per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell summons minor etherlings from the Ethereal Plane, to serve
|
||
the caster's wishes. Etherlings, being rather stupid and weak, are only
|
||
suited for simple tasks, such as spying. Upon summoning the creatures,
|
||
the caster must detail, in simple language, what he service he wishes
|
||
the etherlings to perform. The etherlings, in their stupidity, will be
|
||
honoured by the request for service, and will perform the task to the
|
||
best of their abilities and comprehension.
|
||
|
||
A minor etherling (AC:2 MV:60 HD:2 #AT:1 D:1-3), is a small, vaguely
|
||
humanoid appearing creature, formed of the stuff of the plane ethereal.
|
||
On the prime material plane, it appears as a hazy, humanoid- shape
|
||
ghostly apparition, about 3' tall. It moves by flying, and is
|
||
unobstructed by walls and solid objects, save lead, the touch of which
|
||
sends it back to the ethereal plane. It is fairly stupid (INT: 5),
|
||
although extremely talkative, and puppyish in its affection of the
|
||
caster. The etherling will do its best to please the caster, to the
|
||
point of becoming annoying. It does have some special abilities, making
|
||
it particularly useful, however. It has a photographic memory, and will
|
||
never forget what it saw and heard during its period of service. It
|
||
also has the ability to turn small objects (one at a time), weighing
|
||
less than five pounds, ethereal, allowing it to transport the item. It
|
||
can also turn itself invisible at will, although those able to see onto
|
||
the ethereal plane will be able to see it clearly. It can push its
|
||
movement rate up to 120, for up to a turn at a time. It can only attack
|
||
things on the ethereal plane, and even there not very effectively.
|
||
Finally, the fact that it only partially exists on the Prime Material
|
||
plane during the spell means that it is only hit by magic weapons, and
|
||
spells.
|
||
|
||
The spell summons one etherling per three levels of the caster, one at
|
||
first, two at fourth, three at seventh, etc. The caster can detail
|
||
separate task for each individual etherling summoned, and may cast the
|
||
spell more than once during its duration (allowing him to summon a
|
||
virtual horde), as the spell requires no concentration after the
|
||
initial casting. An etherlings instructions can be facilitated by
|
||
pictures (as in "Follow this *point* man... The one in the painting" or
|
||
"Follow her *point*... The one in this Phantasmal Force"). It is up to
|
||
the DM to decide the chance of the etherling getting confused, and
|
||
screwing up the task. I suggest that it has a 100% chance of getting
|
||
the task right, -1% for each word in the description (i.e. 10 words,
|
||
70% chance), giving a bonus for things such as pictures, and other
|
||
helpful examples. If the etherling should encounter any mentally
|
||
straining problems, such as if its "mark" (he whom it is tailing or
|
||
spying upon) teleports away, or disguises its features, casts
|
||
illusions, etc, make an intelligence check for the etherling, modified
|
||
by the situation. If the etherling fails, it is hopelessly confused,
|
||
and returns to the Ethereal plane. The caster must take care to give
|
||
the etherling tasks which it can complete within the duration of the
|
||
spell, as the etherling returns to the Ethereal Plane at the end of the
|
||
spells duration.
|
||
|
||
Some examples of tasks given to etherlings would be "Go to the chamber
|
||
at the end of the hall, stay there, and return to me in 20 minutes, to
|
||
tell me what you heard and saw.", or "Go to this room in the tower of
|
||
the castle, and bring me back a book that looks like this...", or "Find
|
||
this man, follow him for half an hour, and return to me, telling me
|
||
what you witnessed.", or "Find this man, and tell him 'Va banque. The
|
||
game is thick' ", and similar such things. Etherlings are intelligent
|
||
enough to follow the spirit of the commands, provided they are simple
|
||
enough. Etherlings have an innate sense of direction, and will not get
|
||
lost on the Prime Material plane. They have the mentalities of young
|
||
children. They will only perform service on the material plane.
|
||
|
||
The material components of the spell are small figurines, one for each
|
||
etherling to be summoned. They must be fairly detailed, and are
|
||
consumed in the casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Spirit Skill (Enchantment)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Person touched
|
||
Saving Throw: None
|
||
|
||
This spell transfers skills from a specially prepared vessel into a
|
||
willing recipient. The material component is a symbol prepared using
|
||
Steal Skill, which must be carried by the recipient and disappears upon
|
||
completion of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Steal Skill (Conjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell lets a wizard steal the class-related skills of a willing
|
||
humanoid victim and transfer them either to the wizard or to a special
|
||
container. The victim drops to first level, and regains levels at the
|
||
rate of 1 per four hours thereafter. The caster gains 1/2 the
|
||
class-related skills of the victim (if stealing from a fighter, the
|
||
caster will gain the ability to wear armour and attack with a THAC0
|
||
halfway between the fighter's and the default 20 with any weapon with
|
||
which the fighter is proficient; if stealing from a thief the caster
|
||
will gain thief abilities which are the average of the thief's
|
||
abilities and the base of 4; in no case will abilities go down because
|
||
of this). Abilities which are granted by a diety cannot be transferred
|
||
this way, nor can spellcasting abilities. The transferred abilities
|
||
fade after one turn per level.
|
||
|
||
The material component is a symbol of the class to be transferred,
|
||
specially prepared and costing not less than 10 GP per level of the
|
||
target. If the caster wishes, he may imbue the symbol with these skills
|
||
rather than using them at the time (in which case it will not
|
||
disappear). The primary purpose of this use is to provide the material
|
||
component for Spirit Skill.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Suppress Magic Resistance (Abjuration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One source of magic resistance
|
||
Saving Throw: None
|
||
|
||
By means of this spell, the caster can temporarily suppress the magic
|
||
resistance emanating from one creature or object, thus allowing other
|
||
spells and magical effects to have an increased chance of effect. The
|
||
spell affects one creature or object and the area that its magic
|
||
resistance protects. For example, this spell can be cast a paladin
|
||
wielding a holy sword that provides magic resistance in a 5' radius,
|
||
and the magic resistance can be suppressed in the entire area of
|
||
effect. If there are multiple sources of magic resistance affecting the
|
||
same area, this spell may only target one of them.
|
||
|
||
This spell can suppress up to 5% magic resistance per level of the
|
||
caster. Partial effects are possible. For example, if a 10th level
|
||
mage is casting the spell at a creature with 80% magic resistance, that
|
||
creature's magic resistance will be lowered to 30% while this spell is
|
||
in effect. Of course, this spell will not go into effect unless the
|
||
creature fails its magic resistance roll.
|
||
|
||
The caster must maintain some concentration in order to preserve the
|
||
spell's effect. The caster may not perform any actions except moving at
|
||
up to half his normal movement rate. If the caster is successfully
|
||
attacked, then his concentration is also broken. If concentration is
|
||
broken, the spell's effects terminate immediately.
|
||
|
||
The caster, however, may choose to terminate the spell in a controlled
|
||
manner, and during the last round before the spell is terminated, the
|
||
spellcaster, in addition to moving at up to half his normal movement
|
||
rate, may also cast one spell whose casting time is up to one round.
|
||
The target's magic resistance remains lowered when making its
|
||
resistance check against this spell. Of course, other spellcasters and
|
||
devices may also cast spells while the target's magic resistance is
|
||
lowered, and such magic does not terminate the suppress magic
|
||
resistance spell.
|
||
|
||
This spell will totally negate a magic resistance spell if it is
|
||
successful at suppressing magic resistance of a percentage at least as
|
||
high as the percentage given by the magic resistance spell. In such a
|
||
case, concentration by the caster is not necessary.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Teleport Trace (Divination)
|
||
|
||
Range: 10 yards per level
|
||
Components: S
|
||
Duration: 10 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
The wizard casts this spell on a character or creature who is likely to
|
||
teleport or employ similar magic in the near future. If the recipient
|
||
does cast teleport (or dimension door, word of recall, etc.), then the
|
||
wizard who placed the teleport trace will receive a mental image of the
|
||
target location. The caster of the trace will then know his location
|
||
relative to that of the teleporter, and he will be able to use his own
|
||
teleportation or scrying magic with maximum accuracy.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Time Warp (Alteration)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 3 rounds + 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: 40' cube, 1 creature per level
|
||
Saving Throw: Special
|
||
|
||
This is a combined haste and slow spell. At the time of casting, the
|
||
caster chooses which application to use. The effects, as well as range,
|
||
saving throw, and material components are as per the appropriate
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Uldark's Conjured Fireball (Conjuration/Summoning)
|
||
|
||
Range: 10 yards + 10 yards per 2 levels
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: 15-foot radius sphere
|
||
Saving Throw: 1/2
|
||
|
||
This spell duplicates the 3rd level spell Fireball in most respects;
|
||
however, instead of shaping the Fireball from magical energy as the
|
||
evocation version does, this spell actually conjures a ball of fire
|
||
directly from the elemental plane of fire. When the spell is cast, a
|
||
small interdimensional connection opens between the plane of fire and
|
||
the caster's plane; the Fireball enters through this opening and
|
||
strikes the targets as directed by the caster. There is a chance that
|
||
an extraplanar creature may enter through the opening as well. The
|
||
chance of this occurring is: 20% - 1% per level of the caster (to a
|
||
minimum of 1%).
|
||
|
||
This spell has the same effects (including damage) as the evocation
|
||
version, but it is slightly harder to produce these effects in this
|
||
manner; this is reflected in the higher spell level and the reduced
|
||
range and area of effect.
|
||
|
||
The material components for this spell are a piece of flint and a pinch
|
||
of sulphur.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Uldark's Conjured Frost Bolt (Conjuration/Summoning)
|
||
|
||
Range: 20 yards + 10 yards per 2 levels
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: 50' long x 10' wide bolt
|
||
Saving Throw: 1/2
|
||
|
||
This spell is similar to Uldark's Conjured Lightning Bolt [q.v]. It
|
||
conjures a bolt of frost and ice from the para-elemental plane of ice.
|
||
The chance that an extraplanar creature enters the caster's plane is
|
||
the same as that of the Conjured Lightning Bolt spell. The bolt is 50
|
||
feet long and 10 feet wide; anyone hit by the bolt suffers 1d6 points
|
||
of damage per level of the caster (up to a maximum of 10d6). A
|
||
successful save vs. spells reduces the damage by half.
|
||
|
||
The material component for this spell is a large chunk of ice or snow;
|
||
this is consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
|
||
|
||
Range: 40 yards + 10 yards per 2 levels
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 4
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell is similar to Uldark's Conjured Fireball except that it
|
||
conjures a Lightning Bolt from the quasi-elemental plane of lightning,
|
||
instead of a Fireball from the plane of fire. The chance that an
|
||
extraplanar creature enters the caster's plane is the same as that of
|
||
the Conjured Fireball spell. The effects of this spell are identical
|
||
to that of the normal Lightning Bolt spell, but the area of effect is
|
||
either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.
|
||
|
||
The material components of this spell are a small metal rod and the
|
||
skin of an electric eel.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Vander's Librarian (Conjuration/Summoning)
|
||
|
||
Range: 20 yards
|
||
Components: V, S
|
||
Duration: 6 hours
|
||
Casting Time: 1 minute
|
||
Area of Effect: One minor spirit
|
||
Saving Throw: None
|
||
|
||
This spell conjures a minor knowledge spirit to search for books and
|
||
references for the wizard. It can search for titles, specific
|
||
references, or general subject matter, finding books in the time it
|
||
would take a reasonably skilled librarian (depends on case). The
|
||
wizard is freed to concentrate on more interesting matters, so this
|
||
spell roughly doubles a wizard's research efficiency.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Vandergast's Forcetrap (Invocation/Evocation)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 4
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
When this spell is cast, a shimmering, blue bolt shoots from the
|
||
caster's finger towards the target; when the target is struck, the bolt
|
||
erupts into multiple bands of force that envelop the victim. If a
|
||
successful save vs. spell is made, the spell dissipates and has no
|
||
effect; otherwise, the bands of force will render the target completely
|
||
immobile by normal means, as his hands, feet, etc. will be snuggly
|
||
bound. The target may still levitate or employ other means of magical
|
||
movement, but may not walk, cast spells requiring a somatic component,
|
||
or fight. Any size target may be affected by this spell.
|
||
|
||
The bands of force may not be harmed by weapons or most spells, but may
|
||
be dispelled; a Wish or Limited Wish will also destroy the bands. The
|
||
only other way to escape the bands is to roll a successful bend bars
|
||
check. The victim may make one such attempt each round; in addition,
|
||
*one* attempt may be made each round from an external source; if anyone
|
||
touches the bands after the first external bend bars attempt (including
|
||
another bend bars attempt, striking the bands with a weapon, etc.) the
|
||
person touching the bands is immediately trapped as well, with no save.
|
||
If two or more persons are trapped by this spell, each earns a bend
|
||
bars roll each round; however, no external attempts may be made, or
|
||
that person will also become trapped. In any case, if a bend bars roll
|
||
is successful, the bands break, and the spells ends immediately.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
View Past (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 hour
|
||
Area of Effect: 1/2" per level radius area
|
||
Saving Throw: None
|
||
|
||
When this spell is cast on an area, it allows the caster to create a
|
||
three-dimensional image of the past in that location. The caster
|
||
specifies the time in the past through the use of the material
|
||
component.
|
||
|
||
Ten gold pieces worth of gold dust is required for each hour back into
|
||
the past the caster wishes to go. Thus, if the caster uses 240 GP worth
|
||
of dust, then he will be able to view the period from 24 hours to the
|
||
end of the duration of the spell (e.g., if the caster was 10th level,
|
||
then the duration of the spell would be from 24 hours in the past to 22
|
||
hours and 20 minutes into the past).
|
||
|
||
After the spell has been cast, the DM rolls 2D10 - 11 to determine the
|
||
error in the time frame in turns from the specified time.
|
||
|
||
The caster should roll 1D20 to determine the clarity of the casting. A
|
||
die roll of one indicates that the scene comes through as shadows in a
|
||
fog. A die roll of 20 indicates a crystal clear picture. This roll can
|
||
be repeated in subsequent castings, and represents the difficulty in
|
||
seeing through time.
|
||
|
||
Both the following dice rolls can be modified by the casters desire
|
||
based on the following modifiers:
|
||
|
||
caster participated in the event +10
|
||
caster very well informed of the event +6
|
||
caster knows an exact quote during the event +4
|
||
caster knows something that was said at the time +2
|
||
|
||
Events that are cloaked by spells that hide themselves from
|
||
Clairvoyance also mask out View Past, and thus cannot be seen by this
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Fifth Level Spells
|
||
|
||
========================================================================
|
||
|
||
5-Mile Carrier (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Extends the range of any other spell up to 5 miles. Can shoot around
|
||
corners but not in a zig-zag shape, e.g. you could cast it with
|
||
Lightning Bolt to start the bolt on the other side of a hill 2 miles
|
||
away, but the size of the bolt is still the same.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Aurora Borealis (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 3
|
||
Area of Effect: 1' per level radius ring
|
||
Saving Throw: Special
|
||
|
||
This spell causes a sheet of dancing, shifting light to spring up
|
||
around the caster, encompassing any area up to the maximum indicated by
|
||
the caster's level. The Aurora will last as long as the caster
|
||
concentrates on it (concentration can be maintained while moving at
|
||
half-speed, but the caster cannot fight or cast other spells, though
|
||
speech is allowed), and for an additional 1 round per level after he or
|
||
she ceases concentration.
|
||
|
||
Any intelligent creature which views the shifting, dancing patterns of
|
||
light must save vs. spells or stand fascinated, watching the interplay
|
||
of colours and lights [cf. Hypnotic Pattern]. A maximum of 2 HD of
|
||
creatures per level of the caster can be so affected.
|
||
|
||
Any creature actually touching the Aurora will suffer 2-12 points of
|
||
damage, +1 point per level of the caster. Fungoid monsters, undead,
|
||
and creatures native to the plane of shadow suffer 2-12 points of
|
||
damage, +2 points per level, from the effects of this spell.
|
||
|
||
The material component of this spell is a clear gemstone or crystal
|
||
prism worth not less than 100 GP, a glowworm, and a pinch of
|
||
phosphorus.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Balefire (Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: 5' x 30' x 15' cone
|
||
Saving Throw: Special
|
||
|
||
This spell draws upon a nearly colourless arcane effluvium from the
|
||
Plane of Shadow. This mystical stuff burns very hot and is extremely
|
||
viscous, but rapidly dissolves in the thick substance of the Prime
|
||
Material Plane. Those in the area of effect may attempt a save vs.
|
||
breath weapon to avoid being covered in the stuff. If this save is
|
||
successful, they are merely splashed with it. Even this small amount,
|
||
however, is sufficient to cause half damage for the initial round, but
|
||
it burns out in that single round. Those that fail to save and are
|
||
struck fully by this ghastly stuff suffer d6 fire damage per two levels
|
||
of the caster (rounded up), up to a maximum of 12d6. The Balefire
|
||
clings to these poor victims and continues to inflict damage. The
|
||
damage is reduced by 2d6 each round, and the it burns until all damage
|
||
potential is exhausted. This shadow-stuff burns with a colourless fire
|
||
that can only be extinguished by magical means (e.g. Wand of Flame
|
||
Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such
|
||
as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere,
|
||
although spells involving ice may also cause impact damage to the
|
||
would-be rescuee); even total immersion in water will have no effect on
|
||
it. This flame is so hostile to natural (i.e. Prime Material) matter
|
||
that it will burn through one inch of wood or soft metal, one quarter
|
||
inch of hard metal, or one eighth inch of stone per die of damage that
|
||
it would inflict to living targets each round it is active. Any
|
||
individual who is struck fully (i.e. fails to save) must make item
|
||
saving throws vs. magical fire for all exposed equipment in each round
|
||
that the Balefire clings to him, though these saves are at +1
|
||
cumulative for each round after the first. Occasional dark green or
|
||
red flickerings can be observed in an active Balefire. The material
|
||
component is a standard opal (not a black or fire opal) worth at least
|
||
500 GP and a bit of pitch.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Blue Blaze (Evocation, Conjuration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: 50' long, 20' wide at terminus fan-shaped area
|
||
Saving Throw: Special
|
||
|
||
By utterance and extending either arm, the caster causes a fan-like
|
||
sheet of heated, purplish, acidic vapours and blue flames to leap forth
|
||
from his outstretched hand. Any creature in the area of effect must
|
||
save twice (once vs. the fire, once vs. the acid) or suffer 1d6 per 2
|
||
levels of the caster (rounding up) from each effect.
|
||
|
||
All exposed items must save vs. acid, regardless of the result of the
|
||
save. Item saves vs. magical fire are only necessary if the a victim
|
||
fails his save vs. that effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3 turns per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
In the casting of this spell, the wizard must choose one element to
|
||
have dominance over. Elementals of this plane cannot approach within
|
||
5' of the caster or attack the caster in any way. The caster can
|
||
forego this protection if desired, and attempt to charm the elemental
|
||
[cf. Charm Monster], applying a -2 penalty to the save. If this is
|
||
attempted, than this total ward against elementals is lost.
|
||
|
||
In any event, any elemental creature (water weird, xorn, etc.) is at -1
|
||
to hit and -1 per die of damage when attacking the caster. The caster
|
||
makes all saves vs. their attacks at +2. The casters own attacks are
|
||
at +4 to hit (or -4 to the target's save) and +6 to damage. He can
|
||
further affect any elemental creature with any weapon, regardless of
|
||
its level of enchantment.
|
||
|
||
The caster may converse with creatures of the chosen element, and they
|
||
will respect him if alignments are similar, or fear (if the caster
|
||
appears strong) or hate and desire to slay (if the caster appears weak)
|
||
if alignments are dissimilar.
|
||
|
||
The spell's association with one element results in a saving throw
|
||
penalty to the caster while the spell is in effect, depending on which
|
||
element is chosen:
|
||
|
||
Air -2 vs. fire;
|
||
Earth -2 vs. petrification;
|
||
Fire -2 vs. water or cold;
|
||
Water -2 vs. electricity.
|
||
|
||
The material component is a substantial amount (at least 1 cu' foot) of
|
||
the element in opposition to the element the caster desires to
|
||
dominate.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Lightningarmour (Abjuration, Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 3 rounds per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
The subject of this spell cannot be wearing metal armour of any sort,
|
||
nor carrying a metallic weapon larger than a shortsword. Bracers are
|
||
permissible. The creature touched is completely protected from
|
||
electrical damage of any sort so long as the spell is in effect. This
|
||
protection is not absolute, having a maximum absorption of 10 points of
|
||
electrical damage per level of the caster. Damage is absorbed by the
|
||
Lightningarmour after saving throws and any other protections have been
|
||
taken into account. The creature under the effects of this spell carry
|
||
a negative electrical charge, and skin-to-skin contact with another
|
||
creature will cause 1d4 electrical damage with no saving throw, as will
|
||
contact through a conductor. Anyone striking the protected creature
|
||
with a conductive object must save vs. paralysation at +1 or drop the
|
||
object due to temporary numbness in the member holding the weapon.
|
||
Those within 5' of of a character with this spell in effect may catch
|
||
a faint scent of ozone and feel their hair standing a bit on end. The
|
||
material component of this spell is a bit of copper wire and glass
|
||
thread wrapped in clay.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 2 rounds
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
By the use of this spell, the caster calls upon the magical influences
|
||
of the other-dimensional Moons of Munnopoor. The caster can call upon
|
||
the power of one, two, or all three of the Moons. This spell always
|
||
creates an area of light equal to the Moonlight spell, centered on the
|
||
caster and moving with him. However, the area of effect is only 50%
|
||
that of the normal Moonlight spell if one moon's power is invoked, 100%
|
||
normal is two moons are called upon, and 150% normal if all three moons
|
||
are utilised. This Moonlight has all of the effects of actual
|
||
moonlight under a full moon, including effects on lycanthropes. The
|
||
duration of this spell is also determined by the number of Moons called
|
||
upon: if one Moon, the duration is 2 rounds per level of the caster;
|
||
if two, it's 1 round per level; and, if all three, it's 1 round per 2
|
||
levels of the caster. Besides the light produced by the images of the
|
||
appropriate Moons appearing above the caster, each Moon provides a
|
||
specific magic-enhancing effect as follows:
|
||
|
||
Blue Moon: All water-related (including fog-, ice-, and steam-related)
|
||
spells used by the caster gain a bonus of +1 per die of damage (though
|
||
not exceeding the normal maximum--e.g. an Ice Storm spell would inflict
|
||
3d10+3 damage, up to a maximum of 30) if the spell causes physical
|
||
damage, including the damage caused by summoned water elemental
|
||
creatures; applies a penalty of -4 to saving throws and -20% to magic
|
||
resistance to targets of spells which cause no hit point damage but do
|
||
affect an unwilling target in some way; or increases the duration of
|
||
other spells of this genre which do not fall into the above categories
|
||
(e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd
|
||
level spell, increasing by 50% if the spell is 4th-6th level.
|
||
|
||
Bright Moon: All spells relating to stars, moons, and other
|
||
astronomical phenomena are affected in the same way that water-related
|
||
spells are affected by the Blue Moon.
|
||
|
||
Silvery Moon: All mind-controlling and influencing spells used by the
|
||
caster apply a -4 penalty to saves and a -20% penalty to magic
|
||
resistance checks by targets of such spells.
|
||
|
||
The material components for this spell are a white pearl or sapphire to
|
||
invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl
|
||
or moonstone for the Silvery Moon. Whatever the combination of moons
|
||
invoked, the spell also requires a piece of black velvet along with a
|
||
crushed pearl and a crushed moonstone, and a pinch of diamond dust.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Saint Elmos' Fire (Evocation)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell ionises the air around the target of the spell, surrounding
|
||
him with a blue-white, glowing nimbus of electrically charged air in a
|
||
5' radius. The target of the spell may save vs. breath weapon at -2 to
|
||
avoid the spell. This save is at an additional -2 if the target is
|
||
carrying large, mostly metallic weapons (e.g. swords, battle axes) or
|
||
wearing partial metal armour (e.g. studded, ring), and at -4 if
|
||
wearing full metal armour (scale or heavier). If successful, the
|
||
target will suffer only 3d6 electrical damage as he dodges out of the
|
||
area of effect, and the spell will then dissipate that round without a
|
||
focus to coalesce about. If the save is failed, the victim will suffer
|
||
5d6 damage every round until a save vs. breath weapon (with modifiers
|
||
as for the initial save, but with a +1 cumulative per round bonus) is
|
||
successful, at which point the spell will dissipate. Any creature
|
||
entering the 5' radius nimbus suffers 1d6 electrical damage with no
|
||
save. Any creature that touches or is touched by the victim of the
|
||
spell will suffer 3d6 damage with no save if the contact was
|
||
skin-to-skin, or 2d6 if it was through a conductor. If the target is
|
||
in water, the electricity will inflict 3d6 damage with any contact, 2d6
|
||
within 5', and 1d6 within 15'. The target of this spell may, if
|
||
desired, intentionally try to use the nimbus of electricity and the
|
||
personal electrical charge as a weapon. The caster may end this spell
|
||
at any point, if desired. The material components are phosphorus, a
|
||
bit of fur, amber, and a bit of cold iron.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Shooting Stars (Conjuration/Summoning)
|
||
|
||
Range: 5' per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell creates glowing missiles with flaming trails, one for each
|
||
six levels of the caster (dropping all fractions). The victim of the
|
||
spell receives no saving throw, and suffers 4d6 damage from the impact
|
||
and 8d6 from the fiery blast that accompanies the impact. All within 5
|
||
feet of the impact point are also in the blast radius, but they may
|
||
save for half damage. The original intended target may attempt to save
|
||
vs. petrification to avoid being struck, this save at -4 if within 20'
|
||
and at -2 if within 40'. If this save fails, he suffers as above. If
|
||
he succeeds, however, the shooting star(s) directed at him continue on
|
||
in a straight line to the extent of their range, at which point they
|
||
explode in a fiery burst as above. Anyone else in the path of the
|
||
shooting star(s) must save as for the original intended target, or
|
||
become the victim of the spell. If the caster has more than one
|
||
missile, he may direct them at one or several targets as desired.
|
||
Anyone within 5' of the path of the missile will suffer 2d6 (save for
|
||
half) fire damage simply from the heat of the passage of the shooting
|
||
star. The material component is a bit of meteoric iron and a piece of
|
||
igneous rock.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Spectral Hound (Conjuration, Phantasm)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 6 turns per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell brings into being a quasi-real beast appearing as a war dog
|
||
with black fur, gray ruff and tail, milky gray eyes, and insubstantial
|
||
paws which make no sound. The creature will have average (8-10)
|
||
intelligence and can converse with the caster in the common tongue.
|
||
The creature can fight, attacking as a 2+2 HD monster and inflicting
|
||
2-8 points of damage per hit. It can, however, affect creatures struck
|
||
only by magical weapons. The beast itself is AC 0, and can take up to
|
||
half the caster's full hit points (rounding up) before being
|
||
dispelled.
|
||
|
||
The Hound can track any creature known to the caster, provided the
|
||
caster concentrates on a mental picture of the figure for 2 full
|
||
rounds. The Hound can follow the trail of such a creature with 100%
|
||
certainty, -5% per hour the trail is old. The Hound also has
|
||
infravision to 90', can spot hidden (such as in shadows) things 80% of
|
||
the time, invisible objects 65% of the time, and astral, ethereal, or
|
||
out-of-phase things 50% of the time. The Hound normally moves at 12",
|
||
though it can run at 24" for 3 rounds each hour. Further, the Hound
|
||
may cross muddy or swampy ground, or even water, as if were solid, dry
|
||
ground. The Hound leaves no tracks.
|
||
|
||
By concentrating for 1 full round, the caster can make use of the
|
||
Hound's sensory abilities for as long as desired, though this does not
|
||
allow communication beyond normal vocal range.
|
||
|
||
The Hound is unaffected by any spells which alter its form (flesh to
|
||
stone, polymorph, etc.) or restrict or affect its movement (haste,
|
||
slow, hold, etc.). If a mind control spell is cast upon the creature
|
||
and it fails its save (saving throws of the Hound are as for the
|
||
caster), then it wills itself out of existence. It is further immune
|
||
to poison and death magics. The hound will speak only to the caster,
|
||
and, if the caster is killed, feebleminded, charmed, or otherwise
|
||
mentally incapacitated, then the hound will immediately cease to
|
||
exist.
|
||
|
||
The material components of this spell are three canine statuettes; one
|
||
of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
|
||
obsidian, or ebony. These statuettes must be worth at least 200 GP
|
||
each, and, in the course of the spell, the three merge to become the
|
||
Spectral Hound. When the spell ends, the Hound simply fades slowly out
|
||
of existence.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Star-Powered Magery (Invocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: Special
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell can only be cast outdoors under a night sky where stars are
|
||
visible. The spell requires 2 turns to cast for each level of spells
|
||
the caster is able to cast (e.g. a 12th level wizard can cast 6 levels
|
||
of spells, and so would require 12 turns). Upon completion of the
|
||
spell, the caster's mind and body are refreshed and restored as though
|
||
the caster had rested a full day. 1-3 hit points, plus the caster's
|
||
CON bonus, if any, are restored if the caster is at less than full
|
||
health. The power of the spell also allows the caster to memorise
|
||
spells in one-half the usual time, save for first level spells, which
|
||
may be memorised in a single round. During the lengthy casting of this
|
||
spell, the wizard is suffused with a pale white glow, and is fully
|
||
aware of things going on nearby. If the spell is interrupted, either
|
||
by being struck by an attack or voluntarily by the caster, then the
|
||
effect is wasted and the caster must sleep for spells as usual. The
|
||
material component is a diamond worth at least 1,000 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Starshield (Alteration, Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 4 rounds + 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the wizard's body is sheathed in a nearly
|
||
skin-tight magical screen. This screen has the appearance of a black
|
||
night sky filled with stars. Whenever a light-related spell of any
|
||
sort is cast at the creature using the Starshield, the spell will be
|
||
harmlessly absorbed and redirected back at the caster of the spell.
|
||
This includes such spells as Light (if cast so as to blind), Colour
|
||
Spray, Sunray, and Prismatic Spray. An area-effect spell where the
|
||
caster is the sole target will automatically be reflected in this way.
|
||
Area-effect light spells in which others are also targeted have a
|
||
chance of being intercepted and redirected by the caster as above equal
|
||
to the caster's chance to negate the spell with a Dispel Magic spell.
|
||
|
||
The protected wizard will be unaffected by the spell in any event and,
|
||
if the spell is successfully absorbed, those behind the caster who
|
||
would have been in the area of effect are spared the effects of the
|
||
spell. By making a successful check as if to Dispel Magic, the caster
|
||
may attempt to pass through a Prismatic Sphere or a Prismatic Wall.
|
||
Darkness spells (e.g. Darkness 15' radius, Nystul's Blackmote,
|
||
priest's Continual Darkness) will also be reflected, just as light
|
||
spells are, and the caster may attempt a saving throw vs. death magic
|
||
each round to attempt to see through any area of magical darkness
|
||
within normal vision range. If outdoors under the night sky, the
|
||
caster can see as if in broad daylight, even through magical areas of
|
||
darkness, and also absorbs stellar radiation, regenerating 1 hit point
|
||
per round that the spell is in effect. The material component for this
|
||
spell is a black sapphire and a star sapphire, both of which must be
|
||
worth not less than 1000 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Wizard Light (Alteration, Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 30' radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell creates a pearly-white globe of light equivalent to
|
||
Continual Light (q.v.). Within the area of effect, all shadow and
|
||
darkness (even of magical origin) is dispelled, and all hidden or
|
||
invisible creatures or objects are outlined in a pale blue radiance
|
||
which lasts as long as the Wizard Light itself, even if the object or
|
||
creature so outlined moves out of the area of effect. Further, all
|
||
glyphs of warding, symbols, and other magical writings and wards are
|
||
revealed, glowing a luminous blue, and the area of effect of such wards
|
||
is similarly outlined. This spell does not reveal astral, ethereal, or
|
||
out-of-phase creatures, nor does it reveal purely mechanical traps and
|
||
secret doors, although traps or secret doors disguised by or utilising
|
||
magic will be revealed. A mage using the Duo-Dimension (q.v.) spell
|
||
would appear as a thin line of blue radiance in mid-air. This spell
|
||
does not reveal what an illusion is hiding nor the appearance of an
|
||
invisible creature (except for its outline), but merely reveals
|
||
reveals its presence and location. Hence, a Cloak of Displacement is
|
||
useless within the Wizard Light. The light does not "set off" magical
|
||
guards, but it does reveal the form of glyphs and such things for
|
||
possible identification and deactivation. The material component for
|
||
this spell is a diamond worth at least 500 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Auralon's Deflective Plates (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
Casting of this spell creates up to five glowing, circular plates of
|
||
force which hang in the air in a 3-foot radius around the spellcaster.
|
||
These plates move to deflect magical energies aimed at the spellcaster
|
||
of which the latter is aware. The plates are effective against magical
|
||
rays, beams, bolts and missiles from both spells and magic items. The
|
||
target of these offensive spells has only a cumulative 15% chance per
|
||
plate to be protected against totally accurate spells (such as magic
|
||
missile), but a 19% chance per plate of avoiding magic requiring a "to
|
||
hit" roll (such as lightning bolt).
|
||
|
||
Upon impact with the plates, the offensive magic is deflected at full
|
||
strength in a random direction away from the target (roll a d4 for
|
||
height: 1 or 2=same height, 3 or 4=up; and a d6 for direction relative
|
||
to the defender: 1=left, 2=left and front, 3=up in front or back at
|
||
rival caster, 4=right and front, 5=right, 6=either straight up or is
|
||
absorbed and destroys a plate). The plates can be brought down by
|
||
disintegrate or dispel magic, impact with a rod of cancellation or
|
||
shatter (destroys one plate), or a limited wish or wish. The plates do
|
||
not protect against non-magical attacks or magical attacks of a type
|
||
not listed above.
|
||
|
||
At the end of the spell's duration, the plates disappear two per round
|
||
until all are gone. The material components for this spell are tiny
|
||
disks cut from 50 GP gems, one for each plate to be invoked; the
|
||
disks are used up in the casting.
|
||
|
||
Auralon's Deflective Plates is a spell Auralon devised in his spare
|
||
time while serving under the Mageoclave, and before becoming a member
|
||
of that group.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Azura's Death Shadow (Conjuration/Summoning, Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One person
|
||
Saving Throw: None
|
||
|
||
Upon casting a death shadow, the magic-user brings forth a special
|
||
creature from the elemental plane of shadow. The recipient of the
|
||
death shadow feels a chilling sensation followed by warmth as it merges
|
||
with his actual shadow. Thereafter, once a situation occurs where the
|
||
recipient takes a death stroke of any sort (failing to save vs. poison,
|
||
taking damage from an attack which causes death etc.) the shadow pushes
|
||
him to a place of safety and takes the death stroke itself,
|
||
disappearing in a black puff of smoke. The spell may last up to one day
|
||
per spell level of the caster before the shadow departs.
|
||
|
||
Note that the death shadow does not provide an instant escape route
|
||
from certain death (e.g., being immersed in acid, falling off a cliff,
|
||
etc.). It merely takes one death blow which would have normally killed
|
||
the character, and there must be an immediate place of safety within
|
||
10' for the shadow to place its host. The material components for this
|
||
spell are coal, special incense (value 200 GP), and a drop of blood,
|
||
all of which are burned at the start of casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Azura's Soul Whip (Evocation, Necromancy)
|
||
|
||
Range: 2"
|
||
Components: V, S, M
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
When the magic-user casts the soul ship, he creates a shimmering ebony
|
||
tendril which lashes out at one specific creature within 20'. A "to
|
||
hit" roll is necessary, but the whip strikes once per round as a
|
||
monster of the caster's hit dice, and on an unmodified roll of 20, the
|
||
whip entangles its victim for 2-5 rounds (no "to hit" needed during
|
||
that time). Whenever the weapon touches its target, it inflicts 1d8 + 3
|
||
damage points, and these points are immediately gained by the spell
|
||
caster and heals any damage previously incurred. If the caster's hit
|
||
points rise above maximum normal hit points, then the extra points will
|
||
remain for only 1 turn. The material component is a small leather
|
||
whip.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Blizzard (Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: 5-foot per level radius area (100' maximum)
|
||
Saving Throw: Special
|
||
|
||
This spell causes a blizzard to hit the area of effect, resulting in
|
||
the following: movement rate is cut in half due to drifts and wind, no
|
||
missile fire or flying due to wind, and all normal flames are
|
||
extinguished. This will negate a heat metal spell, and affects magical
|
||
fires as if they had been hit with a Dispel Magic. There are no saving
|
||
throws vs. these effects.
|
||
|
||
In addition, great chunks of ice and snow fall within the area of
|
||
effect, causing 3d12 points of damage per round to anyone caught
|
||
inside. A successful saving throw vs. spell reduces this damage to 1/2
|
||
the normal amount. The material components required for this spell are
|
||
five acorns and any semi-precious gem worth at least 100 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Bone Splinter (Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per 5 levels
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
Once this spell is cast, it will affect a single target that must be
|
||
hit in melee by the caster. The target will suffer a minor bone
|
||
fracture when affected by this spell. If the caster misses, additional
|
||
attacks may be made in following rounds, as long as the spell duration
|
||
allows. The spell ends when a hit is scored, or when the duration
|
||
expires, whichever comes first.
|
||
|
||
The wizard uses his normal THAC0 with a +1 "to hit" bonus, but must
|
||
make a called shot (see The Complete Fighter's Manual for details) to
|
||
one of the hit locations listed below; the appropriate "to hit"
|
||
modifier must be applied to the combat roll. Normal attacks are not
|
||
considered accurate enough to do any real damage with this spell.
|
||
|
||
The possible hit locations, along with their combat modifier,
|
||
restrictions, and effects are as follows:
|
||
|
||
location modifier to hit effects
|
||
-------- -------- -----------------------------------------------
|
||
head -8 minor skull fracture:
|
||
2d8 points of damage (save vs. spell for 1/2
|
||
damage).
|
||
arm * -4 minor broken arm:
|
||
-2 to STR & DEX when using this arm; -2 to hit,
|
||
or shield worthless 50% of the time.
|
||
leg * -4 minor broken leg:
|
||
-2 to DEX when using this leg (i.e. defensive
|
||
adjustment); movement rate is at 3/4 normal.
|
||
ribs -4 racked rib:
|
||
loss of 1d4 CON points and suffer 1d6 points of
|
||
damage (no save).
|
||
spine @ -8 cracked vertebrae:
|
||
save vs. spell or become paralysed for 2d10
|
||
rounds.
|
||
pelvis -4 minor hip fracture:
|
||
-4 to DEX when using legs; movement rate is at
|
||
1/2 normal.
|
||
|
||
* if attacking from the side, only the nearest appendage may be
|
||
targeted.
|
||
@ the spine may only be targeted if attacking from the rear.
|
||
|
||
Multiple hits inflict cumulative damage. A cure serious wounds will
|
||
heal one of these effects, but will not heal any associated hit point
|
||
loss (another cure spell is required to do so). A cure critical wounds
|
||
will heal two effects, And a heal will fully restore the victim (unless
|
||
dead).
|
||
|
||
The material components for this spell are a bit of bone and a small
|
||
metal hammer, both of which are consumed when the spell is cast.
|
||
|
||
[author's note: the requirement for called shots is simply for
|
||
convenience; if the DM wishes to compile a hit location chart, then
|
||
normal attacks may be used in addition to called shots.]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Chaos Magic (Alteration)
|
||
|
||
Range: 5 feet per level
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 5
|
||
Area of Effect: 1-foot per level radius area
|
||
Saving Throw: None
|
||
|
||
This spell creates a sphere that has all the properties of a Forgotten
|
||
Realms (tm) wild magic area (see the FR Sourcebook for details). The
|
||
area of chaos magic is permanent until destroyed (it may only be
|
||
destroyed as per a wild magic area). The sphere of chaos magic is
|
||
non-mobile.
|
||
|
||
The material component for this spell is a pint of blood from any
|
||
chaotic magic-using creature. The blood is consumed when the spell is
|
||
cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cone of Acid (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell is much like Cone of Cold or Cone of Fire (q.v.), except
|
||
that it causes acid damage. Damage is 1d4 + 1, per level of the mage.
|
||
The material component is one citrus fruit per level of the mage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cone of Fire (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, it causes a cone-shaped area of fire
|
||
originating at the mage's hand and extending outwards in a cone 1/2
|
||
inch long per level of the caster. It causes inflammable objects to
|
||
catch on fire, and great heat in nonflammable objects. Damage is 1d4 +
|
||
1, per level of the mage. For example, a tenth level mage would cast a
|
||
Cone of Fire causing 10d4 + 10 points of damage. Its material component
|
||
is a red garnet(s) worth at least 100 GP [cf. Cone of Cold].
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Deflect Normal Weapon Attacks (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
When cast, this spell creates an invisible, mobile forcefield around the
|
||
recipient. This barrier has an armour class of 4 and a number of hit
|
||
points equal to 5 times the caster's level. All non-magical melee and
|
||
missile attacks made on the recipient, are directed against the shell
|
||
instead. Damage from such attacks will not harm the recipient until the
|
||
wall is destroyed. This spell has no effect on any magical attacks,
|
||
which inflict full damage on the barrier and the recipient.
|
||
|
||
If an attack hits the barrier, the protected creature must make a
|
||
saving throw vs. spell. If this save fails, damage is rolled normally
|
||
against the forcefield (if the damage inflicted equals or exceeds the
|
||
remaining hit point total of the wall, it is destroyed, but any excess
|
||
damage does not affect the recipient at this time). If the save is
|
||
successful, the attack is deflected away harmlessly.
|
||
|
||
If an attack fails to score a hit on the barrier (i.e. misses AC 4),
|
||
the attack is reflected back at the attacker; the attacker must then
|
||
make normal attack and damage rolls against himself. The material
|
||
component for this spell is a powdered black opal which is consumed
|
||
with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Spell (Divination)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 3" radius sphere
|
||
Saving Throw: None
|
||
|
||
Spell casting leaves a magical residue in the surrounding area which
|
||
this spell is designed to detect. When the spell is cast, the caster
|
||
can examine any spell that was cast in this area up to limit of 1 week
|
||
in the past per level of the caster.
|
||
|
||
One spell can be examined per round, with the spells being detected in
|
||
reverse chronological order. The information obtained about the spell
|
||
is as follows:
|
||
|
||
When cast School of magic
|
||
Location and area of effect Relative level of spell
|
||
Casting time and duration Relative level of caster
|
||
Means of casting
|
||
|
||
Possible means of casting include from memory, from a scroll, and from
|
||
a natural power.
|
||
|
||
If the caster needs to examine spells farther back in the past, then
|
||
the spell can be repeated within one day, and the caster can pick up
|
||
where he left off.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Greater Eldritch Sphere (Evocation)
|
||
|
||
Range: 2" + 1" per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: 1' diameter sphere
|
||
Saving Throw: None
|
||
|
||
This spell is a similar but superior version of the eldritch sphere,
|
||
inflicting 2d6 base damage + 3 points per level of the magic-user, up
|
||
to 2d6 + 30 maximum (e.g. a 10 hit die greater eldritch sphere does
|
||
32-42 damage points).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Spellblade (Evocation)
|
||
|
||
Range: 5"
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The Spellblade is a 1' - 5' variable diameter rotating circular blade
|
||
of force which the magic-user mentally commands, and he must
|
||
concentrate to maintain it (thus any successful attack against the
|
||
magic-user ends the Spellblade).
|
||
|
||
There are actually two variants for the spell, and the type must be
|
||
selected at the start of casting. The first strikes with a +1 to +5
|
||
"to hit" bonus (corresponding to the blade's diameter) and attacks
|
||
everything within the designated area of effect. It inflicts 1d10 base
|
||
damage + 1 damage point per caster's level. The second version directly
|
||
attacks walls of force, having a 1% cumulative chance per damage point
|
||
inflicted of bringing down a barrier. It has no effect upon other
|
||
creatures.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Cone (Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell creates a cone of fire that streaks from the caster's hand
|
||
towards the target(s); this cone is 2' wide at the point of origin, 25'
|
||
wide at the base, and is 10' long for every level of the caster, up to
|
||
a maximum of 200'. Anyone caught inside the cone suffers 4d8 points of
|
||
damage, plus 1 point per level of the caster (up to a maximum of 4d8 +
|
||
20); a successful save vs. spell reduces the damage by half.
|
||
Combustible objects must save vs. magical fire or be consumed.
|
||
|
||
The material component for this spell is a handful of red dragon scales
|
||
that must be tossed in the air when the spell is cast; the scales are
|
||
consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Greenfire (Evocation)
|
||
|
||
Range: 10" + 10" per level
|
||
Components: V, S, M
|
||
Duration: 1/10 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
On casting the Greenfire spell, a bolt of green luminescence appears
|
||
from the mages fingers, and impacts on the target (a made saving throw
|
||
means the bolt missed the target, but it hit somewhere...). From this
|
||
impact point, a green sphere begins to grow, at a rate depending on the
|
||
material consumed. Items in this area of effect must save vs.
|
||
disintegration every 1/10 round. Items that save halt the progress of
|
||
the sphere until they fail their save. Note: the spell expands for a
|
||
set time, not to a set radius, so an artifact that continues to save
|
||
will halt the growth of the sphere for the full duration of the spell.
|
||
|
||
Rate of growth:
|
||
|
||
2" per 1/10 round (yes, 20 feet) in air alone: (not an aerial weapon),
|
||
but as soon as it hits something solid, it will take a 1/10 round to
|
||
consume it.
|
||
|
||
1' per 1/10 round in air/solid mix (cliff face, floor, person).
|
||
|
||
1/2' per 1/10 round in just rock (ordinary rock gets no save).
|
||
|
||
1/12' per 1/10 round in water (but draws everything to it like a Sphere
|
||
of Annihilation).
|
||
|
||
Note I: the sphere begins at a 1' radius, and does not appear until the
|
||
bolt either strikes something solid or reaches maximum range.
|
||
|
||
Note II: the point of origin of the sphere remains constant, even if in
|
||
midair.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
High-Energy Lightning Bolt (Evocation)
|
||
|
||
Range: 4" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
Like Lightning Bolt but does 1d8 damage per level, maximum 20d8.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Improved Fire Ball (Evocation)
|
||
|
||
Range: 20 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
As its name implies, this is an improved version of the third level
|
||
Fireball spell. It has one of two applications as chosen at the time of
|
||
casting: the first option mimics the Fireball spell in all respects
|
||
except that damage is 1d8 per level of the caster (up to a maximum of
|
||
10d8) and saving throws are at -1.
|
||
|
||
The second version of the spell has a 10-foot radius instead of the
|
||
normal 20-foot. Due to this reduced area of effect, damage is increased
|
||
to 1d10 per level of the caster (up to a maximum of 10d10) and saving
|
||
throws are at -2. It is like a Fireball spell in all other respects.
|
||
|
||
The material components for this spell are a pinch of sulphur and a
|
||
fire opal of not less than 200 GP in value.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Armour Reversal (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Special
|
||
|
||
This spell reverses the effects of armour worn (or lack thereof) on the
|
||
subject touched, in the sense that melee attacks that would have
|
||
normally hit the subject will miss, and melee attacks that would have
|
||
normally missed the subject will hit. For example, an AC 5 mage that
|
||
has cast Armour Reversal on himself is attacked by a 10th-level
|
||
fighter. The fighter would normally need a 6 or better to hit AC 5;
|
||
with this spell in effect, the fighter needs a 5 or *less* to hit AC
|
||
5. Note that this spell is more useful as the amount of armour the
|
||
subject has on decreases!
|
||
|
||
All bonuses "to hit" that the opponent has work in the opponent's
|
||
favour, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
|
||
hit") and a +2 weapon, these would be *subtracted* from the die roll -
|
||
thus the fighter would need an 8 or less to hit AC 5. Likewise,
|
||
penalties are added to the die roll, penalising the attacker as usual.
|
||
|
||
This spell does not affect missile weapons at all, nor does it affect
|
||
spell saving throws or anything other than melee weapon attacks. If
|
||
the subject of the spell is willing to have the spell cast upon him,
|
||
there is no saving throw; otherwise the subject saves as usual. The
|
||
spell can be counteracted by the usual means (Dispel Magic, et al.), by
|
||
another casting of Armour Reversal, or by the 7th-level spell Jamye's
|
||
Improved Armour Reversal (q.v.).
|
||
|
||
The material components of this spell are a small magnet and a diamond
|
||
of not less than 100 GP value.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Greased Lightning (Evocation)
|
||
|
||
Range: 40 yards + 10 yards per level
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell differs from the third-level Lightning Bolt spell in the
|
||
following ways:
|
||
|
||
- the components and casting time are greatly reduced;
|
||
- damage done is d4+2 per caster level instead of d6;
|
||
- maximum damage is 15d4+30;
|
||
- the bolt is a vivid orange, with green "stripes" running through it.
|
||
|
||
It conforms to Lightning Bolt in all other respects.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Kalessin's Long Arm (Conjuration)
|
||
|
||
Range: 20 feet
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to cast various spells requiring physical
|
||
contact at range. The caster must have a clear view of the creature to
|
||
be "touched", and there can be no obstructions between target and
|
||
caster.
|
||
|
||
To use this spell, the caster first casts Long Arm, then whatever spell
|
||
he wants to do at range, in the following round. If the caster is
|
||
disturbed following the casting of Long Arm, the spell is ruined.
|
||
Disturbance could be anything from heavy jostling, to actually taking
|
||
damage. If the target moves out of sight before the caster can get off
|
||
the second spell, the the spell is ruined. The target gets regular
|
||
saving throws for the second spell.
|
||
|
||
The material component of this spell is a jade tipped wand, which
|
||
disappears after casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Meillikhom's Room of Seclusion (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 week per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 10' x 10' area
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster can create an extra-dimensional room (5'
|
||
cube per level) with one side adjacent to an unbroken 10' x 10' area
|
||
(i.e. one that has no doors, windows, or other such openings). The
|
||
surface area (which must be touched) now acts as a phase door into the
|
||
secluded room. The room can be of any shape and size up to the limit of
|
||
the spell but at least one side must be at least a 10' x 10' area.
|
||
Thus, the room could be rectangular, pyramidal, hemispherical, etc. The
|
||
room lasts for 1 week per level of the caster, or until dispelled.
|
||
|
||
The caster may bring any item, materials, etc. as he desires into the
|
||
room, so long as the object can fit through the phase door and is
|
||
touched by the caster (and only by the caster).
|
||
|
||
At the end of the spell's duration, anyone or anything still within the
|
||
room is now trapped in that extradimensional space. escape is only
|
||
possible through other extraplanar travel. This also occurs when a
|
||
dispel magic or similar magic is cast against the phase door area.
|
||
|
||
The phase door itself is detectable by any means available that can
|
||
detect magical auras, but the room itself can only be contacted through
|
||
extraplanar means. Spells such as clairvoyance and clairaudience would
|
||
not detect the extraplanar room but would instead detect whatever was
|
||
on the other side of the phase door surface.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mental Ledger (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: See below
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell enables the caster to record spells in an unused portion of
|
||
his brain, just as if it was recorded in a spell book. The caster can
|
||
record three spell levels for each level of experience.
|
||
|
||
This will enable the caster to memorise spells as if the caster were
|
||
reading the spells from a spellbook.
|
||
|
||
If the caster wishes to change the spells memorised therein, then the
|
||
caster must recast mental ledger to change the contents.
|
||
|
||
The casting time of the spell is one hour per spell level to be
|
||
memorised.
|
||
|
||
The material components of this spell is a slate of pure quality lead
|
||
crystal of no less than 5000 GP value which disappears after the spell
|
||
is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Missile Multiplication II (Alteration, Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1/5 round
|
||
Casting Time: 6
|
||
Area of Effect: One missile
|
||
Saving Throw: None
|
||
|
||
A missile must be fired within the next twelve seconds. This spell
|
||
makes 3-18 missiles out of one. Unlike the fourth level version, the
|
||
fifth level version of this spell will multiply "abnormal" missiles,
|
||
like poison darts, Ballista bolts, catapult rocks and other such
|
||
things. All other effects are similar to the spell of fourth level. The
|
||
possibility of using lethal poison is at the DM's option.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pobithakor's Protection (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 1/2
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This is an improved version of Pobithakor's pacifier. When the caster
|
||
is effected by Pobithakor's placer spell, this spell can be cast so
|
||
that the caster is not pulled to the caster's location. This spell
|
||
simply stops the effect from occurring at all.
|
||
|
||
This spell can also be cast to return a scrying portal to one way only
|
||
after it has been effected Pobithakor's tracer spell without having to
|
||
resort to dispel magic.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rathe's Contingency Trigger (Alteration)
|
||
|
||
Range: 3 yards
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One cube foot per level maximum
|
||
Saving Throw: Special
|
||
|
||
The Contigency Trigger functions identically to the third level Rathe's
|
||
Trigger spell, with one exception: a condition may be applied to the
|
||
triggering of the spell (for instance, "trigger only if a man wearing
|
||
green enters the area", or "trigger if anything made of gold enters the
|
||
area"). Note however that the spell's "perception" is restricted to the
|
||
area of effect. The spell cannot perceive intangibles such as class,
|
||
level, or alignment. The material component is as the Rathe's Trigger
|
||
spell, but must be worth twice as much.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rhuva's Wizard Stomper (Divination, Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 4 hours + 10 minutes per level
|
||
Casting Time: 5 minutes
|
||
Area of Effect: 10 yards per level
|
||
Saving Throw: Special
|
||
|
||
Designed to prevent the casting of spells in the area of effect, the
|
||
wizard stomper produces a nearly uncontrollable surge of energy into a
|
||
wizard who attempts to draw power for a spell. The victim must save
|
||
vs. spells at -6. Failure means the spell is aborted and the caster
|
||
takes 1d6 damage per level of the spell attempted. If the save is
|
||
made, the spell can be cast at +1 on all damage dice, but at double
|
||
normal casting time.
|
||
|
||
If a wizard has been stomped before, and knows what to expect, the save
|
||
is only at -3.
|
||
|
||
Material component is a handful of ruby dust worth at least 25 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Ethereal Transfer (Alteration, Enchantment)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: Negates
|
||
|
||
By means of this spell, a mage is able to cause one creature of his
|
||
current size class to enter the ethereal plane. Once there, the
|
||
creature is empowered to exit through any border ethereal curtains onto
|
||
one of the elemental planes or the prime material plane unless it was
|
||
an unwilling victim of this spell and failed to make its saving throw,
|
||
although a successful Dispel Magic cast on the creature (in a border
|
||
ethereal curtain) will cause it to exit through the border ethereal.
|
||
Otherwise, the creature is stuck in the ethereal plane until it can
|
||
find another way to transfer from the border ethereal into an elemental
|
||
or prime material plane.
|
||
|
||
For every 2 levels of experience over 9th level a mage may touch an
|
||
additional person of his size class and transfer him into the ethereal
|
||
plane. The classes are tiny, small, medium, large, huge, and
|
||
gargantuan. If the caster is of medium size he has each touch slot
|
||
equal to 3 tiny, 2 small, 1 medium, 1/2 large, 1/4 huge, and 1/6
|
||
gargantuan size classes. Therefore, he would need 6 slots (i.e., be a
|
||
19th level mage) to cast a gargantuan creature into the ethereal
|
||
plane.
|
||
|
||
Note that a creature's wisdom bonus or penalty against mind effecting
|
||
spells modifies its saving throw when it is an unwilling recipient
|
||
against this spell unless it is currently voluntarily allowing another
|
||
spell to be cast upon it, in which case it is allowed no saving throw.
|
||
The material component of this spell is normally a small piece of
|
||
cockatrice flesh, but almost any animal with sensory powers which
|
||
extend into the ethereal plane will work.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Golden Stars of Protection (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: One floating 2' high star plate per level
|
||
Saving Throw: None
|
||
|
||
This spell creates golden, shimmering, star-shaped plates of force
|
||
which move around the caster in a constant motion, deflecting any
|
||
missile, hand, or weapon attacks directed at the caster. The Armour
|
||
Class of the mage is improved by a factor of 1 for every three stars
|
||
still active and any successful physical melee attack (including
|
||
boulders, ballista, or attack forms similar to a dragon's belly flop
|
||
maneuver) will be deflected automatically. Creatures of size L (or
|
||
larger) who are deflected must still land somewhere, possibly injuring
|
||
friend or foe. Non-missile attacks by creatures with an effective
|
||
strength of 25 require a saving throw versus breath weapons to
|
||
deflect.
|
||
|
||
Each star is able to sustain 10 hit points of damage before disrupting,
|
||
so if a deflected attack does not cause enough damage to disrupt a star
|
||
(chosen randomly) the star will remain active. For every 5 stars
|
||
active, the effects of breath weapons directed at the caster will be
|
||
reduced by 1 hit point per damage die, with total protection from
|
||
breath attacks becoming a possibility, though, unless the breath weapon
|
||
causes less damage than the current hit points of a star it will
|
||
assuredly disrupt the entire field of stars in the process.
|
||
|
||
While the stars orbit the mage he is at a -1 to hit penalty for every
|
||
star active whenever a to hit roll is needed, including spells. The
|
||
mage may create fewer stars than the maximum possible. Also, the mage
|
||
may choose to release up to three stars per round at up to three
|
||
different opponents no farther away from the caster than 1/2" per level
|
||
and who are in his line of sight. Released stars act and attack as
|
||
Magic Missiles and should be considered triple strength versions of a
|
||
normal Magic Missile for defensive considerations. A star (chosen
|
||
randomly from the remaining stars) will do damage equal to its current
|
||
hit points. The material component(s) of this spell is a single gold
|
||
piece for every five-pointed star created. All pieces are thrown into
|
||
the air where they disappear and are replaced by the floating stars.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Scrybane (Divination, Enchantment/Charm)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One person in a 300-foot radius sphere
|
||
Saving Throw: Special
|
||
|
||
For this spell to work, the wizard must cast it when he believes that
|
||
he is being watched through the use of spells or magical scrying
|
||
devices (for instance, ESP, crystal balls, or wizard eyes).
|
||
Immediately after the wizard being scryed casts this one-word spell,
|
||
the scryer may suffer one or more of the following effects (roll
|
||
separate percentile dice for each):
|
||
|
||
80% chance of being affected as if by the spell forget,
|
||
55% chance of taking 2-8 hit points of damage from the backlash,
|
||
10% chance of falling into a coma lasting 1-20 days, and
|
||
5% chance of being feebleminded, as the spell.
|
||
|
||
All spell-like effects are at the level of the caster of the Scrybane.
|
||
The scryer must make separate saving throws to avoid each of the
|
||
effects befalling him. The material components for this spell are a
|
||
dark translucent stone worth at least 500 gold pieces, and a small
|
||
flame.
|
||
|
||
The spell Scrybane is one of many powerful "anti-divinatory" spells. A
|
||
wise mage should somehow acquire one before beginning magical research
|
||
of his own.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Dragon Claw (Conjuration/Summoning)
|
||
|
||
Range: 10' per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell conjures a semi-real, shadowy dragon claw anywhere within
|
||
spell range. This claw will attack any target as directed by the
|
||
caster; full concentration is necessary to attack with the claw; if the
|
||
caster loses concentration, the claw will hover in place until the
|
||
caster again gains control. The claw's attack uses the caster's normal
|
||
THAC0 and inflicts damage equal to that of the dragon the material
|
||
component came from. For example, if the material component came from a
|
||
black dragon, the attack inflicts 1-6 points of damage per attack.
|
||
|
||
For every 5 levels of the caster, one attack with the claw may be made,
|
||
up to a maximum of 4 attacks, although only a single attack may be made
|
||
in a single round. The claw dissipates when the maximum number of
|
||
attacks is made, or when the spell duration expires, whichever comes
|
||
first. The claw may also be dispelled, but may not be harmed by other
|
||
attacks.
|
||
|
||
The material component for this spell is the claw from any type of
|
||
dragon; this component is consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell will enchant one normal staff with a temporary magical
|
||
dweomer. In order to cast this spell, a ruby worth at least 300 GP is
|
||
bound to the end of the staff; this gem will glow with a soft light as
|
||
long as the spell is in effect. This spell may have one of two affects
|
||
as decided at the time of the casting: the staff may be used to
|
||
discharge a Fireball as per the spell; this will have all the effects
|
||
(including dice of damage) as if the caster had cast a Fireball spell;
|
||
discharging the Fireball has a casting time of 1. If used in this
|
||
manner, the spell expires after the Fireball is used, or after 1 round
|
||
per level of the caster has passed (if not used in that time, the spell
|
||
dissipates, and has no effect).
|
||
|
||
Alternately, the caster may employ a number of lesser effects: if the
|
||
staff scores a hit in combat, the staff will discharge a burst of
|
||
flames that will engulf the target; these flames inflict 1d4 points of
|
||
damage, plus 1 point per level of the caster (up to a maximum of
|
||
1d4+20). A successful save vs. spell reduces the damage by one half;
|
||
if the save fails, all possessions must save vs. magical fire, or be
|
||
consumed. The staff may be used in this manner once per five levels of
|
||
the caster (to a maximum of 4 times). If the staff misses its targets,
|
||
no charge is used (nor may the caster elect to do so); a charge is used
|
||
only if a hit is scored. If all charges are not used in 1 round per
|
||
level of the caster, the spell dissipates, and all remaining charges
|
||
are lost.
|
||
|
||
The only material components for this spell are the staff and the ruby;
|
||
the ruby is consumed when the spell ends, but the staff is not
|
||
affected.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell is identical to Sillvatar's Flamestaff except it may be used
|
||
to discharge a lightning bolt (as per the spell) or electrical
|
||
discharges when a hit is scored in combat. Damage, duration, etc. are
|
||
identical to that of the Flamestaff. Saves for possessions are made vs.
|
||
lightning for both applications of this spell.
|
||
|
||
Instead of a ruby, this spell has a sapphire for a material component;
|
||
it is consumed when the spell ends.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm)
|
||
|
||
Range: 100 yards per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: One turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates the illusion of a creature, up to Medium in size,
|
||
through which the caster gains the advantage of a clairaudience and
|
||
clairvoyance spell. The caster must determine the appearance of the
|
||
illusionary observer, during the casting of the spell. If it is a
|
||
creature the caster is not familiar with, observers of the illusion are
|
||
at +4 to notice it as such. If the caster has an accurate drawing or
|
||
carving of the illusionary subject, observers are at -4 to spot the
|
||
illusion. Those successfully noticing the illusion see it become merely
|
||
become translucent, it does not disappear. The illusion is incapable of
|
||
making any sounds, and is completely insubstantial, even if someone
|
||
touching it is unaware that it is an illusion.
|
||
|
||
The illusion has a movement rate of 30", and it is capable of passing
|
||
through solid objects, all save lead, the touch of which cancels the
|
||
spell. The caster must carefully concentrate on the illusion (i.e.
|
||
incapable of other action) to use the clairaudience and clairvoyance
|
||
powers, as well as keeping the appearance realistic. If the caster
|
||
breaks concentration for some reason, the illusion freezes in whatever
|
||
position it was in, until the caster resumes concentration or the
|
||
spell's expires.
|
||
|
||
The material components for this spell are a bit of fleece, and a
|
||
humanoid eye and ear.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sonoric's Superior Minions (Conjuration/Summoning, Divination)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 hour + 1 turn per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell summons a major etherling, from the Ethereal Plane, to do
|
||
the caster's bidding. Major Etherlings are fairly intelligent, although
|
||
they still suffer from summoner-awe. The caster summons one etherling
|
||
per five levels, for example two at sixth, three at eleventh, etc. The
|
||
summoned etherlings are eager to serve the caster, and they are capable
|
||
of more complicated tasks than their lesser brethren.
|
||
|
||
A major etherling (AC: 0, MV: 60, HD: 4, #AT: 2, D: 1-3/1-3, INT: 12)
|
||
is a mansized, transparent, humanoid-appearing creature, formed of the
|
||
stuff of the plane ethereal. It has some control over its appearance on
|
||
the Prime Material plane, although, regardless of form, they have
|
||
blurry outlines, and are partially transparent. It also moves by
|
||
flight, although it is sophisticated enough to give the illusion of
|
||
walking. Being mostly on the ethereal plane, it is able to pass
|
||
through solid objects, save lead, the touch of which, if it fails a
|
||
save versus paralysation, returns it to the Ethereal plane, cancelling
|
||
the spell. Major etherlings are fairly intelligent, and have a 20%
|
||
chance of knowing any specific minor lore, although it will answer such
|
||
a question only once. A major etherling will be stricken with extreme
|
||
respect for the summoner, and will attempt to follow the spirit of its
|
||
commands to the best of its ability. It has the ability to turn small
|
||
items, of less than ten pounds in weight, ethereal, allowing it to
|
||
transport the item. It may only carry one such item at a time,
|
||
however. It too has a photographic memory.
|
||
|
||
Major etherlings are capable of performing complicated tasks, and can
|
||
grasp abstract concepts. Once given a task, it will remain on the Prime
|
||
Material plane until the task is complete, or its time runs out. One
|
||
advantage the major etherling possess over its lesser brethren.
|
||
however, its ability to move into the Ethereal Plane, and return to the
|
||
Prime Material plane, essentially teleporting. It is also capable of
|
||
completing tasks on the Ethereal plane, as well as the Prime Material.
|
||
Again, an intelligence check is required for particularly baffling
|
||
problems encountered in its task, and if the task is rendered somehow
|
||
incompletable, and the etherling makes it INT check, it will return to
|
||
the caster, and inform him of the problem, before returning to the
|
||
ethereal plane (for good).
|
||
|
||
Being dual-plane beings, they are only hit by magic weapons, and
|
||
spells. The material components of this spell are jade figurines, one
|
||
for each etherling to be summoned.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Summon Warrior (Conjuration/Summoning)
|
||
|
||
Range: 40 yards
|
||
Components: V, S, M
|
||
Duration: 3 rounds + 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Within one round of casting this spell, the wizard conjurers 1d3
|
||
warriors to aid him. The summoned warriors will be of a level equal to
|
||
1/2 the level of the caster (rounded down) up to a maximum of twentieth
|
||
level. They will perform as per monsters summoned by monster summoning
|
||
spells. Note that in certain, circumstances, adventurers may be
|
||
summoned (who will recall the details of their trip). The warriors will
|
||
appear anywhere within the spell range as desired by the caster.
|
||
|
||
The type of warrior summoned is as follows:
|
||
|
||
caster's level fighter ranger paladin
|
||
-------------- ------- ------ -------
|
||
15 and under 70% 20% 10%
|
||
16-20 60% 20% 20%
|
||
21 and over 50% 25% 25%
|
||
|
||
Equipment and abilities are determined randomly. The material
|
||
component for this spell is a dagger of the finest quality, which is
|
||
consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Superior Sleep (Enchantment/Charm)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: 6" diameter sphere
|
||
Saving Throw: None
|
||
|
||
This is a much improved version of the first level Magic User spell
|
||
sleep. The creatures affected fall into a deep slumber from which they
|
||
cannot awaken from for at least one turn (unless a dispel magic is
|
||
used).
|
||
|
||
For each creature the caster chooses to affect, a certain
|
||
amount of the spells power is used to put the creature to
|
||
sleep. An effect die roll of 4-48 is rolled. This is the
|
||
number of points that can be used to put creatures to sleep.
|
||
It takes a different number of points per creature to put a
|
||
creature to sleep, depending upon its hit dice or level. The
|
||
caster can keep on putting creatures to sleep until all the
|
||
points are used up, or there is not enough points left to
|
||
effect another creature, or that all the creatures are
|
||
already asleep in the area of effect. The point costs are as
|
||
follows:
|
||
|
||
Hit dice of
|
||
creature to Max. Avg.
|
||
be affected Cost Affected Affected
|
||
------------ ---- -------- --------
|
||
up to .5 .5 96 60
|
||
.5 + 1 to 01 01 48 30
|
||
01 + 1 to 03 02 24 15
|
||
03 + 1 to 05 03 16 10
|
||
05 + 1 TO 07 04 12 07
|
||
07 + 1 TO 09 06 08 05
|
||
09 + 1 TO 10 12 04 02
|
||
10 + 1 TO 11 24 02 01
|
||
11 + 1 TO 12 30 01 01
|
||
|
||
Note: As an additional twist, the particular enchantments of this spell
|
||
do not allow elves their normal resistance to enchantment/charm, but in
|
||
turn they get a save vs. spells to avoid the effects of the spell.
|
||
|
||
The material components of this spell is sand from a dead sandman which
|
||
is tossed in the air while the caster sings a short lullaby.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Taint Alignment (Enchantment/Charm)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 day per level or special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One humanoid creature
|
||
Saving Throw: Special
|
||
|
||
Taint alignment has similar effect to a character as performing a deed
|
||
opposite to his alignment, except that this one shows. Casting it
|
||
requires knowing the Truename of the target, which knowledge can be
|
||
obtained by other magic. Casting the spell causes the target to make a
|
||
saving throw vs. spells with a penalty of 2 on die roll. If he makes
|
||
the save, the spell rebounds on the caster, who shall also have to
|
||
save, but with a bonus of 2 on die. The spell shall rebound between the
|
||
two regardless of distance until one fails a save, or both have made
|
||
three saves, in which case the spell fails. An affected TN character
|
||
would get a random alignment of the corner 4.
|
||
|
||
Effects vary depending on the alignment of the victim. If the affected
|
||
is a paladin, the effects thus far taken for granted are reversed:
|
||
laying on hands would cause damage, detect evil turns into detect good,
|
||
remove fear effect into cause fear. Yet, the paladin might have no idea
|
||
what's happening until he tries to ride his mount or draw his Holy
|
||
Avenger +5. For an anti-paladin, the same goes, reversed. A cleric
|
||
would instantly lose the ability to acquire spells, though not his
|
||
spell casting or scroll reading ability.
|
||
|
||
For any character, there's a number of standard effects:
|
||
|
||
- Know Alignment shows the reversed alignment.
|
||
- Detect Good/Evil work as for the new alignment.
|
||
- Bad dreams.
|
||
- Problems with other people. The Good emit fear, the Evil get liked,
|
||
Law be approached with caution, Chaos be felt as a sign of
|
||
responsibility.
|
||
- Temples of one's own religion feel bad.
|
||
- Temptation to truly switch alignment fully, which would have the
|
||
certain standard effects described in DMG, such as losing a level of
|
||
experience. a change in alignment can be felt by people in contact
|
||
with the affected. Not definitely, but more in the "I feel
|
||
something's wrong"-manner.
|
||
|
||
The curse cannot be magically removed with anything less than a Limited
|
||
Wish, until the time is full. Of course, the target wouldn't know that
|
||
the effect isn't permanent..
|
||
|
||
If a sign of faltering from the original alignment is done, then the
|
||
effect does become permanent. Slight faltering causes prolonged
|
||
duration, as the energy of the spell isn't as seriously tried as it
|
||
might be.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tonguetwister (Abjuration, Alteration)
|
||
|
||
Range: 10 feet per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: One target
|
||
Saving Throw: Negates
|
||
|
||
When this spell is cast on an enemy spellcaster, it will cause the
|
||
target's tongue to twitch violently, thus disrupting any spell being
|
||
cast at the moment, unless the victim makes a successful save vs.
|
||
spell. The level of the spell being cast by the target determines the
|
||
modifier applied to the save as follows: save modifier = spell level -
|
||
5 (i.e. a 2nd level spell inflicts a -3 to the save, a 7th level spell
|
||
earns a +2 to the save, etc.).
|
||
|
||
The victim must be in the process of casting a spell with a *verbal*
|
||
component. If no spell is currently being cast by the target, the
|
||
Tonguetwister has no effect. If the opponent's spell goes into effect
|
||
at the same time as the Tonguetwister, the victim earns an additional
|
||
+2 bonus to the save. This spell cannot affect a spell that has
|
||
already been cast, nor one that is to be cast in the future.
|
||
|
||
The material component of this spell is a tongue of any creature; this
|
||
is consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Traelanger's Extermination (Alteration, Conjuration/Summoning)
|
||
|
||
Range: 0"
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: 4" diameter sphere
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, it causes all creatures in the area of effect
|
||
who have less than 5 hit points maximum and less than 8 intelligence to
|
||
die.
|
||
|
||
The spell can effect a total number of hit points equal to seven times
|
||
the casters level.
|
||
|
||
When determining what creatures die from the effects of the spell,
|
||
start with the creatures with the lowest hit points, and then go from
|
||
there.
|
||
|
||
The material components for the spell is a handful of live bugs which
|
||
must be squashed as the spell is cast while the caster yells out "Seven
|
||
in one blow!".
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tryton's Armour (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This fifth level version of the first level spell Armour provides an AC
|
||
of -2. In all other respects it is the same.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tryton's Death Grip (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
Any creatures under 6 HD touched by the caster are automatically
|
||
brought to 0 hit points. Creatures of 6 HD and above are afflicted with
|
||
a double strength Shocking Grasp.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wiley's Door (Alteration)
|
||
|
||
Range: 0
|
||
Components: V
|
||
Duration: 1 round
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Causes a door to appear immediately before the caster and a matching
|
||
door up to 3" away. The first door appears framed by glowing blue lines
|
||
5' wide by 8' tall. The second door is invisible. Living matter up to
|
||
400 pounds or non-living up to 800 pounds may be transported from the
|
||
first door to the second door (trade off one pound living for two
|
||
pounds non-living). This doors provide one-way transport only.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wiley's Teleport (Alteration)
|
||
|
||
Range: 150 miles
|
||
Components: V, S
|
||
Duration: Concentration
|
||
Casting Time: 1 turn
|
||
Area of Effect: Caster + additional weight (see below)
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to teleport himself and -7000 GP + 1000 GP
|
||
per level of additional stuff that he is carrying to a specified
|
||
destination at most 150 miles distant. The chances of error are the
|
||
same as for normal teleport, except that if the caster would normally
|
||
end up is a solid object, the spell will abort. The maternal component
|
||
is a map of the destination, which is not consumed.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wolldin's Backstabber (Illusion/Phantasm) Level 5
|
||
|
||
Range: 20' per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell requires the presence of any piercing melee weapon in order
|
||
to work; the caster holds the weapon, and when the incantations are
|
||
complete, the weapon vanishes and reappears in the hands of an
|
||
invisible spectral creature. A True Seeing or Detect Invisible spell,
|
||
or similar magic will reveal the vague outline of a figure; others will
|
||
only see the weapon hovering in the air.
|
||
|
||
The figure (and weapon) will appear behind the creature chosen as the
|
||
target for this spell (the target must be within spell range); it will
|
||
then deliver an instantaneous backstab at the victim. The caster's
|
||
normal THAC0 is used to resolved hits (all applicable bonuses apply
|
||
normally, including the bonus for attacking from behind); the attack is
|
||
always made with surprise (unless it is normally impossible to surprise
|
||
the target) and therefore, dexterity and shield bonuses to AC do not
|
||
apply to the attack.
|
||
|
||
In the case of a successful hit, the base damage is as per the weapon
|
||
used in the attack; however the attack also receives a backstab damage
|
||
bonus as if made by a thief of a level equal to the caster's level;
|
||
normal damage bonuses also apply to the attack.
|
||
|
||
The only material component for this spell is the weapon used in the
|
||
attack; it, as well as the spectral creature, disappear after the
|
||
attack is made, whether it was successful or not.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Sixth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Acid Rain (Evocation)
|
||
|
||
Range: 10 yards + 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per 3 levels
|
||
Casting Time: 6
|
||
Area of Effect: 10 square feet + 5 square feet per 2 levels
|
||
Saving Throw: 1/2
|
||
|
||
This spell will cause a sheet of corrosive acid to fall from the sky
|
||
(actually, it will appear 10 feet over the target spot). All creatures
|
||
or objects underneath will be subject to its effects. The acid will
|
||
corrode wood, metal, cloth, and flesh. The initial inundation will
|
||
cause 1d6 damage per level (with a maximum of 10d6). A successful
|
||
saving throw will cause half damage, and adds +1 to subsequent saves.
|
||
All items exposed to the acid must also save. If a magical item saves
|
||
successfully, no further saves are necessary.
|
||
|
||
Armour loses one point of AC per round. If it loses all of its points,
|
||
it disintegrates and falls to the ground. Weapons lose one point per
|
||
round. The number of points is determined by size (L=3, M=2, S=1). When
|
||
all points are gone, the weapon is too weak to use in combat.
|
||
|
||
All damage done to items (other than loss of magical properties), can
|
||
be repaired with a Mend spell, or the like, unless the item was
|
||
destroyed. Subsequent damage to flesh is 1d6 per round. All subsequent
|
||
damage can be avoided if victims immerse themselves in water, to wash
|
||
off the acid.
|
||
|
||
The material components of this spell are rain water and sulpher.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Firefountain (Alteration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell is similar to the 4th level Alpha's Firefall spell, but is
|
||
more powerful in two ways. First, the spray of liquid fire burns for a
|
||
total of three rounds, inflicting 3d6 damage the first round, 2d6 the
|
||
second, and 1d6 the third. There is no saving throw vs. the damage
|
||
inflicted by the spray. Second, the caster is able to throw up one
|
||
prominence of flame (for 4d10 fire damage the first round, and 2d10 the
|
||
second, with a save vs. breath weapon to halve damage) for every six
|
||
levels of the caster (rounding off all fractions). The material
|
||
component is a lump of pitch, sulfur, saltpeter, and magnesium and an
|
||
available fire source.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Rainbow Warrior (Evocation, Summoning)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell invokes energy and the spirit of a creature from the Quasi-
|
||
Elemental Plane of Radiance. The Rainbow Warrior has as many hit
|
||
points as the caster would at full health, and attacks as a fighter of
|
||
half the caster's level. The Warrior has an armour class of 0, and can
|
||
only be struck by magical weapons. It attacks with a spear of
|
||
radiance, which causes damage the same way as the 2nd level Rainbow
|
||
Beam spell if the target is struck. As with that spell, the caster has
|
||
a 5% per level chance of selecting the colour of the spear, otherwise it
|
||
is random. The Rainbow Warrior may fly at a movement rate of 24, but
|
||
it has no real substance and cannot touch nor carry any material
|
||
object. Creatures dwelling on or drawing power from the Negative
|
||
Material Plane or Plane of Shadow suffer 1d6 damage every round that
|
||
they are within 20' of the Rainbow Warrior, as it sheds a bright globe
|
||
of light strongly infused with energy from the Positive Material
|
||
Plane. The Rainbow Warrior is unaffected by poison, paralysis,
|
||
petrification, fire, electricity, gas, or acid. Unholy water causes it
|
||
2d4 damage, and cold attacks do full normal damage. Negative energy
|
||
attacks gain a bonus of +1 per die of damage, and any spells involving
|
||
darkness cause the Rainbow Warrior 2d6 damage per level of the spell,
|
||
though the darkness spell will then be dispelled. Any darkness spell
|
||
coming into contact with the 20' globe of light surrounding the Rainbow
|
||
Warrior must be checked as if Dispel Magic was being cast at the level
|
||
of the summoner of the Warrior. Only one such dispelling attempt is
|
||
possible for each darkness spell that could be affected, although the
|
||
Warrior can automatically dispel any darkness spell by touching the
|
||
area of effect, but it will suffer damage as if the spell had been cast
|
||
specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are
|
||
affected by the Rainbow Warrior's globe of light as they would be by
|
||
Continual Light. The material component of this spell is a clear
|
||
diamond worth not less than 5000 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alpha's Starlight Citadel (Conjuration/Summoning)
|
||
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell can only be cast in an area under star- or moonlight. When
|
||
cast, it brings into being a deep blue-black tower of magical metal,
|
||
with many faint silvery gleams. This tower is in all respects similar
|
||
to a Daern's Instant Fortress (q.v.) except that it grows slowly during
|
||
the course of the casting, and so no creature able to move could
|
||
possibly be harmed by its expansion. The door to the Citadel is Wizard
|
||
Locked at the caster's level. One creature for each level of
|
||
experience of the caster may be designated in the casting of the spell,
|
||
and such creatures may freely open the door, though the caster may
|
||
override this at any time by mental command. The magic of the walls of
|
||
the citadel prevents the passage of any creature ethereal, astral, or
|
||
out-of-phase creature. Teleportation into and out of the tower is
|
||
still possible. This spell lasts until the first rays of direct
|
||
sunlight strike the tower, but it cannot last longer than 2 hours + 1
|
||
hour per level of the caster in any event. The material component is a
|
||
star sapphire and a small steel carving of a tower.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
|
||
|
||
Range: Infinite
|
||
Components: V
|
||
Duration: Permanent
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell is a weaker version of the 7th level wizard spell Limited
|
||
Wish. Alter Occurrence enables the wizard to alter the way an event in
|
||
the very recent past actually occurred. For the casting of the spell,
|
||
the wizard recounts an event which occurred up to two rounds previous
|
||
which he viewed firsthand. The wizard, while recounting the incident,
|
||
modifies it in the way which he would have liked for it to occur. At
|
||
the end of the casting, the past will be rewoven along the lines of the
|
||
caster's version, by a base guideline of 3% per level of the caster.
|
||
(For instance, Johann, a 12th level wizard, uses the spell to make a
|
||
freak gust of wind blow an arrow totally off course which shot his
|
||
companion Rykor in the heart a few seconds ago -- a critical hit.
|
||
Johann has a 36% chance to make the arrow miss, else it still hits
|
||
doing regular damage. If Johann had asked for the arrow to have missed
|
||
Rykor's heart, it might have still hit Rykor but would have done only
|
||
100 - 36 = 64% of the designated damage.)
|
||
|
||
This spell will automatically modify the perceptions of the past for
|
||
all of those, other than the caster, who were present during both the
|
||
modified and unmodified events unless they make a saving throw vs.
|
||
spells. Alter Occurrence cannot be used to raise character abilities
|
||
(even temporarily) or mimic other magical effects. Frequent use of
|
||
this spell may cause the wizard to go insane; make an INT check with a
|
||
cumulative -1 penalty each time the spell is used by the same caster
|
||
over a one week period, or suffer a random type of insanity.
|
||
|
||
Alter Occurrence is a spell published by the wizard Saridan Hysakai
|
||
after over a decade of study (an unknown amount of which was spent at
|
||
the Plane of Time). Saridan subsequently went insane.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Azura's Black Scythe (Evocation, Necromancy)
|
||
|
||
Range: 1"
|
||
Components: V, S
|
||
Casting time: 6
|
||
Duration: 1 round per 2 levels
|
||
Area of Effect: 1" long, 180 degree arc
|
||
Saving Throw: Special
|
||
|
||
The black scythe is a fearsome weapon to behold, stretching 8' and
|
||
immolated in wispy green flames. It sweeps a 10' long, 180 degree arc
|
||
and can hit all targets within its area as a monster of the caster's
|
||
hit die. Creatures up to 4+1 hit dice are slain instantly, while those
|
||
above 4+1 hit dice but below 8+3 must save vs. spells or be stunned for
|
||
2-5 round. Those who possess 8+3 hit dice up to 10 hit dice must save
|
||
vs. spells or be slowed for 1-4 rounds. All effects are cumulative.
|
||
The scythe inflicts 1d10 damage in addition to its other effects. The
|
||
material component is a miniature sickle with an ebony shaft and an
|
||
adamantine blade costing 500 GP to construct.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Block Teleport (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 turn
|
||
Casting Time: 6
|
||
Area of Effect: 100' radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell prevents anyone from teleporting into or out of the area of
|
||
effect while the spell is in effect. It will not effect homing teleport
|
||
spells (e. g. word of recall). It will also not effect gates.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Copyright (Abjuration, Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 day
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Cast before starting spell research. Spell can not be researched except
|
||
with permission of one who researched the spell or by the use of a
|
||
Limited Wish. A full Wish enables learning & ability to teach others
|
||
(variant of Secrecy spell). If mage dies, require speak with dead to
|
||
get permission.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
After this spell is cast, the wizard must make a successful attack in
|
||
melee to affect the target. The wizard's normal THAC0 is used with a
|
||
+2 modifier to hit. The spell will last until a hit is scored, or
|
||
until the duration expires, whichever comes first. If a hit is made,
|
||
the victim suffers a massive heart attack and must make a successful
|
||
system shock roll or die. Even if this roll succeeds, the target
|
||
suffers damage equal to 1d4 + 1 per level of the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Create Ghast (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 2 hours
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates up to one ghast per six levels of the caster, and
|
||
these ghasts will follow the commands of their creator to the best of
|
||
their ability. Each ghast is formed from the corpse of a human slain by
|
||
a ghoul or ghast who has not yet risen as a ghoul itself. These corpses
|
||
are the material components of the spell. As implied above, humans
|
||
killed by a ghast will rise as ghouls to follow the pack.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Diamondblade (Enchantment/Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 2 turns + 1 round per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: One edged melee weapon
|
||
Saving Throw: None
|
||
|
||
This spell turns an ordinary edged melee weapon into a blade of
|
||
sharpness, as per Sword of Sharpness (see AD&D 2nd edition, page 186).
|
||
For the duration of the spell, the weapon is treated as a weapon +3 or
|
||
better for purposes of who or what can be hit by it, even though it
|
||
gets only a +1 bonus to attack and damage rolls. However, on a very
|
||
high roll, it will sever an extremity, determined by a dice roll. The
|
||
spell functions on existing magical weapons, as long as the total
|
||
combined bonus is +3 or less.
|
||
|
||
The material component for this spell is a 1000 GP diamond, however,
|
||
the tooth of a Tarrasque may be substituted in which case the weapon
|
||
functions as a Vorpal blade (see same reference as above), and gets the
|
||
+3 bonus to attack and damage rolls.
|
||
|
||
Opponent is Modified Score Modified Score
|
||
to Sever * to Sever **
|
||
~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~
|
||
Normal or armoured 19-21 20-23
|
||
Larger than man-sized 20-21 21-23
|
||
Solid metal or stone 21 22-23
|
||
|
||
* Considering only the sword's bonus of +1.
|
||
** Considering only the sword's bonus of +3.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)
|
||
|
||
Range: 0"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates a 5' long shimmering blue shaft of force from the
|
||
caster's outstretched hands. He must physically wield the weapon in
|
||
combat, thus spells with somatic components cannot be cast while the
|
||
summoned blade exists. The "sword", however, has no true material
|
||
existence and does not conduct shock back to its wielder, thus its
|
||
overall speed factor is 1. It is neither an edged nor blunt weapon and
|
||
affects creatures normally immuned to either.
|
||
|
||
The blade strikes once per round with a +5 "to hit" bonus, inflicting
|
||
2d6 + 5 damage points per successful hit. It lasts 1 round per level of
|
||
the spell caster and is subject to disintegrate and dispel magic. The
|
||
material component is a 500 GP crystal sword which requires 2 weeks to
|
||
construct.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Eldritch Decagon (Alteration, Evocation)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, the magic-user sets up a brilliant array of
|
||
pale blue, dancing rays which forms a decagon between both hands. The
|
||
spell draws power directly from the psychic winds of the astral and
|
||
ethereal plane. Once complete, it may fire a 1' wide beam of pure
|
||
magical force every round, and this ray unerringly strikes any single
|
||
creature or object within 10' per level (invisible targets require a
|
||
"to hit" roll vs. base AC 6, modified by dexterity, etc.) and inflicts
|
||
2-5 (1d4 + 1) damage points per level of the spell caster, up to 12d4 +
|
||
12 maximum. A successful save vs. spells halves damage. These beams may
|
||
be unleashed from the decagon:
|
||
|
||
- Eldritch beam: magic missile energy; affects only animate targets.
|
||
- Impaling force ray: inflicts piercing or impaling damage.
|
||
- Planar force beam: inflicts edged or slicing damage.
|
||
- Spherical force bolt: inflicts blunt or crushing damage.
|
||
- Vibration or shock wave: an ultrasonic bolt which affects only
|
||
crystal, glass, stone, and other objects vulnerable to vibration
|
||
damage.
|
||
- Wind blast: as the 3rd level magic-user spell, gust of wind, against
|
||
a single target (c.f. gust of wind)
|
||
|
||
The magic-user must concentrate to maintain the eldritch decagon, thus
|
||
any successful attack against him negates the spell. The material
|
||
component is a small crystal in the shape of a 10-sided die set inside
|
||
an iron ring, and a lodestone.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Missile Tempest (Evocation)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Also known as "Dreamoore's bolts of seeking," this spell creates a
|
||
powerful enchanted bolt which has base 1d12 damage plus 3 points per
|
||
level of its caster, up to 1d12 + 36 maximum (e.g. a 12 hit die missile
|
||
does 37-48 hit points damage). This bolt, however, can divide into two
|
||
or more missiles striking single or multiple targets (minimum 1 damage
|
||
point per missile). Once the caster unleashes the bolt, he need but
|
||
point and close his fist. The missile then flashes outward, dividing
|
||
into smaller missiles if so directed, and unerringly hits all visible
|
||
targets in a 90 degree arc before the caster. The material component
|
||
for this spell is a 500 GP diamond which is hurled into the air as
|
||
spell casting is completed.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dreamoore's Viper Lance (Alteration)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The viper lance spell launches a 2' long solid metal shaft at extremely
|
||
high velocity. This bolt always travels in a straight line trajectory,
|
||
its blinding speed making it near-invisible. Any creature struck
|
||
immediately suffers base 1d10 + 2 HP's damage, up to 1d10 + 30
|
||
maximum. The caster may launch one bolt per six experience level,
|
||
though only one bolt may be fired per round. The material component is
|
||
a solid steel shaft engraved with the caster's personal rune, with a
|
||
mithril or adamantine tip, and zinc stabilising fins. Each bolt requires
|
||
two weeks and 250 GP construction cost.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Eldarr's Improved Spell Conversion (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 2 turns
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is identical to Eldarr's Spell Conversion, except it will
|
||
convert any spell of level 6 or less to any known spell of level 5 or
|
||
lower. The duration and casting time are also increased.
|
||
|
||
This spell also has the additional (in addition to the were-creature
|
||
pelt) spell component of a powdered gem (of any type) worth at least
|
||
400 GP. This gem is also consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Energy Field (Conjuration, Evocation)
|
||
|
||
Range: 6" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 6
|
||
Area of Effect: 1' per level high cube
|
||
Saving Throw: None
|
||
|
||
This spell creates an invisible field of energy which is impermeable to
|
||
the passage of magical and psionic energies through its barriers. Thus,
|
||
for example, creatures inside the area of effect are completely
|
||
unaffected by spells which are cast outside the spell area. Similarly
|
||
people outside are not effected by spells from inside (note, since
|
||
magic cannot pass through this barrier, creatures cannot teleport,
|
||
plane shift, etc. through the barrier).
|
||
|
||
Energy field does not, however, offer any physical protection
|
||
whatsoever.
|
||
|
||
Spells which cause physical damage can destroy the shield but these
|
||
spells must do a total damage of 6 HP per level of the caster. A
|
||
disintegrate spell will cause the shield to make a save vs. magic at
|
||
the level of the caster. If it saves then the spell has no effect. If
|
||
it fails then the spell does 2-9 points per level of the caster damage
|
||
to the field. A magic missile spell actually heals the field on a 1 to
|
||
1 hit point basis.
|
||
|
||
The shield, if cast upon the caster, moves with the caster. If the
|
||
spell is cast upon another unwilling creature then they make a save vs
|
||
spells. If they fail the save then the field follows the creature. If
|
||
the save is made then the spell becomes rooted to the target area.
|
||
Otherwise the spell remains stationary until the spell duration
|
||
expires.
|
||
|
||
The material component for this spell is a diamond cube of not less
|
||
than 500 GP value. This cube will shatter when the spell expires or the
|
||
field is brought down by spell damage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Arc (Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell is similar to the 1st level spell Burning Hands, but is much
|
||
more potent. When cast, this spell will emit an arc of flames from the
|
||
hand of the caster; the arc may be one of four sizes as listed on the
|
||
following table:
|
||
|
||
Arc Range
|
||
~~~~~~~~~~~ ~~~~~~~~
|
||
90 degrees 200 feet
|
||
180 degrees 150 feet
|
||
270 degrees 100 feet
|
||
360 degrees 50 feet
|
||
|
||
The arc of flames will have a width of one foot, centered on the
|
||
caster's hand, so the height of the wizard's hand at the time of
|
||
casting will determine the height of the flames; thus if the flames are
|
||
at waist level, it is possible to escape the effects of this spell if
|
||
lying prone.
|
||
|
||
The caster may elect to cast the arc in a "doughnut" shape; that is, he
|
||
may create an area around himself that is untouched by the flames (a
|
||
good idea if the caster is in the midst of a friendly party). The
|
||
radius of the hole may be any size the caster desires, up to half the
|
||
range as given in the table above.
|
||
|
||
Anyone hit by the flames suffers 4d10 points of damage, plus 1 point
|
||
per level of the caster (to a maximum of 4d10+20); a successful save
|
||
vs. spell reduces the damage by half. If a victim fails a save, all
|
||
possessions must save vs. magical fire or be consumed.
|
||
|
||
These flames are blocked by obstacles, and they will not rejoin behind
|
||
the barrier. This will create gaps in the arc; therefore, if a target
|
||
is standing behind a large enough obstacle, he will be shielded from
|
||
the flames, even if the blocking obstacle is tens of feet away.
|
||
|
||
The material component for this spell is a chunk of volcanic rock and a
|
||
lit candle; the rock is consumed with the casting, but the candle is
|
||
not.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Dome (Evocation)
|
||
|
||
Range: 80 yards
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the Wall of Fire spell, but it creates a dome
|
||
of flames instead of a wall. The dome has a radius along the ground of
|
||
10' plus 5' per level of the caster; it is 25' high at its peak. The
|
||
dome must be cast so its base is resting on solid ground.
|
||
|
||
Unlike a Wall of Fire, the Flame Dome gives off waves of heat on all
|
||
sides; anyone within 10' of the dome suffers 2d6 points of damage,
|
||
while those within 20' suffer 2d4 points of damage. In addition, the
|
||
dome inflicts 3d8 points of damage, plus 1 point per level of the
|
||
caster on anyone who passes through the dome (like a Wall of Fire,
|
||
creatures subject to fire will suffer more damage at the DM's
|
||
discretion, and undead always suffer double damage).
|
||
|
||
The procedure for trapping creatures with the dome, as well as the
|
||
duration of the spell, are as per the Wall of Fire spell.
|
||
|
||
The material components for this spell are specimens of phosphorus and
|
||
sulphur, both of which are consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Glamden's Acid Fire (Invocation/Evocation)
|
||
|
||
Range: 5 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: 10' x 10' x 5' per level cloud
|
||
Saving Throw: Special
|
||
|
||
This spell causes an acid cloud to form anywhere within range of the
|
||
spell; the cloud billows out to its full dimensions (10' x 10' x 5' for
|
||
each level of the caster) instantaneously and everyone caught inside
|
||
the area of effect suffers 4d6 points of damage; a successful save vs.
|
||
spell reduces damage by half. Anyone who fails the save must roll saves
|
||
vs. acid for all possessions to avoid destruction.
|
||
|
||
Immediately after the acid cloud forms, it bursts into flames,
|
||
inflicting another 4d6 points of damage to all inside. As before, a
|
||
successful save vs. spells reduces the damage by half; those
|
||
individuals who successfully saved vs. the acid, receive a +4 bonus to
|
||
their save vs. the fire. If this second save fails, possessions must
|
||
save vs. magical fire or be consumed (the +4 bonus mentioned
|
||
previously, does not apply to these saves).
|
||
|
||
The material components for this spell are the intestines of a black
|
||
dragon and the heart of a red dragon; both are consumed when the spell
|
||
is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Glamden's Acidic Gas (Invocation/Evocation)
|
||
|
||
Range: 5 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: 10' x 10' x 5' per level cloud
|
||
Saving Throw: Special
|
||
|
||
This spell is similar to Glamden's Acid Fire; when cast, this spell
|
||
forms a gas cloud which is also highly acidic; anyone caught inside the
|
||
cloud suffers 8d6 points of damage. This spell requires two saving
|
||
throws vs. spells: the first is against the gas, and the second is for
|
||
the acid. If neither save is successful, full damage is inflicted on
|
||
the victim; if one save is made and the second fails, the victim
|
||
suffers 3/4 damage; if both saves are successful, the victim suffers
|
||
1/2 damage. If the save vs. the acid fails, all possessions must save
|
||
vs. acid to avoid being destroyed; the gas has no effect on the
|
||
victim's possessions.
|
||
|
||
If a target has immunity vs. one component, damage is automatically
|
||
halved, and is reduced to 1/4 normal if the save vs. the other
|
||
component is successful. Of course, it a target has immunity vs. both
|
||
components, he is not affected by this spell.
|
||
|
||
The material components for this spell are the intestines of a black
|
||
dragon and the stomach of a green dragon; both are consumed when the
|
||
spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Glamden's Gas Jet (Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: 5' wide, 10' per level long beam
|
||
Saving Throw: Special
|
||
|
||
This spell is similar to Glamden's other spells, Acid Fire and Acidic
|
||
Gas; when this spell is cast, a jet of green gas shoots from the
|
||
caster's palm; a split-second later, the gas erupts in flames. This jet
|
||
is 10 feet long per level of the caster, and is 5 feet wide; anyone hit
|
||
by the jet must make two saving throws vs. spell (one for the gas, and
|
||
the other against fire) to avoid suffering 8d6 points of damage. The
|
||
procedures for saves and immunity vs. the two components are the same
|
||
as for Glamden's Acidic Gas, except magical fire replaces the acid
|
||
component.
|
||
|
||
The material components for this spell are the heart of a red dragon
|
||
and the stomach of a green dragon; both are consumed when the spell is
|
||
cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hold Person IV (Enchantment/Charm)
|
||
|
||
Range: 12"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: 5 persons in a 20' radius circle
|
||
Saving Throw: Negates
|
||
|
||
This is like hold person except as noted above and that all saving
|
||
throws are made with no modification.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Improved Wiley's Door (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is like that of Wiley's door except that there is no limit
|
||
to the amount of stuff that can be transported (except for the physical
|
||
problems of getting that much stuff through the door) and the second
|
||
door can be up to 20" distant. The second door must be somewhere that
|
||
the caster has seen.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Justin's Skimmer (Evocation)
|
||
|
||
Range: 20 yards
|
||
Components: V, S, M
|
||
Duration: 1/2 hour per level
|
||
Casting Time: 6
|
||
Area of Effect: One skimmer
|
||
Saving Throw: None
|
||
|
||
An improved form of Tenser's floating disc, the skimmer is designed as
|
||
a flying vehicle for the caster. The wizard reclines in a molded seat
|
||
at the centre of the 3' radius disc. The "wings" each have room for
|
||
one person, or a comparable volume of cargo. It can lift 50 pounds per
|
||
level of the caster. The skimmer can move at speeds up to 25 miles per
|
||
hour (this approximates move 70), and has maneuverability class A at
|
||
speeds less than move 21. The caster is protected from acceleration,
|
||
passengers are not. When stopped, the skimmer can rotate on a dime.
|
||
The caster has full cover from below. The skimmer can take 5 HP per
|
||
level of the caster. Ramming, it does (move/3)d6 damage to both itself
|
||
and the target. Only the caster can control the skimmer; it hovers
|
||
motionless if he is unconscious. The skimmer is a stable casting
|
||
platform.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Kalessin's Spell Load (Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: Special
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
With this spell, the caster is able to "store" one spell for every
|
||
three levels he possess (i.e. two at fourth, three at seventh, etc).
|
||
The caster "paints" the spells around himself as runes, in effect,
|
||
casting them, a process taking one turn per spell. The spells are now
|
||
"hung" around the caster, and can be released by command, an action
|
||
taking only 1/10 of a round.
|
||
|
||
If the caster concentrates, glowing runes representing the remaining
|
||
spells in the load will appear about the caster, visible only to the
|
||
caster. The caster must specify in the casting of the load what the
|
||
verbal or somatic commands are to be for the release of each spell. The
|
||
caster also determines the appearance of each representative rune.
|
||
Detect magic will reveal the presence of the spell load, and True Sight
|
||
will allow the caster to see the rune representations of the spells in
|
||
the load.
|
||
|
||
A spell load gets two saves versus a Dispel Magic cast at it. First, it
|
||
gets the mage's saving throw versus magic, and if that fails, it has a
|
||
100% chance of being dispelled, minus 5% for each level the spell load
|
||
caster has greater than that of the dispel magic caster.
|
||
|
||
Releasing the spells by command takes only 1/10 round for initiative
|
||
purposes, and the caster can release two spells per round, although, if
|
||
two spells are released, there is a (50 - caster's level) chance that
|
||
the load spell will be broken, and they will all go off. No more than
|
||
six spells can be set into a spell load.
|
||
|
||
Material components are a diamond tipped stylus, worth at least 1000
|
||
GP, and an amount of molten gold, with which the runes are painted. The
|
||
gold is consumed in the casting of the spell, but the stylus is still
|
||
usable. The runes are visible to all during the casting of the spell
|
||
load, and they flare briefly when the spell they represent is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lich's Palm (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This spell actually grants the caster the ability to use the normal
|
||
attack of a lich. The mere touch will cause 1d10 damage of cold and be
|
||
paralysed (save applicable).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lorth's Stasis (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell was designed as either a sort of temporal stasis effect, or
|
||
as a way of removing enemies without killing them. The creature touched
|
||
is placed into its own extra-dimensional space, where no time passes.
|
||
After one turn for each level of the caster has elapsed, the creature
|
||
will be returned to the Prime Material plane in exactly the same state
|
||
it was when the spell is cast (including location).
|
||
|
||
If an object has been placed in the location from which the creature
|
||
was sent, the subject will be displaced the shortest possible distance
|
||
in any direction consonant with emerging in open space. For instance,
|
||
if the tunnel has collapsed since the spell was cast, the creature
|
||
might be displaced a few tens of yards up to the surface of the earth,
|
||
if this is the shortest displacement that will allow the creature to be
|
||
placed in an open area. However, if there should happen to be a cavity
|
||
in the debris blocking the tunnel, the subject would most likely be
|
||
deposited there.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mage Lock (Alteration, Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This powerful dweomer causes the sealing of a thing with far greater
|
||
effectiveness than that caused by a Hold Portal or a Wizard Lock
|
||
spell. The Mage Lock can only be cast on certain things: Boxes or
|
||
chests made of iron, steel, or harder metals, or on doors made of the
|
||
same and set into a wall at least as hard as hard stone.
|
||
|
||
When the Mage Lock spell is cast, the Wizard chooses a single person -
|
||
other than himself - who is to be able to open the sealed box, chest,
|
||
or door. When the spell is done the item is sealed and only the
|
||
individual who was named in the casting will be able to open it. The
|
||
item will be unaffected by Knock spells, Chimes of Opening, or similar
|
||
magics, and will have a Magic Resistance of 25% with regard to other
|
||
magics, and a +2 on all saves.
|
||
|
||
If the person named in the spell should die before the item is opened -
|
||
for the spell holds only until the item is opened once - then the item
|
||
cannot be opened by anyone until the caster of the spell is dead. If
|
||
the item has not been opened by the time both the wizard and the person
|
||
named die, the Mage Lock dissipates.
|
||
|
||
The material components of this spell are: A diamond, worth no less
|
||
than 5,000 GP, 4 small iron cubes, and a drop of blood from the person
|
||
to be named in the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mass Teleport (Alteration)
|
||
|
||
Range: 1' per level radius
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is basically a higher level of the fifth level Teleport
|
||
spell. The main difference lies in the amount of mass that can be
|
||
transported by the caster. In addition to the caster, 1200 pounds per
|
||
level over level 10 may be transported. Basically, this spell is for
|
||
bulk rate transfers of material. The range simply refers to the maximum
|
||
radius outward from the center of effect (usually the caster) that
|
||
people and things can be to be teleported.
|
||
|
||
This was a very popular spell with parties of adventurers that had
|
||
lots of money to spend on transportation... As such, the mages who
|
||
could cast this spell tended to charge through the nose for it... It's
|
||
not an easy spell to find since it is very, very useful... Of course,
|
||
it's just a matter of time before somebody else (or a group of others)
|
||
break into the action by researching a similar spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Minor Accursed Rite (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: One living creature
|
||
Saving Throw: Negates
|
||
|
||
Turns victim into an undead, type selected randomly wight, ...,
|
||
vampire, partially controllable by the caster. Risky: each command
|
||
given is a chance for the victim to become a fully free undead of the
|
||
type, unless the caster also is a member of the same type of undead.
|
||
Free - until controlled by a spell, of course. The change takes place
|
||
over a period of two weeks of gradually worsening illness in which time
|
||
the spell can be dispelled by a Dispel Magic, Cure Disease, and Heal,
|
||
cast in any order any time during the two weeks, not necessarily one
|
||
straight after the other. The DM should make up some appropriate
|
||
material component.
|
||
|
||
Note: the spell can create some quite weird undeads, such as vampire
|
||
snakes. Controlling requires a common language and sufficient
|
||
intelligence on the part of the target. The spell in itself doesn't
|
||
modify stats such as intellect, even if the undead strength of 18/00 on
|
||
a vampire does apply to non-humanoids as well.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Moloranis's Marvelous Map (Invocation/Evocation)
|
||
|
||
Range: Special (see below)
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1 turn
|
||
Area of Effect: One sheet of paper
|
||
Saving Throw: None
|
||
|
||
By casting this spell, the mage is able to draw a fairly well detailed
|
||
map of the surrounding terrain onto blank paper, which is the material
|
||
component for this spell. The mage casting this spell must give total
|
||
concentration to the spell for the entire 10 minutes. If the mage loses
|
||
his concentration, the partially drawn map will fade from view and the
|
||
spell must be repeated.
|
||
|
||
The range of this spell varies as follows:
|
||
|
||
Above the ground: 1 mile per level of the caster.
|
||
Underground: 100 feet per level of the caster.
|
||
|
||
* Inside a structure: The mage will get a detailed map of the floor or
|
||
level he is on. However, the map will show nothing beyond the outer
|
||
walls. If the floor or level is bigger than the mage's maximum
|
||
radius, then follow the underground rule.
|
||
|
||
While this spell is very handy, it does have some draw-backs. Nothing
|
||
on the map is labeled. Also, the map will not show people. For
|
||
instance, the map will show where a town is (if it is in range) but it
|
||
won't give you the name of that town and it won't tell you if there are
|
||
any people in the town. In other words, this spell results in a
|
||
terrain-like map.
|
||
|
||
The material component for this spell is a piece of paper (or something
|
||
like that) and a writing instrument of some kind.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mystyk's Improved Backlash (Abjuration, Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is identical to Mystyk's Backlash except for the following:
|
||
when the caster is hit in melee, if he makes a successful save vs.
|
||
rods, the attack only inflicts half normal damage (rounded down).
|
||
Also, the energy bursts inflict an additional point of damage per level
|
||
of the caster, up to a maximum of 20; this damage is halved if the
|
||
attacker successfully saves vs. spells. For example if a 14th level
|
||
caster is hit with a melee attack for 12 points of damage, the caster
|
||
would suffer 12 points of damage, or 6 if the save is successful; the
|
||
attacker would suffer 12 + 14 = 26 points of damage, or 13 if the save
|
||
succeeds.
|
||
|
||
The material component for this spell is the same as that for Mystyk's
|
||
Backlash except the gem must be worth at least 600 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Quintessa's Slaying Spear (Evocation)
|
||
|
||
Range: 2" per level
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 6
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
When this spell is cast, light, that appears as a chromatic mass of
|
||
intertwined rays bundled together in the shape of a spear, appears
|
||
above the casters head.
|
||
|
||
The caster goes through the motion of throwing the spear, without ever
|
||
touching it, while speaking the name and race of the creature to be
|
||
slain.
|
||
|
||
The spear then flies towards its target and will kill the creature
|
||
instantly is a save vs. death magic is failed. The spear never misses.
|
||
|
||
If the saving throw is successful, the spear misses the creatures
|
||
brain, or central nervous system, and instead hits another part of of
|
||
the body causing 10-80 + 1 HP per level of the caster damage. The surge
|
||
of energy into the creature will also stun it for 2-8 rounds.
|
||
|
||
For the spell to work to its fullest potential, certain things should
|
||
be known about the target: (1) race (2) anatomy (3) true name - if
|
||
applicable - and (4) general background and history of the creature. If
|
||
any of these are known (or not known) then the creatures saving throw
|
||
is modified as follows:
|
||
|
||
Information Saving Throw adjustments
|
||
----------- ------------------------
|
||
Known Unknown
|
||
-------- -------
|
||
race -1 +2
|
||
anatomy -1 to -4 +3
|
||
true name -4 +2
|
||
knowledge -1 to -5 +3
|
||
|
||
The saving throw modifier because of knowledge of the creatures anatomy
|
||
depends on how much the caster has studied the creatures species. As a
|
||
general guide, it would take about one month of study, along with lots
|
||
of specimens, to be completely familiar with a certain species
|
||
anatomy.
|
||
|
||
The saving throw modifier because of knowledge of the creatures
|
||
background depends on how much and how deeply the creature's history
|
||
and current life was researched.
|
||
|
||
The material component for this spell is a copper spearhead and a glass
|
||
or crystal prism. If the creature was killed because of a failed saving
|
||
throw, then the spearhead will be found in the brain. If the save was
|
||
made, then the spearhead will be found in a random part of the body.
|
||
|
||
There is an additional -2 to save modifier if, for some obscure reason,
|
||
the creature is resubject to this spell with the same copper spearhead
|
||
that was used the first time (the spearhead has learned where to go
|
||
this time).
|
||
|
||
The prism disappears after the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Replay (Divination, Illusion)
|
||
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 2" x 2" area
|
||
Saving Throw: None
|
||
|
||
This spell causes past events to be re-enacted in the area of effect.
|
||
The replayed events will consist of a three dimensional,
|
||
semi-transparent image superimposed over the area of effect.
|
||
|
||
The caster can freeze the action, reverse it, scan forward for a
|
||
particular event, or skip to any time within the range of the spell as
|
||
given in the table below.
|
||
|
||
Level Time Range
|
||
----- ---------------
|
||
12-14 1 day per level
|
||
15-17 1 month per level
|
||
18-20 1 year per level
|
||
21+ 1 century per level
|
||
|
||
The speed of a search is determined by the event that is sought. The
|
||
passage of an army would be easy to spot at a fast search rate, while
|
||
searching for a pickpocket would require a real time search.
|
||
|
||
The material component for this spell is an hourglass.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Retroactive Dispel Magic (Abjuration, Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
Lets you actually cast Dispel Magic to counter a spell thrown at you!
|
||
If you have the spell, you can cast it at any spell or spell effect
|
||
thrown that round, even if you have been killed or turned to stone, by
|
||
the vagaries of initiative and the like. It is assumed that you were
|
||
casting the Dispel Magic as the other spell was being cast. Acts as
|
||
Dispel Magic for chance of success based on level.
|
||
|
||
For example, you have Esmeralda cast Polymorph Other, which is lots
|
||
faster than Dispel Magic. She has Initiative all over Glamgon, the PC.
|
||
He declares that he wants to cast retroactive Dispel Magic, so
|
||
effectively as Esmeralda was gathering power for her spell, Glamgon was
|
||
trying to drain it away. Glamgon had better succeed, lest he truly
|
||
become a toad (the outcome of the polymorph other should Retroactive
|
||
Dispel Magic not succeed).
|
||
|
||
Note that this spell cannot be cast by a specialised Abjurer or
|
||
Transmuter, since it (also) belongs to his opposite school.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Frost Giant Manifestation (Conjuration)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 6 turns
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates a golem-like creature which the mage may direct to
|
||
perform certain programmed actions. The creature is a temporary ice
|
||
golem with no true intelligence, and to most appears as an undead frost
|
||
giant. The creature may be controlled up to a distance equal to the
|
||
spell range but if it passes outside of this range, or the spellcaster
|
||
is killed, the creature will explode in a 60' radius area doing damage
|
||
equal to its current hit points (save vs. breath weapon for half
|
||
damage). The creature created mimics most of the actions of a frost
|
||
giant, having AC 4, MV 12", HD 10 + 2, HP 52, AT 1, DM 4-24, SP:
|
||
Immune to cold, SZ: L (15'), Strength: 21. The creature can fight with
|
||
its club only and has no ability to hurl rocks as a normal frost giant.
|
||
It can inflict structural damage points as a normal frost giant on a
|
||
round to round basis (Wood: 2, Soft Stone: 1, Hard Rock: 1/2).
|
||
|
||
The caster is able to direct the creature to perform 3 individual
|
||
actions plus 1 for every two levels of experience above 12th level.
|
||
Each change in action will cause the creature to hesitate for one round
|
||
before working to act out the next action. Actions can be classed as
|
||
"killing a group of orcs", "killing a group of men wearing the same
|
||
colours or armour", "tearing down a stone wall", "pulling up a tree",
|
||
etc. Once the final action is completed the frost giant crumbles into
|
||
small shards of ice, effectively making a circular area 30' in diameter
|
||
very slippery. Against mind affecting spells, the creature is
|
||
considered to have an intelligence and wisdom of 3 (saving at -3 vs.
|
||
these attacks). If the creature is charmed or controlled by a mind
|
||
affecting spell the casters concentration is totally disrupted causing
|
||
the creature to dissipate and any other spells the caster currently
|
||
controls will become dispelled unless the caster has no control over
|
||
the spells in question after casting them, and any spell the caster is
|
||
currently casting will be disrupted.
|
||
|
||
This spell requires only the slightest mental control of the caster to
|
||
operate, allowing him to cast other spells normally that do not require
|
||
his full concentration. Multiple castings of this spell will work, but
|
||
all of the detrimental effects are cumulative. The material component
|
||
of this spell is a small pouch (2" squared) of leather containing a
|
||
patch of fresh (not dried) frost giant hair mixed with diamond dust of
|
||
no less than 500 GP value. The frost giant hair may be kept fresh with
|
||
a Preserve spell or similar effect.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Platinum Platform (Alteration, Enchantment)
|
||
|
||
Range: 1/2" per level
|
||
Components: VSM
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell brings a magical force field into existence which resembles
|
||
a dimly glowing platform made of glass-like material. The glowing
|
||
platform (dimly visible up to 5' away in daylight) is capable of flying
|
||
under the control of the spellcaster, who may carry himself and a
|
||
certain amount of weight through airy and waterous mediums. When
|
||
casting this spell, the mage may choose to create a 10' x 10' with 6"
|
||
sidewalls or a 40' x 40' platform with 3' sidewalls. The 10' x 10'
|
||
platform looses some of the abilities of the 40' x 40', but is 10%
|
||
magic resistant and confers a 5% magic resistance to anything in
|
||
physical contact with the platform. Both platforms have a localised
|
||
gravity that aids in keeping materials on board and bonuses to
|
||
dexterity checks for falling from it. The differences between platforms
|
||
and general flight powers are listed in the table below. Note that this
|
||
spell uses the intelligence of the creature casting the spell to
|
||
determine usage (even thieves) and creatures with less than a 9
|
||
intelligence may not effectively use this spell. Only mages may create
|
||
the 10' x 10' platform.
|
||
|
||
The platforms may only be destroyed by magical damage. Physical
|
||
attacks, no matter how strong, will only be able to move the platform
|
||
in relation to the force of the attack compared to the current speed
|
||
and/or lift rate. Magical weapons will do damage equal to their magical
|
||
plusses only. If area of effect attacks come from below that do not
|
||
destroy the platform they will not affect the contents of the platform.
|
||
Note that, even if the magic resistance of a 10' x 10' platform is
|
||
bridge and it fails its saving throw and takes full damage, unless it
|
||
is destroyed the aforementioned effect holds true. The magic resistance
|
||
passed onto objects touching the platform stay in effect for one round
|
||
after it is destroyed. Breath weapons are considered magical attacks
|
||
cast at the level of the hit dice of the breathing creature for
|
||
determining magic resistance breach.
|
||
|
||
The 40' x 40' platform may sustain 3 HP per level of the originating
|
||
experience level at which it was cast, while the 10' x 10' platform
|
||
will take 4 x this amount of damage. The platform is immune to any
|
||
attacks which use a primal force of the plane in which it is created
|
||
(e.g., fire in the elemental plane of fire) since it is created from
|
||
the forces of the current plane in which it resides. This also prevents
|
||
the platform from crossing planar boundaries. In places where there is
|
||
no localised gravity, movement rates are double the stated values in
|
||
the table below. Spell duration in normal time is 1 turn per level for
|
||
the 10' x 10' platform and 1 day per level for the 40' x 40' platform.
|
||
The material component of this spell is a platinum plate (3" x 5" x
|
||
1/2") with mystic runes etched into it. A jeweler is needed (unless the
|
||
character has the skill) and he will charge no less than 500 GP to work
|
||
the runes needed into the plate, the total price coming to 4,000 GP for
|
||
the plate. The caster must use a wizard mark of his own to prepare the
|
||
plate or it will only be able to create the 40' x 40' platform.
|
||
|
||
10' x 10' Platform 40' x 40' Platform
|
||
---------------------------- ----------------------------
|
||
Maximum Maximum Maximum Maximum Maximum Maximum
|
||
Int. Speed Weight Lift MCFA Speed Weight Lift MCFA
|
||
---- ------- ------- ------- ---- ------- ------- ------- ----
|
||
9 9" 900 1" C/+1 4.5" 3,600 .5" E/+4
|
||
10 10" 1,000 1" C/+1 5" 4,000 .5" E/+4
|
||
11 11" 1,100 1" C/+1 5.5" 4,400 .5" E/+4
|
||
12 12" 1,200 1" C/+1 6" 4,800 .5" E/+4
|
||
13 13" 1,300 1" C/+1 6.5" 5,200 .5" E/+4
|
||
14 14" 1,400 2" B/+2 7" 5,600 1" D/+5
|
||
15 15" 1,500 2" B/+2 7.5" 6,000 1" D/+5
|
||
16 16" 1,600 2" B/+2 8" 6,400 1" D/+5
|
||
17 17" 1,700 2" B/+2 8.5" 6,800 1" D/+5
|
||
18 18" 1,800 2" B/+2 9" 7,200 1" D/+5
|
||
19 19" 1,900 2" B/+2 9.5" 7,600 1" D/+5
|
||
20 20" 2,000 3" A/+3 10" 8,000 1.5" C/+6
|
||
21 21" 2,100 3" A/+3 10.5" 8,400 1.5" C/+6
|
||
22 22" 2,200 3" A/+3 11" 8,800 1.5" C/+6
|
||
23 23" 2,300 3" A/+3 11.5" 9,200 1.5" C/+6
|
||
24 24" 2,400 3" A/+3 12" 9,600 1.5" C/+6
|
||
25 25" 2,500 3" A/+3 12.5" 10,000 1.5" C/+6
|
||
|
||
Maximum Speed:
|
||
This is measured in feet per round indoors and yards per round
|
||
outdoors. Incapacitating the controlling person causes the platform to
|
||
freeze. Speed also directly converts to miles per hour when the
|
||
platform is flown for that amount of time.
|
||
|
||
Maximum Weight:
|
||
This is measured in pounds.
|
||
|
||
Maximum (Rate of) Lift:
|
||
For every 100 pounds over the maximum weight limit the lift rate is
|
||
reduced by 1" per round. Negative lift rates cause the platform to go
|
||
down at a rate equal to the negative rating unless the current plane
|
||
has no gravity. In this case movement rate is affected vice lift.
|
||
|
||
MCFA (Maneuverability Class - Falling Adjustment):
|
||
This bonus is doubled for the caster controlling the platform. Each +1
|
||
should be considered a pull each to 1/10th of normal gravity in the
|
||
current plane of existence. These plusses are specifically bonuses
|
||
against falling off of the platform.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Surgical Strike (Invocation/Evocation)
|
||
|
||
Range: 10 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
This spell provides the caster with a method of attacking a specific
|
||
target in the midst of a crowd; when this spell is cast, a flaming bolt
|
||
shoots from the palm of the caster towards the intended victim. Only
|
||
one target may be chosen for this spell, and the bolt strikes this
|
||
individual unerringly. The bolt will dodge obstructions and other
|
||
creatures in its flight to the target; it will even round corners, if
|
||
need be. As long as the spell's range is not exceeded, and there is
|
||
some path to the target, it will be struck; even if the victim ducks
|
||
behind an obstacle while the spell is being cast, the bolt will still
|
||
strike home. The only stipulation is the target must be in sight when
|
||
the spell incantations begin; the caster may choose any target within
|
||
sight (and range) but may not target such things as "the strongest
|
||
member of the group" or "the orc leader" (see the description for Magic
|
||
Missile for more details).
|
||
|
||
When the bolt impacts the target, it explodes in a burst of flames that
|
||
engulf the victim; the flames conform to the shape of the target, so no
|
||
other creatures are affected by the spell unless they are touching the
|
||
victim. The affects of the explosion are identical to a 10 die Fireball
|
||
(10d6 points of damage). A successful save vs. spell reduces the damage
|
||
by one half. If this save fails, the target must save vs. magical fire
|
||
at -3 for all possessions; those that fail are destroyed.
|
||
|
||
Since its inception, this spell has become a favourite of assassins;
|
||
because of this, Sillvatar has striven to remove it from circulation.
|
||
Due to his efforts, this spell is not as common as it once was,
|
||
although tens and even hundreds of examples still exist.
|
||
|
||
The material component for this spell is a handful of scales and the
|
||
heart of a red dragon; these components are consumed when the spell is
|
||
cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Spell-link (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3d4 hours + 1 hour per level
|
||
Casting time: 5 rounds
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
By use of this spell, the mage magically links 4 spells that are
|
||
currently in his memory. The link is such that, upon uttering a trigger
|
||
phrase, the linked spells are invoked almost simultaneously. That is,
|
||
they are machine-gunned. In actual time: there is a 2/10 round gap
|
||
between the spells.
|
||
|
||
The spells that can be linked are one first level spell, one second
|
||
level, one third level and one fourth level. The mage must specify the
|
||
order of the link (i.e. 1-3-4-2, 2-1-3, etc). Spells that are linked
|
||
may not be cast. Any attempt to cast a linked spell has an 85% chance
|
||
to fizzle (minus 10% per point of intelligence above 15). Furthermore,
|
||
the other spells linked to the cast spell are automatically lost.
|
||
|
||
The trigger phrase takes 1/10 round to use. At the end of the duration,
|
||
which is secretly rolled by the GM, this spell and the linked spells
|
||
are automatically lost.
|
||
|
||
Spell components are a braided platinum & copper chain, worth 500 GP,
|
||
which is consumed by the spell, and - obviously - whatever is needed
|
||
for the linked spells.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Staff of Light/Darkness (Alteration, Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
By means of this spell, the magic-user creates a powerful magical
|
||
weapon which only he can wield. Magic-users of Good alignment can
|
||
create a Staff of Light; those of Evil alignment, a Staff of Darkness;
|
||
and those of Neutral alignment (with respect to Good/Evil) can create
|
||
either form of the spell, but with reduced effectiveness. The verbal
|
||
component of this spell consists of but a single word, which creates in
|
||
the magic-user's hand a sphere of light (or darkness) a few inches in
|
||
diameter; the remainder of the casting time is then spent carefully
|
||
pulling and shaping this sphere into a full-sized staff. Spell duration
|
||
is considered to begin on the following round, so that the caster can
|
||
make at least as many attacks as he has levels.
|
||
|
||
The glowing Staff of Light will brightly illuminate a 30' radius, and
|
||
when cast by a Good-aligned magic-user this illumination will be
|
||
painful to supernatural Evil creatures such as undead, demons, devils,
|
||
etc. (these take 2 hit points of damage per round, saving vs. spell
|
||
each round for half damage). A Darkness spell cast in the area of the
|
||
Staff of Light will eliminate this painful effect for the duration of
|
||
the Darkness, but does not actually make the area dark, though the
|
||
illumination is reduced to the level of dim torchlight.
|
||
|
||
Whether cast by a Good or Neutral magic-user, the Staff of Light
|
||
strikes as a +2 weapon (for purposes of what can be hit by it; there is
|
||
no actual to-hit bonus) and does a base of 1d6 points of damage. The
|
||
damage can be increased by 1d6 for each round of spell duration that
|
||
remains; every such increase shortens the duration of the spell by one
|
||
round. Intent to increase damage must be stated before the to-hit die
|
||
is rolled, but spell duration is not affected if the attack is a miss.
|
||
If the Staff of Light is used to strike a creature with a strong
|
||
Negative Material existence (wights, spectres, xeg-yi, etc.) there is a
|
||
50% chance that the remaining spell duration will be expended as damage
|
||
whether or not the caster wishes it.
|
||
|
||
The Staff of Darkness sheds deep shadows in a 30' radius, through which
|
||
only the caster can see clearly; Shades (the monster) and other
|
||
magic-users using Staff of Darkness spells are at -1 to hit when within
|
||
these shadows, and all others (even with infravision) are at -3 to hit
|
||
and +3 to be hit when in these shadows (note that two magic-users
|
||
within 30' of each other and each holding as Staff of Darkness will
|
||
both be at -1 to hit, but the effects of multiple staves are not
|
||
otherwise cumulative).
|
||
|
||
In addition, when cast by an Evil-aligned magic-user, this sphere of
|
||
shadow will affect supernatural creatures of Good alignment (shedu,
|
||
lammasu, devas, etc.) as if they were affected by a Stinking Cloud
|
||
spell (saving throw vs. magic reduces the effect to mild nausea, -1 to
|
||
hit and damage; this penalty is cumulative with the -3 to-hit penalty
|
||
for poor visibility). A Light spell cast in the area of the Staff of
|
||
Darkness will remove this nauseating effect and reduce the to-hit
|
||
penalty to -1 and the to-be-hit penalty to +1, but will not
|
||
significantly brighten the area.
|
||
|
||
The staff of Darkness strikes as a +2 weapon (for purposes of what can
|
||
be hit), doing 1d6 points of damage. For each round of spell duration
|
||
that remains, the caster can choose to inflict numbing cold on his
|
||
victim; this cold has a 5% chance per round of spell duration expended,
|
||
cumulative, of causing loss of use of a limb for 1d6 rounds, and
|
||
otherwise causes the victim to lose one point each of strength and
|
||
dexterity per round of duration expended, also for 1d6 rounds;
|
||
thereafter the lost strength and dexterity return at the rate of one
|
||
point each per round, or the limb becomes usable immediately.
|
||
Cold-resistant and cold-using creatures get a saving throw against this
|
||
effect, and its duration is halved for them in any case.
|
||
|
||
If the areas of radiance/shadow of a Staff of Light and a Staff of
|
||
Darkness intersect, the effects of both are negated in the overlapping
|
||
region. If the staves are within 30' of one another, both cease to shed
|
||
their light/darkness, but their powers are otherwise unaffected.
|
||
Neither Staff has any physical substance, and thus cannot be parried
|
||
except by another Staff of the opposite type or by a Rod of Force; a
|
||
Wall of Force, Forcecage, or similar force barrier will stop a Staff.
|
||
If two Staves of opposite type touch one another for any reason, both
|
||
are destroyed in an explosion of 40' radius causing 1d6 points damage
|
||
for each round of duration remaining in the two spells, cumulative. The
|
||
mages holding the Staves automatically take full damage, all others
|
||
within 40' save vs. spells to take half damage.
|
||
|
||
The material component of this spell is a pearl (a black pearl for the
|
||
Dark version) of not less than 500 GP value, which is held in one hand
|
||
when the command word is uttered. The pearl is transformed into a small
|
||
sphere of light or darkness; the somatic component is the stretching
|
||
and molding of this sphere into a staff. There is rumoured to be a
|
||
variant of this spell that allows the sphere formed from the pearl to
|
||
be hurled as a missile, but the specific details have been lost.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Teleport Trap (Alteration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 10-yard per level radius sphere
|
||
Saving Throw: Negates
|
||
|
||
All people or things teleporting in the area of effect are, upon
|
||
materialising, effected as if a paralysis spell had been cast upon them
|
||
(as in players handbook). Thus a mage wishing to leave sneak into a
|
||
place decides to teleport there. He doesn't realise that a Teleport
|
||
Trap has been cast however around the spot he wishes to appear. Upon
|
||
arriving he must save vs. spells or be paralysed. Those leaving an
|
||
area under this spell will also be paralysed whereever they appear.
|
||
|
||
Material components are a gem of not less than 5000 GP worth smeared
|
||
with the ichor of some paralysing agent (ghoul's skin, etc).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Teleport via Fire (Alteration)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: Special
|
||
Area of Effect: One creature per 4 levels
|
||
Saving Throw: None
|
||
|
||
This spell allows the caster to teleport himself and/or others from one
|
||
area of flames to another (both fires must be at least as large as a
|
||
small campfire). The caster has two options: if the terminal fire is in
|
||
sight, the teleport is without error as per the spell of the same name;
|
||
if the target fire is not in sight, then the teleport is subject to the
|
||
success modifiers of the normal Teleport spell. Obviously, the location
|
||
of the terminal fire must be known (via scrying or prior knowledge). If
|
||
this spell is used when there is no known target fire (i.e. there is no
|
||
fire in sight and none are known to the caster) the recipients are
|
||
trapped on the elemental plane of fire (note that this provides a way
|
||
of entering this plane on a planned basis, but the caster will not know
|
||
the location of the teleport beforehand, unless there is prior
|
||
knowledge of the location on the plane of fire).
|
||
|
||
This spell will provide the recipients with a form of fire-resistance:
|
||
this resistance lasts for one round per 2 levels of the caster; it
|
||
provides total protection for this time (but only for the two fires in
|
||
question - the recipients are affected normally by other fires during
|
||
this time).
|
||
|
||
It takes 2 turns to prepare this spell, but once prepared, it will
|
||
remain in effect for one hour per level of the caster, or until it is
|
||
used. The creatures to be affected are named at the time of
|
||
preparation. The spell has an actual casting time (i.e. to trigger the
|
||
teleport) of 1.
|
||
|
||
This spell provides a method of escaping the effects of a Fireball or
|
||
similar spell: if the caster makes the proper saving throw, and is not
|
||
in the midst of some other activity (i.e casting another spell or
|
||
fighting), the teleport can be triggered instantly; the teleported
|
||
creatures are unaffected by the Fireball regardless if they make their
|
||
saves or not. Of course the normal stipulations are still in effect, so
|
||
the caster must still have a target fire, or be trapped on the plane of
|
||
fire.
|
||
|
||
The material components for this spell are a candle and the replica of
|
||
a small, wooden door; both are consumed with the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Vandergast's Armoured Forcetrap (Invocation/Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 6
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell is identical to Vandergast's Forcetrap in appearance and
|
||
effect, with the following exceptions: a bend bars attempt is useless
|
||
against this spell; instead, enough damage must be inflicted on the
|
||
bands to destroy them. This damage may be caused by weapons (piercing
|
||
and slashing weapons only do half damage, blunt weapons inflict full
|
||
damage) or spells. Also, only one target may be trapped by this spell.
|
||
Finally, a Limited Wish will not affect this spell, although a Wish
|
||
will destroy it, and a Dispel Magic has the normal chance of success
|
||
against the bands.
|
||
|
||
The bands have AC 0 and 5 hit points for every level of the caster.
|
||
When the bands' hit point total has been exceeded, the bands are
|
||
destroyed, and the spell ends. Each attack that inflicts damage on the
|
||
bands will also inflict half that damage total (rounded down) on the
|
||
trapped victim unless a successful save vs. paralysation is made (in
|
||
which case, no damage is suffered). For example, if the bands are
|
||
struck for 11 points of damage, they suffer the full 11 points, while
|
||
the trapped victim suffers 5 points of damage, unless his save was
|
||
successful.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wizard Watch (Alteration, Divination)
|
||
|
||
Range: 1"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: One room
|
||
Saving Throw: None
|
||
|
||
This spell creates a special version of the casters Wizard Mark to
|
||
placed in a room of the casters choice. This sigil will allow the
|
||
caster to view the room from any distance as if the caster was scrying
|
||
into the room with no chance of failure. The sigil itself does not do
|
||
the seeing, but it only defines the room that can be viewed, thus the
|
||
caster can view the room from any viewpoint inside the room, but not
|
||
from outside the room. The information received is limited to visual
|
||
only.
|
||
|
||
Since the sigil is easily noticed, it can be hidden, or have its design
|
||
mixed in with the decor of the room and be hidden that way.
|
||
|
||
If the sigil is created in an outside area, not bounded by walls, then
|
||
the viewpoint can be anywhere within a 1" radius from the location of
|
||
the sigil.
|
||
|
||
Any creatures that are in the room which is actively being watched will
|
||
have a chance to detect the scrying of the owner as defined the DMG
|
||
(pg. 141). If they use a dispel magic to counter the scrying, then the
|
||
sigil will remain inoperative for a period of one day (this does not
|
||
mean that the caster might not have more sigils in the room. As long as
|
||
they remain inactivated, they will not be effected by the Dispel
|
||
Magic).
|
||
|
||
The spell is permanent until the sigil is tampered with, or destroyed.
|
||
|
||
The materials for this spell is a mercury and 1000 GP of carbuncle dust
|
||
is a glue base as well as a dragon scale with the sigil carved on it.
|
||
The mix is poured onto the dragon scale 'mold' and pressed against the
|
||
area where the sigil is to be put. The spell is cast, and the new sigil
|
||
remains in place.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Seventh Level Spells
|
||
|
||
========================================================================
|
||
|
||
Chaos Environment (Alteration)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is exactly the same as Chaos Vision except that the
|
||
environment actually is changing uncontrollably. The ground constantly
|
||
rolls and twists, objects from the casters mind appear and disappear.
|
||
All creatures in the environment are constantly polymorphing. Note
|
||
that creatures polymorphed will need to save vs. spells each round to
|
||
keep their former identity and not take on a new one. All damage from
|
||
being crushed, attacked, and otherwise affected by the spell are real,
|
||
caused by real creatures and aberrations in the area. I usually give
|
||
1d6 of damage per round due to constantly being battered and thrown.
|
||
DM's can give whatever they like however as needed by the alteration
|
||
that caused the damage.
|
||
|
||
A person entering this environment had best carry nothing with him or
|
||
risk losing it as it turns into some form which might not be
|
||
carryable. People have to make system shock rolls every turn, for the
|
||
stresses will tear even the mightiest hero apart, given time.
|
||
|
||
The material component of this spell is a Wild Magic area, which is
|
||
consumed by the spell. The area of effect fills the area previously
|
||
formed by the Wild Magic area.
|
||
|
||
The one Chaos Environment in my campaign was formed to protect an
|
||
artifact that caused as much harm as good. A lesser magic item would
|
||
have eventually been destroyed by the constant polymorphing and
|
||
impacts. All objects will revert to their original form if they can
|
||
get out of the area of effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Create Mummy (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 4 hours
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
|
||
This spell creates one mummy from the corpse of a human of at least
|
||
seventh level fighting ability. The mummy follows orders to the limit
|
||
of its low intelligence, but it must remain within one mile of its
|
||
place of origin, so it is primarily useful only as a guardian. The
|
||
corpse of the potential mummy must be properly embalmed with the
|
||
appropriate proficiency (q.v.).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Create Undead (Necromancy)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting time: 1 day
|
||
Area of Effect: One human corpse
|
||
Saving throw: Special (see below)
|
||
|
||
The material components of this spell are a human corpse (not older
|
||
than 3 days), myrrh (500 GP worth) and a special balm made of certain
|
||
rare herbs, personally prepared by the necromancer. Ingredients for
|
||
this balm cost 500 GP, and one uninterrupted week spent by the spell
|
||
caster. The balm only stays good for 3 days.
|
||
|
||
This spell forces back the soul of the corpse, and turns it into either
|
||
a wight, a spectre, or a wraith. The caster has a percentage chance
|
||
equal to his level x 2 of choosing which is created. Otherwise, roll on
|
||
the following table, adding the level of the caster, plus a 5 bonus if
|
||
the caster is a necromancer specialist. Also, if the corpse was a
|
||
0-level person, subtract 30 from the roll (if the adjusted roll is
|
||
below 0, the spell fails and the corpse is destroyed).
|
||
|
||
1-60 wight
|
||
61-90 wraith
|
||
91-00 spectre
|
||
|
||
The corpse gets a saving throw vs. magic, at a level equal to the
|
||
corpses level before death, with the following bonuses:
|
||
|
||
person was good + 4
|
||
person was neutral + 1
|
||
person was a not-good cleric + 2
|
||
person was a good cleric + 4
|
||
|
||
If the save is made, the corpse is destroyed and the spell fails. If
|
||
the save is failed, the undead is created. Said undead will be under
|
||
the control of the necromancer for one year, following any order that
|
||
is not obviously suicidal. At the end of the year, or upon such time as
|
||
the undead receives a suicidal order, it is freed from the
|
||
necromancer's control and gets a save vs. magic. If it fails, it must
|
||
leave and may never attack the necromancer unless attacked first. If it
|
||
succeeds, it becomes free-willed, and might attack the necromancer if
|
||
it was sufficiently mistreated.
|
||
|
||
Note that after the year is up, the undead may continue to serve the
|
||
necromancer, if it was sufficiently prosperous and receives a
|
||
sufficient bribe. This is a GM call.
|
||
|
||
A necromancer can only control 1 undead in this matter at a time. At
|
||
the end of the year, or when the undead dies or becomes uncontrolled,
|
||
the spell may be used again. Should this spell be used during the year,
|
||
it will work, but the fresh undead will immediately attack the
|
||
spellcaster.
|
||
|
||
Finally, a created undead starts out the same alignment as the corpse
|
||
from which it came. However, due to what these creatures must feed on
|
||
(i.e. people), an unstoppable shift begins towards the undead's normal
|
||
alignment. There is a 10% chance per month (cumulative) of the
|
||
alignment decaying one step. After a switch, the chance returns to 0
|
||
and begins building again.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Deflect Magic Weapon Attacks (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 7
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the fifth level spell deflect normal weapon
|
||
attacks with the following exceptions: the forcefield's AC is 2 and it
|
||
has 7 hit points per level of the caster. It affects all attacks made
|
||
via a magical or non-magical melee or missile weapon. A non-magical
|
||
weapon cannot affect or penetrate the barrier in any way. If a magical
|
||
weapon strikes the barrier, the target's saving throw (to determine
|
||
penetration or deflection) has a penalty applied to it equal to the
|
||
bonus of the weapon (i.e. a +2 weapon that scores a hit on the barrier
|
||
inflicts a -2 penalty on the protected creature's save). Also, if a
|
||
magical weapon is reflected back at the attacker (when the barrier is
|
||
not hit), the weapon bonus is not applied to the reflected attack.
|
||
|
||
In addition to its other powers, this spell may affect magic missile
|
||
attacks. It does not automatically negate them as a shield spell does,
|
||
but causes the attacker to make a "to hit" roll vs. the barrier. If the
|
||
attack succeeds, the barrier automatically takes damage (the recipient
|
||
earns no save); if the attacker fails to score a hit, the magic missile
|
||
has no effect. Other spells will pass through the barrier, without
|
||
affecting it. The material component for this spell is a powdered
|
||
black sapphire which is consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Delayed Blast Snowball (Evocation)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 7
|
||
Area of Effect: 2" radius sphere
|
||
Saving Throw: 1/2
|
||
|
||
This spell creates a snowball (q.v.) with +1 on each of its dice of
|
||
damage. The spell will not release its burst for 1 to 50 segments
|
||
(1/10 to 5 rounds), according to the command upon casting. In other
|
||
respects, this spell is the same as the third level spell snowball [cf.
|
||
Delayed Blast Fireball]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Electrosphere (Evocation)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 7
|
||
Area of Effect: 1/4" per level radius sphere
|
||
Saving Throw: 1/2
|
||
|
||
This spell is a more potent version of the second level spell
|
||
Shocksphere. This spell is almost identical in its effects, but the
|
||
effects are much more spectacular, and far more deadly.
|
||
|
||
When this version of Shocksphere explodes, the little Lightning Bolts
|
||
are much more powerful, being able to push or throw objects around
|
||
during the segment that the spell lasts. Therefore, not all the damage
|
||
is caused by the electricity, one quarter of the damage caused is
|
||
caused by the force of the blows of the Lightning Bolts (this means
|
||
that creatures with protection from electrical attacks will still take
|
||
damage from this spell).
|
||
|
||
If there is a creature which is the target for the spell, its saving
|
||
throw will be at -4 and it will take (2-8 + 1 per level of the caster)
|
||
damage from the lightning when the spell "explodes". All other
|
||
creatures in the area of effect will take 2-7 damage per level of the
|
||
caster in hit points if they fail a normal saving throw vs. spells. If
|
||
a creature does fail its saving throw, then all their objects must make
|
||
their saves vs. the worst of either lightning or crushing blow.
|
||
|
||
If this spell expands in an area which is smaller than its diameter, it
|
||
will conform to the volume it occupies, filling a volume of ((caster's
|
||
level * 0.25)3 * 4 * c / 3) cubic feet.
|
||
|
||
Unlike Shocksphere, this spell will do structural damage to any
|
||
man-made or natural structure in the area of effect. It will do 1 point
|
||
of structural damage to wooden constructions, half that to those of
|
||
soft stone, and only one quarter that to those of hard stone per level
|
||
of the caster.
|
||
|
||
The material components of this spell is a small chunk of flesh from a
|
||
blue dragon, or any other similarly powered creature that uses
|
||
electricity for its principal attack, and a small wand of gold (50 GP
|
||
value). Both these materials disappear after the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Eye of the Beholder (Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 7
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
In order to cast this spell, the wizard must have in his possession, an
|
||
eye stalk from a beholder. The stalk is pointed at the intended
|
||
victim(s), and after the incantations are complete, one of 10 possible
|
||
effects shoot forth from the eye stalk towards the target(s). The
|
||
exact result (including saving throws, range, duration, etc.) are
|
||
determined at random from among the 10 functions of a beholder's eye
|
||
stalks, as given in the Monstrous Compendium. The eleventh eye function
|
||
(anti-magic ray) is never one of the spell results.
|
||
|
||
The only material component for this spell is the eye stalk, which is
|
||
used up when the spell is cast. In order to achieve different effects,
|
||
an eye stalk from a spectator, gauth, or an eye of the deep may be
|
||
substituted for the beholder's stalk.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Fog (Evocation)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 7
|
||
Area of Effect: 40' wide, 20' high, 20' deep cloud
|
||
Saving Throw: 1/2
|
||
|
||
This spell creates a fog resembling that produced by a Cloudkill spell;
|
||
the cloud may be created up to 10 yards away, and moves 10 feet per
|
||
round as directed by the caster; strong winds will move the cloud in
|
||
another direction, but will not disperse it, nor will they move the
|
||
cloud back towards the caster. Thick vegetation will break up the
|
||
cloud in 3 rounds.
|
||
|
||
The fog itself is not harmful, and has no other affect besides
|
||
obscuring vision. During any round after the spell is cast, the caster
|
||
may ignite the fog with a single word. When this is done, the entire
|
||
fog cloud becomes a roaring sheet of flames inflicting 5d10 points of
|
||
damage, plus 1 point per level of the caster (up to a maximum of
|
||
5d10+20) to those caught inside. A successful save vs. spell reduces
|
||
the damage by half. Those victims who fail their saves must roll for
|
||
all their possessions vs. magical fire; those items that fail their
|
||
saves are destroyed.
|
||
|
||
If any type of fire comes into contact with the fog cloud, it ignites
|
||
immediately; if a Fireball, or similar spell, is cast into the cloud,
|
||
the damage inflicted is cumulative, and a saving throw for each effect
|
||
must be made separately.
|
||
|
||
The material components for this spell are several strands of hair from
|
||
a cloud giant, and the scales of a red dragon; all components are
|
||
consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Flesh to Toast (Alteration)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 7
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell turns the flesh of any creature affected into a golden-brown
|
||
piece of hot yummy toast. Only the victim is affected; anything the
|
||
victim may be wearing (or non-organic items ingested) will not be
|
||
turned into toast. The resultant toast is subject to any forces normal
|
||
toast is subject to (slicing, buttering, eating, whatever). One cubic
|
||
foot of toast will satisfy the appetites of four humans, although they
|
||
may get tired of toast way before then.
|
||
|
||
The material components of this spell are a small pat of butter or
|
||
cream cheese, and 1 foot of steel wire. The steel wire will not be
|
||
consumed in the casting.
|
||
|
||
Note that this spell is not reversible. The effects can only be
|
||
countered with a Wish or Limited Wish spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Improved Armour Reversal (Abjuration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level, minus 7 rounds
|
||
Casting Time: 7
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Special
|
||
|
||
This spell is an improved version of the fifth level "Jamye's Armour
|
||
Reversal" spell. With this spell, bonuses "to hit" by the attacker are
|
||
added to the die roll (thus working against the attacker) instead of
|
||
subtracted. For example, a 10th-level fighter attacking an AC 5 mage
|
||
with Improved Armour Reversal would need a die roll of 5 or less to hit
|
||
the mage; if the fighter had a Strength of 17 (+1 "to hit") and a +2
|
||
weapon, she would now need a die roll of 2 or less (5 minus 1, minus 2)
|
||
to hit the mage.
|
||
|
||
This spell also affects missile weapons in the same way it affects
|
||
melee weapons, unlike the fifth level spell. Also, whereas Armour
|
||
Reversal can be dispelled by a subsequent casting of Improved Armour
|
||
Reversal on the same subject, Improved Armour Reversal cannot be so
|
||
dispelled by the weaker spell. If Armour Reversal is cast upon the
|
||
subject of a previous Improved Armour Reversal spell, the Armour
|
||
Reversal spell is wasted and has no effect.
|
||
|
||
The spell components for this spell are a small magnet, a piece of
|
||
black silk of no less than 20 GP value, and a diamond of no less than
|
||
250 GP value.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Llewllynn's Wall of Force (Evocation)
|
||
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 7
|
||
Area of Effect: 10 square feet per level
|
||
Saving Throw: None
|
||
|
||
This spell is equivalent to the fifth level mage spell wall of force
|
||
(q.v.) in all respects save one: the caster is able to manipulate the
|
||
force wall. The following variations are possible:
|
||
|
||
Version 1: The mage can cast the wall in a hemispherical or spherical
|
||
shape around himself with himself as the centre point. The mage can
|
||
then move about and the wall will move with him. This version is tinted
|
||
red.
|
||
|
||
Version 2: The mage can cast the spell as a wall (2-dimensional
|
||
barrier) and then move in a direction with the wall moving 1" to 3" in
|
||
front of him. The wall will always be in front of the caster, and will
|
||
turn as he turns. This version is tinted blue. Note that this version
|
||
cannot be cast horizontally.
|
||
|
||
The material component for version one is a pinch of diamond dust and a
|
||
pinch of ruby dust. The material component for version two is a pinch
|
||
of diamond dust and a pinch of sapphire dust.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Magic Quench (Abjuration, Alteration)
|
||
|
||
Range: 5 feet per level
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 round
|
||
Area of Effect: 1-foot per level radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell creates a sphere that has all the properties of a Forgotten
|
||
Realms (tm) dead magic area (see the FR Sourcebook for details). The
|
||
area of dead magic is permanent until destroyed (it may only be
|
||
destroyed as per a dead magic area). The sphere of dead magic is
|
||
non-mobile.
|
||
|
||
The material component for this spell is a pint of blood from any
|
||
recently slain magic-using creature. The blood is consumed when the
|
||
spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mind Find (Divination)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 100' radius sphere
|
||
Saving Throw: None
|
||
|
||
This is an extremely powerful version of true sight combined with a
|
||
form of clairvoyance. Like true sight, it allows the caster to exactly
|
||
locate people that are: displaced, invisible, polymorphed, change,
|
||
enchanted, or illusioned. However the spells effects the mind, not the
|
||
eyes of the caster, so the caster can in addition see through fog,
|
||
around corners, trees, etc. (anything within 100' radius).
|
||
|
||
About the only things that will block the penetration power are the
|
||
Non-detection spell (non-detection gets a save to see if the mind find
|
||
worked on him), Lead walls, or walls of force. The spell also confers
|
||
the ability to perceive minds in 360 degrees on all axis, X, Y and Z.
|
||
Thus the caster could locate the mind of someone 80 feet above then and
|
||
behind them, needless to say backstabbing someone who knows exactly
|
||
where you are is impossible.
|
||
|
||
However, this spell cannot locate object or things without minds, thus
|
||
it could locate anything that had less than zero intelligence. The
|
||
drawback to this spell is that it makes the caster susceptible to
|
||
mind-effecting spells i.e. save at -2.
|
||
|
||
The material component of this spell is a whole mind flayer brain.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Nearthia's Combat Spell (Abjuration, Alteration, Divination)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 7
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell prepares the fighter/mage for combat. It provides the
|
||
benefits of the following spells:
|
||
|
||
Strength Detect Invisibility
|
||
Shield Minor Globe of Invulnerability
|
||
Fly Protection form Normal Missiles
|
||
|
||
It also provides 25% magic resistance and 4 temporary fighter levels.
|
||
(i.e. +4 to hit and 40 hit points). This spell can only be cast by
|
||
fighter/mages (or tri-classed with both classes).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Nearthia's Spell Vortex (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One vortex around the caster
|
||
Saving Throw: None
|
||
|
||
Once this spell is cast a faintly visible 7-10 foot tall vortex appears
|
||
around the caster, centered on his feet. The vortex is a container for
|
||
spell energy. It can store up to 1 spell level per level of the
|
||
caster. The caster may place any spell he wants into the vortex. He
|
||
also has a chance equal to his magic resistance of catching a spell
|
||
cast at him with the vortex.
|
||
|
||
After the spell's energy is stored in the vortex, the caster may use
|
||
the energy to fire other spells from the vortex. He may only fire
|
||
spells he has "taught" the vortex though (the ones he put into the
|
||
vortex himself). Shooting a spell from the vortex may be accomplished
|
||
once a round, plus one may be fired at anyone who casts a spell at the
|
||
mage that round. The caster may do anything except spell casting and
|
||
still be able to fire all his spells each round.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pobithakor's Placer (Alteration, Divination)
|
||
|
||
Range: Special
|
||
Components: S
|
||
Duration: Special
|
||
Casting Time: 1/2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is similar to Pobithakor's tracer for not only does it allow
|
||
the two way scrying but the caster has the option of pulling the
|
||
scrying creature "through" the two way portal right to the casters
|
||
current location. The creature gets no saving throw and the process
|
||
occurs almost instantly. The caster, unless special measures are taken,
|
||
has no control over the creature once it arrives.
|
||
|
||
This was another spell used by the paranoid mage when he felt his
|
||
defenses being compromised.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Prismatic Beam (Abjuration, Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 7
|
||
Area of Effect: 7" long plane, 11/2" wide at end, 1/2" wide at base
|
||
Saving Throw: Special
|
||
|
||
Like Prismatic Spray but all 7 rays hit the same target. Great for
|
||
zapping dragons, demons etc.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Fire Giant Manifestation (Conjuration)
|
||
|
||
Range: 10" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 7 turns
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates a golem-like creature which the mage may direct to
|
||
perform certain programmed actions. The creature is a temporary fire
|
||
golem with no true intelligence and to most appears as an undead fire
|
||
giant. The creature may be controlled up to a distance equal to the
|
||
spell range but if it passes outside of this range, or the spellcaster
|
||
is killed, the creature will explode in a 70' radius area doing damage
|
||
equal to its current hit points (save vs. breath weapon for half
|
||
damage). The creature created mimics most of the actions of a fire
|
||
giant, having AC 3, MV 12", HD 11 + 3, HP 58, AT 1, DM 5-30, SP:
|
||
Immune to fire, SZ: L (12'), Strength 22. The creature can fight with
|
||
its sword only and has no ability to hurl rocks as does a normal fire
|
||
giant. It can inflict structural damage points as a normal fire giant
|
||
on a round to round basis (Wood: 2, Soft Stone: 1, Hard Rock: 1/2).
|
||
|
||
The caster is able to direct the creature to perform 3 individual
|
||
actions plus 1 for every two levels of experience above 14th level.
|
||
Each change in action will cause the creature to hesitate for one round
|
||
before working to act out the next action. Actions can be classed as
|
||
"killing a group of orcs", "killing a group of men wearing the same
|
||
colours or armour", "tearing down a stone wall", "pulling up a tree",
|
||
etc. Once the final action is completed the fire giant crumbles into a
|
||
pool of hot sulfur, effectively making a circular area 30' in diameter
|
||
full of sulfuric acid (which will kill all vegetation in the area and
|
||
causing 1-3 HP of damage per round to any organic creature in the area.
|
||
Against mind affecting spells, the creature is considered to have an
|
||
intelligence and wisdom of 3 (saving at -3 vs. these attacks). If the
|
||
creature is charmed or controlled by a mind affecting spell the casters
|
||
concentration is totally disrupted causing the creature to dissipate
|
||
and any other spells the caster currently controls will become
|
||
dispelled unless the caster has no control over the spells in question
|
||
after casting them, and any spell the caster is currently casting will
|
||
be disrupted.
|
||
|
||
This spell requires only the slightest mental control of the caster to
|
||
operate, allowing him to cast other spells normally that do not require
|
||
his full concentration. Multiple castings of this spell will work, but
|
||
all of the detrimental effects are cumulative. The material component
|
||
of this spell is a small pouch (2" squared) of leather containing a
|
||
patch of fresh (not dried) fire giant hair mixed with ruby dust of no
|
||
less than 1,000 GP value. The fire giant hair may be kept fresh with a
|
||
Preserve spell or similar effect.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Temporal Demi-Plane (Conjuration, Evocation)
|
||
|
||
Range: 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell uses the magical forces of the astral or ethereal planes to
|
||
create a small demi-plane. This demi-plane is connected to the current
|
||
plane of the caster through a special (10' x 10') gateway which is
|
||
invisible to all creatures except the caster unless they are able to
|
||
use True Sight. When cast, this spell causes astral or ethereal stone
|
||
to form into a 10' cube. This cube houses the physical structure of the
|
||
demi-plane, but the interior is a distorted dimensional area with a
|
||
volume equal to 10 cubic feet of space per level of the spellcaster.
|
||
In its drab, gray interior, the demi-plane is governed by the physical
|
||
and magical laws of the plane in which it is created (astral or
|
||
ethereal), but does have a localised gravity which is under the control
|
||
of the caster (normally equal to that of the Prime Material plane but
|
||
it may be lowered all the way to 0 g at a rate of .1 g per round).
|
||
There is no need for air and nutritional needs since characters are
|
||
governed by the normal astral or ethereal laws. The mage may change the
|
||
interior form, but may not decrease or increase the volume of the
|
||
demi-plane. Volume form is changed in 10 foot cubic blocks, and it is
|
||
impossible to make any area smaller than 10 cubic feet, though, pits
|
||
and similar obstacles can be created. Also, the normal temperature in
|
||
the demi-plane is 68 degrees Fahrenheit and may not be changed.
|
||
|
||
A mage must touch someone for them to see and enter the gateway, but,
|
||
once inside, anyone may freely exit the demi-plane. If someone is able
|
||
to see the gateway through the use of True Sight, and he is a mage
|
||
familiar with the Wizard Lock or Temporal Demi-Plane spells, he may
|
||
attempt to enter the gateway by using his willpower to negate the need
|
||
for the casting mage's touch. In game terms this means a successful
|
||
percentile roll with a base 50% chance modified plus or minus 5% for
|
||
every difference in level from the caster in an upward or downward
|
||
progression, respectively. A mage seeing the gateway and meeting the
|
||
stated prerequisites will automatically know that this is possible.
|
||
Otherwise, only spells of a wish-like nature will be able to discern
|
||
the entrance, though creatures with senses that extend into the astral
|
||
or ethereal planes will be able to see the large block of stone that
|
||
makes up the external surface of the demi-plane area and psionic
|
||
characters may be able to use probability travel to gate into the
|
||
demi-plane if they are familiar with it.
|
||
|
||
The demi-plane does not allow access to the astral or ethereal planes
|
||
unless it is destroyed, or if the mage creates the demi-plane while on
|
||
one of these planes, in which case the entrance to the demi-plane is
|
||
actually entered on the plane in which it resides and not a connecting
|
||
outer or elemental plane. When the spell is initially memorised the
|
||
caster must determine whether he will cast the astral or ethereal
|
||
variant of this spell. It is impossible for both to be used in the same
|
||
area of effect (on the Prime Material plane) due to conjugations of
|
||
magic energies required in maintaining the spell.
|
||
|
||
The structure containing the demi-plane is able to withstand 3 HP of
|
||
structural damage (vs. hard stone) before it is disrupted. The ethereal
|
||
cyclone will inflict 1-100 HP of structural damage every time it passes
|
||
over the area of the demi-plane and the psychic winds of the astral
|
||
plane automatically inflict damage equal to one-half the current
|
||
structural hit points of the demi-plane's shell. The nature of the
|
||
demi-plane causes it to stay in one spot so it may be used as a
|
||
reference point if the spell duration is long enough (through the
|
||
possible use of a permanency-type spell). But, no matter what spells
|
||
are applied to the demi-plane, it will always disrupt when its
|
||
structural hit points are brought to 0 or less. The contents of the
|
||
demi-plane are then thrown into the plane of creation and all creatures
|
||
must save vs. spells at -6 or be knocked unconscious for a period of
|
||
time equal to one hour of time on the plane in question (not subjective
|
||
time). If cast on the ethereal plane the spell duration is extended by
|
||
a factor 10 and on the astral plane the duration is extended by a
|
||
factor 1000. The material component of this spell is a miniature
|
||
platinum ziggurat embedded with peridots and having a finished value of
|
||
at least 1000 GP. The ziggurat weighs 10 GP.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Dragon Bite (Conjuration/Summoning)
|
||
|
||
Range: 10' per level
|
||
Components: V, S, M
|
||
Duration: 1 round per 2 levels
|
||
Casting Time: 7
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell is similar to Sillvatar's Dragon Claw, except it conjures a
|
||
shadowy dragon head within spell range. The procedures for attacks are
|
||
as per that spell, except the victims who are hit receive bite damage,
|
||
instead of claw damage. For example, if this spell is cast using the
|
||
material component from a white dragon, the damage inflicted by each
|
||
successful bite is 2-16 points of damage. In addition, each attack
|
||
receives a +2 on all "to hit" rolls.
|
||
|
||
The caster may conduct 2 attacks using this spell, each of which must
|
||
occur in a separate round. The dragon head dissipates when both attacks
|
||
have been made, the duration expires, or the head is dispelled. The
|
||
head is not harmed by other attacks.
|
||
|
||
The material component for this spell is the teeth from any type of
|
||
dragon; these teeth are consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stash (Alteration)
|
||
|
||
Range: 300 yards
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1 hour
|
||
Area of Effect: 300 pounds per level
|
||
Saving Throw: None
|
||
|
||
Stores a large mass in hyperspace for an indefinite period of time
|
||
until a command word is spoken. The object(s) in hyperspace do not
|
||
experience passage of time so for example a small army with all its
|
||
weapons and equipment could be stashed in time of peace and recalled
|
||
when war started. A spellcaster can have only one Stash spell in effect
|
||
at the same time: if he wishes to stash anything, he will first have to
|
||
recall the items or persons previously Stashed.
|
||
|
||
Only objects and willing victims are affected by this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Summon Wizard (Conjuration/Summoning)
|
||
|
||
Range: 50 yards
|
||
Components: V, S, M
|
||
Duration: 4 rounds + 1 round per level
|
||
Casting Time: 7
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Within one round of casting this spell, the caster summons 1d2 wizards
|
||
to aid him. The summoned wizards' level will be equal to 3/4 the
|
||
caster's level, rounded down, up to a maximum of twentieth level. The
|
||
wizards will appear anywhere within the spell range as desired by the
|
||
caster, and will serve the caster as per monsters summoned via a
|
||
monster summoning spell. There is an 80% chance of summoning a mage,
|
||
and a 20% chance of summoning a specialist (determine school
|
||
randomly). Equipment and abilities are determined randomly. The
|
||
material component for this spell is an ornately carved, gem-encrusted,
|
||
wooden staff (worth at least 100 GP), which is consumed when the spell
|
||
is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Uldark's Radiant Bolt (Conjuration/Summoning)
|
||
|
||
Range: 100 yards + 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 7
|
||
Area of Effect: One creature per bolt
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, a small interdimensional connection opens
|
||
between the quasi-elemental plane of radiance and the caster's plane;
|
||
through this opening, a 1 foot diameter glowing sphere appears and
|
||
slowly hovers around the caster. This sphere contains all colours of
|
||
the spectrum; this sphere will last for 2 rounds per level of the
|
||
caster; if not used to its full potential at that time, the sphere
|
||
dissipates.
|
||
|
||
During any round which the sphere is in effect, the caster may
|
||
discharge a bolt of one colour of the spectrum; only one such attack
|
||
may be made in a single round, and the sphere may discharge only one
|
||
bolt per colour; once used, that colour disappears from the sphere.
|
||
When all colours have been discharged, or when the duration expires,
|
||
the sphere dissipates. Each bolt may affect one creature, and each
|
||
colour has a unique composition as follows:
|
||
|
||
colour composition item save vs
|
||
------ ----------- -------------
|
||
red fire magical fire
|
||
orange poison n.a.
|
||
yellow acid acid
|
||
green gas n.a.
|
||
blue lightning lightning
|
||
indigo cold cold
|
||
violet force crushing blow
|
||
|
||
All the bolts do an identical amount of damage: 1d6 + 2 per level of
|
||
the caster. A successful saving throw vs. spell reduces the damage by
|
||
half. If this save fails, the victim's possessions must save vs. the
|
||
indicated composition (if applicable) or be destroyed.
|
||
|
||
There is a chance that an extraplanar creature may enter through the
|
||
opening whenever this spell is cast. The chance of this occurring is:
|
||
20% - 1% per level of the caster (to a minimum of 1%). Any creature
|
||
entering the caster's plane will normally be hostile to the caster.
|
||
|
||
The material component for this spell is a crystal or glass prism;
|
||
light is sent through the prism to create a spectrum when the spell is
|
||
cast. The prism is consumed with the casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Valcon's Spectral Army (Illusion/Phantasm)
|
||
|
||
Range: 200 yards
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 2 turns
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Using this spell, the caster may create an army of semi-real humanoids;
|
||
any type of humanoid may be chosen, but all soldiers must be of the
|
||
same type. Because the army is somewhat real, they may not be
|
||
disbelieved. The army is made up of one or more "units," each of which
|
||
is comprised of 10 infantry soldiers. The caster may create a number of
|
||
units according to the following table:
|
||
|
||
level # units
|
||
----- -------
|
||
14-15 2
|
||
16-17 3
|
||
18-19 4
|
||
20+ 5
|
||
|
||
The army may appear anywhere within spell range as desired by the
|
||
caster. The army must not stray too far from the caster; they may move
|
||
up to a distance of 20 yards per level of the caster. This spell will
|
||
last until the caster wishes it to end, or until all units of the army
|
||
are destroyed; however, a single caster may not have more than two of
|
||
these spells in effect at any one time; any additional castings of the
|
||
spell will fizzle and be wasted.
|
||
|
||
Each unit always moves and attacks as a single entity; it will never
|
||
split up, or act independently, as each unit is a single component of
|
||
the illusion. The unit will have an armour class equal to: 22 -
|
||
caster's level, and hit points equal to 2 times the caster's level
|
||
(i.e. a 16th level caster, may create 3 units, each having an AC of 6
|
||
and 32 hit points). All hits on the unit count against the units' hit
|
||
point total; an individual soldier may not be destroyed, even if all
|
||
hits are on a single target. Once the units' hit point total is
|
||
exceeded, all 10 soldiers in that unit are destroyed. Besides melee
|
||
attacks, the army may be dispelled, although only one unit may be
|
||
dispelled per dispel attempt.
|
||
|
||
Each unit will be equipped with armour appropriate to their AC, and
|
||
will be armed according to what material components are used; the
|
||
caster may provide one or more weapons for every unit he creates; the
|
||
units will then be armed with the corresponding weapon(s). Any number
|
||
of weapons may be given to a single unit, and each unit may be equipped
|
||
differently from the rest; the only stipulation is that the caster must
|
||
have the appropriate number of the desired weapons available when the
|
||
spell is cast (in the case of missile weapons, the missiles themselves
|
||
need not be used as a component; the missile weapon suffices in this
|
||
case). Continuing the example of the 16th level caster, the caster may
|
||
elect to equip all 3 units with longswords only (at the cost of 3
|
||
longswords as a material component) or may wish to diversify by
|
||
equipping one with long bows and short swords, one with spears, and the
|
||
third with halberds; (at the cost of 1 each of a long bow, short sword,
|
||
spear, and halberd as a material component).
|
||
|
||
Since a unit always acts as a group, it may only make one or two
|
||
attacks per round, unless equipped with a weapon that normally allows
|
||
multiple attacks (i.e. a unit of long bow archers would receive 2 or 4
|
||
attacks per round). If the unit makes only one melee attack in a round,
|
||
it will inflict 1d8 points of damage if successful; if two melee
|
||
attacks are made, each will inflict 1d4 points of damage if a hit is
|
||
scored; the amount of damage does not depend on the type of weapon used
|
||
- all cause the same amount of damage.
|
||
|
||
Missile attacks cause 1d4 points of damage if the minimum number of
|
||
attacks are made, or 1d2 points of damage if the maximum number of
|
||
attacks are conducted (i.e. a unit using long bows would do 1d4 points
|
||
of damage per hit if two attacks are made, or 1d2 points of damage per
|
||
hit if making 4 attacks).
|
||
|
||
Hurled weapons are not allowed by this spell. Under no circumstances
|
||
may these illusionary armies use any special attack or defense forms
|
||
normally employed by their race (i.e. an illusionary army of trolls
|
||
will not regenerate lost hit points). Strength, dexterity, and similar
|
||
bonuses also do not apply.
|
||
|
||
In addition to the weapons required for material components, the caster
|
||
must also have a suit of armour (and a shield, if desired) that
|
||
comprise the appropriate armour class for the units. One suit (and
|
||
shield, if used) is sufficient for all units created by this spell. All
|
||
material components are consumed when the spell ends.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wolldin's Fearstalker (Illusion/Phantasm)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 7
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This spell creates an illusionary creature in the mind of its victim
|
||
much the same as a Phantasmal Killer spell. The "fearstalker" appears
|
||
as a shadowy creature of a vaguely humanoid shape (only the victim and
|
||
the caster can see the creature). Once cast, the fearstalker will
|
||
tirelessly pursue its target; if the victim does not succeed in making
|
||
a disbelieve check (this intent must be specifically stated) it will be
|
||
attacked by the fearstalker.
|
||
|
||
The fearstalker has a movement rate of 24, has HD equal to half the
|
||
caster's level (rounded down), has 2 attacks (2-12/2-12), and can be
|
||
hit only by +1 or better weapons. It is immune to charms and other
|
||
mind-affecting spells, but is susceptible to most other spells and
|
||
magic attacks.
|
||
|
||
Once the battle has been joined, nothing short of the death of one of
|
||
the combatants will end it. Rendering the victim unconscious will not
|
||
help, as the fearstalker will enter the target's dreams and the battle
|
||
will continue normally. If the caster of the spell is slain or rendered
|
||
unconscious, the current battle will continue normally, but the
|
||
fearstalker will not be able to return at a later time (see below).
|
||
|
||
If the victim of this spell is reduced to 0 hit points by the
|
||
fearstalker, he must make a systems shock roll; if this roll fails, the
|
||
victim dies and the spell ends; if it succeeds, the target only
|
||
believes he has died and falls into a coma for 2-24 hours. Only a Heal
|
||
spell or a Wish will rouse the victim from this coma. If the target
|
||
reduces the fearstalker to 0 hit points, it will vanish instantly.
|
||
However, in this case, the fearstalker is not actually destroyed; it
|
||
will reappear in 4-24 hours (at full strength) to again attack its
|
||
victim (the fearstalker will not be able to return if the caster has
|
||
been slain, or if he was unconscious at the time of the fearstalker's
|
||
defeat in the previous battle).
|
||
|
||
The only way to permanently end this spell (short of the victim's
|
||
death) is to make a successful disbelieve check. The victim is allowed
|
||
one such roll each time the fearstalker returns after being defeated,
|
||
as well as when the spell is first cast. This disbelieve check has the
|
||
same modifiers applied to it as for the Phantasmal Killer spell.
|
||
However, the wearer of a Helm of Telepathy may not turn the fearstalker
|
||
upon the caster. If the victim is asleep or otherwise unconscious when
|
||
the fearstalker returns, the battle will take place in the target's
|
||
dreams, and the disbelieve check is made with a -2 penalty.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Zandare's Twist (Alteration, Enchantment)
|
||
|
||
Range: 10' per level
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 7
|
||
Area of Effect: Special
|
||
Saving Throw: Negates
|
||
|
||
By means of this spell the caster changes the target creature,
|
||
effectively, inside out. The organs are outside the body and the skin
|
||
is inside. GM's insert your own really graphic descriptions here... The
|
||
spell caster must have a small leather pouch for the casting. At the
|
||
end of the seven segments the caster thrusts his hand into the bag and
|
||
violently pulls the bag inside out. Now the target is either painfully
|
||
turned inside out, or the caster looks like a total fool. The spells
|
||
affects one medium size creature or two small creatures. Large
|
||
creatures receive a +3 to their save.
|
||
|
||
Note that clothing, armour, etc. are in the inside also.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Eighth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Caligula's Vitality Drain (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 7
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This terrible spell allows the caster to drain the youth from a victim,
|
||
revitalising himself, at the expense of aging the victim. Hardly a
|
||
spell used by good aligned mages.
|
||
|
||
The caster first prepares the spell, by casting the eight phase portion
|
||
of it. He then has his level in rounds to make contact with the victim,
|
||
and begin draining. To drain the youth of the victim, the caster must
|
||
be in continuous contact with the flesh of the victim during the
|
||
draining process. The act of being drained is extremely painful to the
|
||
victim, and is sufficient to awaken sleeping victims, and allow charmed
|
||
victims a new saving throw. Even if the victim is conscious, however,
|
||
the draining will continue. The victim must break flesh contact with
|
||
the mage to break the spell.
|
||
|
||
The caster is able to drain a decade for every four levels he
|
||
possesses, i.e. 20 years at fifth, 30 at ninth, 40 at 13th, etc. Each
|
||
year takes a segment to drain, a decade drained per round. If the spell
|
||
is broken during casting, the caster will still have drained a number
|
||
of years dependent on time of casting (e.g. contact broken after 2
|
||
rounds, 20 years drained). Due to the imperfect nature of the spell,
|
||
however, the caster only reduces in age by a year for every three
|
||
drained from the victim.
|
||
|
||
Both caster and victim will be affected by the change in age. The
|
||
victim will only suffer the disadvantages of aging (STR and CON loss),
|
||
whereas the caster will only experience the benefits (STR and CON
|
||
gain). After the spell, the victim will have visibly aged, with greying
|
||
hair, and lined, shaggy skin. The caster will appear envigourated,
|
||
with grey disappearing from his hair, and the obvious return of muscle
|
||
tone. The victim must save vs. paralyse, or pass out for 1d4 turns, if
|
||
he is drained more than 20 years. The caster will experience a
|
||
temporary d4 increase in STR (not including that gained from becoming
|
||
younger), which will fade by 1 point a turn. The caster will also feel
|
||
as if inebriated, an affect which persists for d6 rounds.
|
||
|
||
This spell is only effective on humans. Long lived races, such as elves
|
||
and dwarves, as well as humanoid races, are immune from the spell, and
|
||
the caster must save vs. paralysation, or be knocked unconscious if
|
||
attempting to drain a member of these races.
|
||
|
||
Finally, there is no known cure for this spell, save Wish. The material
|
||
component of this spell is a scrap of flesh from a vampire, which must
|
||
be consumed by the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Jet (Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per 5 levels (4 rounds maximum)
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, a jet of flames shoots forth from the caster's
|
||
hand; this jet is 5' wide and has a length of up to 10 yards per level
|
||
of the caster (the caster may vary the length from 1 foot up to the
|
||
maximum range). The jet travels in a straight line and is blocked by
|
||
normal obstacles (i.e. stone, metal, etc.). If the jet is blocked, it
|
||
will it will not rebound, but may flow around the barrier if it is
|
||
small enough (less than 5 feet across).
|
||
|
||
Anyone struck by the jet suffers 1d10 points of damage per two levels
|
||
of the caster (up to a maximum of 10d10). A successful save vs. spell
|
||
reduces the damage by one half. If this save fails, all possessions
|
||
must save vs. magical fire or be consumed.
|
||
|
||
The flames from this spell will melt ice and ignite wood on contact;
|
||
they are able to melt a hole in a all of Ice in a single round (though
|
||
they will not destroy it), and can bring down a Wall of Fog instantly;
|
||
other wall spells are not affected by this spell.
|
||
|
||
The jet will remain in effect for one round for every 5 levels of the
|
||
caster, up to a maximum of 4 rounds. A single creature must be chosen
|
||
as the target for the jet (but others may be struck if they are in the
|
||
path of the flames) and a new target may be selected each round the
|
||
spell is in effect.
|
||
|
||
If the caster chooses, two jets (one from each hand) may be employed
|
||
instead of one; if this is the case, range and damage are halved (in
|
||
some cases, one jet will do one more die of damage than the other). A
|
||
separate target may be chosen for each of these jets each round they
|
||
are in effect.
|
||
|
||
At the beginning of each round the spell is in effect, the caster may
|
||
split a single jet in two, or may combine two jets into a single one.
|
||
|
||
The material components for this spell are a powdered ruby and a
|
||
powdered fire opal which must be worth a least 500 GP together. The
|
||
powdered gems are mixed together in the hand(s) of the caster at the
|
||
time of the casting; all material components are consumed with the
|
||
casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Jamye's Spell Reversal (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level, minus 10 rounds
|
||
Casting Time: 8
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Special
|
||
|
||
This spell affects the saving throws vs. spell of the subject in much
|
||
the same way that the fifth level spell Jamye's Armour Reversal (q.v.)
|
||
affects attack rolls, i.e. saving throw results that would normally
|
||
indicate success will fail, and results that would normally fail will
|
||
succeed. For example, a 19th-level mage normally needs a 6 or greater
|
||
to save vs. a spell. If he is affected by a Spell Reversal spell, he
|
||
will need a 5 or less (i.e. a failure under normal circumstances) to
|
||
save vs. a spell. Protection devices, Wisdom bonuses, etc. all work to
|
||
the benefit of the subject, i.e. if the above mage had a Ring of
|
||
Protection +3 and a Wisdom of 16 (+2 magical defense), he would need an
|
||
8 or less to save vs. most spells (5 normally, +3 for the Ring) and a
|
||
10 or less to save vs. spells that would give him his Wisdom bonus.
|
||
Likewise, penalties to saving throws still work to the detriment of the
|
||
subject. If the subject is willing, there is no saving throw;
|
||
otherwise, a normal save vs. spell (obviously, this is made before the
|
||
spell takes effect) will negate it.
|
||
|
||
There are certain special cases that apply to this spell. It is not
|
||
affected by Spell Turning. The only thing that can dispel it is
|
||
another Spell Reversal cast at the subject, who must make a save while
|
||
under the influence of the original Spell Reversal. If the subject is
|
||
under the influence of another spell that grants invulnerability to
|
||
certain spells (Shield vs. Magic Missile, for instance, or any type of
|
||
Globe of Invulnerability, but *not* Anti-Magic Shell), the subject
|
||
takes full, maximum damage from that spell with no saving throw. For
|
||
instance, a mage has both Shield and Spell Reversal cast upon him. If
|
||
he is targeted for Magic Missiles during the time both spells are
|
||
functioning, he will take 5 points of damage - the maximum possible -
|
||
from *each* Missile that hits him.
|
||
|
||
The material components for this spell are a piece of amber worth no
|
||
less than 300 GP, and a doughnut made less than 24 hours previously.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Life Leech (Necromancy) Reversible
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 8
|
||
Area of Effect: Special
|
||
Saving Throw: Negates
|
||
|
||
This spell allows the death master to steal 2d6 years from a victim and
|
||
add them to his own life. The victim must be human and of a level equal
|
||
to or greater than that of the caster. If the victim is of lower level,
|
||
the number of years transferred is multiplied by the victim's level and
|
||
divided by the necromancer's. Since the victim must be in the center of
|
||
a pentagram at the completion of the casting, it is useful to have him
|
||
held or immobilised in some way. The reverse spell works in the same
|
||
fashion, except that the caster ages 2d6 years while the recipient
|
||
becomes younger, and the recipient must be willing. In either case, the
|
||
material components are a black candle, a white candle, a drop of blood
|
||
from both parties, and a specially prepared glass screen.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Long-Range Carrier (Alteration)
|
||
|
||
Range: 100 miles per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1 turn
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
Long-Range Carrier is like the 5-Mile Carrier but the range is 100
|
||
miles per level of caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lorth's Sending (Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 8
|
||
Area of Effect: One creature per 2 levels
|
||
Saving Throw: Negates
|
||
|
||
The Sending spell was created by Lorth the Traveller as a more
|
||
versatile form of the Teleport spell. When the spell is cast, one
|
||
creature for every two levels of the mage (rounded down) is Sent to a
|
||
place defined by the caster as for a Teleport spell (the caster must
|
||
have a mental image of the place). The creatures must be touching the
|
||
mage, but "chains" are possible. The mage does not have to accompany
|
||
them, but he may if he so desires. There is no chance of error for
|
||
this spell.
|
||
|
||
If any of the creatures "sent" is harmed within 5 minutes of arrival,
|
||
all of them will be bounced back to the place from which they were Sent
|
||
(whether they want to go or not). Any damage incurred during those five
|
||
minutes, to themselves or their equipment, is erased. Note that this
|
||
does not allow the spell to be used as a quick and easy messenger
|
||
spell; anything dropped during the five minute grace period is returned
|
||
with its owner. This can be used as a fail-safe teleport. After the
|
||
five minute period elapses, the spell expires and the "protected"
|
||
individuals are on their own. The Sending will not work across planar
|
||
boundaries. Unwilling creatures receive a saving throw vs. magic to
|
||
resist this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Major Globe of Invulnerability (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: 1" diameter sphere
|
||
Saving Throw: None
|
||
|
||
This spell is the same as the fourth level Minor Globe of
|
||
Invulnerability (q.v.), except with regards to casting time. This spell
|
||
prevents the function of first to fifth level spells passing through
|
||
and affecting the mage within the sphere, while allowing the mage to
|
||
cast spells through it.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mystyk's Halflife (Necromancy)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 8
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
When this spell is cast, a crackling, black bolt shoots from the
|
||
caster's palm towards its victim. The caster must make a successful "to
|
||
hit" roll (with a +2 bonus) in order to hit the target; if this roll
|
||
misses, use the grenade scatter diagram to determine if anyone else is
|
||
hit by the bolt. If anyone is in the area of the miss, a normal "to
|
||
hit" roll (with no bonus) is used to determine if the stray bolt hits
|
||
anyone.
|
||
|
||
Anyone who is hit by the bolt must make a saving throw vs. spell; if
|
||
this roll is successful, the spell has no effect and the bolt
|
||
dissipates. If the save fails, the victim immediately loses half of his
|
||
current hit points (round fractions down), and is rendered unconscious
|
||
by the shock. These lost hit points may be regained through normal
|
||
means.
|
||
|
||
The material component for this spell is an onyx gem worth at least 500
|
||
GP. The gem is held in the hand of the caster, and is consumed when
|
||
the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mystyk's Major Backlash (Abjuration, Invocation/Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 8
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is identical to Mystyk's Improved Backlash except for the
|
||
following: when the caster is hit in melee, any damage suffered is
|
||
halved; in addition, if the caster makes a successful save vs. rods,
|
||
the attack inflicts no damage at all. Also, the energy bursts inflict
|
||
10d6 points of damage on any attacker; a successful save vs. spell
|
||
reduces this damage by half.
|
||
|
||
The material component for this spell is the same as that for Mystyk's
|
||
Backlash except the gem must be worth at least 800 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mystyk's Plane Survival (Abjuration, Alteration)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 hour
|
||
Area of Effect: One creature per 5 levels
|
||
Saving Throw: None
|
||
|
||
This spell provides the caster with a means of surviving on a hostile
|
||
plane of existence. In order for this spell to work, the wizard must
|
||
have access to a library or other source of information on the plane in
|
||
question. This information must then be studied for an extended length
|
||
of time; this period is equal to: 24 weeks - 1 week per level of the
|
||
caster (to a minimum of one week). After this time has passed, the
|
||
wizard is ready to cast the spell.
|
||
|
||
Each time this spell is cast for use on a new plane, the normal study
|
||
time is required. If cast for use on a previously studied plane, and
|
||
less than a week has passed since the last casting with respect to that
|
||
plane, no additional studying is necessary as the information is still
|
||
fresh in the wizard's mind; however, if more than a week has elapsed
|
||
since the previous casting, a day of "brushing up" is required.
|
||
|
||
If the wizard is a sage with expertise in the plane in question, normal
|
||
research times are required (see section on sages in the DMG) the first
|
||
time this spell is cast for use on that plane. If cast again within two
|
||
weeks, no additional time for studying is needed; if cast more than two
|
||
weeks later, only 12 hours of brushing up is necessary. These times
|
||
also apply if the wizard is obtaining this information from another
|
||
sage.
|
||
|
||
Using the information gained from his studies, the caster prepares the
|
||
Plane Survival spell. After one hour has passed, the spell is complete;
|
||
at this time, the DM (secretly) rolls percentile dice; a result of 5 or
|
||
lower indicates the wizard has used erroneous information in the
|
||
casting of the spell which will reduce the protection afforded by the
|
||
spell, and may even cause it to fail altogether (the exact effects
|
||
depend on the source of information and other factors, and it is left
|
||
to the DM to decide the exact results). If some or all of the planar
|
||
information was obtained by a sage who misdirected the wizard, the
|
||
percentile roll has a -25% penalty applied to it. Even if correct
|
||
information is obtained from a sage, a -5% penalty applies, since the
|
||
wizard is using secondhand information. In any case, if the roll
|
||
results in a 1, the spell fails altogether (although the caster will
|
||
not know this until attempting to make use of the spell's protection).
|
||
|
||
If the spell was successfully cast, it will grant the caster (along
|
||
with others, if the caster's level is high enough) protection from the
|
||
hostile environment of the studied plane of existence. The recipients
|
||
may move about in the plane as if they were in the prime material
|
||
plane; conditions that would make it hazardous or impossible to exist
|
||
in the plane are negated by this spell. Spells have a chance of having
|
||
normal affects while under the influence of the Plane Survival spell:
|
||
when a spell is cast, if the caster makes a successful save vs.
|
||
paralysation, his spell will have normal affects (as if it were cast on
|
||
the prime material plane) instead of the affects it usually has on that
|
||
plane.
|
||
|
||
If the recipients are still on the plane when this spell expires,
|
||
normal characteristics for that plane go into effect immediately. Note
|
||
that this spell provides no way of moving from one plane to another; it
|
||
only provides a means of survival once a plane is reached. The caster
|
||
may have more than one of these spells in affect at a time, as long as
|
||
the appropriate amount of time has been spent studying each plane.
|
||
|
||
The material components for this spell are a diamond worth at least
|
||
1000 GP and a specimen of a substance related to the plane in
|
||
question (i.e some fire for the plane of fire, darkness for the
|
||
negative material plane, etc.). Alternately, something symbolising the
|
||
plane may be used (i.e. a balance for the plane of concordant
|
||
opposition). All material components are consumed when the spell is
|
||
cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Power Link (Necromancy)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 10
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
|
||
This spell creates a link between the caster and the victim through
|
||
which magical energy can flow. Thus the wizard can cast spells centered
|
||
on the recipient, as if he were a projected image. Also, the wizard can
|
||
route malevolent spell side-effects, such as magical aging, to the
|
||
victim. The material components of the spell are a chip of jet, an
|
||
herbal tea of spearmint and devil's dung, and a wooden disc. The
|
||
recipient must be an intelligent, living native of the wizard's home
|
||
plane.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Ethereal Gateway (Conjuration/Summoning)
|
||
|
||
Range: 2" per level
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell allows a mage to create a 10' x 10' x 1" invisible magical
|
||
gateway which will provide access to the ethereal plane of existence,
|
||
or alternatively, provide a gateway from the ethereal plane to a
|
||
connecting plane of existence. The duration of this gateway is a base
|
||
24 hours. It must be cast in an area of gaseous or waterous makeup
|
||
(i.e., not in the earth or in solid rock), although, it may be cast so
|
||
as to lay on the floor (giving a chance of creatures falling into it)
|
||
or against a wall or portal. For every two levels above 16th a mage
|
||
gains the ability to create an additional 10' x 10' area (two if a
|
||
Conjurer specialist) which must either be used to increase the surface
|
||
area of the gateway or increase the power of the original 10' x 10'
|
||
area by infusing the two gateways together. The effects of increasing
|
||
the power level of a gateway are listed in the table below.
|
||
|
||
If a gateway is larger than 10' x 10' then all of its surface area
|
||
blocks must be increased to the same level of power to allow the
|
||
gateway the next higher power rating. For example, a 26th level mage
|
||
creates a gateway with dimensions of 30' x 10' and has three slots
|
||
left, so he will be able to double the surface area power rating to 2
|
||
if he so chooses. But, if he were to use one of the remaining slots to
|
||
make an add an additional 10' x 10' block to the surface are he would
|
||
have no chance of raising the power rating of the gateway to 2. Note
|
||
that if a gateway is too small for a creature to fit through it will
|
||
not be able to totally go through the portal, though, it will be able
|
||
to poke part of its body through and exist simultaneously on both
|
||
planes.
|
||
|
||
Power
|
||
Rating Duration Comments (Cumulative Effects)
|
||
------ ----------- -----------------------------------
|
||
1 1 day Visible on the exit side
|
||
2 10 days Invisible on exit side
|
||
3 100 days Allows magic items to keep powers *
|
||
4 1,000 days 10% more resistant to Dispel Magic
|
||
5 10,000 days 20% more resistant to Dispel Magic
|
||
6 Permanent 30% more resistant to Dispel Magic
|
||
7 Permanent 40% more resistant to Dispel Magic
|
||
8 Permanent (each power slot adds another 10%)
|
||
|
||
* Usually magical swords and similar items lose a plus for plane
|
||
crossing.
|
||
|
||
Each additional power slot beyond a rating of 3 adds a 10% extra
|
||
percentage that this spell will resist a Dispel Magic. For game
|
||
purposes, this is added onto the dispeller's percentage as a penalty.
|
||
|
||
Casting time is one turn for the initial gateway area and is doubled
|
||
every time another 10' x 10' block is added onto the area (i.e., 2
|
||
turns for 2 10' x 10' blocks or slots, 4 turns for 3 10' x 10' blocks
|
||
or slots, 8 turns for 4 10' x 10' blocks or slots, etc.). Therefore,
|
||
casting a gateway that uses 6 slots would take a total of 32 turns. If
|
||
the casting is interrupted after any slots have been created only
|
||
further creation of gateway surface areas or power slots is disrupted.
|
||
|
||
For every 6 turns the caster spends casting this spell the mage's
|
||
constitution score is reduced by one point. If the mage's constitution
|
||
reaches 0 he becomes unconscious and only a week of complete bed rest
|
||
will allow him to start regaining lost constitution. Otherwise, these
|
||
points are replaced at a rate of 1 point for every two days of complete
|
||
bed rest. The point is not taken unless a full 6 turns of casting has
|
||
expired. A Heal spell will negate the unconsciousness and raise the
|
||
mage's constitution to 1 point. A Restoration will totally negate the
|
||
effects of any lost constitution.
|
||
|
||
Gateways, once created, may not be altered by further castings of this
|
||
spell on the same area of effect. Only a successful Dispel Magic is
|
||
capable of destroying a gateway, although higher level power ratings
|
||
can make a gateway resistant to this spell. Power rating 1 gateways are
|
||
visible to creatures on the exit side of the gateway (usually the
|
||
ethereal plane) and may attract wandering monsters, though they will
|
||
most likely not be able to pass through. Anyone may pass through the
|
||
portal on the invisible entrance side, but only the mage may freely
|
||
take creatures back through the exit side by touching them as they pass
|
||
through. The mage may create magical amulets (base 500 GP value) which
|
||
will allow any creature to freely use gateways cast by him as though he
|
||
were touching them. On the ethereal plane, the caster and anyone
|
||
possessing an amulet will be able to find any portal of the caster in
|
||
5-50 hours.
|
||
|
||
Any mage familiar with this spell (i.e., either possessing the spell as
|
||
a castable spell in his spellbook, or having used a Write spell to put
|
||
the spell in his spellbook) is capable of trying to force their way
|
||
through the exit side back to the entrance side by force of will. There
|
||
is a base chance of 50% modified by plus or minus 5% for every point of
|
||
difference between the mage's current level and the level of the caster
|
||
at the time of casting, though Conjuration specialists have a base 70%
|
||
chance. There are no material components to the spell, and the magical
|
||
amulets may be created at any time the mage wishes, whether before or
|
||
after the casting of this spell. This spell will not work with the 8th
|
||
level Permanency spell.
|
||
|
||
The source of this spell is Sarius Mendlekine.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sheath (Alteration, Conjuration/Summoning)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 8
|
||
Area of Effect: One object
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, it empowers strong magics between a creature
|
||
and an item. What the effect of this spell is to allow a creature to
|
||
store a favoured item into an extra-dimensional space and bring it
|
||
forth at will.
|
||
|
||
The object, while it is in it's space, is completely non-detectable,
|
||
by any means, except by use of a wish. It will also be perfectly safe
|
||
in the space where it is held.
|
||
|
||
During the casting of the spell, two command words and a physical
|
||
gesture must be specified. The command words are those to make leave
|
||
and enter the "storage" space. The gesture is used with the command to
|
||
bring the object back into the owners possession. For example, a
|
||
creature would make a "sword holding gesture while using the proper
|
||
command to retrieve his sword.
|
||
|
||
The material components for this spell is a 5000 GP of blue sapphire
|
||
dust which is sprinkled on a phase spider web. The web is then wrapped
|
||
around the object and the enchantments are completed.
|
||
|
||
This is a great way to carry around important equipment. Magic Users
|
||
are prone to cast this upon their spell books to always keep them
|
||
handy.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Dragon Armour (Conjuration/Summoning)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 8
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the caster will be covered by a semi-real
|
||
coating of dragon scales. The type of dragon that provided the material
|
||
component determines the protection afforded by this spell: the armour
|
||
class of the caster is equal to the appropriate dragon's armour class
|
||
at age category 1-6. For example, if the material component was
|
||
obtained from a green dragon, and a 6 is rolled for the age category,
|
||
the caster would have armour class -2 for the duration of this spell.
|
||
|
||
The material component for this spell is a small pouch of scales from
|
||
any type of dragon; this component is consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stargate (Alteration)
|
||
|
||
Range: Infinite
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 2 gates
|
||
Saving Throw: None
|
||
|
||
This spell creates a gate between the caster's current location and any
|
||
location which the caster has been before. The gate can be freely
|
||
crossed in either direction and will last one hour per level of caster.
|
||
Range is not an issue (hence the name of the spell). Anyone can cross
|
||
the Stargate, as long as it is in existence.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Summon Wraiths (Conjuration/Summoning, Necromancy)
|
||
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 1 round + 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: 10 foot high cube
|
||
Saving Throw: None
|
||
|
||
This spell is identical to the fifth-level spell Summon Shadow, except
|
||
that it conjures up one wraith for every three levels the death master
|
||
has attained. These monsters are under the control of the wizard until
|
||
they are slain or the spell expires.
|
||
|
||
If the wraiths are turned, they continue to serve in any capacity which
|
||
does not require them to confront the cleric who resisted them.
|
||
|
||
The material component of this spell is a piece of black jet.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Teleport Block (Abjuration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 1000 cubic feet per level
|
||
Saving Throw: Special
|
||
|
||
This spell prevents teleportation into or out of the region specified
|
||
by the caster, which may be of any shape and any size, up to 1000 cubic
|
||
feet per level of the abjurer. No character can enter or leave the
|
||
region by means of dimension door, teleport, or other-planar travel.
|
||
Teleportation within the region is not restricted, and teleport without
|
||
error has a chance of success equal to 1% per level of the caster,
|
||
though it has the same chance of failure as a regular teleport
|
||
attempted under normal conditions. A full wish will also provide
|
||
transportation across the boundary, as of course will walking, riding,
|
||
and flying.
|
||
|
||
Any attempt to teleport or dimension door across the block will
|
||
automatically fail; all memory of the spell will be lost; and the
|
||
caster must make a system shock check or be killed by the shock of the
|
||
rebound. Attempts at transplanar travel will also fail, but not in so
|
||
dramatic a fashion. The material component is a glass globe.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Teleport Warp (Alteration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 10-yard per level radius globe
|
||
Saving Throw: None
|
||
|
||
This spell causes all creatures teleporting into or out of the area of
|
||
effect to arrive in a prepared area. The area which the caster wishes
|
||
people to appear in must also be in the area of effect.
|
||
|
||
The space the caster wishes incoming teleporters to arrive at must be
|
||
open area, free from objects. It can be in the air however, causing
|
||
incomers to fall. Should a person teleporting into an area effected by
|
||
this spell be larger than the area he would be sent to, then he is
|
||
effectively blocked and would not be able to teleport at all to the
|
||
area.
|
||
|
||
Example: Archmage Istle casts Teleport Warp on his tower. He wishes
|
||
all people who unexpectedly arrive to be placed in his dungeon cell
|
||
which is 10' x 10' x 10'. The cell is also in the area of effect, at
|
||
the bottom of his tower, which totally is under the spell. Thus a
|
||
person who teleports to his tower will arrive in a dungeon cell instead
|
||
of the wizards guest chambers. If Golstein the Chaotic decides to send
|
||
his 18 foot tall iron golem over to Istle's bed chamber, he will find
|
||
the golem still there, unmoved.
|
||
|
||
All forms of teleport magic are affected, thus Dimension door, Pattern
|
||
teleports and the like also would be warped. This is a great spell for
|
||
the mage wishing to "block" an area for outside aid coming in short of
|
||
all out planar travel.
|
||
|
||
Material component is a lodestone which must be placed in the location
|
||
the caster wishes teleporters to arrive. It is consumed upon casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Vandergast's Vacuous Void (Alteration)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 8
|
||
Area of Effect: 5' per level radius sphere
|
||
Saving Throw: Special
|
||
|
||
This spell creates a momentary vacuum inside the area of effect. Anyone
|
||
caught inside this area must save vs. spell to avoid the crushing
|
||
effects of the vacuum. If the save fails, the victim suffers 8d8 points
|
||
of crushing damage; all possessions must save vs. crushing blow at -4
|
||
or be destroyed. Anyone who dies outright from this spell has more than
|
||
likely (65%) been torn ass-under from the pressure differential. Note
|
||
that this may make regeneration difficult, if not impossible. If the
|
||
save is successful, the target suffers 4d8 points of damage, and
|
||
possessions are not affected.
|
||
|
||
The material components for this spell is an empty vial which is
|
||
unstoppered and broken at the time of the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Ninth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Bone Shatter (Evocation)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per 5 levels
|
||
Casting Time: 9
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This is a more powerful version of the 5th level spell Bone Splinter.
|
||
It is identical to that spell except that is has a +3 "to hit" bonus
|
||
and causes a serious compound fracture when a hit is scored in melee,
|
||
with the following results:
|
||
|
||
to hit
|
||
location modifier effects
|
||
-------- -------- ------------------------------------------------
|
||
head -8 major skull fracture:
|
||
save vs. spell or die; else suffer 4d8 points
|
||
of damage (no save for 1/2).
|
||
arm * -4 major broken arm:
|
||
arm is totally useless; it cannot be used to
|
||
attack or defend with.
|
||
leg * -4 major broken leg:
|
||
leg is totally useless; movement is 1/2
|
||
normal.
|
||
ribs -4 broken rib:
|
||
loss of 1d6 CON points and 2d8 points of damage
|
||
(no save).
|
||
spine @ -8 severed vertebrae:
|
||
save vs. spell or die; else paralysed until
|
||
healed/cured.
|
||
pelvis -4 major hip fracture:
|
||
-6 to DEX when using legs; movement rate is at
|
||
1/4 normal; suffer 3d8 points of damage (no
|
||
save).
|
||
|
||
* if attacking from the side, only the nearest appendage may be
|
||
targeted.
|
||
@ the spine may only be targeted if attacking from the rear.
|
||
|
||
A cure critical wounds spell is required to heal one of these effects
|
||
(except for paralysis, which must be cured by normal means) as long as
|
||
the victim is still alive, and a heal spell will fully restore a living
|
||
victim to full health.
|
||
|
||
The material components for this spell are an intact bone of at least a
|
||
foot in length, and a large metal hammer which are consumed when the
|
||
spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Coradon's Conflagration (Invocation/Evocation)
|
||
|
||
Range: 150 yards
|
||
Components: V, S, M
|
||
Duration: 4 rounds
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This spell causes a fiery explosion similar to that of a Fireball, but
|
||
with a smaller radius (initially a 20' radius sphere). However, the
|
||
flames caused by this spell will continue to burn for 4 rounds (the
|
||
initial round, plus 3 additional rounds). The damage inflicted on
|
||
victims inside the area of effect, the bonus to the victim's saving
|
||
throw, and the radius of the flames vary according to how long the
|
||
flames have been burning, as follows:
|
||
|
||
round damage radius save bonus
|
||
----- ------ ------ ----------
|
||
1 8d8 20' 0
|
||
2 4d8 15' +1
|
||
3 2d8 10' +2
|
||
4 1d8 5' +3
|
||
|
||
Damage suffered is cumulative from one round to the next, but the save
|
||
bonus is not. Anyone who makes a successful save takes only half damage
|
||
that round, and automatically saves on any subsequent rounds; those who
|
||
fail their saves suffer full damage, and must have all their
|
||
possessions save vs. magical fire to avoid destruction. If anyone
|
||
leaves the area of effect and returns later, a new save must be made,
|
||
even if the previous one was successful.
|
||
|
||
The conflagration may, or may not conform to a confined space, at the
|
||
caster's discretion. Apart from the changes mentioned above, the
|
||
conflagration otherwise acts like a Fireball.
|
||
|
||
The material components for this spell are the heart of a red dragon,
|
||
and a powdered diamond worth at least 600 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Damians Mindswap (Enchantment/Charm)
|
||
|
||
Range: 7"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 9
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
When this powerful enchantment is cast, the spell user attempts to rip
|
||
the target creatures soul from its body and temporarily place it in a
|
||
gem of not less than 15000 GP. At the same time the casters soul is
|
||
eased from his body and also travels through the gem. When, and if,
|
||
both souls are in the gem, they both proceed to the opposed bodies from
|
||
which they came. You'll note that this has two very noticeable
|
||
effects:
|
||
|
||
1) the caster and victim have essentially swapped minds (or bodies,
|
||
whichever you prefer), this has the effect that the caster now takes on
|
||
the physical attributes of that body (i.e. STR, CON, DEX and COM). The
|
||
caster still retains his own mental capacities and previous knowledge
|
||
(i.e. INT, WIS, CHR, hit points and level).
|
||
|
||
2) If the caster or victim can kill their old body (i.e. their swapped
|
||
body) then the others soul goes to its respective plane. Thus, after
|
||
completion of the spell, if the caster kills his old body then he can
|
||
never be displaced from his new, for in all intents and purposes it is
|
||
his body now. If neither is killed and at some later point in time a
|
||
cleric casts an exorcise spell at either body (both have to be within
|
||
7" of each other though) the caster of the original Mindswap must save
|
||
vs. death or return to his old body.
|
||
|
||
If the save vs. this spell is made it indicates that this persons body
|
||
will never accept the casters soul and need never fear this spell from
|
||
the same caster again.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Demonic Immunity (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 round
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
Requires a demon's amulet of at least a type one demon, which is slowly
|
||
consumed and will be destroyed when the spell ends. Renders you
|
||
invulnerable to all demonic powers. Does nothing for physical attacks.
|
||
You cannot be telekinesed, you cannot be charmed by a demon, their
|
||
unholy words don't affect you, etc. No demonic powers can harm you.
|
||
|
||
The tougher the demon's amulet, the longer the spell lasts. The
|
||
duration can be split between people.
|
||
|
||
Type 1 demon: lasts 4 rounds. That's one round for 4 people, etc.
|
||
Type 2 demon: lasts 6 rounds.
|
||
Type 3 demon: lasts 8 rounds.
|
||
Type 4 demon: lasts 12 rounds.
|
||
Type 5 demon: lasts 20 rounds.
|
||
Type 6 demon: lasts 50 rounds.
|
||
Any "named" demon: lasts 100 rounds.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ding Shu's Draconian Holocaust (Invocation, Evocation)
|
||
|
||
Range: 20" + 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 9
|
||
Area of Effect: 1/5" per level by 1" per level swath
|
||
Saving Throw: 1/2
|
||
|
||
This spell causes to what appears to be a huge Celestial Dragon to
|
||
appear in the air and swoop down spewing forth its fiery breath.
|
||
|
||
The spell affects an area of 2 feet wide by 10 feet long per level of
|
||
the caster. All creatures in the area of effect take 1D10 + 2 points of
|
||
damage from the fire.
|
||
|
||
This spell does structural damage to all constructions in the area of
|
||
effect. The damage is 3/2/1/.5 points to wood/earth/soft stone/hard
|
||
stone per level of the caster.
|
||
|
||
The material component of this spell is the scale from a fire breathing
|
||
dragon and a potion of firewater.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
|
||
|
||
Range: 12"
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 6
|
||
Area of Effect: 12" radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell brings into existence a pair of huge chopsticks, 30 feet
|
||
long, which attacks all creatures as if they were AC 10 (modified by
|
||
dexterity). These giant chopsticks attack with the casters THAC0.
|
||
|
||
Victims weighing more than 5 tons are immobilised by the chopsticks,
|
||
while those of lesser weight will be picked up, and may be deposited,
|
||
within the same round, at any point in the spell's range. Those who
|
||
successfully roll to bend bars manage to free themselves, but they may
|
||
suffer falling damage as a result.
|
||
|
||
Most probably, the caster will choose to deposit the victims into a
|
||
gargantuan mouth which appears above his head. This mouth can hold 2
|
||
size L, 4 size M, or 8 of size S creatures at one time.
|
||
|
||
Each round, the mouth "chews" its contents for 10D10 damage each. When
|
||
a creature trapped inside the mouth is reduced to below 0 hit points,
|
||
the creature is "swallowed" into the astral plane, and more room
|
||
becomes available for creatures to be dropped into the mouth.
|
||
|
||
Normally, persons reduced to such a hit point score would die in a
|
||
matter of minutes, but in the timelessness of the astral plane, they
|
||
may remain unconscious but barely alive for thousands of years,
|
||
provided they had more than -10 hit points when they entered the
|
||
plane. This of course is only valid in campaigns which use the
|
||
optional rule concerning hovering at death's door.
|
||
|
||
If the creature caught by the chopsticks weighs more than 5 tons, then
|
||
the mouth will move toward the trapped creature and start biting it
|
||
into little pieces until it is all gone.
|
||
|
||
The spell requires minimal concentration and direction once it has been
|
||
cast. This allows the caster to cast other spells, and maintain
|
||
concentration on them instead.
|
||
|
||
If the caster is killed before the end of the spell's duration, the
|
||
mouth and chopsticks will remain, with the chopsticks capturing
|
||
creatures that were enemies of the caster and depositing them in the
|
||
mouth when space allows.
|
||
|
||
Naturally, the material component of this spell is a pair of
|
||
chopsticks.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Eldarr's Major Spell Conversion (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 3 turns
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the two previous spell conversion spells,
|
||
except it may convert any spell of level 9 or less to any known spell
|
||
of 8th level or lower.
|
||
|
||
The material components for this spell are as per those for Improved
|
||
Spell Conversion, except the gem must be worth at least 800 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Expanded Awareness (Alteration, Divination) Reversible
|
||
|
||
Range: 1/2" per level
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 9
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell, when used, gives the caster a great deal of information
|
||
about the immediate area. The caster receives the effects of the
|
||
following spells or spell like powers:
|
||
|
||
Detect Phase Detect Secret Doors
|
||
Detect Magic Detect Charms and Curses
|
||
Detect Illusion Detect Poison
|
||
Detect Invisibility Detect Enemies
|
||
Detect Evil or Good Detect Traps
|
||
Detect Psionics Detect Lie
|
||
|
||
The spell remains constantly in effect and the caster receives all the
|
||
information at once. There is no problem with assimilating the data.
|
||
The range of detection for this spell is 1/2" per level of the caster.
|
||
|
||
With the appropriate spell reversals, the caster using this spell could
|
||
become blind to some or all of the things that the spell detects for as
|
||
long as the spell would normally last. For example, the reversal of
|
||
know alignment cast upon the caster will cause him to be unable to
|
||
detect evil or good. In some instances, it will become obvious to the
|
||
caster that some of the detections are lost.
|
||
|
||
The caster does not have to concentrate to use this spell, the
|
||
information arrives immediately and the caster knows instantly. The
|
||
caster can cast other spells while this spell is in effect.
|
||
|
||
The reverse of this spell causes one creature to be unable to detect,
|
||
by any means, any of the above things for the magic of the spell will
|
||
render all attempts ineffective. There is no save versus this effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fellstar's Flame Sheet (Evocation)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: 1/2
|
||
|
||
This is an improved version of Fellstar's Flame Arc; it is identical to
|
||
that spell, with the following exceptions:
|
||
|
||
The flames fall to the ground from the height at which they were cast,
|
||
so in effect, anyone at the initial height or below is affected by the
|
||
flames. In addition, if these flames are blocked by an obstacle, they
|
||
will flow around the barrier and will rejoin at a distance equal to the
|
||
width the obstacle; therefore, if the flames are blocked by a 2 foot
|
||
wide boulder, they will rejoin 2 feet behind the rock. This applies in
|
||
both the horizontal and vertical dimensions.
|
||
|
||
The flames from this spell will continue to burn for one round after
|
||
the spell is cast; anyone hit by the flames on the first round suffers
|
||
10d10 points of damage, and those hit on the second round suffer 5d10
|
||
points of damage. On either round, a successful save vs. spell reduces
|
||
the damage by half (saves for the second round are at +2); if this save
|
||
fails, all possessions must save vs. magical fire or be destroyed.
|
||
Note that damage is cumulative if caught in the flames on both rounds
|
||
the spell is in effect.
|
||
|
||
The material components for this spell are as per those for the Flame
|
||
Arc spell, with the addition of one or more gems worth at least 500
|
||
GP. The gems and the volcanic rock are consumed when the spell is
|
||
cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fenzill's Phantasmal Fingers (Necromancy)
|
||
|
||
Range: 40 yards + 5 yards per level
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 9
|
||
Area of Effect: One target
|
||
Saving Throw: None
|
||
|
||
This spell is an enhanced version of the second level spell spectral
|
||
hand; it differs from that spell in the following ways: it can be used
|
||
to deliver a touch spell of any level and it gives a +3 to the attack
|
||
roll. It has an AC of -4, but it cannot be destroyed by any attack (it
|
||
may only be dispelled). Instead, any hit on the hand inflicts full
|
||
damage on the caster (although a successful save vs. spell reduces this
|
||
damage by half). The caster may end the spell with a single word.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Genocide (Evocation, Necromancy)
|
||
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 9
|
||
Area of Effect: 20-foot radius sphere
|
||
Saving Throw: Special
|
||
|
||
This spell allows the caster to kill one or more creatures of the same
|
||
species: the caster chooses a creature as the initial target for the
|
||
spell, and after the incantations are complete, a black bolt shoots
|
||
forth from the caster's finger towards the chosen target. If this
|
||
creature makes its saving throw vs. spell at -2 (or if it has 15 or
|
||
more HD) there is no effect and the spell terminates.
|
||
|
||
If the save of the initial target fails, the creature dies, and the
|
||
spell continues as follows: if there are no more creatures of the same
|
||
species within the area of effect, the spell ends at this point.
|
||
Otherwise, the bolt will continue jumping to other targets. The bolt
|
||
jumps randomly from one target to the next; range is not a
|
||
consideration - as long as the target is in the area of effect, and it
|
||
is of the appropriate race, it may be hit by the bolt. Each creature
|
||
that is hit with the bolt must make a successful saving throw vs. spell
|
||
(with no modifiers) or die.
|
||
|
||
This spell will affect a number of hit dice equal to: 10 HD + 1 HD per
|
||
level of the caster (the number of creatures is not a factor). The
|
||
spell will terminate when one or more of the following occurs: the HD
|
||
limit is exceeded, there are no more potential targets in the area of
|
||
effect, or the bolt strikes a target with more than 15 HD (such a
|
||
creature is unaffected by this spell). Each target hit with the bolt
|
||
counts towards the HD limit, whether its saving throw was successful or
|
||
not.
|
||
|
||
The bolt will never jump to a creature of a different species, or to
|
||
one that has already been hit (whether living or dead). Any creature
|
||
with more HD than the original target will not be affected by the bolt,
|
||
but its number of HD is still counted towards the HD limit of the
|
||
spell. If a target's HD would exceed the limit of the spell, it is not
|
||
affected (and the spell terminates).
|
||
|
||
The bolt will never jump back to the caster; in addition, the caster
|
||
may choose individuals to be unaffected by the spell simply by naming
|
||
them as part of the incantations (usually used to avoid killing friends
|
||
or allies).
|
||
|
||
Note that some races are closely related, but are not considered
|
||
identical species for purposes of this spell (i.e. goblinkind).
|
||
"Half-breeds" will be affected by this spell if either of their
|
||
parent-race is targeted, as well as when the cross-breed is
|
||
specifically targeted. However, if a parent-race is named as the
|
||
target, a half-breed of that race earns a +2 to its save. For example,
|
||
a half-elf is affected normally if half-elves are named as the target
|
||
of this spell. They would also be affected if either humans or elves
|
||
were targeted, although they would gain a +2 to their saves in the
|
||
latter two cases.
|
||
|
||
After this spell is cast, the wizard must make a successful system
|
||
shock roll or fall unconscious for 1d10 rounds. Note that the DM may
|
||
wish to inflict other penalties on the caster due to loss of blood (see
|
||
material components below), especially if the spell is cast more than
|
||
once is a short period of time.
|
||
|
||
The material components of this spell are a pint of the caster's blood
|
||
and a figurine/statuette of the race to be targeted. The blood is
|
||
consumed at the time of the casting, and the figurine is also
|
||
destroyed, unless the caster makes a successful save vs. spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lazatar's Spellstopper (Abjuration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 2 hours
|
||
Area of Effect: 100 square foot section of wall per level
|
||
Saving Throw: None
|
||
|
||
This very potent abjuration is used to protect a castle, keep, city,
|
||
etc. from one or more enemy spells. For each level the caster has
|
||
obtained, he may protect up to a 100 square foot section of wall; more
|
||
than one application of this spell may be cast on a single wall at
|
||
once, as long as the areas of protection do not overlap (the caster may
|
||
shrink the area of effect to any size less than the maximum, as
|
||
desired); in other words, no one brick of the wall may be under
|
||
protection by more than one Spellstopper at a time. The protection
|
||
afforded by this spell extends to individuals on top of an affected
|
||
wall.
|
||
|
||
The Spellstopper may be used to affect one other spell for each level
|
||
of the caster; thus a 19th level caster may provide protection against
|
||
19 other spells directed at the protected area. These affected spells
|
||
may be *any* spells, with the exception of Wish and Dispel Magic;
|
||
however, the chosen spells must be ones the caster already has learned.
|
||
Once this spell is cast, any of the chosen spells directed at the
|
||
protected area automatically fail; the Spellstopper has no affect on
|
||
other spells.
|
||
|
||
The Spellstopper may be removed by a Wish or it may be dispelled. For
|
||
every non-chosen spell cast at the area of effect, the chance for
|
||
dispelling the Spellstopper is increased a percentage equal to the
|
||
level of the spell. This bonus is cumulative (up to 25%) and lasts for
|
||
one turn. In order to earn this bonus, the wall itself must be
|
||
targeted; an attack directed at a defender on top of the wall does not
|
||
contribute to this bonus.
|
||
|
||
As an example, let us assume a wall is protected from, among others
|
||
spells, Passwall, and Magic Missile, and that Fireball and Transmute
|
||
Rock to Mud are not affected. On the first round, a Magic Missile is
|
||
directed at one of the defenders; since the wall protects its
|
||
defenders, the spell is stopped. The next round, a Passwall is cast on
|
||
the wall; since it too is a chosen spell, the Passwall has no affect.
|
||
On the third round, a Fireball is cast at the defenders, and since it
|
||
was not named during the casting of the Spellstopper, it has full
|
||
effect; in addition, if a Dispel Magic was cast within one turn, it
|
||
would have a 3% bonus, since Fireball is a third level spell. Nine
|
||
rounds after the Fireball is cast, a Rock to Mud is cast on the wall;
|
||
it too has full effect; if a Dispel Magic was cast now, it would have
|
||
an 8% bonus applied to it (3% for the Fireball and 5% for the Rock to
|
||
Mud). Two rounds later, another Rock to Mud is cast; subsequent dispel
|
||
attempts now have and 10% bonus (5% for each Rock to Mud; the 3% for
|
||
the Fireball no longer applies, as it has been more than 10 rounds
|
||
since it was cast).
|
||
|
||
Each casting of the Spellstopper temporarily reduces the caster's
|
||
constitution by 1d4 points; an hour of undisturbed rest will restore
|
||
one constitution point lost in this manner. If the caster's
|
||
constitution is reduced to 0 or less by casting this spell, he must
|
||
make a successful system shock roll to prevent actual death.
|
||
|
||
The material component for this spell is a thin sheet of lead, as well
|
||
as the material components for *all* spells the Spellstopper will
|
||
protect against.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lazzaro's Murderous Sword (Enchantment)
|
||
|
||
Range: 50 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell is a version of Mordenkainen's sword, but with a twist. This
|
||
spell causes a shimmering aura to form around any sword. This sword
|
||
will then arise and be at the command of the spell caster. He may order
|
||
to attack, defend, guard, or whatever. The sword can respond to
|
||
moderately complex tasks like, "Let no one through this door unless
|
||
they say the word, ixitayal."
|
||
|
||
In combat the sword hit any AC on a 19 or 20, it has the same hit
|
||
points as a fighter of the level of the caster (18 con), has the same
|
||
AC as the caster, and fights like a fighter of the same level (i.e. 2
|
||
attacks per round, THAC0 whatever). It attacks as if wielded by someone
|
||
with an 18/00 strength (+3,+6). It also has it's own bonuses; it
|
||
requires a magical sword as material component. If the sword has any
|
||
special abilities these will also be used in the combat.
|
||
|
||
The sword acts independently of the caster (obviously) and requires no
|
||
concentration to maintain. However the caster must remain with 50 yards
|
||
of the sword or it falls to the ground, inert (with magic drained from
|
||
it). The ways to defeat the sword: render the caster unconscious, hit
|
||
it for loss of hit points, encase it in something, or successfully
|
||
dispel it.
|
||
|
||
As discussed above the material component is a magical sword, the magic
|
||
of which is consumed after the spell ends (gives high level mages a
|
||
reason to collect all those magic swords and destroy them in the
|
||
process). The other material component is a gem with the soul of
|
||
fighter trapped in it. This gem becomes embedded in the sword during
|
||
the spell. Each time the gem is used, it has a cumulative 5% change of
|
||
shattering, freeing the poor soul inside. Obviously the gem is not
|
||
consumed after the spell ends.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lichdom (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 3 hours
|
||
Area of Effect: Caster
|
||
Saving Throw: Special
|
||
|
||
When this spell is cast, the wizard saves vs. Death. If he fails, he
|
||
becomes a lich, otherwise he dies. Should he be raised or resurrected,
|
||
he can try again. This spell makes clear why a wizard has to be 18th
|
||
level to be able to become a lich.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lorth's Translocation (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1 round
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
Lorth's Translocation is a the most advanced teleport-class spell ever
|
||
devised. Given a description of any sort, the caster is able to place
|
||
himself at the specific location. The description might be a detailed
|
||
mental image, a verbal description, a painting, "Thirty feet due east",
|
||
"The center of the room in which stands the Sceptre of AshkaMankh", or
|
||
anything else sufficiently precise. If there does not exist a location
|
||
such as the one described, nothing will happen. If the description is
|
||
insufficiently precise ("A field of grass", "The center of a forest"),
|
||
the spell will have no effect. If the location does exist, then the
|
||
caster will be placed there, no matter where it is.
|
||
|
||
This spell can transport the caster to any plane, any distance. Note
|
||
however that it is very, very difficult to describe a specific place in
|
||
planes such as the Astral or the Ethereal, due to the lack of good
|
||
landmarks. Of course, if there should happen to be a solid object in
|
||
the place described, the caster is slain instantly.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Magic Swarm (Alteration)
|
||
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
The magic swarm spell is both a very potent, and a very unstable
|
||
spell. With this spell, the wizard may bind up to three attack-type
|
||
spells (those that cause any type of damage) together into one spell.
|
||
The caster begins the incantations of the magic swarm and then "loads"
|
||
the spells to be bound into the swarm (this effectively casts the
|
||
spells - the proper components are required, and the loaded spells fade
|
||
from memory; the magic swarm is the "target" for these spells). The
|
||
wizard then finishes the binding process by continuing the incantations
|
||
of the swarm. This entire process takes two turns plus the casting
|
||
times of the spell(s) to be bound.
|
||
|
||
When the magic swarm is actually cast, the bound spells are released
|
||
simultaneously (this has a casting time of 3). However, due the
|
||
unpredictable nature of this spell, there is a chance that some of the
|
||
bound spells may not function normally. At the time of casting, the DM
|
||
rolls 1d3; the result is the number of spells that work properly - the
|
||
remaining spells fizzle and are lost (the spells go off in the order
|
||
they were bound, so it is important to keep track of the order).
|
||
|
||
Due to the extreme exertion required to cast this spell, the following
|
||
penalties/stipulations are placed on its use:
|
||
|
||
- only one magic swarm spell may be memorised in any two day period.
|
||
|
||
- after a magic swarm is cast (actually cast, not after binding), no
|
||
further spell casting is possible for one turn (10 minutes).
|
||
|
||
- after the spell is cast, the caster temporarily loses 1d4
|
||
constitution points; if this brings the wizard's constitution score to
|
||
zero or below, a system shock roll must be made; if this roll is
|
||
failed, the wizard dies, otherwise he falls into a coma until his
|
||
constitution is restored to a positive value; it takes one hour of rest
|
||
to restore one constitution point lost in this manner.
|
||
|
||
- if the magic swarm is not cast in one hour per level of the caster,
|
||
the caster must make a saving throw vs. spell; if this save fails, the
|
||
swarm will discharge will full effect, centered on the caster (1d3 is
|
||
still rolled to determine how many spells actually go off and how many
|
||
fizzle); if the save is successful, the magic swarm simply fades from
|
||
memory and is lost (along with all bound spells).
|
||
|
||
The material component for this spell is a bag of holding (which
|
||
effectively "holds" the spells in the bound state). When the spell is
|
||
cast, the bag is destroyed unless the caster makes a successful saving
|
||
throw vs. spell at -2.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mental Library (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: See below
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the Mental Ledger spell in that it enables the
|
||
caster to record information in some unused portion of the casters
|
||
brain and then gives the caster the ability to read the information at
|
||
a later date as if they were reading it in their own hands.
|
||
|
||
This spell actually will allow the caster to hold as many spells as he
|
||
knows and any that the caster might learn in the future. In fact, any
|
||
spells that are stored in the casters brain through the use of the
|
||
spell will remain there essentially forever available for recall when
|
||
necessary.
|
||
|
||
This spell also allows the caster to record information other than
|
||
spells in this "storage area". The caster can store the entire contents
|
||
of any book that he reads and can access the book at any time in the
|
||
future just like the spell Mental Note.
|
||
|
||
Too add more information after the spell is cast requires that the
|
||
caster cast the spell again at the time that they wish to add more
|
||
information.
|
||
|
||
The material components for this spell the first time it is cast is a
|
||
specially prepared lead crystal which has been enchanted to absorb
|
||
magical energies. The value of this item is no less than 50000 GP. To
|
||
add more information in subsequent castings, the caster would require a
|
||
pure lead crystal of 5000 GP (as in the mental ledger spell).
|
||
|
||
This spell is highly useful for mages on the go who want all their
|
||
spells and library without having to carry it around for themselves.
|
||
|
||
The casting time depends on what is being stored. It takes one hour per
|
||
spell level per spell memorised, and it takes the time it takes the
|
||
caster to read a book to store a book (the caster is allowed to take
|
||
short breaks and sleep if there is a large amount of information being
|
||
memorised).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mezzalldam's Choking Fist (Evocation)
|
||
|
||
Range: 3 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This spell creates a disembodied hand similar to those of Bigby's
|
||
Hand spells, except it is much smaller (about the size of an ogre's
|
||
hand). It will attack as directed by the caster (no concentration is
|
||
required to do so - the wizard simply chooses the target). The hand
|
||
does not automatically hit, but will attack using the caster's THAC0,
|
||
with a +2 "to hit" bonus.
|
||
|
||
If a hit is scored, the fist closes tightly around the victim's throat;
|
||
it will continue squeezing until the target is dead, or until the hold
|
||
is broken. Once per round, the fist's lock may be broken by making a
|
||
successful bend bars roll (the victim has a 10% penalty applied to this
|
||
roll); only one person may do this each round, due to the small size of
|
||
the hand. Other party members who try to free the victim must devote
|
||
their entire attention to this for the round (i.e. no other action may
|
||
be taken, DEX bonuses to AC are lost, etc.).
|
||
|
||
Each round the victim is choked, a system shock roll must be made; each
|
||
additional round (past 1) of constriction inflicts a 5% penalty to this
|
||
roll. If this roll fails, the victim fall unconscious and if the hold
|
||
is not broken the following round, the victim dies. While a victim is
|
||
being choked he may perform no other actions (other than breaking the
|
||
fist's hold) - all the target's efforts are required to fight the
|
||
effects of the constriction. The fist will continue attacking until it
|
||
is destroyed/dispelled, or until the spells' duration expires; the
|
||
caster can also end the spell with a single word.
|
||
|
||
The fist may be destroyed by direct attack; it has an armour class of
|
||
-2 and as many hit points as the caster at full health. The fist will
|
||
also break its hold on a victim every time it loses half its remaining
|
||
hit points. Note however, that attacking the fist while it is choking
|
||
a victim is dangerous; if an attack on the fist fails to hit, another
|
||
normal attack must be immediately rolled against the victim, inflicting
|
||
any damage normally. If the fist's hold is released or broken, it may
|
||
be attacked without fear of hitting companions. If the fist is not
|
||
choking a victim, it may be attacked by anyone who beats the wizard's
|
||
initiative roll (or by anyone, if the fist fails to score a hit that
|
||
round).
|
||
|
||
The material components for this spell are a bit of bone and skin from
|
||
any constricting snake; these components are consumed when the spell is
|
||
cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mezzalldam's Lightning Swarm (Invocation/Evocation)
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 2 rounds
|
||
Casting Time: 9
|
||
Area of Effect: 5' wide, 5' per level long ray
|
||
Saving Throw: 1/2
|
||
|
||
When this spell is cast, a 5' wide, electrically-charged, blue ray
|
||
shoots from the caster's finger, and strikes as directed up to
|
||
distances of 10 yards per level of the caster. The ray travels in a
|
||
straight line and is blocked by most obstacles; however, it will burn
|
||
through thin, flammable material such as cloth and straw.
|
||
|
||
When the ray reaches its terminal point, as chosen by the caster (or
|
||
when it strikes a blocking obstacle) it will erupt into a lightning
|
||
swarm. This swarm appears as a glowing, blue sphere with dozens of
|
||
small lightning bolts flashing in all directions. The radius of the
|
||
swarm is 5 feet per level of the caster.
|
||
|
||
Anyone caught inside the swarm suffers 10d6 points of damage; a
|
||
successful save vs. spell reduces this damage by half (victims wearing
|
||
metal armour suffer a -2 penalty to their saving throw). Those who fail
|
||
their save must make saves vs. lightning for all their objects; items
|
||
that fail their save are destroyed.
|
||
|
||
If the caster desires, the swarm may be continued for a second round.
|
||
If full concentration is maintained, the caster may move the swarm 10
|
||
feet per level of the caster; if the caster's concentration is broken,
|
||
the swarm stays where it is. Anyone that comes into contact with the
|
||
swarm during the second round suffers 5d6 points of damage. Those who
|
||
successfully saved on the first round automatically save on the second
|
||
round as well.
|
||
|
||
The material component for this spell is the heart of a blue dragon,
|
||
which is consumed when the spell is cast. Evil spellcasters have
|
||
discovered that the heart of a bronze dragon will also work as a
|
||
material component for this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mystyk's Mystical Missile (Invocation/Evocation)
|
||
|
||
Range: 10 yards + 10 yards per level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell causes a sparking, blue ray to shoot from the caster's hand;
|
||
the ray will strike any creature as chosen by the caster. When the ray
|
||
strikes the target, it will evolve into a vortex of electricity that
|
||
surrounds the victim. The target must make a saving throw vs. spell at
|
||
-4; if this save succeeds, the spell ends with no effect. If the save
|
||
fails, the victim suffers damage equal to 1d8 + 1 per level of the
|
||
caster, and the spell continues. Each round, a new save must be made,
|
||
with a cumulative +1 bonus (i.e. -3 on the second round, -2 on the
|
||
third, etc.); the spell ends if a save is successful, otherwise the
|
||
victim is again subject to a damage roll. The target must devote his or
|
||
her entire effort on escaping the vortex; if any other action is
|
||
performed that round, the save automatically fails and damage is
|
||
inflicted normally. If the victim is rendered unconscious by the
|
||
vortex, saves automatically fail (although the bonus still accumulates)
|
||
until the target regains consciousness.
|
||
|
||
If a victim is killed by this spell, the vortex will immediately attack
|
||
the nearest enemy of the caster; if none exist (within spell range of
|
||
the caster), the spell ends. The vortex moves at a rate of 24, and the
|
||
new target is attacked normally; the penalty or bonus to the save
|
||
resumes at the point it left off when the previous target was killed.
|
||
For example, if the initial target was killed during the fifth round,
|
||
the new victim's save begins with a +1 bonus. Any number of targets may
|
||
be attacked by this spell, as long as the saves are unsuccessful, and a
|
||
potential target is within range; otherwise, the spell ends.
|
||
|
||
The material components for this spell are the heart and scales of a
|
||
blue dragon, and any gem worth at least 500 GP. All components are
|
||
consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Nuke (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3 hours
|
||
Area of Effect: 100-yard per level radius sphere
|
||
Saving Throw: None
|
||
|
||
Creates a thermonuclear explosion of 2 kilotons power per level of
|
||
caster. Range is zero so unless used with one of the Carrier spells
|
||
this is a suicide weapon.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Power Word, Vapourisation (Alteration, Conjuration/Summoning)
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 9
|
||
Area of Effect: 1" per level high cube
|
||
Saving Throw: None
|
||
|
||
When this symbol is cast, it will cause a large volume of inorganic
|
||
material to simply vanish and cease to exist as if it had never been.
|
||
This effect is instantaneous, and remains permanent. Only a wish can
|
||
bring the lost matter back into existence. The volume that is destroyed
|
||
cab be in any shape the caster desires up the maximum volume effected.
|
||
|
||
If any of the inorganic material is somehow magical, then assign it a
|
||
value of 1 to 6, using the guidelines from the magic user spell detect
|
||
magic where artifacts are assigned a value of 6. This is the basic
|
||
saving throw number that must be rolled, or rolled under, using a d20
|
||
in order for the object to save and not be disintegrated.
|
||
|
||
If a magic item has powers or bonuses which could protect it from
|
||
disintegration then they must be taking into account for the items
|
||
saving throw. An intelligent item cannot be effected by the spell, as
|
||
it does not count as an inanimate object. A ring of spell turning would
|
||
not be able to turn the spell, but the roll is made anyway and if the
|
||
turning is successful, then the ring would get the bonus or be saved
|
||
completely. A ring of protection would get it's saving throw bonus,
|
||
while a device of protection from disintegration would always save.
|
||
|
||
The material components of this spell is a pinch of dust from the
|
||
coffin of a mummy.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sarius' Endosmotic Zone of Magic (Alteration)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
This powerful spell was researched by Sarius Mendlekine, Lord of
|
||
Telnorne. It is actually used to create a magical rod (3' long and 1"
|
||
in diameter) that projects a continual zone of increased magical
|
||
potential in a spherical area of effect equal to a radius of 1" per
|
||
level, extended outward from the rod in all directions. This spherical
|
||
zone makes magic function at its utmost effectiveness, normally. But,
|
||
it can be used to travel to planes with reduced magical factor ratings
|
||
(MF) while keeping a MF rating of 0 within the area of effect. On
|
||
planes with an increased MF the spell simply allows all spells of
|
||
9th-level or less to work optimally. The zone will permeate any area
|
||
which is not totally enclosed in a lead casing or protected by an
|
||
anti-magic shell which withstands the dweomer. All anti-magic shells
|
||
or effects that come within the zone react as though a dispel magic is
|
||
cast upon them each and every round. Every round the two areas
|
||
interact the anti-magic zones have a chance of dispelling as though a
|
||
mage of four levels higher than the caster were trying to "Dispel
|
||
Magic" against them. On planes with a negative MF rating, everything
|
||
within the area of effect operates as though the MF rating were 0. So,
|
||
someone with a ring of flying would fly within the zone, but exiting it
|
||
would cause them to drop like a rock! On a negative MF rating plane
|
||
anti-magic shells are dispelled at the normal level of mastery or the
|
||
spell-caster and all spells cast by any class of characters, whether
|
||
native to the plane or not, operate at a normal MF rating of 0.
|
||
|
||
The spell's duration (from activation of the rod) is equal to a base 1
|
||
day per level in a Prime Material plane with a MF rating of 0. On
|
||
negative MF rating planes, the duration is calculate as the total
|
||
number of whole days left for the rod to operate divided by the result
|
||
of the MF rating multiplied by -1. For example, a 20th-level mage
|
||
activates the rod and hurriedly enters a gateway to an alternate Prime
|
||
Material plane with a MF rating of -5 (since the spell must be
|
||
initially cast on a plane with a MF rating of 0 or better). The
|
||
duration would be determined thus: 20 days/(-5 x -1) = 4 days. But, if
|
||
the mage had operated the rod (for more than 1 turn) before entering
|
||
the gateway it would have lost a days duration and be calculated as:
|
||
19/(-5 x -1) = 3.8 days, or 91.2 hours, or 547.2 turns, or 5,472
|
||
rounds. If the wielder had travelled to a plane with a MF rating
|
||
greater than 0 the spell's duration would be calculated as the base
|
||
duration multiplied by the MF rating of the plane. Whenever the rod
|
||
changes alternate Prime Material planes (even if they both contain the
|
||
same MF rating) its duration is recalculate with the current remaining
|
||
days of operation left used as the base for determining the duration of
|
||
the spell (disregard any remaining duration that does not equal a day
|
||
or more in length). If the rod travels from a positive MF rating plane
|
||
to a negative MF rating plane the rod is totally disrupted in the
|
||
transferral as though the spell had ended, and vice versa. Dispelling
|
||
magics will only affect the rod for one single round unless they are
|
||
cast by a Demi-Power, Lesser Power, or Greater Power, in which case the
|
||
a successful "dispel magic" will cause the device to become disrupted
|
||
as described below.
|
||
|
||
The rod is the only material component of this spell. It is made from
|
||
the purest mithril and rune inscribing agents (costing at least 7,000
|
||
GP). Then, 9 deep blue amethysts (1000 GP each) are inset to the side
|
||
of the rod among the various runes of power, and a large sapphire
|
||
(1,000 GP) is affixed to the top. Once the rod has been fashioned (2
|
||
months creation time minus 1 day per level of mage working on the
|
||
inscribing of the runes down to a minimum of 1 month) this spell can be
|
||
cast upon it, empowering the rod with enormous magical potential. From
|
||
this point, the rod remains dormant until its power is activated by
|
||
speaking the proper command word and willing the rod to function.
|
||
Until the rod is activated the casting mage loses a single 9th-level
|
||
spell casting slot because of the bond that he has established with the
|
||
rod's dormant power. While this spell could be inscribed onto a scroll
|
||
it would still require the rod as a material component and the mage who
|
||
inscribed the spell would not regain the spell slot until the potential
|
||
of the scroll was released through copying it into a spellbook or
|
||
casting it onto the rod and activating the rod. (Note: An apprentice
|
||
may be used to inscribe the runes upon the rod freeing the learned
|
||
master to further research).
|
||
|
||
Although almost any sentient creature may utilise the rod, in the hands
|
||
of the original spell-caster it will convey a personal magic resistance
|
||
equal to his level of experience (and cumulative to any other magic
|
||
resistance he may be employing). On any Prime Material plane the rod
|
||
will also act as a Rod of Striking, conveying a +3 magical to hit bonus
|
||
and striking for 3d6+3 points of damage per round. The rod may only
|
||
strike once in any melee round no matter if the creature wielding it is
|
||
capable of multiple attacks with weapons. During the last turn of the
|
||
spell's duration the rod will begin to hum extremely loud (hearable in
|
||
a 1/2 mile radius. During the last round of the spell's duration the
|
||
rod will glow with extremely powerful magical electricity, causing 1d20
|
||
hit points of damage to all that touch it, per segment of contact. In
|
||
the last round is will flash with a bright light (causing all in the
|
||
zone to save vs. rods or be blinded for 1d20 rounds) and then cease to
|
||
function. This last burst of energy transmutes the mithril rod into
|
||
pure lead, causes the runes to dissolve, and disintegrates the 10 gems
|
||
into a useless powder.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Dragon Breath (Conjuration/Summoning)
|
||
|
||
Range: 10' per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell conjures a dragon head similar to that created by
|
||
Sillvatar's Dragon Bite; however, instead of bite damage, the caster
|
||
may direct the head to make a single, instantaneous breath attack. The
|
||
dimensions and composition of this breath attack are as per the dragon
|
||
the material component is from. The damage inflicted by this attack is
|
||
equal to an attack from the appropriate dragon of age category 1-6
|
||
(determine age randomly). For example, if a red dragon is the source of
|
||
the material component for this spell, and a 4 is rolled for the age
|
||
category, the breath attack takes the shape of a 90'x5'x30' cone of
|
||
fire, and inflicts 8d10 points of damage. All victims must save vs.
|
||
the worst of spell or breath weapon to receive only half damage;
|
||
possessions are treated as if they had been hit by the actual
|
||
corresponding breath weapon (if the victim's save was successful,
|
||
possessions are not affected).
|
||
|
||
The material component for this spell is the heart from any type of
|
||
dragon; this component is consumed when the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sillvatar's Superior Summoning (Conjuration/Summoning) Reversible
|
||
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 2 turns (casting time of 5 to trigger summons)
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The caster of this spell is able to summon to his aid one or more
|
||
prechosen individuals; the creatures to be summoned must be chosen at
|
||
the time the spell is cast and must be willing to receive the summons.
|
||
The total number of levels or hit dice of the individuals summoned must
|
||
be equal to, or less than the level of the caster.
|
||
|
||
When the spell is initially cast, the wizard must follow a set
|
||
procedure for each person or creature summoned: first the individual
|
||
must be marked with a Wizard's Mark spell; this must then be made
|
||
permanent through the casting of a Permanency spell (to prevent the
|
||
mark from wearing off). Finally, the Superior Summoning is cast; this
|
||
entire process takes two turns, plus the casting times of the other two
|
||
spells. Each recipient must be marked by a separate Wizard's Mark, but
|
||
a single casting of the Permanency spell, as well as the Superior
|
||
Summoning will suffice. These marks will be visible only to the caster
|
||
and the recipient (although a True Seeing spell or similar magic will
|
||
reveal them) and will remain until dispelled or the spell is
|
||
triggered.
|
||
|
||
When the wizard wishes to trigger the spell, the final incantations are
|
||
uttered along with the names of each of the recipients (this has a
|
||
casting time of 5). The summoned individuals will appear anywhere
|
||
withing 100' of the caster, as desired. The individuals to be summoned
|
||
must be on the same plane as the caster when the spell is cast
|
||
(triggered) or they cannot answer the summons.
|
||
|
||
The reverse of this spell, Sillvatar's Superior Sending, will send the
|
||
marked individuals to a pre-chosen location (a separate location may be
|
||
chosen for each recipient). The result is similar to a Teleport without
|
||
Error spell, but with a separate location for each recipient. The same
|
||
procedure must be followed as for the Superior Summoning, and since the
|
||
Wizard's Mark disappears when the individual is summoned, multiple
|
||
castings of this spell, as well as the Wizard's Mark and Permanency,
|
||
are required to send summoned creatures back to where they came from.
|
||
|
||
The material component for this spell is a diamond worth at least 500
|
||
GP for each individual to be summoned. These diamonds are powdered
|
||
and sprinkled on the Wizard's Mark (this fulfills the component
|
||
requirements for the Wizard's Mark spell as well).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sphere of Annihilation (Evocation)
|
||
|
||
Range: 4"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 12 hours
|
||
Area of Effect: 2' diameter sphere
|
||
Saving Throw: None
|
||
|
||
This ancient and arcane spell was first found in the Libram of Tel'
|
||
Aknus the Mad. It is used to create a sphere of annihilation. The
|
||
mage must prepare a special magical device, which costs 15,000 GP to
|
||
construct, to house the energies required to bring the sphere into
|
||
existence. The construct is made of the rarest or ores, adamantite,
|
||
and requires a full year of work by a master smith to fashion. A
|
||
Master Alchemist must then fuse ten vials of Essence of Platinum, ten
|
||
vials of Essence of Gold, and ten vials of Essence of Silver, in this
|
||
order, into the construct (which looks something like a giant spider
|
||
when finished). This will take two weeks per vial and the chance of
|
||
success is equal to the alchemist's chance of creating said essences
|
||
(checked for each vial fused to the structure) and any failure means
|
||
that the entire structure has been transmuted in the metal of the
|
||
current essence which is being fused into the construct.
|
||
|
||
Then the casting procedure can take place. It consists of a highly
|
||
ritual ceremony requiring a black pearl of at least 1' in diameter
|
||
being placed inside a magic circle and then calling forth the various
|
||
magics of the planes to instill the pearl with anti-planar power of a
|
||
sphere of annihilation. The spell then temporarily doubles the current
|
||
hit points of the casting mage as it starts. Every hour of casting
|
||
time instills the pearl with more and more power. At the end of every
|
||
hour's casting the mage must roll a successful saving throw vs. magic
|
||
which is unadjusted by any means other than his current level of
|
||
mastery. If successful, the casting continues for the next hour. If
|
||
unsuccessful, the mage takes 1d20 points of damage for an unsuccessful
|
||
hour of casting and the casting time is extended for anther hour. The
|
||
spell will only be successful if 12 hours of continual casting is
|
||
completed. Remember that if the spell is successful the mage must
|
||
still attempt to bring the sphere under his control. This spell in no
|
||
way gives any special bonuses for control attempts.
|
||
|
||
If the mage is reduced to zero hit points the pearl disappears (in a
|
||
harmless, but spectacular flash of light) and his strength and
|
||
constitution are reduced to 1 and he is thrown into a coma, losing
|
||
knowledge of all spells currently memorised. These statistics and
|
||
normal hit points are regained at a rate of 1 point per day or total
|
||
rest unless some form of magic is used to increase healing. Until the
|
||
mage reaches half of his original constitution score he is extremely
|
||
susceptible to diseases and will take 4x the amount of damage a disease
|
||
would normally inflict. When half of his original strength is restored
|
||
he may save vs. spells each day to see if he comes out of the coma.
|
||
Failure means that he remains in the coma. Once the mage comes out of
|
||
a coma he will be in a ravenous state and will not be able to regain
|
||
spells again till he has eaten and rested for as many days as he was in
|
||
the coma. Success or failure notwithstanding, this spell will always
|
||
destroy the construct and the pearl used as the material components.
|
||
If the spell is successful, the construct and pearl are sucked into the
|
||
sphere, and if unsuccessful, the construct crumbles into a useless
|
||
crystal substance and the pearl disappears as mentioned above.
|
||
|
||
If the spell-caster is physically touched during the casting of this
|
||
spell by anything, including the power of another magic, and sustains
|
||
damage which subtracts from his hit points or any ability score or
|
||
level, the pearl will explode in a force of magic dealing out damage
|
||
equal to 1d20 per hour of casting time that has passed (rounded down)
|
||
in a radius equal to 1" per hour of casting time that has successfully
|
||
passed (again, rounded down and a unmodified saving throw vs. spells
|
||
will allow anyone in the area of effect to save for half damage).
|
||
Also, when this happens the extra hit points disappear (if they are
|
||
still present) and the mage takes damage from his normal remaining hit
|
||
points. Death by this explosion means that the body has been
|
||
disintegrated, ruling out "raise dead" or "resurrection" spells for
|
||
bringing the victim back to life.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Symmetry (Evocation)
|
||
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 3 hours
|
||
Area of Effect: 10-mile radius sphere
|
||
Saving Throw: None
|
||
|
||
Composed of 2 level 9 spells which have to be cast simultaneously.
|
||
Creates within a 10-mile radius a condition in which the symmetry
|
||
between the physical interactions which prevailed at the time of the
|
||
Big Bang is restored. Everything within the 10-mile radius is
|
||
instantaneously gone regardless of magic resistance, god or artifact
|
||
status etc. Everything for a couple of hundred miles around gets
|
||
burned, vapourised, melted etc. Note that like Nuke this has a range of
|
||
zero, so use of Long-Range Carrier is advised.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Telnorne Force Layer (Evocation)
|
||
|
||
Range: 1"
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: One 10'x 10' area
|
||
Saving Throw: None
|
||
|
||
The source of this highly improved version of the "Wall of Force" spell
|
||
is the Telnorne Mageocrat. It is used to create a barrier which cannot
|
||
be penetrated by any known spells or forces in the multi-universe,
|
||
including major powers, avatars, devils, or demon princes.
|
||
|
||
The casting time of 1 hour is standard, but the mage must also spend a
|
||
hour in contemplation, reviewing diagrams and/or charts of the area or
|
||
object to which the force layer is to be attached when memorising the
|
||
spell. A force layer may cover an area of up to 10'x 10', and must be
|
||
attached to a localised gravity: either an object, a structure, or an
|
||
area. Once cast, only spells of wish-like power may affect the force
|
||
layer.
|
||
|
||
A "Limited Wish" will effect the force layer as a 1/2 strength "Dispel
|
||
Magic", an "Alter Reality" will effect the force layer as a 3/4
|
||
strength "Dispel Magic", and a "Wish" will effect the force layer as a
|
||
full strength "Dispel Magic". The force layer may be attached to
|
||
moving objects, but only those which are of one piece and move in
|
||
conjunction to something else. For example, a chest (with hinges)
|
||
could be covered, but the chest would still need to have a break within
|
||
the spell effect, so only the top or the bottom of the chest would be
|
||
affected. Placing the spell on a wagon would effectively make the
|
||
wagon indestructible, but the wagon would never again roll since the
|
||
wheels are now locked in place. But, if the wheels alone (and possibly
|
||
the axle if the mage was inventive) were protected the wagon would
|
||
still roll. Of course, after the wheels eventually rotted away in a
|
||
few years the spell area would still be in effect and invisible wheels
|
||
would still roll.
|
||
|
||
When this spell is cast on the Prime Material plane the area of effect
|
||
extends into the astral and ethereal planes, although the force layer
|
||
will still be invisible. Nothing will stick to the force layer except
|
||
for another force layer which is attached to a previously cast one.
|
||
Paint, dust, and powders will simply roll off its surface. Only Dust
|
||
of Appearance will stick to the force layer, and then only for 1d10
|
||
rounds.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible
|
||
|
||
Range: 10 yards per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell is Uldark's response to his friend Sillvatar's spell,
|
||
Superior Summoning [q.v.]; it is not as powerful (in terms of levels)
|
||
as Sillvatar's spell, but is more versatile, and requires less
|
||
preparation time. This spell allows the caster to summon any creature
|
||
of the wizard's choice; only one such creature may be summoned per
|
||
casting of this spell, and the summoned creature's hit dice may be no
|
||
more than two-thirds the caster's level (drop fractions). A certain
|
||
species of creature may be specified in the summoning (or in the case
|
||
of an adventurer, class and level), but a specific individual may not
|
||
be called; for example, the caster may summon a 12th level Paladin, but
|
||
may not summon a specific paladin by name.
|
||
|
||
The summoned creature appears anywhere within the spell's range as
|
||
directed by the caster. If a good caster summons an evil creature (or
|
||
if an evil one summons a good creature) both the creature and the
|
||
caster must roll a save vs. spell. If the caster succeeds and the
|
||
creature fails, the spell proceeds normally; if the caster fails and
|
||
the creature succeeds, the creature will attack the caster immediately;
|
||
if both fail, the creature ignores the caster (the caster may still
|
||
attempt to gain control of the summoned creature via some other
|
||
magic).
|
||
|
||
Of course since Sillvatar's spell is reversible, Uldark felt his should
|
||
be as well. The reverse of this spell, Uldark's Ultimate Banishment,
|
||
sends the previously-summoned creature back to its place of origin.
|
||
This will only work on a creature who was previously summoned by this
|
||
spell. If the creature fails a save vs. spell at -4, it is immediately
|
||
sent back to where it came from.
|
||
|
||
The material component for this is a ruby, diamond, or emerald worth at
|
||
least 800 GP. The gem is consumed with the casting of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hi,
|
||
|
||
I hope you've enjoyed the ASCII Net Spellbook.
|
||
|
||
Anyway, I'm in the process of compiling the same kind of files for the
|
||
occasional Priest, and I would like to ask you all out there to send me
|
||
every spell you've got for them (don't hesitate to post them if you
|
||
think that's more convenient than e-mailing).
|
||
|
||
Also, any feedback on the former files is more than welcome, especially
|
||
comments on the lay-out or on the level the several spells were listed
|
||
in.
|
||
|
||
Also, if you have any more magic-user spells, which I can add to the
|
||
list, please e-mail them to me or post them, so that they can be
|
||
included in my next ASCII Net Spellbook update.
|
||
|
||
|
||
Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
|
||
|