2652 lines
158 KiB
Plaintext
2652 lines
158 KiB
Plaintext
Mage Spells and Cantrip
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From Dragon magazine and other sources
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Mage Spells and Cantrips Level:1
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Catfeet (Alteration)
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LEVEL: Cantrip Area of Effect: 1 pair of feet
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SOURCE: Dragon Casting Time: 1/6 SEG
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Explanation/Description: This personal cantrip, enacted by making a stroking motion with the
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fingers of one hand, acts upon the caster (and cannot be made to affect another person) for 1 round
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(plus per level of the caster). Movements or weight (tread) of the caster's feet, regardless of the
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surface being walked upon or climbed, are rendered silent. This does not cloak other sounds. In
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addition, the caster will land, balanced and unwinded, on his feet, from a fall of any height
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suffered while the cantrip is in effect (and a modifer of -1 from each die of falling damamge
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suffered applies). The dewomer also lends some surety of traction and movement; a -15% chance
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of slipping or falling in damp, greasy, or otherwise slightly slippery conditions underfoot. Note
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that this does not enable the caster to climb or walk upon walls or ceilings unless other magic is
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employed (such as a spider climb spell), but will reinforce all such magics to lend increased
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safety in hazardous conditions.
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Horn (Evocation)
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LEVEL: Cantrip Area of Effect: Special
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SOURCE: Dragon Casting Time: Special
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Explanation/Description: A haunting-sound horn cantrip causes the sound of a non-existent horn
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or trumpet being winded to be heard within 2" (6" if loud). The pitch, volume, apparent distance
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(echo and muffling), and the length of note (only a single call is permitted) are all controllable by
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the caster. The caster faintly or inaudibly hums a tone to set the pitch, and then opens his mouth
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into an O-shape while cupping the fingers of one hand over it. The trumpet call will last as long
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as the mouth is opened in an O. The volume and steadiness of the tone are controlled by the
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fingers (which flare open to increase volume, and pinch shut to mute it) and can be shaken to give
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a tremulous note. A caster practiced in the use of this cantrip can imitate horn blasts perfectly.
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Listen (Alteration)
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LEVEL: Cantrip Area of Effect: 1 creature
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SOURCE: Dragon Casting Time: 1/10 SEG
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Explanation/Description: A person-affecting listen cantrip enables the caster to attract the
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attention of a target creature within 6". The cantrip is activated by the caster's pointing at the
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target and then at himself, while simultaneously saying, "Ahem." The target will be alerted to the
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message subsequently (beginning within 1 segment of the casting) spoken by the caster. The
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cantrip does not act as a message spell; there must be no barriers to sound between the caster and
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the target, and the cantrip does not improve the target's hearing or the volume of the caster's voice
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- nor does it capture the target's full concentration, so it will not ruin or delay spellcasting. If
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the message is spoken in a language not understood by the target, the cantrip does not translate it.
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The cantrip is ideal for alerting a friend to the presence of the caster. A listen cantrip will never
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be cast on the wrong target due to movement during the caster's pointing; the caster's view of the
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target determines the target.
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Scorch (Alteration)
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LEVEL: Cantrip Area of Effect: 1 object
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SOURCE: Dragon Casting Time: 1/3 SEG
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Explanation/Description: This reversed cantrip, despite its name, creates neither flame nor heat.
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Instead, by magically exciting the molecules on any non-living object (of up to 100gp weight), it
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causes the object to char without noise, smell, or smoke. The caster must touch the object (to hit
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roll required if another creature is attempting to protect the object or keep the caster from it),
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and the object is allowed a saving throw vs. magical fire. If the save fails, the object is comsumed.
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This cantrip will readily destroy magicial writings such as spellbooks and scrolls. The verbal
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components is a hissing noise; the somatic component is merely touching the object to be affected.
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Snatch (Evocation)
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LEVEL: Cantrip Area of Effect: 1 person
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SOURCE: Dragon Casting Time: 1/6 SEG
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Explanation/Description: This person-affecting cantrip causes a brief, violent jerking force to
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act upon a body portion or limb of a subject creature. This force has little strength, but may
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serve to cause a running being to stumble or turn about, or cause someone to fumble or drop small
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objects. A saving throw determines whether such objects are actually dropped, or a fall or mishap
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actually occurs or whether the snatch spell merely delays the subject for 1-3 segments. The
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snatch is a brief tug, not an unseen servant. The caster hisses softly at the subject being, and
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simultaneously makes a jerking motion wiht a hooked finger, visualizing the location and percise
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direction of the desired snatching, to enact the cantrip.
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Spark (Evocation)
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LEVEL: Cantrip Area of Effect: Special
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SOURCE: Dragon Casting Time: 1/2 SEG
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Explanation/Description: This personal cantrip is enacted by the caster snapping his fingers and
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making a popping verbal noise simultaneously; this causes a large, powerful blue spark to come
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into being at any precise location (familiar, or unseen and merely chosen by the direction and
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distance) within a range of 1"/level of the caster. The energy of the spark will be transmitted by
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any conducting material it contacts, but the spark does not require the presence of electrical (or
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any other) energy, and is not affected by dampness or other atmospheric conditions. If the caster
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is 6th level or higher, the cantrip will produce 2-5 sparks in the same spot, in rapid succession.
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Level 1:
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Bigby's Bookworm Bane (Evocation)
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LEVEL: 1 SOURCE: GHA
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Range: 20' Components: V, S, M
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Duration: 1 TN/LVL Casting Time: 1 SEG
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Area of Effect: Special Saving Throw: None
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Explanation/Description: This spell is used to seek out and destroy one of the most feared
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enemies of the mage: the bookworm. When cast, the spell creates a disembodied hand that will
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search through 100 books or scrolls per round, seeking out bookworms with a 95% chance of
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detection. Once a worm is found, the hand will pursue the bookworm relentlessly, attacking with
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the skill of a fighter equal in level to the caster. A successful hit by the hand means that the
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bookworm is instantly crushed to death. The hand possesses a strength of 8, so it can move aside
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books and scrolls in pursuit of the fleeing bookworm. The hand is incapable of performing any
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other functions ot combatting any other foe. Bigby uses the spell periodically to safeguard his
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valuable library. The material component is a child-sized glove made of tough leather.
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Bigby's Feeling Fingers
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LEVEL: 1 SOURCE: GHA
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Range: 20' Components: V,S,M
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Duration: 1 hr + 1 TN/LVL Casting Time: 1 SEG
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Area of Effect: Special Saving Throw: None
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Explanation/Description: This spell calls into existence a disembodied hand under the caster's
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command. The hand cannot hold, grasp, or carry, but it does have an amazingly sensitive sence of
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touch. The hand's sense of touch is so fine that it can note miniscule cracks, seperations, or
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openings in a surface, and thus detect the presence of a secret or concealed door with a 50%
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chance of success. The hand con search a 10 foot by 10 foot area each turn. The hand connot be
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destroyed by physical attacks, but it can be dispelled if dealt four or more points of magical
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damage. The hand can trip a nonmagical trap if the location of the trap is known. The material
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components for the spell are a child-sized silk glove and a swan's feather.
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Drawmij's Beast of Burden (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: 30' Components: V,S,M
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Duration: 2 hrs/LVL Casting Time: 1 MR
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Area of Effect: Special Saving Throw: None
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Explanation/Description: This spell partially lightens goods placed upon a single mount. The
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effective encumbrance of all objects on the mount, including riders, is reduced by one-half, in
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effect doubling the amount of weight the mount can carry. A mount that suddenly finds itself
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carrying one and one-half its maximum load without the spells protection cannot walk, slowly
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sinks to the ground, and stands a 50% chance of going lame. A mount suddenly burdened by twice
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its maximum load collapes to the ground, suffering 1d6 points of damage and automatically goes
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lame. The material components are a lodestone and pinch of metal filings.
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Drawmij's Light Step (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: Touch Components: V,S,M
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Duration: 5 MRs/LVL Casting Time: 1 SEG
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Area of Effect: One creature Saving Throw: None
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Explantion/Description: This spell gives a creature a very limited form of levitation. The
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creature walks normally over any surface, but walks so lightly that no tracks are left behind. If
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the creature breaks into a charge or run the spell ends immediately. The creature can also move
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across a fluid as well as a solid surface, but the movement rate is reduced to one-half the
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creatures normal walking rate, as the creature must step carefully. The light step spell will not
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enable a creature to walk across turbulent water or ocean waves, however, since the chaotic motion
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of the fluid disturbs the levitation field. The spell actually makes the creature unable to activate
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pit traps. It doesn't allow the creature to leap higher or jump safely from a cliff, only to walk
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with a lighter step. This spell will also increase the creature by 50% for the duration of the
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spell. The material components are a bit of fur taken from a cat's paw and a ducks feather.
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Flare
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LEVEL: 1 SOURCE: Dragon #123
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Range: 0 Components: V,S
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Duration: 1 SEG Casting Time: 1 SEG
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Area of Effect: Special Saving Throw: None
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Explanation/Description: This spell is typically used for long range signalling outdoors. It produces a
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streak of intense light that shoots straight up into the air from the caster's index finger and remains
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visible for one full SEG It is equally visible in daylight or darkness, and can be seen from as far as five
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miles, plus one mile per LVL of experience the caster has attained. A FLARE may be used to indicate the
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position of the mage and his party, or it may be used to transmit simple messages. Since the flare's
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color is controlled by the caster, a simple code may be devised for signaling between an army and its
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scouting parties. For instance a red FLARE might indicate that an enemy is near, a yellow might mean
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that the enemy is retreating, etc.
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Mordenkainen's Protection from Avians (Abjuration)
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LEVEL: 1 SOURCE: GHA
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Range: Touch Components: V,S,M
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Duration: 5 MRs/LVL Casting Time: 1 SEG
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Area of Effect: Special Saving Throw: None
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Explanation/Description: A creature protected by this spell receives a special benefit when in
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combat with avians totalling no more than 15 hit dice. If more hit dice attack, the spell is
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negated. Affected avians have a -2 penalty on rolls to hit the protected creature for the duration
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of the spell. The material component is a feather from any bird wrapped with a strip of tough
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leather.
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Nystul's Dancing Werelight (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: 60' + 20'/LVL Components: V,S,M
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Duration: 2 hrs + 1/2 hr/LVL Casting Time: 1 SEG
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Area of Effect: Special Saving Throw: None
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Explanation/Description: This spell creates a mote of light completely under the caster's control.
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The light shed by mote can be increased or decreased at the caster's will, ranging from the
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brightness of a light spell to the dim glow of a candle. The werelight can flit about from place to
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place as the caster directs, as long as it stays within the range of the spell. The werelight could
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be called upon to hang over the caster's head as a convenient reading light. The werelight spell
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cannot be attached to an object or creature. It can only exist as a mote hanging in the air. The
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material component is a live firefly.
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Nystul's Flash (Evocation)
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LEVEL: 1 SOURCE: GHA
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Range: 30' + 5'/LVL Components: V,S
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Duration: Instantaneous Casting Time: 1 SEG
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Area of Effect: 10' rad globe Saving Throw: Special
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Explanation/Description: This spell creates a sudden flood of bright light in a 10' radius globe.
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All creatures within the area of effect who fail a save verus spells are blinded for 1d4 rounds.
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Those who make their saving throw are merely dazed for 1d4 rounds, suffering a -2 penalty on all
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hit rolls. They are also off-balance in melee, so any attack made against a dazed creature has a +2
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hit modifier. Creatures outside the globe facing the flash do not suffer any ill effects. Creatures
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without eyes are not affected by this spell.
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Otiluke's Bubbling Buoyancy (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: 20'/LVL Components: V,S,M
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Duration: 1 TN/LVL Casting Time: 1 SEG
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Area of Effect: 100 lbs/LVL Saving Throw: None
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Explanation/Description: By use of this spell, the mage can allow normally non-bouoyant objects
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to float upon a layer of small crystal bubbles filled with air. Up to 100 pounds per level of the
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caster can be made to float, including gold, lead, stone, or living creature. An object that has
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sunk can be raised to the surface if the object is within the spell's range. The material
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components are a small cork and a pinch of bromine salt.
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Otiluke's Smoky Sphere (Evocation)
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LEVEL: 1 SOURCE: GHA
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Range: 60' Components: V,S,M
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Duration: 1 MR Casting Time: 1 SEG
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Area of Effect: 10' rad globe Saving Throw: Neg.
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Explanation/Description: This spell summons into the caster's hand a small crystalline sphere
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filled with gray, hazy mass. The smoke sphere can be thrown as far as 60 feet away from the
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caster as a grenade-like missile. The sphere shatters when it hits, filling an area 10 feet in
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radius with harsh, irritating smoke. Unless a save verses poison is made, all creatures within the
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area of effect will suffer a fit of coughing, gasping, and choking for 1d4 + 1 rounds. The affected
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creatures attack and make saving throws with a -2 penalty until the fit passes, and any spell with
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a verbal component has a 30% chance of failure when cast by a coughing spellcaster. The smoke
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cloud disperses and becomes harmless after one round. The sphere must be used within three
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rounds of casting or the substance becomes inert and useless, and the crystal sphere
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disintegrates. If the smoke sphere is shattered before it is thrown, the smoke cloud will affect
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the caster. The material component is a charred stick or piece of charcoal and a small, hollow
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glass ball.
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Otto's Chime of Release (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: 60 ' Components: V,S,M
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Duration: 1 SEG Casting Time: 1 SEG
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Area of Effect: One creature Saving Throw: None
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Explanation/Description: When this spell is cast, a delicate chime rings out, the vibration of
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which will release any form of nonmagical bonds holding a single creature or person. Ropes will
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be untied, chains and shackles loosened, leather straps unbound, a gag undone, or a wooden stock
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will be opened by the chime. The spell can even be used to release a bit and bridle on a horse,
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freeing the mount from a rider's direct control. The material component is a small brass tubular
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chime, which disappears when the spell is cast.
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Rary's Empathic Perception (Divination)
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LEVEL: 1 SOURCE: GHA
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Range: 5'/LVL Components: V,S,M
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Duration: 3 MRs/LVL Casting Time: 1 segment
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Area of Effect: One creature per probe Saving Throw: None
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Explanation/Description: This spell enables the caster to sense the basic emotions of a creature,
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person, or animal, such as fear, hunger, thirst, anger, pain, joy, or love. The spell will work on all
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creatures possessing a mind, but not automatons, golems, undead, or inhuman beings from other
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planes. Only one creature can be probed every five rounds, and the creature must be within the
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caster's line of sight, not behind a door or wall. A shielded mind cannot be probed empathically.
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The material component for empathic perception is a copper piece.
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Serpent Missile (Evocation)
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LEVEL: 1 SOURCE: Isle of the Ape (Module)
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Range: 6" + 1/LVL Components: V, S, M
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Duration: Special Casting Time: 1 SEG
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Area of Effect:1 or more creatures Saving Throw: Reduces Damage to
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in a 100 sq. ft. area 1hp/missle
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Description: This spell is a variation of the common magic missile spell. It utilizes a scale of a
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venomous snake to produce each missile. By throwing one or more scales, depending upon the caster's
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LVL, of course, one or more glowing green serpent forms appear from the caster's fingertips and flash
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toward the desired target(s). If the target creature successfully saves versus the spell, then only 1
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point of damage per serpent missile is inflicted. If a save is not made, then 2-8 points of damage are
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caused by this dweomer.
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Tenser's Eye of the Tiger (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: Touch Components: V,S,M
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Duration: 1 MR/LVL Casting Time: 1 MR
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Area of Effect: Creature touched Saving Throw: None
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Explanation/Description: By casting this spell, the mage can endow a creature with superior
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night vision equal to that of a great cat. The creature will be able to see in dim light up to a range
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of 30 feet and notice moving objects up to 60 feet away. Under conditions of total darkness, the
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creature can note moving objects slightly better. A creature who does not possess the blind-
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fighting proficiency is granted the proficiency while the spell is in effect, and a creature who
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already knows the art of blind-fighting will fight in the dark at only -1 to hit. The material
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components are a tiger's whiskers and ground carrot.
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Tenser's Steady Aim (Alteration)
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LEVEL: 1 SOURCE: GHA
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Range: Special Components: V,S,M
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Duration: 1 TN/LVL Casting Time: 1 SEG
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Area of Effect: One Fighter Saving Throw: None
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Explanation/Description: This spell will aid a moving archer or crossbowman with a steady
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shooting hand. No matter how fast the archer is moving or how unsteady his motion, the fighter
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will suffer no attack penalty on shots made with device-propelled missiles. The spell provides no
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archery bonuses. The material component is a small coiled spring.
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Level 2 Mage Spells
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Bigby's Dextrous Digits (Evocation)
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LEVEL: 2 SOURCE: GHA
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Range: 90' Components: V,S,M
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Duration: 3 TN/LVL Casting Time: 2 SEG
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Area of Effect: Special Saving Throw: None
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Explanation/Description: This spell summons into existence a pair of disembodided hands that
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will follow the mage's every order. The hands can perform all the functions of an unseen servant,
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but can also accomplish deeds requiring fine coordination, such as tinkering with tools, working
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with labratory equipment, sculpting, painting, or playing a musical instrument. The hands can
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perform an task the caster can accomplish, including non-weapon proficiencies known by the
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mage. The hands will perform with a dexterity equal to that of the caster. Each hand can hold and
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carry up to 200 g.p. weight individually, or 500 g.p. weight together. The hands can move no
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farther apart than the caster's own hands. The hands can move 120 feet per round, regardless of
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weight carried, but can move no farther than 90 feet away from the caster or they vanish. The
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hands cannot wield a weapon in melee or punch or grapple. Although the hands are immune to the
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physical attacks, they can be destroyed by six or more points of magical damage. The material
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component is a pair of gloves embroided with the mage's initials.
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Bigby's Silencing Hand (Evocation-Enchantment)
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LEVEL: 2 SOURCE: GHA
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Range: 40 ' Components: V,S,M
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Duration: 2 MR/LVL Casting Time: 2 SEG
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Area of Effect: One creature Saving Throw: Neg.
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Explanation/Description: This spell creates an appropriately sized hand that will fly toward the
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chosen creature and clamp tightly over the creature's mouth unless the creature makes it's saving
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throw. A creature affected by the spell will be unable to talk clearly, cannot cast any spells
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requiring a verbal component, or use a magical item triggered by an audible command word. The
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hand cannot be pulled away from the creature's mouth or be harmed by a physical attack, but can
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be destroyed by six or more points of magical damage, although most magical attacks carry the
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risk of harming the affected creature. A successful dispel magic spell destroys the hand without
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injury to the creature. The material component is a cloth glove smeared with a sticky syrup or
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honey.
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Bladethirst (Alteration)
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LEVEL: 2 SOURCE: GHA
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Range: Touch Components: V,S,M
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Duration: 1 MR Casting Time: 1 round
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Area of Effect: None Saving Throw: None
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Explanation/Description: By means of a pinch of powdered silver, adamantite, or mithral, and at
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least a drop of (human) blood, the caster endows the blade (or blades) of an edged weapon with a
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+3 bonus to hit on the following round only. This temporary magic is visible as a blue-white glow
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about the weapon, and fades when the blade strikes a creature or the spell expires, whichever
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first occurs. The weapon must be touched by the caster, and can be wielded by the caster or any
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other creature. The +3 bounus applies on the round following the casting.
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Dispel Silence (Abjuration)
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LEVEL: 2 SOURCE: Dragon, May 1985, pg. 31
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Range: 0 Components: S,M
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Duration: Special Cast time: 2 SEGs
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Area of Effect:Sphere 1"rad/lvl Saving throw: None
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Explanation/Description: This dweomer negates existing magical SILENCE within the area of effect, and
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dispels any SILENCE created by spell casting or magic-item power with in the area of effect for 1 MR
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per LVL of the spell caster after the MR of casting. Thus, a DISPEL SILENCE cast by a 12th-LVL mage
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would negate (no saving throws allowed) any SILENCE cast on him or about his person, and prevent such
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SILENCE from occurring or returning for twelve consecutive MRs after casting. DISPEL MAGIC will in
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turn destroy a DISPEL SILENCE dweomer, but SILENCE will not return unless cast anew, or if of a
|
|
permanent (i.e. magic-item function) sort. The dweomer created by this spell is always a sphere
|
|
centered upon the mage, extending through walls and doors, aMR intervening objects, and so forth.
|
|
The spell is cast by means of a hand gesture and the casting into the air of a pinch of powdered diamond
|
|
(at least 50 gp worth of the crushed gemstone).
|
|
|
|
|
|
Drawmij's Adventurer's Luck (Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 3 TNs Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell bestows upon the touched creature a special form of luck.
|
|
For the duration of the spell, the recipient of this magic can act as though he or she were holding
|
|
a luckstone and using its magical effects. The material component is 5,000 g.p. worth of ruby
|
|
dust sprinkled over the creature's head; this vanishes after the spell expires.
|
|
|
|
|
|
Drawmij's Breath of Life (Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 100' Components: V
|
|
Duration: 5 TNs Casting Time: 1/6 SEG
|
|
Area of Effect: 1 creature/LVL Saving Throw: None
|
|
|
|
Explanation/Description: With the power of this spell, the mage can endow one or more creatures
|
|
with sufficient endurance to hold their breath for five full turns. Affected creatures cannot
|
|
drown or be subject to the effects of inhaled gases while holding their breath. The caster can
|
|
bestow the spell upon one creature for every level of experience. The spell is only one word long,
|
|
and has no somatic or material components, so the mage can cast the spell quickly in an
|
|
emergency.
|
|
|
|
|
|
Drawmij's Scent Mask (Illusion/Phantasm)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 2 SEG
|
|
Area of Effect: 1 creature/LVL Saving Throw: Special
|
|
|
|
Explanation/Description: This spell will conceal all odors emanating from a creature for the
|
|
duration of the spell. If cast upon the mage or another person, that person cannot be detected by
|
|
scent. The recipient of this spell cannot be tracked by an animal or being that uses its smell to
|
|
track, such as a bloodhound. If cast upon a creature that uses its odor as a weapon or form of
|
|
defense, the spell negates the odor if the creature fails a saving vs. spells. The musky odor of a
|
|
skunk or wolverine or the stench of a troglodyte could be suppressed by the spell. The material
|
|
component is a scentless flower.
|
|
|
|
|
|
Drawmij's Swift Mount (Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 2 hrs + 1/2 hr/LVL Casting Time: 1 MR
|
|
Area of Effect: 1 mount/2 LVLs Saving Throw: None
|
|
|
|
Explanation/Description: This spell will double the movement rate of any mount that runs,
|
|
swims, or flies for the duration of the spell. After the spell expires, the mount is completely
|
|
exhausted and refuses to move any farther for 24 hours. The spell will in no way increase the
|
|
amount of weight that the mount can carry. The maximum encumbrance limit for the mount is
|
|
uneffected. Overloading the mount automatically negates the spell. Drawmij's beast of burden
|
|
cannot be combined with swift mount to increase the load a racing mount can carry. The material
|
|
component for the spell is a hare's foor or a bit of fur from a cheetah.
|
|
|
|
|
|
Magnify (Alteration)
|
|
LEVEL: 2 SOURCE: Dragon (?)
|
|
Range: 20" /LVL of caster Components: V,S
|
|
Duration: 1 MR/LVL Cast time: 2 SEGs
|
|
Area of Effect: Anything within the caster's sight Saving throw: None
|
|
|
|
Explanation/Description: This spell allows the caster to view an object or area as if it were larger, or
|
|
as if the caster were closer to it. Possible uses are examining sections of a wall for cracks which may
|
|
indicate a secreted door, or viewing a guard tower from a distance to determine how many guards are
|
|
present. Magnification is doubled for every LVL of the caster above first LVL. (2x at second LVL,
|
|
4x at third LVL, 8x at fourth LVL, 16x at fifth LVL, etc).
|
|
|
|
|
|
Mordenkainen's Encompassing Vision (Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 hr/LVL Casting Time: 1 MR
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell grants a creature a full 360 degrees of vision, so the
|
|
creature can seen sides and rear as well to the front. The creature cannot be surprised from the
|
|
rear by any attacker the creature can see normally. The spell will work in combination with any
|
|
sort of enhanced or magical vision, including infravision, ultravision, or x-ray vision. A creature
|
|
with both detect invisible and encompassing vision can see invisible, ethereal, or astral being
|
|
from the flank or rear as well. The person affected by this spell also has a -2 penalty on all saving
|
|
throws vs. gas attacks. The material component is a crystal disc with eight eyes inscribed upon
|
|
it, spaced at 45 degree intervals around the edge of the disc.
|
|
|
|
|
|
Nystul's Blackmote (Evocation)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 30' + 5'/LVL Components: V,S,M
|
|
Duration: Special Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell summons a microscopic mote of energy from the Negitive
|
|
Material Plane to the caster's hand. The caster must immediately roll a saving throw verses death
|
|
magic at +2 to be able to control the blackmote. If the caster saves, the blackmote will lie dormant
|
|
in the mage's hand for one round, building up power. The caster can do nothing else during this
|
|
time, the as he or she must concentrate fully on the blackmote. If the caster's concentration is
|
|
broken during this time, the blackmote is despelled. At the end of the round, them spell is at full
|
|
power, and them blackmote can be hurled at a creature within the range of the spell. The
|
|
blackmote automatically strikes, exploding in a burst of darkness and cold, inflicting 2d6 damage
|
|
plus one point of damage per level of the caster. Undead and creatures from then Negitive
|
|
Material Plane or lower outer planes are unaffected by a blackmote. If the caster fails the initial
|
|
save verses death magic, the mage loses control of the mote. It immediately explodes in the
|
|
caster's hand, inflicting one point of damage and paralyzing the mage for 1d4 rounds. The
|
|
material component is a sliver of bone taken from an undead skeleton.
|
|
|
|
|
|
Nystul's Blazing Beam (Evocation)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 30' + 10'/LVL Components: V,S
|
|
Duration: Instantaneous Casting Time: 2 SEG
|
|
Area of Effect: One creature Saving Throw: Special
|
|
|
|
Explanation/Description: This spell draws a parcel of energy from the positive material plane to
|
|
the caster's hand, which can be fired in a ray 1' wide and up to 30' plus 10' per level of the caster
|
|
in range. Except for undead, a creature struck by the beam is intitled to a saving throw. A
|
|
creature that successfully saves is struck by a glancing shot and is only dazed for 1d4 rounds,
|
|
suffering -2 penalty to hit rolls and a +2 penalty to armor class. A creature that fails is struck
|
|
full in the face by the beam and is blinded for 2d4 rounds, suffering -4 penalty on hit rolls and a
|
|
+4 penalty to armor class. An undead creature struck by the beam is not entitled to a save, and is
|
|
not dazed or blinded, but suffers 4d6 points of damage.
|
|
|
|
|
|
Nystul's Crystal Dagger (Evocation-Conjuration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 2 MRs + 1 MR/LVL Casting Time: 2 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell summons into the caster's hand a dagger composed of the
|
|
material from the quasi-elemental plane of mineral, strongly infused with energy drawn from the
|
|
Positive Material Plane. The crystal dagger has no hit bonus and inflicts 1d4 + 2 points of damage
|
|
to opponents struck in melee. Against undead and creatures from the lower planes, the dagger
|
|
inflicts 1d4 + 3 points of damage. If the crystal dagger does maximum damage to an undead or a
|
|
lower plane creature, that monster is paralyzed for the next melee round and the dagger vanishes.
|
|
The material component is a tiny dagger made from fine lead crystal, worth 250 g.p.
|
|
|
|
|
|
Odeen's Magic Cloud (Alteration)
|
|
LEVEL: 2 SOURCE: Dragon #124
|
|
Range: 2" + 1"/LVL Components: V,S,M
|
|
Duration: 1 MR/LVL Cast time: 2 Segments
|
|
Area of Effect: 5' x 5' x 5' cloud Saving throw: Special
|
|
|
|
Explanation/Description: When this spell is cast, the mage causes a small cloud to appear wherever he
|
|
desires within range of the spell. The cloud remains in place for its duration so long as the mage pays it
|
|
nominal attention. Once his attention is diverted, the cloud drifts with the breeze. There are several
|
|
types of clouds:
|
|
|
|
Storm Cloud: This magic cloud is thick, dark, and billowy, with rain or lightning at the mage's option.
|
|
The lightning does 1d6 hp of damage per MR to any creature below or inside the cloud unless a saving
|
|
throw vs. spells is made.
|
|
|
|
Obscuring Cloud: This especially thick cloud is centered on the face of the subject. It prevents both
|
|
normal vision and infravision. This cloud may be used either to protect the subject from a gaze attack
|
|
or hinder an opponent's vision (it does not, however, affect a beholder's eye-spells).
|
|
|
|
Rainbow Cloud: This magic cloud is thin and displays a rainbow when light is present in the visible
|
|
spectrum. Its chief purpose is to impress viewers; double the duration of the spell if this form is used.
|
|
|
|
Many other versions of this spell are possible, with effects in line with those listed here. Material
|
|
components vary with cloud type, but a ball of cotton is common to all the cloud types.
|
|
|
|
|
|
Otilukes Boiling Bath (Evocation-Conjuration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 1 SEG Casting Time: 2 SEG
|
|
Area of Effect: One creature Saving Throw: Neg.
|
|
|
|
Explanation/Description: This spell creates a cauldron-shaped container of force filled with
|
|
boiling oil, which appears over the target's head. The cauldron will dump its contents onto the
|
|
creature unless a saving throw verses spells is made. Success with the saving throw means the
|
|
creature is aware of the cauldron's sudden appearance and leaps clear before the cauldron is
|
|
poured. A creature who fails the save takes the full dose of boiling oil, suffering 3d4 points of
|
|
heat damage. The material components are a few drops of oil and a pinch of sulfur.
|
|
|
|
|
|
Otto's Soothing Vibrations (Enchantment/Charm)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 60' Components: V
|
|
Duration: 1 MR/LVL Casting Time: 2 MRs
|
|
Area of Effect: 20' rad sphere Saving Throw: Special
|
|
|
|
Explanation/Description: As the mage casts the spell, all creatures in the area of effect begin to
|
|
hear soothing vibrations that cause them to pause and listen. As the music continues, the
|
|
creatures feel the mage broadcasting peaceful, kindly thoughts to them. The creatures will do
|
|
nothing for one round until the mage is finished casting the spell. Thereafter, all animals in the
|
|
area of effect of semi-intelligence or lower will feel kindly to the mage, and show no aggression or
|
|
fear unless attacked first. All other creatures are entitled to a saving throw at +2 to avoid the
|
|
spell's lulling effect. All animals and those creatures who fail the save are more susceptible to
|
|
charm spells cast before the spell's duration ends, and suffer a -2 penalty against any charm
|
|
spell cast upon them, such as `animal friendship', `charm person or mammal', or `charm monster'.
|
|
There is no somatic or material component to the spell, just the soothing, vibrating voice of the
|
|
caster.
|
|
|
|
|
|
Otto's Tones of Forgetfulness (Enchantment/Charm)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
.Duration: Casting Time: 2 SEG
|
|
Area of Effect: One creature Saving Throw: Special
|
|
|
|
Explanation/Description: When the mage casts this spell, the ears of the target creature are
|
|
filled with exotic tones no one else can hear. Unless the creature makes its saving throw, the
|
|
creature will lose all memory of non-weapon proficiencies known by the creature, and any attempt
|
|
to use such a proficiency will meet with automatic failure. If the creature's save is successful,
|
|
the creature merely suffers a +2 penalty to the chance of success with a non-weapon proficiency
|
|
for the duration of the spell. The material components are a string from a sitar and a wooden
|
|
mallet.
|
|
|
|
|
|
Rary's Aptitude Appropriater (Divination-Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S
|
|
Duration: 1 TN/LVL Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: Special
|
|
|
|
Explanation/Description: By using this spell, the mage can temporarily acquire the ability to use
|
|
a nonweapon proficiency known to another creature. The caster must touch the creature already
|
|
possessing the desired skill. If the creature is willing to transfer his knowledge of the
|
|
proficiency, the transfer takes place without difficulty. If the creature is unwilling to transfer
|
|
the proficiency, the creature is entitled to a saving throw versus spells to prevent the transfer
|
|
from occurring. The creature touched does not lose his knowledge of the proficiency, but merely
|
|
allows the caster to know the proficiency as well. Only nonweapon proficiencies can be
|
|
transferred by the spell. Other skills, abilities, powers, or types of knowledge will not transfer.
|
|
The mage's level of ability with the proficiency is exactly that of the original owner, even if the
|
|
appropriate ability for the proficiency differs between the caster and creature.
|
|
|
|
|
|
Smokescreen (Alteration)
|
|
LEVEL: 2 SOURCE: Dragon #123
|
|
Range: 8" Components: V,S,M
|
|
Duration: 2MRs/LVL Casting time: 2 SEGs
|
|
Area of Effect: 10'/LVL rd sphere Saving throw: 1/2
|
|
|
|
Explanation/Description: This spell causes a large sphere of thick, black smoke to appear. The smoke
|
|
always floats 2' above the gMR, so that creatures outside the area may breath normally. Otherwise,
|
|
creatures in the area of effect take 2-5 hit points of damage per MR due to smoke inhalation; half
|
|
damage is taken if a save vs. spell is successful. It is not possible to see into or through an area
|
|
affected by a SMOKESCREEN, and visibility within this area is reduced to 3'. This reduced visibility
|
|
makes combat difficult; "to hit" rolls are made at -3 on the dice. A GUST OF WIND repels a
|
|
SMOKESCREEN but cannot disperse it. The
|
|
material component is a pinch of soot.
|
|
|
|
|
|
Tenser's Brawl (Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 2 SEG
|
|
Area of Effect: Spellcaster Saving Throw: None
|
|
|
|
Explanation/Description: This spell grants the recipient greater prowness in weaponless combat.
|
|
The fighter gains a +2 bonus to hit will all pummeling, grappling, or overbearing attacks. The
|
|
fighter receives a +2 initiative bonus for pummeling attacks and a 10% bonus to stun an opponent.
|
|
The fighter suffers no initiative penalty when performing a grappling attack, and any grappling
|
|
hold achieved by the fighter is more secure, so the held creature attacks at -4. The material
|
|
component for the spell is a bit of chest fur from a bear or gorilla.
|
|
|
|
|
|
Tenser's Hunting Hawk (Alteration)
|
|
LEVEL: 2 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 2 SEG
|
|
Area of Effect: Spellcaster Saving Throw: None
|
|
|
|
Explanation/Description: When this spell is cast upon an arrow, the missile gains a special
|
|
dweomer that changes the arrow into a hunting hawk as the arrow leaves the bow. The hunting
|
|
hawk: AC 6; Move 33"; HD 1; hp 6; #AT 3; Dmg 1-2/1-2/1; THAC0 19; AL N. The hawk's first
|
|
strike is a swooping attack, striking at +2 bonus to hit with its claw attacks doing double damage,
|
|
but no beak attack is allowed. Thereafter, the hawk will continue to attack opponents as the
|
|
caster orders, for one round per level of experience of the caster, or until the hawk is destroyed.
|
|
If a magic arrow has hunting hawk cast upon it, then the hawk retains whatever magical bonuses
|
|
the arrow had, including attack or damage bonuses, so a hawk formed from an arrow +2 will also
|
|
be +2 on all attack and damage rolls. An arrow of slaying cannot be affected by the spell. When
|
|
the spell's duration ends, the affected arrow disappears permanently. The material component is
|
|
a wing feather.
|
|
|
|
|
|
|
|
Level 3 Mage Spells
|
|
|
|
|
|
Bigby's Pugnacious Pugilist (Evocation)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 2 MR/LVL Casting Time: 3 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a pair of man-sized hands, appearing as clenched
|
|
and padded fists. The hands pummel with the effectiveness of an 18/50 strength fighter of one-
|
|
half the caster's experience level. The hands together fight as a character with AC 4 and three hit
|
|
points per level of the mage. The hands are dispelled when they run out of hit points. The hands
|
|
can pummel only, and cannot hold a weapon or grapple. The hands cannot be grappled or
|
|
overborne, since they can easily flit away. The material components are a mitten stuffed with
|
|
cotton and a brass bell.
|
|
|
|
|
|
Drawmij's Marvelous Shield (Evocation)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 0 Components: V,S
|
|
Duration: 1 TN/LVL Casting Time: 3 SEG
|
|
Area of Effect: The caster Saving Throw: None
|
|
|
|
Explanation/Description: This spell is an improved version of the shield spell. The improved
|
|
version will protect the caster against attacks from all sides, including the rear and above,
|
|
provided the mage is aware of the attack. A surprise attack will completely dispel the protection
|
|
of the improved shield. The protection afforded by the spell is -2 against all attacks, so the
|
|
improved shield acts as AC 0 against hand-hurled missiles, AC 1 against device propelled
|
|
missiles, and a -2 bounus on the magic's armor class against all other attack forms.
|
|
|
|
|
|
Drawmij's Iron Sack (Alteration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 6 hrs + 2 hrs/LVL Casting Time: 1 MR
|
|
Area of Effect: One sack Saving Throw: None
|
|
|
|
Explanation/Description: This spell will provide greater protection for the contents of one
|
|
normal sack or backpack. An affected sack is protected is if the interior were completely lined
|
|
with inch-thick solid steel, although the sack becomes no heavier or less flexible. The sack
|
|
makes its saving throw against physical or magical damage as if made of hard metal, with an
|
|
additional +2 bonus applied to the saving throw. Items within the sack must check only if the
|
|
sack fails its check. The material component is a strip of leater with mail sewn on one side.
|
|
|
|
|
|
Mordenkainen's Defence Against Lycanthropes (Abjuration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 2 MRs/LVL Casting Time: 3 SEG
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell will aid a creature in surviving attacks made by
|
|
lycanthropes. Any attack made upon the creature by a lycanthrope has a -2 penalty to hit. No
|
|
matter how much damage is inflicted by a lycanthrope, the creature will not contract lycanthropy
|
|
as long as the spell is in effect. The spell will not protect the creature from contracting
|
|
lycanthropy if injuries occured before the spell was cast or after it expired. The material
|
|
component is a crushed moonstone.
|
|
|
|
|
|
Mordenkainen's Defence Against Nonmagical Reptiles and Amphibians (Abjuration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 5 MRs/LVL Casting Time: 3 SEG
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: A creature protected by this spell gains an advantage in combat with
|
|
nonmagical reptiles and amphibians, including snakes, dinosaurs, frogs, and giant-sized species
|
|
of such animals. Dragons are excluded from the spell's effects as well as other creatures with
|
|
unnatural abilities. All such animals have a -2 penalty to hit the protected creature, and the
|
|
creature gains a +4 bonus to saving throws versus reptile and amphibian venom. The material
|
|
components are a bit of snake skin and a dried frog's leg placed in a pouch of hardened leather.
|
|
|
|
|
|
Mordenkainen's Protection from Insects and Arachnids (Abjuration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 5 MRs/LVL Casting Time: 3 SEG
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell provides a measure of protection from insects, spiders, and
|
|
scorpions, including giant-sized and unnatural species of such animals. All such animals attack
|
|
the protected creature at -2 penalty to hit and all the protected creatures saving throws against
|
|
insect or arachnid venom have a +4 bonus. The spell works on no more than 20 hit dice of bugs of
|
|
all types. If more than 20 hit dice of insects attack, the spell dissipates. The material component
|
|
is an insect trapped in amber.
|
|
|
|
|
|
Nystul's Crystal Dirk (Evocation-Conjuration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 3 MRs + 1 MR/LVL Casting Time: 3 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a weapon similat to that described in the 2nd level
|
|
crystal dagger spell. The dirk is faintly magical, granting a +1 bonus on attack rolls. The dirk
|
|
does 1d4 + 2 points of damage when it hits. Against undead and monsters from the lower outer
|
|
planes, the dirk does 1d4 + 3 points of damage on a successful hit. If the crystal dirk score
|
|
maximum damage, the monster will be paralyzed until the end of the next round following the hit.
|
|
The material component is a tiny dagger made from lead crystal worth 350 g.p.
|
|
|
|
|
|
Nystul's Expenitious Fire Extinguisher (Evocation)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 20'/LVL Components: V,S,M
|
|
Duration: 1 SEG Casting Time: 1 SEG
|
|
Area of Effect: Special Saving Throw: Special
|
|
|
|
Explanation/Description: This more powerful version of the affect normal fires spell enables the
|
|
caster to quickly extinguish a large fire. When the spell is cast, anti-energy from the quasi-
|
|
elemental plane of ash in momentarily drawn down upon the fire. An area on non-magical fire up
|
|
to 100 square feet per level can be put out in just one segment, so the spell is ideal for combatting
|
|
forest and brush fires. The spell is less effective against magical fire. The chance of
|
|
extinguishing a magical fire is only 60%, and a maximum area of 100 square yards, regardless of
|
|
the level of the spellcaster, can by snuffed. The spell has no effect on fire-based creature or
|
|
flames emanating from a creature's body, such as fire elementals, fire grues, or the type VI
|
|
demon. The material components for the spell are a pinch a cold ash mixed with salt.
|
|
|
|
|
|
Nystul's Golden Revelation (Alteration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 5 MR/LVL Casting Time: 3 SEG
|
|
Area of Effect: 30'wide cone 60' long Saving Throw: None
|
|
|
|
Explanation/Desciption: With this spell, the mage can reveal hidden, concealed, or invisible
|
|
creature within the conical area. The concealed creature will be surrounded with an aura of
|
|
golden light, shining out in a 1-foot diameter about the creature, making it easily seen. The mage
|
|
can make a full 360 degree sweep-search of the area in one round. The spell might reveal a thief
|
|
hiding in shadows, a barbarian concealed in natural terrain, or a creature hidden behind an
|
|
obstacal. The spell creates a glow around an invisible, out-of-phase, ethereal, duo-dimensional,
|
|
or astral being in the area of effect, as well as creatures using a cloak of elvenkind, robe of
|
|
blending, or ring of chameleon power. A saving throw against being affected by the golden
|
|
revelation is not permitted, although successful magic resistance protects a creature from being
|
|
outlined by the spell. The material component is a box wrapped with waxed parchment,
|
|
containing a glowworm.
|
|
|
|
|
|
Nystul's Radiant Baton (Evocation)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 3 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: When the mage casts this spell, it summons into the caster's hand a
|
|
slender baton from the energy drawn from the quasi-elemental plane of radiance. The baton can be
|
|
one of seven colors of the rainbow as the caster chooses. The attacked form of the baton will
|
|
correspond to the color chosen, being similar to the attack of a radiance quasi-elemental creature,
|
|
as follows:
|
|
|
|
Red baton: cold energy (+1 damage to fire-based creatures, no damage if cold-based)
|
|
Orange baton: heat energy (+1 damage to cold-based creatures, no damage if fire-based)
|
|
Yellow baton: acid damage (save vs. spell to take no damage)
|
|
Green baton: neutral poison (per cleric spell)
|
|
Blue baton: electrical energy (+10 damage to metal armored enemy)
|
|
Indigo baton: undead specific (only undead harmed)
|
|
Violet baton: vegatation specific (only plants harmed)
|
|
|
|
The baton will do a base 2d4 points of damage plus one point of damage per level of the caster
|
|
when a hit is scored. The type of damage corresponds to the color of the baton. The color of the
|
|
baton is chosen during casting, and cannot change thereafter. Creatures are allowed no saving
|
|
throw verse the effects of the radiant baton. The baton automatically hits any creature that
|
|
successfully strikes the caster in that melee round, otherwise the caster must use his own THAC0
|
|
to determine a successful strike on an enemy. The material components are a crystal prism
|
|
(which shatters after the spell) and a set of seven small, silver rods.
|
|
|
|
|
|
Otiluke's Acid Cloud (Evocation)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Area of Effect: 30' diam globe Casting Time: 3 SEG
|
|
Duration: 1 MR/2 LVLs Saving Throw: Special
|
|
|
|
Explanation/Description: This spell creates a small crystalline sphere filled with a yellowish-
|
|
brown mist. The crystal can be held for as long as the caster likes, but the contents become
|
|
useless after 3 rounds. The sphere can be thrown up to 20 yards as a grenade-like missle. When
|
|
the sphere shatters, the mist is released, filling the air in a 30' foot radius with yellowish acid
|
|
fumes. Everything within the area of effect is affected as if placed in an acid bath. All creatures
|
|
within the fumes will take 4d4 points of acid damage immediately, with no save allowed, and will
|
|
suffer 1d4 points of damage for every additional round of exposure to the fumes. All objects
|
|
touched by the acid fumes must make a saving throw versus acid or be eaten away. For every
|
|
additional round of exposure to the fumes, an item must save again. The atmospheric acid bath
|
|
will remain in existence for one round for every two levels of the caster, but any winds or rains or
|
|
turbulent atmospheric conditions will negate the spell. The material component is a small vial of
|
|
diluted aqua regia ("royal water").
|
|
|
|
|
|
Otiluke's Force Umbrella (Evocation)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 50' Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 3 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a broad, bowl-shaped dome of force over the caster's
|
|
head, 10 feet in radius, shimmering violet in appearance. The dome will follow the caster
|
|
wherever he travels. The dome will not only shield the caster from rain, sleet, or snow, but also
|
|
against physical or magical attacks from above, such as siege weapons, giant-hurled boudlers, or a
|
|
breath weapon from a flying dragon. The force umbrella provides a +4 saving throw bonus against
|
|
magical attacks from above, and a -6 armor class bonus against physical attacks from above. The
|
|
umbrella will also deflect 75% of arrow or bolt attacks from above or a high angle of indirect fire,
|
|
such as a volley of arrows. It will conform to restricted spaces and allow the caster to move
|
|
through narrow openings. The material components are a miniature umbrella made of wood and
|
|
leather and a pinch of diamond dust.
|
|
|
|
|
|
Otto's Crystal Rhythms (Enchantment/Charm)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: 2 MRs/LVL Casting Time: 3 SEG
|
|
Area of Effect: One creature Saving Throw: Neg.
|
|
|
|
Explanation/Description: Unless the victim of the spell makes its saving throw, the creature's
|
|
ears will be filled with the sound of energetic crystal chimes that no one else can hear. The
|
|
creature will immediately drop anything in its hands and begin clapping, so the creature cannot
|
|
use its hands for anything else. Spells requiring somatic components cannot be cast, thieving
|
|
skills cannot be performed, tools cannot be used, and weapons cannot be wielded bu the affected,
|
|
and any creature with more than one pair of hands will clap along with as many hands as the
|
|
creature has. The material components for the spell are a pair of crystals worth 500 gp that
|
|
vanish after the spell is cast.
|
|
|
|
|
|
Otto's Sure-Footed Shuffle (Alteration-Enchantment/Charm)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: 30' Components: V,S,M
|
|
Duration: 1 TNs + 1-6 TNs/LVL Casting Time: 3 MRs
|
|
Area of Effect: All creatures within range Saving Throw: None
|
|
|
|
Explanation/Description: When this spell is cast, thelisteners hear fiddle music for one round.
|
|
Thereafter, the creatures are given the walking agility and sure-footedness of a mountain goat.
|
|
The creature can climb an incline of up to 50 degrees with no trouble. In any situation where the
|
|
creature might trip, slip, stumble, or lose his footing or balance, the creature receive a +4 bonus
|
|
to saving throw or -4 modifier to the creature's dexterity check to avoid falling, using whichever
|
|
roll is applicable. The material components are a fiddle string and a sliver from the hoof of a
|
|
mountain goat.
|
|
|
|
|
|
Tenser's Deadly Strike (Alteration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 3 MRs + 1d6 MRs Casting Time: 3 SEG
|
|
Area of Effect: Spellcaster Saving Throw: None
|
|
|
|
Explanation/Description: This spell improves the martial prowness of the caster. All melee
|
|
attacks made by the caster are at the usual chance to hit, but every successful attack does
|
|
maximum damage to the opponent for the duration of the spell. The spell will work in
|
|
combination with any other magic which enhances fighting ability. The spell only affects hand-
|
|
held or hurled weapons. The spell only affects hand-held melee weapons or hurled weapons, but
|
|
not device-propelled missile weapons. The material component is a full set of tiger claws.
|
|
|
|
|
|
Tenser's Eye of the Eagle (Alteration)
|
|
LEVEL: 3 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 1 MR
|
|
Area of Effect: Person touched Saving Throw: None
|
|
(fighters only)
|
|
|
|
Explanation/Description: This spell endows a fighter with superior eyesight that also grants
|
|
expert weapon use. The range of the person's vision is effectively doubled, even in combination
|
|
with infravision or normal vision. This advantage dramatically improves accuracy at great
|
|
distances. In addition, the fighter gains a +2 bonus to hit at the weapon's normal ranges. The
|
|
material components are a few feathers from the head of an eagle and ground carrot.
|
|
|
|
|
|
|
|
|
|
Level 4 Mage Spells
|
|
|
|
|
|
Bigby's Battering Gauntlets (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 60' Components: V,M,S
|
|
Duration: 1 MR/LVL Casting Time: 4 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell brings into existence a shimmering violet force shaped like
|
|
a battering ram with a clenched fist as the ram's head. The force assumes a cylindrical shape 12
|
|
feet long by 2 feet in diameter, but the caster can shorten its length to 3 feet in order to fit in a
|
|
cramped space. The spell acts as a battering ram of great power, destroying a normal door with
|
|
one hit, a reinforced door with three hits, a stone door with five hits, and has a 50% chance to
|
|
destroy a metal door (the spell is destroyed in the gauntlet fails). Only one attack can be made
|
|
per round, as with any ordinary battering ram. Used against a smaller physical obstruction, such
|
|
as a dungeon door or metal grate reinforced with magic, a saving throw is made for the door at the
|
|
level of the mage who cast the reinforcing spell on the door. If the save is successful, the gauntlet
|
|
spell is destroyed. If the save fails, the gauntlet spell begins working on the door. Against a
|
|
living target, the ram has no effect. The caster must always remain within 60 feet of the ram or it
|
|
will disipate. The ram cannot be damaged by physical attacks, but it can be destroyed by magical
|
|
damage if it suffers one-half of the number of hit points of the caster. Dispel magic or
|
|
disintegrate spells can also destroy the gauntlet. The spell cannot be used to open chest or batter
|
|
anything but a door or portal. It only functions against portals that are designed to open at some
|
|
time. The material component is a metal rod with a chain mail gauntlet slipped over one end.
|
|
|
|
|
|
Bigby's Construction Crew (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 120' Components: V,S,M
|
|
Duration: 12 hrs Casting Time: 1 TN
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates as many pairs of hands as the caster's experience
|
|
level. All of the hands come equiped with carpentry tools. The hands do the work of a
|
|
construction team equal in ability to any crew of professional carpenters, masons, miners, or
|
|
sappers. The hands never need to rest or eat. Each pair of hands performs as one worker. They
|
|
are unable to fight or inflict physical on anything. They cannot be destroyed by non-magical
|
|
means and each pair has as many hit points as the caster has levels. The material components
|
|
include an assortment of miniture tools, worth at least 500 g.p.
|
|
|
|
|
|
Bigby's Force Sculpture (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 30' Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This very flexible spell enables the mage to create a visible plane of
|
|
force that can be shaped into any form the caster wishes. That caster could create a table, ladder,
|
|
club, bucket, stilts, or cane, for example. Once an object is formed, it retains its form for the
|
|
duration of the spell. The object imitates must be fairly rigid, can have no moving parts, cannot
|
|
have a sharp point or edge, and cannot possess finely detailed features. A rope, long bow, sword,
|
|
chariot, or accurate statue cannot be created with the spell. All objects formed out of force cannot
|
|
be harmed by physical attacks, but can be dispelled by magical attacks that inflict more points of
|
|
damage to the object than the caster's hit points. Up to one cubic foot of material per level of the
|
|
caster can be simulated. The material component for the spell is a lump of soft clay with diamond
|
|
dust mixed into it.
|
|
|
|
|
|
Create Darkenbeast (Alteration)
|
|
LEVEL: 4 SOURCE: MC III
|
|
Range: 10'/LVL Components: V, S, M
|
|
Duration: Special Casting Time: 4 SEGs
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explantion/Description: This spell enables the mage to transform one or more animals into
|
|
darkenbeasts. The animals to be transformed must all be within a 20-foot-diameter circle. The spell
|
|
automatically affects ordinary, non-magical mammals of animal or simi-intelligence. Animals with an
|
|
intelligence of 5 or more get a saving throw to resist the spell. Only animals of 2 Hit Dice or less are
|
|
effected by this spell. Humans, humanoids, and demi-humans are immune. The mage can transform one
|
|
animal for each LVL of his experience. The spell can be cast only in darkness (i.e., night, inside, or
|
|
undergMR) and its effects last until daylight strikes the darkenbeast. At that time, the creature
|
|
automatically reverts to its true form. Slain darkenbeasts also revert at this time. The spell SUN RAY
|
|
or a magical sun sword breaks the spell, but a CONTINUAL LIGHT spell has no effect. The material
|
|
component is dried wyvern's blood.
|
|
|
|
|
|
Drawmij's Handy Timepiece (Conjuration/Summoning)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: Length of other spell Casting Time: 1 hr
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: After this spell is cast, the next spell cast by the caster is timed. A
|
|
small golden gong appears in front of the caster and softly chimes a warning one minute before the
|
|
spell ends. This magic only works with spells with a duration of less that 48 hours. To cast the
|
|
spell, the mage must collect a feather from a migratory bird, a fruit fly, a few grains of sand, a
|
|
solid silver pendulum worth 100 g.p., and a solid gold orb of exquisite craftmanship worth 5,000
|
|
g.p., all of these vanish with the end of the spell.
|
|
|
|
|
|
Drawmij's Instant Exit (Alteration-Conjuration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 30' Components: V,S,M
|
|
Duration: 1 MR Casting Time: 1 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell enables the mage and others to use a limited and risky form
|
|
of teleportation. When the spell is cast, a door suddenly appears on the wall or other flat surface
|
|
within 3 yards of the caster. The caster and as many others who can pass through the door in one
|
|
round (usually at the rate of one creature or person per segment) can enther into a zone of nil-
|
|
space by passing through the doorway. When the door is closed behind the mage, the mage and all
|
|
those with him in the nil-space zone are teleported to a random location within 250 yards of the
|
|
door. If the door is not closed before the end of the spell's duration, then the door slams shut
|
|
automatically at the end of the round. The door disappears when closed by the mage or after it
|
|
shuts itself. The party has no control over where they will be teleported, and there is a 5%
|
|
chance that the spell will malfunction and dump the party into the ethereal plane. To determine
|
|
where the mage and his friends are sent, consult the DM map, track back along the path of the
|
|
party, and place them in a random area where they have been before. This spell cannot send the
|
|
party into an unknown territory. The material component is a miniture silver door decorated with
|
|
ruby chips worth 5,000 g.p. that vanishes after the spell is cast.
|
|
|
|
|
|
Drawmij's Protection from Non-magical Gas (Abjuration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 5 MRs/LVL Casting Time: 2 SEG
|
|
Area of Effect: 20' radius Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a volume of space 20 feet in radius about the caster,
|
|
within which all creatures are protected from the effects of all non-magical gases, fumes, and
|
|
smoke. All natural gases that touch the edge of the sphere of protection are dispersed. The air
|
|
within the sphere always remains clean, fresh, and replenished with oxygen, so those within the
|
|
sphere will not suffer from lack of oxygen if the air outside is contaminated or its oxygen is
|
|
consumed by fire. The spell will not work underwater or in a vacuum. The sphere moves with the
|
|
caster. It is dispelled if touched by magical gases or if the caster moves using magical means.
|
|
The material components are a fan and a small vial containing perfume worth at least 100 g.p.
|
|
Both vanish after the spell is cast.
|
|
|
|
|
|
Drawmij's Tool Box (Conjuration/Summoning)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This useful spell permits the mage to temporarily acquire one to ten
|
|
tool when needed. The object or objects conjured can be as large as 200 g.p. encumbrance value of
|
|
goods. The caster can continue exchanging items for new items throughout the duration of the
|
|
spell. The caster can conjure a hammer and chisel in the first round, exchange them for a saw in
|
|
round five, trade the saw for a pry bar in round eight, and so on. Only non-living matter can be
|
|
conjured. The tools cannot be taken more than 100 yards away from the box. The box is
|
|
immovable and only the caster can take tools from it. The only tools that can be taken from the
|
|
box are things that a carpenter or builder might have. Things that shouldn't be taken from the
|
|
box include: theives tools, wax key blanks, ball bearings, magical weapons, and gem cutter
|
|
blades. Things that might be in a skillful carpenter's box include: rope, skeleton key, huge
|
|
hammers and metal stakes, large canvas sheets, nets and sand. The material component is a
|
|
miniture wooden tool box.
|
|
|
|
|
|
Hailcone
|
|
LEVEL: 4 SOURCE: Dragon, Dec. 1984 p. 34
|
|
Range: 1"/LVL Components: V, S, M
|
|
Duration: 1 MR Casting Time : 6 SEGs
|
|
Area of Effect: 3" diam. cone Saving Throw: None
|
|
|
|
Explanation/Description: The spellcaster, by use of a pinch of dust (a grain or two of sand will suffice)
|
|
and a few drops of water, causes large (2-inch and greater diam.) hailstones to rain down in a conical
|
|
area, from a focus 3" above a surface or desired target downward in a cone opening to 3" base
|
|
diameter. Creatures within the area of effect suffer 3-30 hit points of damage, and exposed items
|
|
must save vs. a crushing blow to remain undamaged. If the spell is cast in midair, creatures that fly as
|
|
close as 6" below the focus and within the 3"-diameter area of effect will take 1-10 points of damage.
|
|
Only fragile items within this area (from 3" to 6" beneath), such as glass or parchment, must make a
|
|
saving throw. Creatures that fly more than 6" beneath the focus in the area of effect may be struck by
|
|
hailstones and thereby made aware of the spell effect, but these stones will have no appreciable force
|
|
and will do no damage.
|
|
|
|
|
|
Merald's Murderous Mist (Evocation)
|
|
LEVEL: 4
|
|
Range: 0 Components: V,S,M
|
|
Duration: 2 MR Casting Time: 4 SEG
|
|
Area of Effect: 2" rad. Saving Throw: Neg.
|
|
|
|
Explanation/Description: A billowing cloud of misty vapors is created by the use of this spell; it
|
|
radiates outwards from the caster to fill a 2" radius spherical area above and below the caster's
|
|
ground level, penetrating all obstructions in only 2 segments; at the end of the round of casting
|
|
the magic takes effect, and the mist changes in hue from blue-grey to green, becoming poisonous.
|
|
All breathing creatures within the area of effect not possessing a (magical) separate air supply -
|
|
except the caster, who is immune to the effects of his own murderous mist - must immediately
|
|
save vs. spell. Those who save are unharmed. Those who do not take 2-8 points of damage from the
|
|
vapor, which is corrosive to flesh but does not affect clothing or items. Creatures which can't
|
|
move out of the area of effect within the round take a further 1-4 points of damage on the
|
|
following round. The globe of merderous mist is a magically bound, precise are unaffected by
|
|
natural or magical winds. Dispel magic or part water will cause it to disappear before expiration
|
|
of the spell, and various magics or items (such as rope trick or a portable hole) will protect an
|
|
individual by providing escape from the mist, but it is otherwise unaffected by natural or magical
|
|
forces.
|
|
|
|
|
|
Mordenkainen's Electric Arc (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: Instantaneous Casting Time: 4 SEG
|
|
Area of Effect: Special Saving Throw: 1/2
|
|
|
|
Explanation/Description: This spell causes one or more small flashes of lightning to erupt from
|
|
the caster's fingertips and strike one or more opponents. One arc of lightning will be evoked for
|
|
every three levels of the caster. Each electric arc will inflict 1d6 damage plus one point per level
|
|
of the caster. A saving throw verses magic reduces damage by one-half. The spell is most
|
|
effective when each electric are is directed at a seperate oppenent. Only one arc may strike a
|
|
target per combat round; others striking the same target have no effect. The material components
|
|
for the spell are a bit of fur and a glass rod.
|
|
|
|
|
|
Mordenkainen's Faithful Phantom Shield-Maidens (Summoning)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 50' Components: V,S,M
|
|
Duration: 3 MRs/LVL Casting Time: 4 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell summons a pair of shimmering violet phantom beings that
|
|
will stay on either side of the mage and protect him from all attackers. The shield-maidens are
|
|
AC 4 (phantom chain-mail and large shield); Move 12"; HD 3; HP 20; Dmg 1d6 (phantom spear);
|
|
THAC0 16; AL N. The shield-maidens stay close enough to the caster for their shields to help
|
|
cover the mage. The shield of one maiden will provide the caster with a -1 armor class bonus. If
|
|
both shield-maidens protect the same side of the caster with their shields, the armor class bonus
|
|
is -2. While the shield-maidens can protect the caster from attacks from different directions,
|
|
they will move no farther than 50 feet away from the caster, even if the mage orders them to move
|
|
away. They follow magically wherever the caster goes. The material components are a pair of
|
|
small crystal shields tied with string to a minture wooden figure of the caster.
|
|
|
|
|
|
Mordenkainen's Protection from Slime (Abjuration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 2 MRs/LVL Casting Time: 4 SEG
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell helps protect a creature against attacks by all molds, slimes,
|
|
puddings, oozes, and other formless, primordial beings. All attacks against the protected
|
|
creature are made with a -2 penalty and the protected creature's saving throw has a +2 bonus. In
|
|
addition, the creature's flesh is highly resistant to any corrosive attack by such monsters, and is
|
|
treated as being solid stone for the purpose of withstanding a slime monster's corrosive attack.
|
|
The spell negates up to 10d4 points of damage from slime before it collapses. The material
|
|
components are a bit of food mold pressed between two flat stones, and a pinch of diamond dust.
|
|
|
|
|
|
Murlynd's Orge
|
|
LEVEL: 4 SOURCE: Dragon
|
|
Range: 3" Compenents: V,S,M
|
|
Duration: Until Destroyed Casting Time: 4 Segments
|
|
Area of Effect: See below Saving Throw: See Below
|
|
|
|
Explanation/Description: When the spell caster brings this dweomer into play, a hissing veil of odd-
|
|
colored vapors shoots upward, and from behind this screen of clashing, misty smoke steps an ogre-like
|
|
figure of obscene bulk and hideous visage. All creatures of 4 or fewer hit dice or LVLs of experience
|
|
will flee in fear from 1-4 MRs and spend a like period recovering from trembling. They must save vs.
|
|
spells before having sufficient courage to return. Creatures of 4+ hit dice/5th LVL or greater must
|
|
save vs. spells to avoid the fear reaction noted above, although those of 8+/8th LVL save at +4 on the
|
|
die. While it appears fearsome, the Ogre is but a wraith-like creature with no form or substance. It
|
|
inflicts 1-4 points of damage when it attacks (as an ogre). Althought it can be struck only by magic
|
|
weapons, the thing is destroyed by a mere six points of damage.
|
|
|
|
|
|
Nchaser's Glowing Globe
|
|
LEVEL: 4 SOURCE: Dragon, June 1982, p. 17
|
|
Range: Touch Compenents: V,S,M
|
|
Duration: Permanent Casting Time: 4 SEGs
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell requires a globe of blown glass of the finest quality, and a spark.
|
|
By the use of this spell the caster creates an effect identical to a CONTINUAL LIGHT spell centered
|
|
within a transparent object, but with the brightness of the light under the caster's mental control.
|
|
Continuous control need not be maintained; the caster can merely exert concentration to change the
|
|
current luminosity of the globe, and it will continue to emit the desired amount of light until a new
|
|
mental command is received (unless, of course, it should be destroyed). Mental control may be
|
|
maintained over a globe from a distance of 9" per LVL of the caster (plus 4" per point of intelligence
|
|
over 15). Control of a globe cannot be wrested from another except by means of a WISH or LIMITED
|
|
WISH or upon the death of the owner, whereupon the expectant owner must touch the globe to take
|
|
mastery over it.
|
|
|
|
|
|
Nystul's Blacklight Burst (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: Instantaneous Casting Time: 4 SEG
|
|
Area of Effect: 20' rad sphere Saving Throw: Special
|
|
|
|
Explanation/Description: This risky spell brings forth a blast of energy from the Negitive
|
|
Material Plane for an instant. Those within the area of effect seffer 1d4 points of damage per
|
|
level of the caster, or only one half damage is a save vs. death magic is successful. Affected
|
|
creatures who fail their save will also be slowed (as the spell) for 1d4 rounds. Creature from the
|
|
Positive Material Plane or upper outer planes take an additional point of damage per level of the
|
|
caster, and the saving throw is made at -2. Such creatures who fail their save will also be stunned
|
|
for 1d4 rounds, rather than slowed. There is always a 10% chance that the mage will lose control
|
|
of the spell and be affected by its attack, as a ray from the area of effect bounces back to strike
|
|
the caster. Undead are never affected by the spell. The material component is a bit of earth taken
|
|
from the grave of a ghoul or ghast.
|
|
|
|
|
|
Nystul's Grue Conjuration (Counjuration/Summoning)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 3 MRs/LVL Casting Time: 1 TN
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell, which is actually a group of four risky spells, will summon
|
|
one grue - harginn, ildriss, chaggrin, or varrdig - from one of the four elemental planes:
|
|
|
|
Air Incense
|
|
Earth Soft Clay
|
|
Fire Sulfur
|
|
Water Sea Water
|
|
|
|
These material components must be used when summoning the grue desired. The type of grue to
|
|
be summoned must be decided before the caster memorizes the spell. Grue are notoriously
|
|
untrustworthy and difficult to control, so the caster must rely on more than just concentration to
|
|
keep the grue under his command. As soon as the grue is summoned, it will demand a payment
|
|
from the caster for its service. The payment offered must be at least 500 g.p. worth of goods of
|
|
interest to the grue, or the grue will be angered and immediately attack the caster. If the grue is
|
|
satisfied with the offer, it will grudgingly perform one service for the caster for the duration of
|
|
the spell. The grue will try to subvert or openly disobey the caster's orders if the grue finds
|
|
them unpleasant.
|
|
|
|
|
|
Nystul's Lightburst (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: Instantaneous Casting Time: 4 SEG
|
|
Area of Effect: 20' radius sphere Saving Throw: Special
|
|
|
|
Explanation/Description: This spell summons a burst of energy from the Positive Material Plane.
|
|
All creatures within or facing the sudden blaze of energy are blinded for one round, with no
|
|
saving throw. Creatures without eyes cannot be blinded. In addition, all undead, creatures from
|
|
the Negitive Material Plane, or beings from the lower outer planes within the area of effect take
|
|
1d6 points of damage per level of the caster. Such creatures suffer only half damage if they make
|
|
their saving throw, but all undead make their save at -2. The material component is a small, solid
|
|
gold orb worth 500 g.p., it is destroyed after the spell dissipates.
|
|
|
|
|
|
Otiluke's Steaming Sphere (Evocation)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 1 MR/2 LVLs Casting Time: 4 SEG
|
|
Area of Effect: 30' rad globe Saving Throw: Special
|
|
|
|
Explanation/Description: This spell creates a small crystalline sphere filled with hot steam in
|
|
the caster's hand. The mist within the sphere will remain active for three rounds. The sphere can
|
|
be hurled up to 60 yards away from the caster. When the sphere hits a solid surface, it instantly
|
|
shatters, freeing the contents and filling an area 30 feet in radius with thick steam. It does 4d4
|
|
points of heat damage per round of exposure to the steam, with no save permitted. The steam
|
|
totally obscures vision, reducing visibility to only 30 feet in front of an affect creature.
|
|
Creatures within the area of effect of the steam bath will also be disoriented, making it difficult
|
|
for creatures to find their way out of the steam bath. Each round a creature is within the steam
|
|
cloud, the creature must make a save versus spells to escape from the cloud. A creature who saves
|
|
will emerge from the steam bath in a random direction; Imagine a clock face and roll 1d12 to find
|
|
the direction in which the creature escapes. If the saving throw is failed, the creature stumbles
|
|
around in the steam bath for another round. The material components are a few drops of pure
|
|
water, a pinch of dust, and a bit of sulfur.
|
|
|
|
|
|
Otto's Drums of Despair (Enchantment/Charm) reversible
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 20'/LVL Components: V,S,M
|
|
Duration: 2 MRs/LVL Casting Time: 4 SEG
|
|
Area of Effect: 400 sq ft/LVL Saving Throw: Special
|
|
|
|
Explanation/Description: This spell will create the sound of oppressively loud war drums in a
|
|
large area, filling all creatures in the area of effect with feelings of dread and despair. The spell
|
|
will cover an area at the direction of the caster, so a 10th-level mage could affect an area 200 feet
|
|
by 20 feet, 100 feet by 40 feet, or 50 feet by 80 feet. All affected creatures will be -2 on all
|
|
attack, damage, and saving throws, and will suffer a -2 morale penalty. Creatures of 2 hit dice or
|
|
less are not entitled to a saving throw to avoid the enchantment. Creatures of 2+1 to 4 hit dice
|
|
make their save at -2, and creatures of 4+1 hit dice and higher roll an unmodified save. The
|
|
material components are a pair of miniature bronze drums with onyx decorations, worth 1,000 gp
|
|
in materials and workmanship, that vanish after the spell is cast.
|
|
The reverse of the spell, `Otto's rousing anthem', produces a loud trumpet call that raises the
|
|
spirits of all allied creatures in the same-sized area of effect. All affected creatures will be +1
|
|
on attack and saving throws, and NPCs will receive a two-point bonus on morale checks. The
|
|
material component for the anthem is a set of four miniature silver trumpets trimmed with lapis
|
|
lazuli, worth a total of 5,000 gp, which canish after the spell is cast.
|
|
|
|
|
|
Otto's Silver Tongue (Enchantment/Charm)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 0 Components: V,S
|
|
Duration: 2 MRs/LVL Casting Time: 4 segments
|
|
Area of Effect: The mage Saving Throw: None
|
|
|
|
Explanation/Description: When this spell is cast, the mage's voice takes on an enthralling sing-
|
|
song tone that instantly catches the ear of any listener. Anything said by the caster will sound
|
|
very convincing, as if the mage had a 19 charisma (+40% reaction adjustment). Any half-truth
|
|
spoken by the caster has a 75% chance of sneaking past the notice of a listener using a `detect lie'
|
|
spell and an outright lie has a 50% chance of not being discovered by `detect lie'.
|
|
|
|
|
|
Otto's Tin Soldiers (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 10' Components: V,S,M
|
|
Duration: 5 MRs + 1 MR/LVL Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: To use this spell, the caster must have a pair of small, tin soldiers
|
|
appropriate for one of the four versions of the spell. When the spell is cast, rousting martial
|
|
music fills the air as the time soldiers grow to human size and come to life. The tin soldiers will
|
|
obey all orders faithfully, even to the death. The type of soldiers that can be conjured into
|
|
existence depends on the level of the caster, as follows.
|
|
|
|
7th level caster -- two heavy infantryman: AC 4 (chain mail and large shield); Move 9"; HD 1+2;
|
|
hp 8; #AT 1; Dmg 1d6 (spear or short sword); THAC0 18; AL N.
|
|
|
|
9th level caster -- two heavy foot archers: AC 5 (chain mail); Move 9"; HD 2+2; hp 15; #AT 2 or 1
|
|
(long bow or short sword); Dmg 1d6 (arrow or short sword); THAC0 16; AL N.
|
|
12th level caster -- two light calvarymen (if there is room for the horses): AC 6 (ring mail); Move
|
|
12"; HD 3+2; hp 23; #AT 2 or 1 (composite short bow or broad sword); Dmg 1d6 or 2d4 (arrow or
|
|
broad sword); THAC0 16; AL N. They are riding light warhorses: AC 6 (leather barding); Move
|
|
21"; HD 2; hp 14; #AT 2; Dmg 1d4/1d4; THAC0 16; AL N.
|
|
14th level caster -- two foot knights: AC 2 (plate mail and large
|
|
shield); Move 6"; HD 4+2; hp 30; #AT 1; Dmg 1d10+3; THAC0 15; AL N.
|
|
The material components are the pair of soldiers worth 100 gp in workmanship and a miniature
|
|
brass bugle worth 50 gp, which vanish after the spell is cast.
|
|
|
|
|
|
Otto's Tonal Attack (Enchantment/Charm)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 20'/LVLV Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 4 SEG
|
|
Area of Effect: One creature Saving Throw: Special
|
|
|
|
Explanation/Description: This spell will cause a spell-using creature to temporarily lose the
|
|
knowledge of how to cast spells unless a saving throw is made. Clerics and druids make their
|
|
saves at +2. If the save is successful, then any spell cast by the affected creature is reduced in
|
|
effectiveness, as if the spell were cast by a character two experience levels lower for figuring
|
|
spell range, area of effect, duration, or damage. The material components are a sitar string and a
|
|
crystal mallet (1,000 gp), which vanish after the spell is cast.
|
|
|
|
|
|
Otto's Warding Tones (Enchantment/Charm)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 120' Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 4 SEG
|
|
Area of Effect: 250 sq ft Saving Throw: None
|
|
|
|
Explanation/Description: All creatures affected by this spell will have their ears filled with
|
|
loud tomes only they can hear. The notes will drown out all other sounds, effectively making the
|
|
creature deaf, but also rendering the creature immune to all sonic attacks, such as siren's song, a
|
|
banshee's wail, drums of panic, drums of deafening, or the first use of a horn of blasting. The
|
|
material components are two lumps of bee's wax and a string from any orchestral string
|
|
instrument.
|
|
|
|
|
|
Rary's Memory Alteration (Enchantment/Charm)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 60' Components: V,S
|
|
Duration: Special Casting Time: 1 MR
|
|
Area of Effect: One creature Saving Throw: Neg.
|
|
|
|
Explanation/Description: This more powerful version of the `forget' spell allows the mage to
|
|
actively alter a part of a creature's memory. The portion of memory the caster can affect is
|
|
limited to one specific event in the creature's life. The memory of a real event can be altered as
|
|
the caster wishes. The mage could replace real facts about the event with false ones, or even place
|
|
a completely new memory into the creature's mind, causing the creature to remember an event that
|
|
never happened. The caster, however, is unable to remove a memory of an event in its entirety.
|
|
There is no time limit on how far into the past an event can be altered. The creature is entitled to
|
|
a save versus spells to avoid having his memory changed. A heal, restoration, or wish will correct
|
|
any alterations made to a creature's memory.
|
|
|
|
|
|
Rary's Mind Scan (Divination)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S
|
|
Duration: 5 MRs/LVL Casting Time: 4 SEG
|
|
Area of Effect: One creature/probe Saving Throw: Special
|
|
|
|
Explanation/Description: This spell allows for deeper study of an unshielded mind than ESP can
|
|
accomplish. The caster can pick up the surface thoughts or emotions of a creature on the first
|
|
round of the probe, read deeper thoughts or memories on the second through fourth rounds of
|
|
study (allow save vs. spells), and all beginning with the fifth round. The caster may learn of a
|
|
creature's dreams, supressed memories, or primal desires. One major fact or subject can be
|
|
learned or studied per round of deep probing. The limits on which topics can be probed are the
|
|
same as for the ESP spell.
|
|
|
|
|
|
Rary's Spell Enhancer (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: Special Components: V
|
|
Duration: Special Casting Time: Special
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This one-word spell will focus and increase the effectiveness of a spell
|
|
cast by the mage. The `spell enhancer' is cast first, followed immediately by the spell to be
|
|
enhanced, during the same round. The enhanced spell will strike with greater power, resulting in
|
|
a -2 penalty to all saving throws made against the spell.
|
|
|
|
|
|
SPENDELARDE'S CHASER
|
|
LEVEL: 4 SOURCE: Dragon, Jan. 1983, p. 71
|
|
Range: Touch Components: V, S, M
|
|
Duration: 1 TN/LVL Casting Time: 8 SEGs
|
|
Area of Effect: One creature Saving Throw: None
|
|
|
|
Explanation/Description: This spell negates the adverse effects of all drugs (including alcohol) in the
|
|
recipient creature. Dexterity and mental impairments are instantly "cured", leaving the recipient
|
|
clear-headed and free of pain, able to undertake complex tasks requiring intense concentration, such as
|
|
spellcasting. The pain of even mortal wounds will be removed, although the Chase in no way heals any
|
|
damage extant in mind or body. If the condition has not righted itself by the time the spell wears off,
|
|
its effects will return. But, natural body processes continue while a creature is under the influence of
|
|
the CHASER, so that a hangover or other temporary discomfort may well vanish before the spell
|
|
expires. The CHASER will have no effect on insanity or magical conditions (such as FEEBLEMIND), but
|
|
does give a +4 saving throw versus any poisons present in the recipient at any time when the spell is in
|
|
effect. (If a saving throw versus the poison has already been failed, application of the CHASER will
|
|
permit a second, unmodified saving throw: it will not be at a +4 bonus, but will not have any
|
|
subtractions, either. ) The material component of this spell is a drop of holy water, touched to the
|
|
tongue or skin of the recipient (the spell may be cast on oneself).
|
|
|
|
|
|
Tenser's Giant Strength (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 3 TNs/LVL Casting Time: 1 TN
|
|
Area of Effect: Person touched Saving Throw: None
|
|
|
|
Explanation/Description: This improvement of the strength spell empowers the recipient with
|
|
superhuman physical strength. The strength gained depends on the experience level of the caster,
|
|
as shown below.
|
|
|
|
Mage's Level Increase Strength To:
|
|
7th 16
|
|
9th 17
|
|
12th 18/01
|
|
13th 18/75
|
|
14th 18/90
|
|
15th 18/00
|
|
16th + 19
|
|
|
|
Those with strength already greater than the spell's effect get one more point of strength. Neither
|
|
permanency nor a wish can make the strength permanent. The material component is a bit of hair
|
|
from a giant or a titan.
|
|
|
|
|
|
Tenser's Flaming Blade (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 2" Components: V,S,M
|
|
Duration: 3 MRs + 1 MR/LVL Casting Time: 4 SEG
|
|
Area of Effect: One dagger Saving Throw: None
|
|
|
|
Explanation/Description: This spell will endow a dagger with the power of flame or frost, as
|
|
chosen by the caster. Each power has an effect as described below.
|
|
|
|
Flame: The blade ignites like a torch, casting light in a 30-foot radius. The flame will ignite any
|
|
combustibles which the blade contacts. The blade gains no magical bonuses, but will inflict an
|
|
additional point of damage in melee. The blade does three additional points of damage against a
|
|
cold-based creature, so a flaming dagger will inflict 1d4+3 damage to a yeti.
|
|
Frost: The blade glows with a cold blue aura that sheds light in a 10-foot radius. The blade has
|
|
no magical bonus, but will do one extra point of damage against a fire-based creature, such as a
|
|
salamander or fire grue. The blade can also freeze up to one cubic foot of water per round when
|
|
the blade is in contact with water.This spell will have no effect on a weapon that already has a
|
|
flame or frost capability.
|
|
The material component for the spell is phosphorous to produce a flame blade or quartz crystla to
|
|
create a frost blade.
|
|
|
|
|
|
Tenser's Master of Arms (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 4 SEG
|
|
Area of Effect: Fighter touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell, when bestowed upon a fighter, improves the fighter's skill
|
|
with one melee weapon. A weapon with which the fighter is not proficient becomes a weapon of
|
|
proficiency in the character's hands. A weapon of proficiency is treated as a weapon of
|
|
specialization. There is no double weapon specialization allowed with the spell effect. The spell
|
|
will only affect fighters and fighter sub-class characters. The material component for master of
|
|
arms is a feather from a crane.
|
|
|
|
|
|
Tenser's Running Warrior (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 4 segments
|
|
Area of Effect: One person Saving Throw: None
|
|
|
|
Explanation/Description: This spell will improve a person's ability in a running battle. First,
|
|
the person is granted a movement rate of 150 yards, regardless of the encumbrance of armor or
|
|
goods carried by the character. Second, no matter how far the person moves during a melee
|
|
rounds, the person is still entitled to the same number of melee attacks as he or she normally
|
|
receives. If the character was entitled to 2/1 attacks per round, the fighter could now move 60
|
|
yards, attack one foe, move another 90 yards and attack a second creature. The material
|
|
component is a bit of fur from a live wolf.
|
|
|
|
|
|
Tenser's Staff of Smiting (Alteration)
|
|
LEVEL: 4 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 2 MRs/LVL Casting Time: 4 SEG
|
|
Area of Effect: The mage's staff Saving Throw: None
|
|
|
|
Explanation/Description: This spell increases the effectiveness of the caster's staff when used in
|
|
melee. The spell will work only on non-magical staves. The spell adds a +1 bonus to hit and a +4
|
|
on damage rolls. The material component is a small iron bar.
|
|
|
|
|
|
THUNDERLANCE
|
|
LEVEL: 4 SOURCE: Dragon, Dec 1985, p. 35
|
|
Range: Touch Compenents: V, S
|
|
Duration: See Below Casting Time: 4 SEGs
|
|
Area of Effect: One creature Saving Throw: None
|
|
|
|
Explanation/Description: Casting this spell brings into being a thin shaft of faint grey, shimmering
|
|
force extending 2" from the caster's pointing finger. This "lance" is weightless and intangible, but if
|
|
any creature touches or passes through any part of it, the lance vanishes with a loud clap of thunder,
|
|
and the creature struck is dealt 4-24 hit points of damage. The lance may be willed out of existence by
|
|
its caster at any time without and discharge or harm to the caster (although the spell is lost and
|
|
disappears in any event if the caster dies, loses consciousness, or begins to cast another spell). The
|
|
caster can employ the THUNDERLANCE in many ways -- held steady as a barrier against some
|
|
creature's passage or as a tripwire at ankle height to stop a pursuer. It is also highly effective when
|
|
wielded as a weapon; the caster can move his arm and finger about to strike with the lance. In any
|
|
combat situation against a THUNDERLANCE, potential victims are regarded as having a base armor class
|
|
of 10 (before any dexterity adjustments), the blow of the lance is transmitted through armor and
|
|
shields, and the presence of such protection does not benefit the target of a THUNDERLANCE attack.
|
|
However, the bonuses of magic armor are not negated, and will improve a target's effective AC by the
|
|
amount of the bonus.
|
|
The damage of the lance is a physical blow, as opposed to (for instance) a discharge of electricity. It
|
|
is fully effective against creatures that are resistant or immune to either blunt weapons or edged
|
|
weapons (since the lance is actually neither of those).
|
|
The touch of a THUNDERLANCE destroys a SHIELD spell, a WALL OF FORCE, or MINOR GLOBE OF
|
|
INVULNERABILITY, but the lance itself discharges (vanishes, without damaging anyone) upon such
|
|
contact. Stronger protective spells (such as ANTI-MAGIC shell) will also cause the lance to discharge,
|
|
but will themselves withstand the shock of its strike and remain in existence. A lance penetrates fire,
|
|
water (including ice and snow), and electical discharges of natural or magical (e. g. , WALL OF FIRE,
|
|
WALL OF ICE) origin without discharging, and thus the caster may strike through such phenomena at an
|
|
enemy.
|
|
Any wielding a THUNDERLANCE (i.e., spellcasting is complete, but the lance has not yet discharged)
|
|
cannot be harmed by MAGIC MISSILE spells, regardless of what direction this strike from -- their force
|
|
passes harmlessly through the lance wielder to be absorbed by the lance, increasing the damage it does
|
|
(by 2-5 hp per missile) when it discharges. This will not occur if the lance wielder has some other
|
|
magical protection against MAGIC MISSILEs. A lance does not confer any protection against other
|
|
forms of magical attack, nor can it be passed to any other creature without discharging it --- an ally of
|
|
the caster cannot wield the lance on the caster's behalf.
|
|
|
|
|
|
Torture
|
|
LEVEL: 4 SOURCE: Undead suppliment (RA)
|
|
Range: 25 ft. + 5 ft./LVL Compenents: V, S, M
|
|
Duration: 1 MR/2 LVLs Casting Time: 1 SEG
|
|
Area of Effect: 1 Person Saving Throw: Special
|
|
|
|
Explanation/Description: By using this spell, the caster can physically cause wounds of TORTURE. This
|
|
spell only works on one man-sized or smaller humanoid per casting. Each MR the victim takes 1D8
|
|
points of damage, half damage if the character saves vs. Spells. If the victim fails to save, the quick,
|
|
sharp and unexpected pains will make it necessary for him to save vs. his constitution. If he fails this
|
|
save, the victim has a -5 to hit and damage. The save vs. constitution must be made every MR the
|
|
spell is in effect. Any time a character takes over half of his hit points in cummulative damage while
|
|
the spell is in effect, he will offer to surrender, or attempt to flee if the surrender is not accepted.
|
|
The material component is a knife, which is used to make a small cut on the thumb tip of the caster.
|
|
Concentration is not required to continue the spell after the first round.
|
|
|
|
|
|
Tulrun's Tracer
|
|
LEVEL: 4 SOURCE: FRA
|
|
Range: 1" Compenents: V, S, M
|
|
Duration: 4 MRs/LVL Casting Time: 8 SEGs
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: When this spell is cast, the TRACER - a continuous, luminescent pathway akin
|
|
to a LIGHT spell - comes into being within a 1" radius of the caster. It shows the most recent path of
|
|
any single creature whose path the caster wishes to trace, described verbally by the caster over the
|
|
material component (a pinch of phosphorus or a glowing life-form such as a fungus or glowworm). The
|
|
creature must have been present in the 1" radius area about the caster within a period of 1 day per LVL
|
|
of the caster for the TRACER to appear. The TRACER will show the route of the creature within the 1"
|
|
area, and then expand (at a rate of 60"/rnd) along the route taken by the creature, moving in that
|
|
direction for the duration of the spell. Once beyond the 1" initial radius, it will only show the path of
|
|
the creature - who need not have been seen by, or be known to, the spellcaster - as long as it remains
|
|
in physical contact with the gMR. PASS WITHOUT TRACE and similar magics will not confuse the
|
|
TRACER, and it will follow the creature's route through physical barriers (i.e. doors) and across gaps
|
|
(i.e. the results of a JUMP or DIMENSION DOOR, or purely physical acrobatics) of up to 14". It will not
|
|
otherwise show aerial travel, but will shine in and under water. The path will end when the target
|
|
creature is reached, when the spell expires, or at any place to which the target creature TELEPORTed,
|
|
left the plane of the caster, or embarked upon a mount or conveyance such as a cart, ship, or Carpet of
|
|
Flying. In the latter case, an individual reaching the path's end will receive a clear mental picture of
|
|
the destination travelled to, even if on another plane. If the target creature took a mount or
|
|
conveyance, the mental picture will be of the act of doing so and not of the destination reached.
|
|
Portions of the TRACER can be negated by DISPEL MAGIC, CONTINUAL DARKNESS, and the like, but it
|
|
cannot be physically disturbed (i.e. a GUST OF WIND would not shift it). When the spell expires, the
|
|
TRACER will have slowly faded into nothingness; no one not having reached its end will receive any
|
|
mental picture of the target's destination. The TRACER is intangible and cannot be walked upon. It may
|
|
be passed through or travelled within without harm and does not activate magic upon contact or distort
|
|
magic or physical phenomena passing through it.
|
|
|
|
|
|
|
|
Level 5 Mage Spells
|
|
|
|
|
|
|
|
Ballant's Stonestrength (Alteration)
|
|
LEVEL: 5 SOURCE: Dragon #145
|
|
Range: 20' Components: V,S,M
|
|
Duration: 3 TNs + 2 TNs/LVL Casting Time: 6 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: Ballant's stonestrength causes any single stone structure, no matter
|
|
what its size, to increase in structural value by 10% per level of the spell-caster. For example, a
|
|
13th level mage casting this spell on his stone gatehouse increases its structural value by 130%,
|
|
from 120 to 276. The stone becomes tougher and more resistant to chipping and cracking. Any
|
|
damage done to it is first subtracted from its magically gained structural points (so even if
|
|
greatly battered, it may escape uninjured at the spell's expiration). Since the spell affects only
|
|
stone, it cannot fully buttress a structure composed of both stone and, say, earth or wood. A DM
|
|
may either figure out how each piece of strengthened stone affects the structure as a while, or
|
|
simply figure the new structural value as a percentage (e.g., if a wall is 40% stone, the spell is
|
|
40% effective). Ballant's stonestrength completely repairs any stone-composed creature (e.g.,
|
|
stone golem, xorn, galeb duhr) it is cast upon, though this vigor is limited to the spell's duration.
|
|
When cast upon a petrified character (having suffered the effects of a medusa or `flesh to stone'
|
|
spell), this spell provides virtual immunity to incidental chipping and breaking. It may be cast
|
|
in conjunction with a `wall of stone'. The material components of this spell are a small granite
|
|
wedge and a pinch of powdered iron, which is sprinkled over the wedge during the spell's casting.
|
|
When the spell is cast, both components disappear.
|
|
|
|
|
|
Bigby's Fantastic Fencers (Evocation)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 1 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates one hand for every three levels of the caster, each of
|
|
which holds a long sword. Each hand fights with the skill of a fighter of one-half the experinence
|
|
level of the caster. Each hand has an AC of 2 because of its small size and speed, and each can
|
|
sustain 15 points of damage before being dispelled. Each fencer is capable of disarming an
|
|
opponenet and does so on a roll four greater than the roll needed to hit. A fencer likewise
|
|
disarmed is despelled automatically. The caster need not concentrate on the fencers to keep them
|
|
functioning, but only hos to give them orders as if they were henchmen. The material component
|
|
is a small, silver amulet shaped like a mailed gauntlet holding a gem-encrusted sword, worth at
|
|
least 1,000 g.p. (this vanishes when the spell is cast).
|
|
|
|
|
|
Bigby's Superior Force Sculpture (Evocation)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 30' Components: V,S,M
|
|
Duration: 3 TN + 1 TN/LVL Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell is a more advanced form of the 4th level force sculputure
|
|
spell. THe object or objects formed from the force can be more complex, composed of large, moving
|
|
parts, or have an edge or point, but still must be fairly rigid. A wagon, quiver of quarrels, shovel,
|
|
sword, or water wheel could all be simulated, but not a mechanical timepiece, crossbow, or spring.
|
|
Fine details can be worked into an object, provided that the caster has kill as an artisan or
|
|
sculptor. Fine details take 2d4 rounds to place on an object, but remain for the duration of the
|
|
spell. Up to 8 cubic feet of matter per level of the caster can be simulated. The duration of the
|
|
spell is also longer than force sculpture. Superior force sculpture is otherwise identical to the
|
|
4th level spell. The material component is a lump of clay with diamond dust mixed into it.
|
|
|
|
|
|
Bigby's Strangling Grip (Evocation)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: 2 MRs Casting Time: 5 SEG
|
|
Area of Effect: One creature Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a pair of disembodied hands that will seek out a
|
|
creature's throat and strangle the creature with the same effect as an attack with a garrote. The
|
|
hands must make a successful attack roll to grab the creature's throat, attacking with a +4 to hit
|
|
on the mage's usual attack roll, because of the speed and ferocity of the attack. The strangling
|
|
grip will strangle its victim to death by the end of the next round unless the creature is freed of
|
|
the hands. The victim can break the grip if he makes a successful roll to bend bars. THe grip can
|
|
also be released if the mage's concentration is broken. The limits on which creatures can be
|
|
affected by the spell are the same as the restrictions on the use of a normal garrote. The material
|
|
components are a pair of gloves sewn into a clutching grip around the neck of a bottle.
|
|
|
|
|
|
Bubka's Superior Identification (Diviniation)
|
|
LEVEL: 5 SOURCE: City of Greyhawk
|
|
Range: 0 Components: V, S, M
|
|
Duration: 1 MR/LVL Casting time: 5 MRs
|
|
Area of Effect: 1 item Saving throw: Special
|
|
|
|
Explantion/Description: When this spell is cast, one item may be examined by the mage so that he may
|
|
identify the nature of the enchantment. The item need only be hand-held or touched, not worn or used in
|
|
any way. The following information can be obtained:
|
|
(1) One basic magical property of the item (or the fact that it is not magical) is always revealed to
|
|
the mage. This takes 1 MR.
|
|
(2) There is a chance that a second magical property will be revealed. The mage will know in 1d4
|
|
MRs if there is a second such
|
|
property, and will need a further 1d3 MRs to identify the nature of this enchantment. The chance for
|
|
successfully identifying a second magical property is (LVL + INT) x 3 (90% in Bubka's case), to a
|
|
maximum of 95%. Failing this check indicates that, as far as the mage can determine, the item does
|
|
not possess or contain any additional enchantments.
|
|
The spell may be repeatedly cast on the same item to inquire about third and subsequent magical
|
|
properties (if there are any), with the same [(LVL + INT) x 3] chance for success. However, attempts
|
|
to confirm earlier detections will always reveal the same result (even if that finding was in error).
|
|
Exact properties are revealed by this spell, such as the fact that a weapon is a sword +1. (If the
|
|
weapon was also of the "flame tongue" variety, this could be discovered as a second property. ) In the
|
|
case of charged items, the number of charges is treated as a second property and, if the mage makes
|
|
the [(LVL + INT) x 3] roll, there is still a 25% chance that the number of charges is overestimated or
|
|
underestimated by 2d10% (equal chance for over or under, but the number estimated will never be less
|
|
than 1, or more than the number of charges possible).
|
|
Unlike the first LVL IDENTIFY spell, casting of this magic does not subject the mage to a loss of
|
|
Constitution. However, the spell cannot be cast more than once every two hours due to the intense
|
|
concentration it demands, or else the mage repeating the spell will at once suffer a severe headache
|
|
lasting 1d4 hours and be unable to memorize spells for a further 12 hours after the headache subsides.
|
|
The material components for the spell are the same as for the IDENTIFY spell, except that the pearl
|
|
must be of high quality (at least 250 gp value).
|
|
|
|
|
|
Drawmij's Flying Feat (Alteration/Enchantment)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 10' Components: V,S,M
|
|
Duration: 3 TNs/LVL Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This special flying spell is not cast unpon a creature but an object.
|
|
The enchanted object gains the power to fly up to 180 feet per round under the caster's direction.
|
|
A broom, chair, table, carpet, wagon, or hut could be made capable of flight. The mage can affect
|
|
up to 500 g.p. weight per level of the caster, and the object can carry twice that amount of weight
|
|
in passengers or freight if the object is large enough and sufficiently strong to support the weight
|
|
under normal circumstances. An 18th level mage could lift a 9,000 g.p. weight in passengers and
|
|
up to 18,000 g.p. weight in cargo, for example. The caster must concentrate upon the flying object
|
|
to direct its motion and maintain its flight. If the caster is knocked unconscious, stunned or
|
|
slain while directing the flying object, the object will immediately begin to plummet earthword as
|
|
a falling object. The material component is a wing feather taken from a roc.
|
|
|
|
|
|
Hold Vapor
|
|
LEVEL: 5 SOURCE: FR4 The Magister (p. 5)
|
|
Range: 1"/LVL Components: V, S, M
|
|
Duration: Special Casting Time: 5 SEGs
|
|
Area of effect: 2" + 1"/LVL radius globe Saving Throw: Special
|
|
|
|
Explanation/Description: This spell allows a magic-user to halt or prevent the movement of any visible
|
|
cloud(s) or vapor in a given area distinct from the air aMR, such as a breath weapon, pyrotechnics, fog
|
|
cloud, cloudkill, or incendiary cloud. Such enforced immobility may be continued for as long as the
|
|
caster continues to chant and concentrate on holding the vapor. If such a hold is ever lost (through the
|
|
caster being silienced for an entire MR -- the chant can be interrupted for short periods -- or rendered
|
|
unconscious, or ceasing concentration to cast another spell) it can never be regained except by use of
|
|
another spell; the hold is broken and the magic expires. The hold prevents the gas cloud(s) from
|
|
altering shape, breaking up, or moving about in any way. Oxygen (i.e. the "air") may pass freely
|
|
through and about such vapor, dissipating it if its formative magic expires, and allowing, for example,
|
|
a flammable vapor to burn or explode if it is held by a hold vapor and attacked with fire. The hold is
|
|
absolute, even in the face of natural gales or magical gusts of wind (unless these affect the chanting
|
|
mage, not the vapor, enough to break the hold, as described above). If the gaseous form is that of an
|
|
intelligent creature who is normally in control of personal movement, such as a wind walking cleric or
|
|
a vampire in gaseous form, the affected creature receives saving throws as follows: The hold is
|
|
absolute in the first MR of its existence, a saving throw versus spell at -6 is allowed on the second
|
|
MR, at -5 on the third MR, and so on up to a maximum of +6 on the 14th MR and any MRs thereafter. If
|
|
such a saving throw is successful, the spell ends instantly and the creature is free to move. Until the
|
|
spell is broken, a gaseous-form creature cannot move, nor can it change to a non-gaseous form even if
|
|
it normally has the ability to do so. Note the spectral, etheral, and insubstantial forms (such as those
|
|
of many undead) that are not gaseous cannot be affected by this spell. This spell cannot be used to push
|
|
or direct a vapor, or control it in any way, but only to halt and hold it. The material component of
|
|
ths spell is a balloon or bladder into which the caster blows.
|
|
|
|
|
|
Mordenkainen's Faithful Phantom Defenders (Summoning)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 60' Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 5 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell summons a set of phantom beings seen as shimmering
|
|
outlines of violet light. The defenders do their best to keep between the mage and his adversaries,
|
|
providing the caster with enough time and space to defend himself with spells. To most creatures
|
|
the phantom defenders are solid, seemingly real entities. To the mage, the defenders are
|
|
completely transparent and noncorporeal, so any attack spell cast by the mage has no effect on the
|
|
defenders. The mage's spells can be cast through the defenders to strike enemy creatures. If the
|
|
defenders are caught within the area of effect of the caster's spell, the defenders suffer no harm.
|
|
One of four sets of phantom defenders can be summoned by the mage, but the caster must decide
|
|
which set will be called forth when the spell is memorized. Each set is best suited for a
|
|
particular environment. The four sets are:
|
|
|
|
Three faithful phantom soldiers: AC 4 (phantom chain-mail and shield); Move 9"; HD 4; hp 24;
|
|
#AT 1; Dmg 1d8 (phantom long sword); THAC0 15; AL N; SA able to hit creatures which are hit
|
|
only by +1 magical weapons.
|
|
|
|
Two faithful phantom centaurs: AC 5; Move 18"; HD 4; hp 28; #AT 1; Dmg 1d6 (phantom light
|
|
lance); THAC0 15; AL N; SA able to hit creatures which are hit by +2 weapons.
|
|
|
|
Eight faithful phantom giant bats: AC 8; Move 3"/18"; HD 2+2; hp 12; #AT 1; Dmg 1d4; THAC0 16;
|
|
AL N; SA able to hit creature hit only by +3 or better weapons.
|
|
|
|
Five faithful phantom sharks: AC 6; Move 24"; HD 3; hp 15; #AT 1; Dmg 1d4+1; THAC0 16; AL N;
|
|
SA able to hit creature hit only by +1 weapons.
|
|
|
|
The material component is a small lead crystal figure depicting the type of defender to be
|
|
summoned and a 1,000 g.p. emerald for each creature summoned. The emerald vanish when the
|
|
spell is cast.
|
|
|
|
Mordenkainen's Private Sanctum (Alteration-Abjuration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 1 hr/LVL Casting Time: 2 TNs
|
|
Area of Effect: One room Saving Throw: None
|
|
|
|
Explanation/Description: This spell is used to insure privacy in a room of up to 1,600 square
|
|
feet in area. All windows in the room become dark and misty as seen from outside, preventing
|
|
creatures with normal vison, infravision, or other special vison from looking into the room. Those
|
|
inside can still look out normally. X-ray vision will note be able to penetrate into the room, as if
|
|
the room were completely enclosed in a lead shield. No sound, no matter how loud, can escape the
|
|
room, so a thief cannot eavesdrop from outside. Scrying attempts, such as ESP, claraudience,
|
|
clairvoyance, or crystal balls, cannot penetrate the protected room, and a wizard eye cannot get
|
|
inside. THe mage can freely leave the room without the protection being dispelled. The material
|
|
components are a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
|
|
chrysolite.
|
|
|
|
Nystul's Enveloping Darkness (Evocation-Alteration) Reversible
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: 5 MRs + 2 MRs/LVL Casting Time: 5 SEG
|
|
Area of Effect: 20' rad globe Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a zone of impenetrable darkness around the mage 20'
|
|
in radius. Although the caster can see in and through the zone of darkness without trouble, all
|
|
others cannot see through the envelope, not even with infravision or ultravison. In addition, a
|
|
distortion exists within the globe, appearing as if the caster has the power of displacement as a
|
|
displacer beast. The caster is attacked at -2, in addition to the darkness penalty.
|
|
Nystul's Instant Daylight will negate the spell. The material components are a drop of pitch, a
|
|
whisker from a black cat, and a bit of fur from the coat of a displacer beast.
|
|
|
|
Nystul's Radiant Arch (Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: Special Casting Time: 1 MR
|
|
Area of Effect: One creature Saving Throw: 1/2
|
|
|
|
Explanation/Description: This spell creates a glimmering rainbow of light that arches bewteen
|
|
the caster's open hands. Once the rainbow takes form, the caster can choose to fire a ray 1 foot
|
|
wide from the rainbow, aimed at one creature up to 10 feet away per level of the mage. The ray can
|
|
take the form of one of the seven colors of energy drawn from the quasi-elemental plane of
|
|
radiance.
|
|
|
|
Red: cold energy (+1 damage to fire-based creatures, no damage if cold-based)
|
|
Orange: heat energy (+1 damage to cold-based creatures, no damage if fire-based)
|
|
Yellow: acid damage (save vs. spell to take no damage)
|
|
Green: neutral poison (per cleric spell)
|
|
Blue: electrical energy (+10 damage to metal armored enemy)
|
|
Indigo: undead specific (only undead harmed)
|
|
Violet: vegatation specific (only plants harmed)
|
|
|
|
The ray will inflict 1d6 points of damage per level of the caster, of a type corresponding to the
|
|
color of the ray. If the creature make its save, only half damage is suffered. The mage must
|
|
concentrate to keep the radiant arch active, so any attack that breaks the caster's concentration
|
|
will dispel the rainbow and prevent the caster from lauching a ray. The material components are
|
|
a crystal prism (which breaks after the spell) and a small black board with a pinhole through the
|
|
center.
|
|
|
|
|
|
Otiluke's Dispelling Screen (Evocation-Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 5 SEG
|
|
Area of Effect: 20' square Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a shimmering screen of violet energy. As with other
|
|
such screens, the dispelling screen can be shaped as the caster wishes. Any creature passing
|
|
through the screen is affected by `dispel magic' with the same level of effectiveness as that spell
|
|
cast by the mage, and is affected by `dispel illusion' as if cast by a mage two levels of experience
|
|
lower than the caster. Thus, creatures possessing some form of enchantment who passe through
|
|
the dispelling screen often come out weaker than when they started. The material components are
|
|
a sheet of fine lead crystal and a chysolite gemstone worth 1,000 gp, which vanish after the spell
|
|
is cast.
|
|
|
|
|
|
Otiluke's Electrical Screen (Evocation)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 5 MRs/LVL Casting Time: 5 SEG
|
|
Area of Effect: 20' sq/LVL Saving Throw: Special
|
|
|
|
Explanation/Description: This spell creates a shimmering screen of electrical energy that can be
|
|
shaped into a wall, hemisphere, or sphere, with a 20-foot diameter, as the caster wishes. It is
|
|
always immovable. Any creature passing through the electrical screen will suffer a strong shock.
|
|
Unless the creature makes it save, it will suffer 1d4 points of damage, lose any dexterity bonuses
|
|
for 1d4+1 rounds due to numbness, and suffer a -2 penalty on attack rolls for an equal amount of
|
|
time. Creatures who make their saving throw take no damage and suffer no penalty on their
|
|
dexterity, but are mildly numbed and hit at -1 for 1d4+1 rounds. Creatures wearing metal armor
|
|
save at -4 when passing through the screen. The material components are a bit of fur, a glass rod,
|
|
and a thin sheet of fine crystal, all of which vanish after the spell is cast.
|
|
|
|
|
|
Otiluke's Polar Screen (Evocation)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 5 MRs/LVL Casting Time: 5 SEG
|
|
Area of Effect: 20' sq/LVL Saving Throw: Special
|
|
|
|
Explanation/Description: This spell creates a misty, bluish-white screen of energy that can be
|
|
shaped to form a wall, hemisphere, or sphere dimension. Any creature passing through the polar
|
|
screen will be affected as if the creatures suddenly passed through a freezing blizzard. Any
|
|
creature who fails a saving throw versus spells will be coated with ice crystals for 1d4+1 rounds
|
|
until the crystals melt away, during which time the creature suffers one point of cold damage per
|
|
level of the caster. The creature is also severely chilled, suffering a -4 attack penalty until the
|
|
ice melts. A creature who makes the saving throw is only affected by the ice crystals for one
|
|
round, but is affected in the same way as those who fail the save. A melt spell will dispel the ice
|
|
crystals from a creature's body, while a fireball, but no other flame, will destroy the polar
|
|
screen. The material components are a thin sheet of fine lead crystals and a few bluish-white
|
|
quartz crystals, all of which vanish after the spell is cast.
|
|
|
|
|
|
Otiluke's Radiant Screen (Evocation)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 2 MRs/LVL Casting Time: 5 SEG
|
|
Area of Effect: 20' sq Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a screen of energy drawn from the quasi-elemental
|
|
plane of radiance. The screen can bbe up to 20' square, and can be shaped into a wall,
|
|
hemisphere, or sphere as the caster orders. The radiant screen can be one of the seven colors of
|
|
the rainbow, each color exhibiting a different form of energy identical to the colors of Nystul's
|
|
Radiant Baton.
|
|
|
|
Red baton: cold energy (+1 damage to fire-based, none if cold)
|
|
Orange baton: heat energy (+1 damage to cold based, none if fire)
|
|
Yellow baton: acid damage (save vs. spells or take +2 splash)
|
|
Green baton: neutralize poison (per cleric spell)
|
|
Blue baton: electrical energy (+10 damage to metal armored enemy)
|
|
Indigo baton: undead specific (only undead harmed)
|
|
Violet baton: vegetation specific (only plants harmed)
|
|
|
|
The screen will affect anything passing through it as if the creature were being attacked by
|
|
energy or matter of the type determined by the screen's color. The caster can change the color of
|
|
the screen from round to round at will, but only one color per round can exist. The radiant screen
|
|
will inflict two points of damage per level of the caster. Cold-based creatures will take three
|
|
points of damage per level of the caster when passing through the orange screen, while fire-based
|
|
creatures will suffer three points of damage per level from the red screen. The material
|
|
components are a crystal prism, a beryl gemstone worth at least 500 gp, and a thin sheet of fine
|
|
crystal colored the seven colors of the rainbow, all of which vanish after the spell is cast.
|
|
|
|
|
|
Otto's Gong of Isolation (Enchantment/Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 5 SEG
|
|
Area of Effect: One creature Saving Throw: Neg.
|
|
|
|
Explanation/Description: When this spell is cast upon a creature, the mind-numbing sound of an
|
|
extremely loud gong fills its mind. If the creature makes a saving throw at -2, the creature is
|
|
only stunned for one round. But if the save fails, the creature loses all sensory input into the
|
|
mind. The creature cannot see, hear, feel, taste, or smell, effectively making the creature helpless.
|
|
If the creature engages in melee, all attacks are made at -6 to hit, but the creature has no idea
|
|
what it is attacking even if the attack succeeds. Telepathic communication with the creature is
|
|
still possible, and the creature might receive information about the world through such a link. A
|
|
wish, heal, or restoration spell will completely cure the condition. The material components are a
|
|
miniature gold gong and tiny gold striker with a jade stone at its head, together worth 7,000 gp in
|
|
materials and workmanship, which vanish after the spell is cast.
|
|
|
|
|
|
Rary's Mind Shield (Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: Touch Components: V,S
|
|
Duration: 1 hr + 1/2 hr/LVL Casting Time: 1 MR
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell is used to protect a creature from intrusions into the mind.
|
|
Spells or mental powers that can probe a mind have no effect on the creature. The creature makes
|
|
its3 saving throw at +2 against all enchantment/charm magic that can affect thoughts, memories,
|
|
or behavior -- charm, suggestion, quiet, emotion, fascination, or others. The mind shield allows a
|
|
saving throw at -2 to avoid a geas spell.
|
|
|
|
|
|
Rary's Replay of the Past (Divination)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 0 Components: V,S
|
|
Duration: Special Casting Time: 1 TN
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell enables the caster to read the residual psychic impressions
|
|
in a room or area, replaying a past event as an illusion that everyone in the area can clearly see.
|
|
When an especially unusual or violent event occurs, it leaves behind psychic vibrations that can
|
|
remain for years. The more important the event, the stronger the psychic residue and the longer
|
|
the impressions last. When the mage casts the spell, the strongest impressions currently in the
|
|
area enter the caster's mind. The event that produced the psychic impressions is replayed in the
|
|
caster's mind in real time, so the replay takes as long to complete as the original event. The
|
|
replay in the mind is crystal clear, so the caster can readily identify persons, creatures, or
|
|
objects. If the spell is cast again in the same area, the event that created the second strongest
|
|
psychic impressions will be replayed. The caster can continue replaying past events, reading the
|
|
weaker and weaker psychic impressions, until all psychic residue in the area has been reviewed.
|
|
|
|
|
|
Rary's Superior Spell Enhancer (Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: Special Components: V
|
|
Duration: Special Casting Time: 1/6 SEG
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: The spell enhancer increases the amount of damage caused by a spell
|
|
cast by the mage. The one-word spell enhancer is cast first, followed by the attack spell to be
|
|
enhanced. When the attack spell is launched, all saving throws versus the spell are made at -1.
|
|
The spell inflicts an additional point of damage per die of the spell, so a fireball inflicts 1d6+1
|
|
points of damage per die. When a magic missile is cast after the spell enhancer, each missile does
|
|
1d4+2 points of damage.
|
|
|
|
|
|
Rary's Telepathic Bond (Divination-Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 2" Components: V,S
|
|
Duration: 2 TNs/LVL Casting Time: 1 MR
|
|
Area of Effect: Two or more creatures Saving Throw: None
|
|
|
|
Explanation/Description: With this spell, the mage can forge a telepathic bond between two or
|
|
more creatures with an intelligence of 6 or higher. The bond can only be established between
|
|
willing creatures. The creatures involved need not all speak the same language to communicate
|
|
via the bond. The telepathic bond can be placed upon one creature for every three levels of the
|
|
caster, so a 16th level mage can forge a link among five creatures. Once the bond is formed, the
|
|
creatures can stay in contact only if they remain on the same plane. No special power or
|
|
influence is conferred through the bond. A permanency spell does not have the power to make a
|
|
telepathic bond a life-long link, but a wish spell does, although no more than two creatures can be
|
|
permanently bonded together in this way.
|
|
|
|
|
|
Tenser's Primal Fury (Enchantment/Alteration)
|
|
LEVEL: 5 SOURCE: GHA
|
|
Range: 20' Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 5 SEG
|
|
Area of Effect: One fighter only Saving Throw: None
|
|
|
|
Explanation/Description: This spell temporarily endows a fighter with a surge of rage and energy
|
|
rivaling that of a berserker. Magical fear will not affect an enraged fighter. The fighter also
|
|
receives a +2 bonus on attack and damage rolls, and gains an extra attack every other melee round,
|
|
so an attack routine of 3/2 becomes 2/1. The fighter also gains a temporary endowment of 4d4 hit
|
|
points, from which any damage is subtracted before the character's permanent hit point total is
|
|
reduced. The spell does carry a risk, however, because the berserker rage is maintained
|
|
throughout the duration of the spell. If all of a fighter's opponents are defeated before the spell
|
|
expires, then the berserk fighter will turn on the nearest living creature, and continue attacking
|
|
without regard for friend or foe until the spell expires. A `dispel magic' spell will immediately
|
|
return a berserk fighter to his normal state. The material component is a bit of fur from a
|
|
wolverine or a grizzly bear.
|
|
|
|
|
|
|
|
Level 6 Mage Spells
|
|
|
|
|
|
|
|
Ballant's Stonesplit (Evocation)
|
|
LEVEL: 6 SOURCE: Dragon #145
|
|
Range: Touch Components: V,S,M
|
|
Duration: Permanent Casting Time: 6 SEG
|
|
Area of Effect: 1000' cube of stone/LVL Saving Throw: Special
|
|
|
|
Explanation/Description: The wizard who casts this spell cleaves the next stone object he
|
|
touches, the force from his fingertips manifesting in a spray of light and a thick, winding crack
|
|
that appears in the stone with considerable force. The crack reduces an amount of stone to rubble
|
|
equal to the spell's area of effect, but it does nothing to clear the rubble away. For example, a
|
|
12th level wizard touching a 100'-long by 10'-thick by 30'-high stone wall cracks to rubble a
|
|
40'-wide section. Rubble fills the gap to a height of half that of the original wall and sloping
|
|
away from each side at al 45 degree angle. There is a three-segment delay between the mage's
|
|
touch and the full extent of the spell's damage, which is usually enough time for a mobile caster
|
|
to escape being crushed by his own spell. A successful `dispel magic' during this interval
|
|
negates `Ballant's stonesplit'. If this spell is cast on a stone floor, a fissure opens and the rubble
|
|
settles quickly, dropping the floor 1-4' and causing 1-4 hp damage to all in the area of effect.
|
|
The devastating effect of this spell when cast on a stone ceiling is limited both by its range
|
|
(touch) and by its three-segment delay (enough time for the caster to get out of the was is enough
|
|
time for anyone else to get away). `Ballant's stonesplit' causes great damage to stone-composed
|
|
creatures (such as galeb duhr) -- 1-8 hp damage per level of the caster, or half is a save vs. spells
|
|
is made -- although the caster must first score a hit in melee. This spell automatically
|
|
obliterates a petrified character. Magical items composed of stone are allowed to save (at -4) vs.
|
|
disintegration to avoid destruction. The material component for this spell is a single diamond-
|
|
tipped chisel worth at least 1,000 gp, which disappears when the spell is cast.
|
|
|
|
|
|
Bigbys Besieging Bolt (Evocation)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: Special Components: V,S,M
|
|
Duration: 1 MR/2 LVLs Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell is similar to magic missile. When the spell is cast, the mage
|
|
is able to fire one magic siege bolt for every two levels of the caster. The bolt will behave as a
|
|
given siege engine missile in range and effect. The type of siege missile the bolt mimics depends
|
|
on the caster's level.
|
|
|
|
Magic-user's Level Seige Engine Missile Mimicked
|
|
12th catapult, light
|
|
14th catapult, heavy
|
|
16th trebuchet
|
|
|
|
The bolts must be launched at the rate of one every two rounds in succeeding rounds. During this
|
|
time the caster can do nothing else. If the spell is interrupted, no additional bolts can be
|
|
launched. The bolts strike their target unerringly. The material component is a small stone
|
|
sprinkled with diamond dust.
|
|
|
|
|
|
Drawmij's Beneficent Polymorph (Alteration)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 TN/LVL Casting Time: 6 SEG
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell endows the touched and willing creature with all the
|
|
benefits of a polymorph self spell. The creature affected does not need to make a system shock
|
|
roll to survice. While the first form taken by the creature is choosen by the caster, the creature
|
|
is totally in control of its form changes for the remainder of the spell's duration, and can change
|
|
form as often as it wishes, abiding by all the limitations of polymorph self. The spell does not
|
|
bestow any special abilites of a polymorphed form. The spell does not affect the creature's mental
|
|
state in any way. When the creature returns to its original form 1d12 hit point are restored. The
|
|
material component of the spell is a soft, silk caterpillar cocoon.
|
|
|
|
|
|
Drawmij's Merciful Metamorphosis (Alteration)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: 10'/LVL Components: V,S,M
|
|
Duration: Permanent Casting Time: 6 SEG
|
|
Area of Effect: One creature Saving Throw: Neg.
|
|
|
|
Explanation/Description: Drawmij developed this spell as a merciful way to get rid of an
|
|
adversary. The spell polymorphs an opponent into another creature as does polymorph other, but
|
|
the target's save is made at -2. The target can only be polymorphed into a natural animal no
|
|
larger than a typical herd beast. The polymorphed creature does not need to make a system shock
|
|
roll to survive the spell. The polymorphed creature automatically assumes the mental state of the
|
|
animal, forgetting all knowledge of its previous self. The animal does not radiate magic or the
|
|
creature's original alignment aura, so there is little evidence the animal was anything other than
|
|
what it appeared to be now. If returned to its original form by dispell magic or a wish, the
|
|
creature will be quite bewildered, suffering the effect of a confusion spell for 2d4 rounds. After
|
|
the confusion passes, the creature gradually recovers its previous knowledge and memories over a
|
|
period of 1d4 days. The material component is a cocoon soaked in a balm of honey, powdered
|
|
yellow-white moss agate worth 500 g.p., and powdered emerald worth 700 g.p., all of which vanish
|
|
with the casting of the spell.
|
|
|
|
|
|
Mordenkainen's Faithful Phantom Guardian (Summoning)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: Special Components: V,S,M
|
|
Duration: Special Casting Time: 3 TNs
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell summons a faithful phantom being to watch over and protect
|
|
the mage for one day. The guardian will remain an undetectable observer, watching the caster
|
|
from the ethereal plane. The guardian can see what is happening within 60 feet of the caster, and
|
|
can spot invisible, out-of-phaze, duo-dimensional, ethereal, or astral creatures within the area
|
|
around the mage. If the guardian spies any creature about to launch a surprise attack on the
|
|
caster, the guardian will instantly materialize to intercept the attacker and defend the mage. The
|
|
faithful phantom guardian: AC 2; Move 15"; HD 6; hp 36; #AT 1; Dmg 1d10 (phantom two-handed
|
|
sword); THAC0 13; AL N; SA able to hit creatures which are hit only by +2 magical weapons. The
|
|
guardian will fight up to one round per level of the caster or until it is destroyed. The mage also
|
|
has the option of summoning the guardian to his side at any time. The guardian will appear in one
|
|
round and fight under the same time limit. Once the guardian has spent its time on the prime
|
|
material plane, it has completed its mission and will no longer watch the caster. The guardian
|
|
appears as a shimmering outline of violet light. The phantom guardian cannot speak, so it cannot
|
|
shout a warning to the mage if he or she is attacked. The material component is a 1,000 g.p.
|
|
diamond, which is sent to the guardian when the spell is cast as payment for its service.
|
|
|
|
|
|
Otiluke's Diamond Screen (Evocation)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 2 MR/LVL Casting Time: 6 SEG
|
|
Area of Effect: 20' sq Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a glittering screen of energy of any color chosen by
|
|
the caster. All creatures passing through the screen will be attacked by a multitude of razor-
|
|
sharp blades made of substance drawn from the quasi-plane of mineral. Each creature suffers
|
|
3d20 points of damage no matter what its armor class. The spell can be shaped into anything the
|
|
caster wishes. The material component is a collection of sharp diamond chips worth at least 5,000
|
|
gp, and these vanish after the spell is cast.
|
|
|
|
|
|
Otiluke's Excruciating Screen (Evocation)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 3 MRs/LVL Casting Time: 6 SEG
|
|
Area of Effect: 20' sq/LVL Saving Throw: Special
|
|
|
|
Explanation/Description: This spell creates a misty grey screen which can be shaped into a wall,
|
|
hemisphere, or sphere, within the designated dimension, as the caster directs. Any creature
|
|
passing through this screen is affected as if the creature were momentarily transported to one of
|
|
the four negative quasi-elemental planes. The plane which will affect creatures touching the
|
|
screen must be chosen when the spell is memorized. Any creature passing through the
|
|
excruciating screen must make a save versus death magic. Those who fail will be stunned for 1d4
|
|
rounds and suffer 4d4 points of damage due to the shock and pain. Creatures who make the save
|
|
suffer a -1 on all saves for 1d4 rounds. The four planes that can be simulated by the screen and
|
|
the screen's particular effect are described below.
|
|
|
|
Vacuum: The shock caused is due to asphyxiation. Creatures who do not need to breath are
|
|
unaffected by the screen.
|
|
Salt: The shock is the result of the body moisture drawn from the creature. Creatures without
|
|
body fluids will not be affected,
|
|
such as golems, undead, or beings from the elemental planes of earth, fire, or air.
|
|
Ash: The shock is caused by a loss of the creature's body heat. Undead and cold-based
|
|
creatures are unharmed by the screen.
|
|
Dust: The shock is produced by having part of a creature's solid body mass dispersed.
|
|
Creatures of a gaseous or liquid form will not be harmed by this screen.
|
|
|
|
The material components are a crystal sheet and a hollow sphere, lump of salt, pinch of ash, or bit
|
|
of dust, depending on the type of screen.
|
|
|
|
|
|
Otiluke's Orb of Containment (Evocation)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: 30' Components: V,S,M
|
|
Duration: Special Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell is used to create a useful container for very dangerous
|
|
substances. When the caster has an object or substance to be contained, the spell can be cast to
|
|
create a crystal sphere 6 inches in diameter, up to 30 yards away from the caster. The crystal orb
|
|
will surround the object or part of a semi-liquid substance and hold it securely. The interior of
|
|
the orb has the hardness of adamantine steel, so even the most volatile or corrosive of substances
|
|
will be held safely. Time within the orb is frozen, so the substance will not age. The orb cannot
|
|
be shattered by physical force or most magical attacks, although a dispel magic or disintegrate
|
|
spell can destroy its contents. The orb of containment will exist for one day, after which it fades
|
|
out, freeing the contents. If the spell is cast again before the orb fades, the spell will be renewed
|
|
and the orb will continue for an additional day without disturbing the contents. The material
|
|
components are a diamond worth 1,000 gp encased in glass, both of which shatter when the spell
|
|
is cast.
|
|
|
|
|
|
Rary's Protection from Scrying (Abjuration-Divination)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 hr + 1/2 hr/LVL Casting Time: 1 TN
|
|
Area of Effect: Creature touched Saving Throw: None
|
|
|
|
Explanation/Description: This spell will protect a creature from all scrying attempts or
|
|
intrusive divination. Clairaudience, Clairvoyance, ESP, empathy, telepathy, crystal balls, or a
|
|
magic mirror will not succeed in locating, detecting, or studying the protected creature. The
|
|
creature will immediately become aware of the attempt, no matter how great the distance between
|
|
scryer and creature. If cast on himself, the mage has a 5% chance per level to divine the location
|
|
of the scryer after one round of concentration. The scryer must save versus spells immediately or
|
|
his identity will be revealed. `Detect good/evil' and `know alignment' will also not work on the
|
|
affected creature. The material component is a star sapphire worth 5,000 gp, which must be kept
|
|
on the creature for the duration of the spell (and which vanishes after the spell).
|
|
|
|
|
|
Rary's Urgent Utterance (Alteration)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: 0 Components: V,S,M
|
|
Duration: Up to 24 hours Casting Time: 1 TN
|
|
Area of Effect: One spell Saving Throw: None
|
|
|
|
Explanation/Description: This spell empowers the mage to specially prepare another spell for
|
|
quick casting in an emergency. Urgent utterance is cast first, followed by the spell to be readied,
|
|
except for the last word of the spell. When the mage needs to cast the readied spell, the caster
|
|
need only utter the final word of the spell. The utterance of the final word only takes one
|
|
segment, saving much time on most spells. The readied spell will stay in the caster's mind for
|
|
only one day before it atrophies and fades out of memory. No more than two readied spells can be
|
|
in the caster's mond at any time. Almost any spell of level 6 or less can be readied for quick
|
|
casting, except the following: find familiar, magic mirror, conjure elemental, contingency,
|
|
enchant an item, ensnarement, guards and wards, legend lore, Tenser's transformation, limited
|
|
a sapphire worth 1,000 gold pieces, which is crushed when the spell is cast.
|
|
|
|
|
|
Tenser's Fortunes of War (Abjuration)
|
|
LEVEL: 6 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: Special Casting Time: 1 TN
|
|
Area of Effect:Person Touched Saving Throw: None
|
|
(Fighters Only)
|
|
|
|
Explanation/Description: This spell grants one fighter a bonus of special luck in battle. The
|
|
fighter is given one chance to avoid any one attack that would reduce the fighter to zero or fewer
|
|
hit points, or against magic that would remove the fighter from battle by turning to stone,
|
|
paralyzation, petrification, sleep, charm, fear, disintegration, death, power word, or any other
|
|
effect. The fighter is entitled to a saving throw to avoid defeat, even if a prior save failed. The
|
|
fighter must make a saving throw versus death magic at -2. If this save succeeds, then the fighter
|
|
miraculously avoids defeat. A damage attack that would normally reduce the fighter to zero hit
|
|
points or less instead reduces the fighter's hit point total to one-half its current level; that is, a
|
|
fighter with 17 hit points who takes 17 points of damage is reduced to 9 hit points. Any other
|
|
attack which would cause instant defeat takes no effect if the death magic save is made.
|
|
Regardless of the result of the save, the fortunes of war spell is immediately dispelled after the
|
|
attack. The material component is a valuable sacrifice made to the fighter's patron war god, worth
|
|
at least 5,000 gp in goods desirable to the diety.
|
|
|
|
|
|
|
|
|
|
|
|
Level 7 Mage Spells
|
|
|
|
|
|
|
|
Monster Summoning V (Conjuration/Summoning)
|
|
LEVEL: 7
|
|
Range: 7" Components: V S M
|
|
Duration: 6 MRs + 1 MR/LVL Casting Time: 6 SEGs
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell summons 1-2 fifth LVL monsters and they will appear in 1-3 MRs.
|
|
See MONSTER SUMMONING I for other details.
|
|
|
|
|
|
Mordenkainen's Penultimate Cogitation (Alteration)
|
|
LEVEL: 7 SOURCE: GHA
|
|
Range: 0 Components: V,S
|
|
Duration: Instantaneous Casting Time: 1 MR
|
|
Area of Effect: Spellcaster Saving Throw: None
|
|
|
|
Explanation/Description: This permits the mage to call to mind one spell from one of the caster's
|
|
personal spell books, provided the appropriate spell book is within one mile of the mage. The
|
|
spell must by one that the caster knows, as explained in the Players Handbook. The spell cannot
|
|
be called from a scroll or another mage's spell book. The call spell can by any of the 1st to 6th
|
|
level. Only one spell can be called by casting of the penultimate cogitation. The called spell can
|
|
be cast on any succending round. There is always a 10% chance that the called spell will be
|
|
magically erased from the mage's spell book.
|
|
|
|
|
|
Otiluke's Death Screen (Evocation-Alteration)
|
|
LEVEL: 7 SOURCE: GHA
|
|
Range: 5'/LVL Components: V,S,M
|
|
Duration: 1 MR/LVL Casting Time: 7 SEG
|
|
Area of Effect: 20' sq Saving Throw: Special
|
|
|
|
Explanation/Description: This spell calls into existence a grey, misty screen shaped as the
|
|
caster wills. Any creature passing through the screen will suddenly find itself trapped in a
|
|
mysterious zone of nil-space where the creature is subject to anti-energy drawn from one of the
|
|
four negative quasi-planes. For every round the creature is trapped it will lose 25% of its
|
|
current hit point total, dropping to 0 hit points at the end of the 4th round if the creature fails to
|
|
escape. The creature will be dead with -10 hit points at the end of the 5th round. For every round
|
|
a creature is trapped, it is entitled to a saving throw versus death magic. Success indicates the
|
|
creature escapes back into the prime material plane, emerging from the side of the screen
|
|
opposite the side entered. The saving throw to escape is made at -1 in the 1st round, -2 in the
|
|
2nd, -3 in the 3rd, and -4 in the 4th round. If the spell ends before a creature escapes or dies,
|
|
the creature is released onto the material plane as the screen disappears, as if the creature had
|
|
escaped on its own. A creature re-emerging onto the prime material plane, injured but alive, is
|
|
stunned for 1d4 rounds as it recovers from the effect of the life-draining zone. Those imprisoned
|
|
in the zone may heal themselves or use other magics, but can't escape unless they make saving
|
|
throws for the zone. The material components are a sheet of lead crystal, earth from a vampire's
|
|
coffin, and a hollow sphere (for vacuum).
|
|
|
|
|
|
Otiluke's Fire and Ice (Evocation)
|
|
LEVEL: 7 SOURCE: GHA
|
|
Range: 50' Components: V,S,M
|
|
Duration: Instantaneous Casting Time: 7 SEG
|
|
Area of Effect: 30' rad globe Saving Throw: Special
|
|
|
|
Explanation/Description: When the spell is cast, a red crystal sphere immediately appears
|
|
before the caster, then flies away at great speed toward an area targeted. A split-second later, a
|
|
blue crystal appears and follows behind the red sphere. When the red sphere reaches the area
|
|
chosen by the caster, it explodes in a fireball 30 feet in radius, inflicting 4d4 points of fire
|
|
damage to all within the area of effect. A successful saving throw will reduce the damage by one-
|
|
half. A split-second later, the blue sphere explodes in the same area of effect, causing 4d4 hit
|
|
points of cold damage to all within a 30 foot radius. Those who made the save versus fire will also
|
|
take only one-half damage from the cold blast, but those who failed the save take full damage from
|
|
the cold. The greatest effect of the one-two attack combination is the tremendous shock inflicted
|
|
on inanimate objects by the radical change in temperature. All items in the area of effect must
|
|
save as non-magical items. Failing this save will probably cause the materials to crack or shatter.
|
|
The material components are a pinch of phosphorous and a small quartz crystal.
|
|
|
|
|
|
Otiluke's Siege Sphere (Evocation)
|
|
LEVEL: 7 SOURCE: GHA
|
|
Range: Touch Components: V,S,M
|
|
Duration: 1 TN Casting Time: 1 MR
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell creates a large, boulder-sized sphere of force that can be
|
|
fired by a catapult. The siege sphere will last for one complete turn before it fades out of
|
|
existence, so it must be fired within one turn of the spell's casting. The siege sphere can take
|
|
several different forms, and the type of spell to be created must be decided when the spell is
|
|
memorized. The siege sphere is as hard as adamantine steel before it is launched, and can only be
|
|
destroyed by a wish, dispel magic, or disintegrate. After the sphere is fired, it will take on a
|
|
different form that depends on the attack type of the sphere. Regardless of the form that the
|
|
attack takes, the siege sphere is dispelled after it completes its attack. Different types of siege
|
|
spheres are described below:
|
|
|
|
Liquid Fire: When the sphere strikes its target, it instantly shatters, spraying a mass of liquid
|
|
fire over an area 30 feet in radius. All combustibles in the area of effect will be ignited. Any
|
|
creature struck by the liquid fire will take 2d4 points of damage per round for 2d6 rounds unless
|
|
the fire is doused or the burning fluid is washed off. The amterial components for this form are a
|
|
drop of pitch, a bit of phosphorus, and a pinch of diamond dust.
|
|
Crystal Shards: This siege sphere splinters apart 30 feet above the ground, raining down crystal
|
|
shards in a 20-foot radius circle. Each creature in the area affected will take 5d6 points of
|
|
damage regardless of its armor class. The material component is a sample of sharp diamond
|
|
flakes.
|
|
Wrecking Ball: Upon nearing its target, the sphere's density dramatically increases so it strikes
|
|
with three times the impact (and damage) or a heavy catapult.
|
|
The material components are a lodestone and a pich of diamond dust.
|
|
|
|
|
|
Rary's Plane Truth (Divination)
|
|
LEVEL: 7 SOURCE: GHA
|
|
Range: Special Components: V,S
|
|
Duration: 3 MRs + 1 MR/LVL Casting Time: 1 TN
|
|
Area of Effect: One creature/2 MRs Saving Throw: None
|
|
|
|
Explanation/Description: This spell is a more precise and exacting version of `know alignment'.
|
|
A creature's alignment will be revealed to the caster in the first round of study. With a second
|
|
round of concentration, the creature's home plane is revealed. The diety or dieties worshipped by
|
|
the creature also become known to the mage. One creature can be studied per two rounds.
|
|
|
|
|
|
|
|
Level 8:
|
|
|
|
|
|
|
|
Bigby's Most Excellent Force Sculpture (Evocation)
|
|
LEVEL: 8 SOURCE: GHA
|
|
Range: 30' Components: V,S,M
|
|
Duration: 6 TNs+ 1 TN/LVL Casting Time: 1 TN
|
|
Area of Effect: Special Saving Throw: None
|
|
|
|
Explanation/Description: This spell is the most advanced form of the force sculpture spells. The
|
|
object formed can be highly complex, containing many moving parts, such as a siege machine or a
|
|
sailing ship. Parts of an object simulated could be as flexible as a rope or the wood of a bow, so a
|
|
large net, ballista, rope bridge, or a collection of crossbows could be formed. As with lesser force
|
|
sculptures fine or accurate details require an additional 2d4 rounds to form, along with the
|
|
sufficient skill as an artist or artisan. Up to one cubic yard of matter per level of the caster can
|
|
be simulated. With the exceptions noted above, the spell is otherwise identical to the 4th level
|
|
spell of the same type. The material component is a lump of clay mixed with 1,000 g.p. worth of
|
|
diamond dust, which vanishes when the spell is used.
|
|
|
|
|
|
LightStorm
|
|
LEVEL: 8 SOURCE:
|
|
Range: 0 Components: V,S,M
|
|
Duration: 1MR + 1SEG/LVL Casting Time: 8 SEGs
|
|
Area of Effect: 100' + 10'/LVL Saving Throw: Special
|
|
|
|
Explaination/Description: The entire area is lit as if by a LIGHT spell. In the Primary color. All living
|
|
things are FAERIE-FIRED, in the Inverse Color. LIGHTNING BOLTS emit from the staff, 1/SEG, striking
|
|
random creatures/objects in the area of effect, for 1d6 pts of dammage. (Save means something else
|
|
got hit. If an object is hit, save at +4 vs. Electricity. Everything in the area builds up a huge static
|
|
charge, with blue electrical fire dripping from corners, noses, and fingertips. Undead take 1d6 of
|
|
dammage/SEG Any creature killed by sunlight must save or die. Area of effect is limited by any
|
|
physical barrier, Including wall of force, but not wall of Ice. Magic resistance must be made against
|
|
each effect; (LIGHTNING, FAERIE-FIRE, and sunlight/dammage. )
|
|
|
|
Mercury Sodium Neon Chlorine
|
|
Primary Color Purple Yellow Red Green
|
|
Inverse Color Yellow Purple Green Red
|
|
|
|
The material components are a 3' gold rod, topped with a glass ball filled with rarefied gas. The type of
|
|
gas used affects the colors of the effects.
|
|
|
|
|
|
Spell Engine (Abjuration/Alteration)
|
|
LEVEL: 8
|
|
Range: 0 Components: V,S,M
|
|
Duration: Special Casting Time: 1 TN
|
|
Area of Effect: 1" rad.sphere/LVL Saving Time: None
|
|
|
|
Explanation/Description: This rare and powerful magic does not come into operation until
|
|
another spell is cast within its area of effect. When that occurs, a huge shining wheel or vertical
|
|
disc of glowing white light will instantly appear (some inches above any ground or floor that was
|
|
there at the time of casting, or is there at the time of activation) where the caster stood while
|
|
casting the engine (even if that spellcasting occurred centuries before). It will begin to turn,
|
|
with a gentle rushing noise, and will absorb the energy of all spells cast within its area of effect -
|
|
so that they are wasted and do not work, but serve instead to power the turning wheel. The wheel
|
|
does nothing expect turn, light up the area, and benefit magic-user and illusionist wiht a curious
|
|
side-effects: Its sound and energies aid magical concentration, and spell memorizing times for
|
|
spellcasters who study in the area of effect are halved. Once activated, an engine will not
|
|
disappear until dispelled; if starved for magical energy, it will merely turn more and more
|
|
slowly, and gradually grow dim, until it hangs motionless, translucent and ghostly. A spell
|
|
engine cannot be dispelled by dispell magic (which it will absorb), not affected by normal weapon
|
|
(which pass through it as though it does not exist). A wish, limited wish, or alter reality spell,
|
|
properly worded, will destroy it, as will contact with any magical item or artifact which causes a
|
|
magical explosion doing 1-20 point of damage to all within 1" (1-8 to those from 1"+ to 2" away),
|
|
and destroys a magical item; an artifact must make a saving throw. If such an artifact is not
|
|
destroied, there is a 75% chance that it will be shifted (with or without the creature wielding it)
|
|
into another plane of existence. Magic mouths, glyphs, symbols, and a spell engine; thus, a
|
|
doorway can be guarded by a symbol, and a spell engine cast in front of the doorway will prevent
|
|
the symbol from being dispelled. Detect magic will reveal the presence and shape of an
|
|
unactivated spell engine; the whell is typically 12' in diameter and 2' thick, standing upright on
|
|
edge, although it will grow marginally larger if charaged by many spells and the surroundings
|
|
permit such growth (its area of effect remaining unchanged). It is often cast in a narrow
|
|
passageway before a door. Until activated, the wheel of a spell engine has no physical existence
|
|
and cannot be touched. A disintegrate spell will have no effect on an unactivated spell engine,
|
|
but will destroy an activated spell engine, with an explosion identical in effect to that caused by
|
|
contact between a spell engine and a magical item or artifact. Note that a spell engine's area of
|
|
effect extends through rock and void alike in a perfect sphere; it cannot be easily avoided by use
|
|
of a passwall, dig, or phaze door. Living creatures not possessing magical items can pass through
|
|
the area of effect without effect; it doesn't drain spells from the mind. Inactive spell engines
|
|
cannot be cantacted by a living creature, magic items, or artifacts, and thus cannot be so
|
|
activated; nor will the presence of a functioning spell, psionic effect, or magic item function
|
|
activate a spell engine - it is only the actual casting of a spell that activates the engine. The
|
|
material components for this spell are a small disc of fine polished ivory, bone, shell, or marble;
|
|
a drop of water or one of the caster's tears; and a gem (any type) of at least 1,000 gp value.
|
|
|
|
|
|
Level 9 Mage Spells
|
|
|
|
|
|
|
|
Aster's Fiery Sphere of Teleportation
|
|
LEVEL: 9 SOURCE:
|
|
Range: Sight Components: V, S, M
|
|
Duration: Instantaneous Casting time: 2 MRs
|
|
Area of effect: 1"/LVL radius sphere Saving throw: Special
|
|
|
|
Explaination/Description: When cast, all creatures within the area of effect are engulfed inside of a
|
|
fiery sphere and are teleported to anyplace within the mage's sight. All creatures in the area of effect
|
|
must make two saving throws. If the first saving throw fails, the victim takes full damage from the
|
|
fire. If it succeeds, he will only take half. The second save is made at -3 and is used to determine if a
|
|
creature is actually teleported. If the save is made, the creature remains in his current position,
|
|
otherwise he is teleported to destination within the mage's sight. Note that the caster cannot teleport
|
|
different individuals to different locations. All affected creatures must be teleported to the same
|
|
place. Damage from the fire is 1D6 per LVL of the caster.
|
|
|
|
|
|
Dismind
|
|
LEVEL: 9 SOURCE: Dragon, Jan 1983
|
|
Range: Touch Components: V
|
|
Duration: Special Casting Time: 2 SEGs
|
|
Area of effect: One creature Saving Throw: Neg.
|
|
|
|
Explanation/Description: This spell consists of a phrase spoken while the mage touches the recipient
|
|
(the spell may be cast on oneself, serving as a "last resort" escape from certain death, torture, or
|
|
mental damage), causing the recipients mind to fly from his body. The body instantly undergoes a
|
|
curious transformation: It remains in the position it was when the spell was cast, surMRed by a
|
|
glowing aura of force that allows nothing to touch the body, stopping a physical attacks, crushing, or
|
|
probes. The limbs of the body can be shifted by pushing on the invisible armor of force, but when
|
|
released will slowly drift back to the original position. Magical attacks, fire, poisons, and corrosive
|
|
and disease producing substances (including ochre jelly, green slime, rot grubs, and the like) cannot
|
|
reach the body to do it harm. The bodily processes of a DISMINDed person are totally suspended, so
|
|
that the body does not age or breathe. DISMINDed persons have a vacant stare. They cannot use any of
|
|
the senses of the body they have abandoned, nor can they return to it without aid. The freed mind
|
|
wanders behind mental defenses of its own making, immune to all forms of magical, psionic, and other
|
|
mental contact or attack. A wandering mind is not detectable by any known means, and never leaves
|
|
the Prime Material Plane. It cannot control where it goes and what it observes, and typically retains
|
|
little memory of its visions and speculations. (A DM should describe 1-6 scenes or phrases of thought
|
|
without giving any explanations. ) A wandering mind cannot deliberately pray, study, or research
|
|
spells, or choose to observe any particular event, locale, or individual. A wandering mind can be fully
|
|
restored to its body by an ALTER REALITY, LIMITED WISH, or RESTORE MIND (the reverse of this spell).
|
|
The reverse can also be used to cure insanity and all mental disorders, FEEBLEMINDedness, and physical
|
|
brain damage. It will end any mental controls (including QUEST, GEAS, and magical CHARMS cast by
|
|
spell or creatures such as nixies or vampires) of any form upon a recipient mind, totally freeing the
|
|
mind from the influence(s) without causing the individual any harm -- but it cannot restore lost psionic
|
|
powers. A delirious, drunken, exhausted, or drugged creature can become clearheaded and mentally
|
|
alert by means of this spell. A saving throw applies to both spells, and if successful against a RESTORE
|
|
MIND (regardless of the wishes of the DISMINDed recipient creature), the spell will have no effect.
|
|
Such a failure does not mean the mind cannot be restored, but only that the particular spell cast at that
|
|
time did not work.
|
|
|
|
|
|
Hellfire
|
|
LEVEL: 9 SOURCE: Dragon #123
|
|
Range: Touch Components: V,S,M
|
|
Duration: Permanent Casting Time: 1 rd
|
|
Area of effect: One creature Saving Throw: None
|
|
|
|
Description/Explanation: The Arch-Mage Avissar is also said to have personally devised this deadly
|
|
enchantment; further, it is said that the Arch-Mage met his end on the vengeful point of the sword
|
|
wielded by the brother of the spell's first victim. Thus, the spell is often referred to as "Avissar's
|
|
Bane. " HELLFIRE may be cast but once per week due to the strain placed on the spell-caster. It
|
|
requires that the spell-caster touch his victim (as a hit in melee), and it may affect any single
|
|
creature, subject to the following conditions: It will not affect creatures which may be hit only by
|
|
magical weaponry; fire-based creatures, undead, and creatures from planes other than the Prime
|
|
Material Plane cannot be affected; and, the victim's hit dice/LVL may not exceed the spell caster's
|
|
LVL. There is no saving throw vs. HELLFIRE; however, magic resistance is effective.
|
|
|
|
The victim of HELLFIRE suffers the following effects:
|
|
|
|
1. The victim's hit point total is reduced to 1 permanently;
|
|
thus, any wound results in unconsciousness or death.
|
|
2. The victim is in constant agony; he feels as if he is being
|
|
burned alive, and he sweats continuously.
|
|
3. The victim is exhausted and any fighting is done at -4 on "to
|
|
hit" and damage rolls.
|
|
4. There is a 15% (noncumulative) chance per hour that the victim
|
|
will be overcome by pain and become unconscious, only to
|
|
waken 1-4 hours later, still in agony. This chance
|
|
increases to 40% if the victim engages in combat or other
|
|
strenuous activity for more than 15 minutes of any hour.
|
|
Each time this occurs, there is a 1% cumulative chance per
|
|
MR thereafter that the victim dies.
|
|
|
|
These effects are permanent and will end only with the death of the spell's victim. The effects of
|
|
HELLFIRE cannot be negated, save by an act of the gods, a WISH spell, or by the will of the mage who
|
|
cast the spell. The material components are a drop of oil, a pinch of sulfur, a powdered ruby of at least
|
|
5000 gp value, and the horn of a greater devil.
|
|
|
|
The casting of this spell is considered an evil act, as it draws negative heat energy from the Nine Hells
|
|
directly into the victim for purposes of causing suffering. Use of this spell might entail severe
|
|
consequences if alignment is violated.
|
|
|
|
|
|
Phezult's Sleep of Ages (Alteration) Reversible
|
|
LEVEL: 9 SOURCE: FRS
|
|
Range: 1"/LVL Components: V,S,M
|
|
Duration: Permanent Casting Time: 3 MRs
|
|
Area of Effect: All living creatures Saving Throw: Neg.
|
|
in range
|
|
|
|
Explanation/Description: By means of ths spell, a stasis field is created about the spell focus,
|
|
radiating outward in an expanding sphere through solid rock and other physical or magical
|
|
barriers. (Only anti-magic shell, prismantic shere, or closed-cube or spherically shaped wall of
|
|
force will stop its effects.) It expands 2"/round until it reaches a maximum spherical volume of
|
|
1" radius/level of the caster. All living creatures within this field, except the caster and any
|
|
protected as noted above, must save vs. spells or be placed in suspended animation (whether they
|
|
wish to be or not). Creatures of level or hit dice equal to, greater than, or up to three levels or
|
|
dice less than the spellcaster save normally. Creatures of 4 to 7 hit dice or levels save at an
|
|
additional -1 penalty for every level less that seven below the caster's. The body functions of
|
|
affected creatures virtually cease, but they do not die as a result of this state - nor will they grow
|
|
older as the years pass. If the creature in stasis is slain by another means (physical attack,
|
|
crushing or burial or drowning due to environmental changes around their body, and the like),
|
|
stasis ends instantly, and the bady will decay normally, for the assaulted creature only, not all
|
|
others caught in the stasis.
|
|
|
|
The spell requires at least nine drops of the caster's own blood smeared into an unbroken ring of
|
|
a radius not more than the overall length of the caster's hand (wrist to fingertips), into which are
|
|
placed at least six gems (any type) of 500 gp value. This is the spell-focus referred to above.
|
|
When the spellcasting is complete, four of these gems vanish, consumed int he act of releasing the
|
|
spell's power. The rest fuel the stasis field and thus dwindle slowly as time passes. Roughly one
|
|
year of stasis is yielded per 10 gp of gem value. Removal of any gemstone from the circle, or the
|
|
breaking of the ring itself, will instantly end the stasis effect as will using up all the gems.
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However, any number of gems can be added to the inside of the ring to increase the period of
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efficacy, by "refueling" it.
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The stasis can be lifted from individual creatures without harm (and without releasing other
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creatures under the same stasis) by casting temporal reinstatment (cf. temporal stasis) or
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Phezult's Awakening (the reverse of this spell) is cast on the spell focus, rather than on
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individual creatures, the stasis field shrinks gradually to not at the same rate at which it
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originally expanded, freeing any creatures as it does so, and no further gemstone material is lost.
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(The awakening does not require any gems or blood, but merely drops of pure or holy water.)
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Creatures entering the field after it has reached its full extent (even decades or centuries after
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the spell was cast) must save vs. spells to avoid falling into stasis. The penalties for their level
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or hit dice apply as described above, but so does a +3 bonus to the save for any creature arriving
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in the field after it has stabilized at full extent. Such a save must be made each time a creature
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enters the stasis field, even if it has entered and been uneffected before, but each creature need
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save only once per exposure to a particular Sleep of Ages stasis field (i.e. not per each round of a
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single exposure).
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