3891 lines
124 KiB
Plaintext
3891 lines
124 KiB
Plaintext
1:1
|
||
|
||
Affect Normal Fire
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 5 yards/level
|
||
Components: V, S
|
||
Duration: 2 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: 10-foot radius
|
||
Saving Throw: None
|
||
Reference: PHB, page 131
|
||
Color Sphere: Brown
|
||
Runes: 10-49-A
|
||
|
||
This spell enables the wizard to cause
|
||
nonmagical fires-from as small as a torch
|
||
or lantern to as large as the area or effect
|
||
to reduce in size and brightness to become
|
||
mere coals, or increase in light to become as
|
||
bright as full daylight and increase illumina-
|
||
tion to double the normal radius, Note that
|
||
this does not affect either fuel consumption
|
||
or damage caused by the fire, The caster can
|
||
affect any or all fires in the spell's area. He
|
||
can alter their intensities with a single ges-
|
||
ture as long as the spell is in effect. The spell
|
||
lasts until the caster cancels it, all fuel is
|
||
burned, or the duration expires, The caster
|
||
can also extinguish all flames in the area,
|
||
which expends the spell immediately. The
|
||
spell does not affect fire elementals or simi
|
||
lar creatures.
|
||
|
||
|
||
|
||
2:1
|
||
|
||
Alarm
|
||
|
||
Abjuration, Evocation
|
||
Level: 1
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
DurationL 4 hours + 1/2 hour/level
|
||
Casting Time: 1 round
|
||
Area of Effect: Up to 20-foot Cube
|
||
Saving Throw: None
|
||
Reference: PHB, page 131
|
||
Color Sphere: Pink with red bands
|
||
Runes: 41-46-51-A
|
||
|
||
When an alarm spell is cast, the wizard
|
||
use a selected area to react to the presen
|
||
ce of any creature larger than a normal
|
||
rat anything larger than about one-half
|
||
cubic foot in volume or more than about
|
||
three pounds in weight. The area of effect
|
||
can be a portal, a setion of floor, stairs, etc.
|
||
As soon as any creature enters the warded
|
||
area, touches it, or otherwise contacts it
|
||
without speaking a password established by
|
||
the caster, the alarm spell lets out a loud
|
||
ringing that can be heard clearly within a 64-
|
||
foot radius.(Reduce the radius by 10 feet
|
||
for each interosing door and by 20 feet fo
|
||
each substantial interposing wall.) Th
|
||
sound lasts for one roumd and then cease
|
||
Ethereal or astrally projected creature a
|
||
not trig an alarm, but flying or levitatin
|
||
creatures, invisible creatur, or incorore
|
||
or gaseous creatures do, The caster can dis
|
||
miss the alarm with a single word.
|
||
The material components of this spell ai
|
||
a tiny bell and a piece of very fine silver
|
||
wire.
|
||
|
||
3:1
|
||
|
||
Armor
|
||
|
||
Conjuration
|
||
Level: 1
|
||
Range: Touch
|
||
Compnonents: V , S, M
|
||
Duration: Special
|
||
Casting time: 1 round
|
||
Are of Effect: 1 creature
|
||
Saving Throw: None
|
||
Reference: HB, page 131
|
||
Color Sphere: White
|
||
Runes: 41-46-51-A
|
||
|
||
By means of this spell, the winard create
|
||
a mgical field of force that serves as if it
|
||
were scale mail armor (AC 6). The spell has
|
||
no effect on a person already armored, on a
|
||
creature wth Armor Clas 6 or better. It is
|
||
not cumulative with the shield spell, but it
|
||
cumulative with Dexterity and, in the case
|
||
of warrior/wizard, with the shield bonus
|
||
The armor spell does not hinder movement
|
||
add no weit or encumbrance, and doe
|
||
not prevent spell casting. It lasts until suc
|
||
cessfully dispelled or until the wearer sus
|
||
tains cumulative damage totaling greater
|
||
tha 8 points plus 1 point per level of th
|
||
caster. (It is important to note that the ar
|
||
mor does not absorb this damage. The armor
|
||
merely grants an Ac of 6; the wearet
|
||
stills suffers full damage from any successful
|
||
attacks.) Thus, the wearer it take 8
|
||
points from an attack, then several minutes
|
||
later sustain an additional a point of damage.
|
||
Unless the spell were cast by a wizard of 2nd
|
||
level or higher, it would be dispelled at
|
||
this time. Until it is dispelled, the armor
|
||
spell grants the wearer full benefits of the
|
||
armor class gained.
|
||
The material component is a piece of finely
|
||
cured leather that has been blessed by a
|
||
priest.
|
||
|
||
4:1
|
||
|
||
Lasting breath
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 5 yards/level
|
||
Components: V, S
|
||
Duration: 1d4 rounds + 1 round/level
|
||
Casting Time: 1
|
||
Area of Effect: 1 creature/level
|
||
Saving Throw: None
|
||
Reference: TOM, page 19
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
This spell increase the amount of time
|
||
character can hold his breath. As described
|
||
in the Player's Handbook, a character can
|
||
hold his breath for a number of rounds
|
||
equal to one-third of his Constitution score
|
||
The effect of this spell is added to that
|
||
figure.
|
||
The duration of the spell is aways unknown
|
||
to the recipient; the DM secretly
|
||
rolls 1d4 to determine the exact duration. At
|
||
the end of this time, the charact must succeed
|
||
a Constitution check or be forced to
|
||
take a breath as per the rules.
|
||
|
||
5:1
|
||
|
||
Burning Hands
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: The caster
|
||
Saving Throw: 1/2
|
||
Reference: PHB, page 131
|
||
Color Sphere: Brown
|
||
Runes: 49-105-A
|
||
|
||
When the wizard casts this spell, a jet of
|
||
searing flame shoots from his fingetips. His
|
||
hands must be held so as to send forth a fan-
|
||
like sheet of flames: the wizard's thumbs
|
||
must touch each other and fingers must be
|
||
spread. The burning hands send out flame
|
||
jets five feet in length, in a horizontal arc of
|
||
about 120 degrees in front of the wizard.
|
||
any creature in the area of flames suffers
|
||
1d3 points of damage, pus 2 points for each
|
||
level of experience of the spellcaster, to a
|
||
maximum of 1d3 + 20 points of fire damage
|
||
Those successfully saving vs. spell recieve
|
||
half damage. Flammabhe materials touched by
|
||
the fire burn (e.g., cloth, paper, parchment,
|
||
thin woodm etc.) Such materials can be
|
||
extinguished in the next round if no other
|
||
action is taken.6:1
|
||
|
||
Mending
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: One Object
|
||
Saving Throw: None
|
||
Reference: PHB, page 136
|
||
Color Sphere: Green
|
||
Runes: 44-102-A
|
||
|
||
This spell repairs small breaks or tears in
|
||
objects. It will weld a broken ring, chain
|
||
link, medallion, or slender dagger, providing
|
||
but one break esists. Ceramic or wooden
|
||
obiects with multiple breaks can be invisibly
|
||
rejoined to be as strong as new. A hole in
|
||
a leather sack or wineskin is completely healed
|
||
over by a mending spell. This spell will not,
|
||
by itself, repair magical items of any type.
|
||
One turn after the spell is cast, the magic
|
||
of the joining fades, and the effect cannot
|
||
be magically dispelled. The maximum volume
|
||
of material the caster can mend is one cubic
|
||
foot per level.
|
||
The material components of this spell are
|
||
two small magnets of any type (lodestone in
|
||
all likeltood) or two burrs.
|
||
|
||
7:1
|
||
|
||
Jump
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1d3 rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
Reference: PHB, pages 135-136
|
||
Color Sphere: Green
|
||
Runes: n11-19-200-A
|
||
|
||
The individual touched when this spell is
|
||
cast is e mpowered to leap once per round
|
||
for the duration of the spell.Leaps can be
|
||
up to 30 feet forward or straight upward or
|
||
10 feet backward. Horizontal leaps forard or
|
||
backward have only a slight arc-about two
|
||
feet per 10 feet of distance traveled. The
|
||
Jump spell do not insure safety in landing
|
||
or grasping at the end of the leap.
|
||
The material component of this spell is a
|
||
grasshopper's hind leg, to be broken by the
|
||
caster when the spell is cast.
|
||
|
||
8:1
|
||
|
||
Shield
|
||
|
||
Evocation
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 137
|
||
Color Sphere: Red
|
||
Runes: 4-105-A
|
||
|
||
When this spell is cast, an invisible barrier
|
||
comes into being in front of the wizard. This
|
||
shield totally negates magic missile attacks.
|
||
provides tbe equivaient of AC 2 against
|
||
hand-hurled missiles (axes, darts, javelins,
|
||
spears, ete.), AC 3 against small device
|
||
propelled missiles (arrows, bolts, bullets,
|
||
manticore spikes, sling stones, etc.), and
|
||
AC 4 against all other forms of attack. The
|
||
shield also adds a + 1 bonus to the wizard's
|
||
saving throws against attacks that are
|
||
basically frontal. Note that these benefits
|
||
apply only if the attacks originate from in
|
||
front of wizard, where the shieid can move
|
||
to in interpose itself.
|
||
|
||
9:1
|
||
|
||
Shocking Grasp
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
Reference: PHB, page 137
|
||
Color Sphere: Green
|
||
Runes: 6-103-A
|
||
|
||
When the wizard casts this spell, he
|
||
develops a powerful electrical charge that
|
||
gives a jolt to the creature touched. The
|
||
spell remains ln effect for one round per
|
||
level of the caster or until it is discharged
|
||
by the caster touching another creature. The
|
||
shocking grasp delivers 1d8 points of damage,
|
||
plus 1 point per level of the wizard
|
||
(e.g., a 2nd-level wizard would discharge a
|
||
shock causing 1d8 + 2 points of damage).
|
||
While the wizard must come chose enough
|
||
to his opponent to lay a hand on the opponent's
|
||
body or upon an electrical conductor that
|
||
touches the opponent's body, a like touch
|
||
from the opponent does not discharge
|
||
the spell.
|
||
|
||
10:1
|
||
|
||
Ventriloquism
|
||
|
||
Illusion/Phantasm
|
||
Level: 1
|
||
Range: 10 yards/level
|
||
maximum 90 yards
|
||
Components: V, M
|
||
Duration: 4 rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: One creature or object
|
||
Saving Throw: Special
|
||
Reference: PHB, page 139
|
||
Color Sphere: Grey
|
||
Runes: 19-51-A
|
||
|
||
This spell enables the wizard to make his
|
||
voice or someone's voice or a similar
|
||
sound seem to issue from someplace else,
|
||
such as from another creature, a statue,
|
||
fromn behind a door, down a passge, etc.
|
||
The spellcaster can speak in any language
|
||
that he knows, or make any sound that he
|
||
can normally make. With respect to such
|
||
voices and sounds anyone rolling a successful
|
||
Saving throw vs. spell with a -2 penalty
|
||
detects the ruse. If cast in conjunction with
|
||
other illusions, the DM may make geater
|
||
penalties or disallow an independent saving
|
||
throw against this spell in consideration of
|
||
the contribution to the total effect of the
|
||
combined illusion.
|
||
The material component of the is spell is a
|
||
parchment rolled up into a small cone.
|
||
|
||
|
||
|
||
|
||
11:1
|
||
|
||
Fire Burst
|
||
|
||
Alteration, Evocation
|
||
Level: 1
|
||
Range: 5 yards/level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One 10-foot-radius
|
||
circle
|
||
Saving Throw: Negates
|
||
Reference: TOM, page 17
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
When this spell is cast upon a nonmagical
|
||
fire (such as a campfire, latern, or candle),
|
||
itcauses the fire to flash and shoot arrows
|
||
of flame. All creatures within 10 feet of the
|
||
fire source suffer 1 point of dmage per level
|
||
of the caster (maximum of 10 points). Victims
|
||
who roll a saving throw successfully suffer
|
||
no damage,
|
||
|
||
12:1
|
||
|
||
Hold Portal
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 20 yards/level
|
||
Components: V
|
||
Duration: 1 round/level
|
||
Casting Time: 1
|
||
Are of Effect: 20 square feet/level
|
||
Saving Throw: None
|
||
Reference: PHB, page 135
|
||
Color Sphere: Green
|
||
Runes: 42-102-A
|
||
|
||
This spell magically bars a door, gate, or
|
||
valve of wood, metal, or stone. The magical
|
||
closure holds the portal fast, just as if it
|
||
were securely closed and locked. Only extra
|
||
planar creature (djinn, elemental, etc.) with
|
||
four or more Hit Dice can shatter the spell
|
||
and burst open the portal. A wizard of four
|
||
or more experiemce levels higher than the
|
||
spellcaster can open the held poral at will.
|
||
A knock spell or successful dispel magic
|
||
spell can negate the hold portal, Held portals
|
||
can be broken or physically battered down.
|
||
|
||
13:1
|
||
|
||
Fist of Stone
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round/level
|
||
Casting Time: 1
|
||
Arae of Effect: The caster's hand
|
||
Saving Throw: None
|
||
Reference: TOM, page 17
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
Upon completion of this spell, one of the
|
||
caster's hands (his choice) turns to stone. It
|
||
is flexible and can be used to punch, smash,
|
||
or crush objects and opponents as if the wizard
|
||
had a strength of 18/00. Combat bonuses for
|
||
strength do not apply if the caster uses
|
||
a weapon other than his fist.
|
||
While the spell is in effect, the wizard can't
|
||
cast spells requiring somatic components.
|
||
|
||
14:1
|
||
|
||
Confuse Languages
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1 round
|
||
Area of Effect: 1 speaking creature or
|
||
1 written object
|
||
Saving Throw: None
|
||
Reference: PHB, page 133
|
||
Color Sphere: Purple
|
||
Runes: 30-5-A reversed
|
||
|
||
This spell is the reverse of the comprehend
|
||
languages spell, and will cancel that
|
||
spell when cast. Otherise, it rendes writing
|
||
or a creature's speeh incomprehensible
|
||
for five rounds per level of tbe caster. The
|
||
wizard must touch the creature or the writing
|
||
in order to cast this spell.
|
||
The material components of this spell are
|
||
pinch of soot and a few grains of salt.
|
||
15:1
|
||
|
||
Change Self
|
||
|
||
Illusion/Phantasm
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 2d6 rounds + 2
|
||
rounds/level
|
||
Casting Time: 1
|
||
Area of Effect; The caster
|
||
Saving Throw: None
|
||
Reference: PHB, page 132
|
||
Color Sphere: Grey
|
||
Runes: 52-105-A
|
||
|
||
This spell enables the wizard to alter the
|
||
appearance of his form-including clothing
|
||
and eqipment-to appear one foot shorter
|
||
or taller; thin, fat, or in between; human,
|
||
humanoid, or any other generally man-shaped
|
||
bipedel creature. The caster canot
|
||
dupicate a specific individual. The spell
|
||
does not provide the abilities or mannerisms
|
||
of the cosen form. The duration of the
|
||
spell is 2d6 rounds pus 2 additionl rounds
|
||
per level of experience of the spellcaster.
|
||
The DM may allow a saving throw for disbeleif
|
||
under certain circumstances, for example,
|
||
the caster acts in a mannen obviously
|
||
inconsistent with his chosen race. The spell
|
||
does not alter the percieved tactile (i.e.,
|
||
touch) properties of the caster or his equipment,
|
||
and the ruse can be discovered in this way.
|
||
|
||
|
||
16:1
|
||
|
||
Audible Gamer
|
||
|
||
Illusion/Phantasm
|
||
Level: 1
|
||
Range: 60 yards + 10
|
||
yards/level
|
||
Components: V, S, M
|
||
Duration: 3 rounds/ level
|
||
Casting Time: 1
|
||
Area of Effect: Hearing Range
|
||
Saving Throw: Special
|
||
Reference: PHB, Page 131
|
||
Color Sphere: Grey
|
||
Runes: 10-51-A
|
||
|
||
When the audible glamer spell is cast, the
|
||
wizard causes a volume of sound to arise, at
|
||
whatever distance he desires (within range),
|
||
and seem to recede, approach, or remain at
|
||
a fixed place as desired. The volume of
|
||
sound created, however, is directly related
|
||
to the level of the spellcaster, The volume is
|
||
base upon the lowest level at which the
|
||
spell can be cast, 1st level. The noise of the
|
||
audible glamer at this level is that of four
|
||
men, maximum, Each additional experience
|
||
level of the wizard adds a like volume, so
|
||
that at 2nd level the wizard can have the
|
||
spell cause sound equal to that of eight men.
|
||
Thus, talking, singing, shouting, walking,
|
||
marching, or running sounds can be created.
|
||
The auditor illusion created by an
|
||
audible glamer spell can be virtually any
|
||
type of sound, but the relative volume must
|
||
be commensurate with the level of the wizard
|
||
casting the spell. A borde of rats running
|
||
and soueakiag is about the same volume
|
||
as eight men running and shouting,
|
||
A roaring lion is equal to the noise volume
|
||
of 16 men, whiie a roaring dmgon is equal
|
||
to the noise volume of no fewer than 24
|
||
men.
|
||
A character stating that he do not believe
|
||
the sound receives a saving throw, and
|
||
if it succeeds, the character then hears a
|
||
faint and obviously false sound, emanating
|
||
from the caster's direction. Note that this
|
||
spell can enhance the effectiveness of the
|
||
phantasmal force spell.
|
||
The material component of the spell is a
|
||
bit of wool or a small lump of wax.
|
||
|
||
|
||
|
||
|
||
|
||
17:1
|
||
|
||
Chill Touch
|
||
|
||
Necromancy
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 3 rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: The Caster
|
||
Saving Throw: Negates
|
||
Reference: PHB, page 132
|
||
Color Sphere: Black
|
||
Runes: 39-103-A
|
||
|
||
When the caster completes this spell, a
|
||
blue glow encompasses his hand. This energy
|
||
attacks the lifeforce of any living creature
|
||
upon which the wizard makes a successful
|
||
melee attack. The creature touched
|
||
must roll a successful saving throw vs.
|
||
spell or take 1d4 points of damage and lose
|
||
1 point of strength. If the save is successful,
|
||
the creature remains unharmed. Creatures
|
||
not rated for Strength suffer a -1 penalty to
|
||
their attach rolls for ever other successful
|
||
touch. Lost strengtb returns at the rate of 1
|
||
point per hour. Damage must be cured magically
|
||
or healed naturally
|
||
This spell has a special effect on undead
|
||
creatures, undead touched by the caster
|
||
suffer no damage or strength loss, but must
|
||
successfully save vs. spell or flee for 1d4e
|
||
rounds plus 1 round per lievel of the caster.
|
||
|
||
18:1
|
||
|
||
Conjure Spell Component
|
||
|
||
Conjuration/Summoning
|
||
Level: 1
|
||
Range: 1 mile/level
|
||
Components: V,S
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: 3 components/level
|
||
Saving Throw: None
|
||
Reference: TOM, page 17
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
When this spell is cast, the wizard teleports
|
||
desired items directly to his hand. The objects must be
|
||
naturally occuring components for spells the wizard
|
||
knows and they must be within spell range. The components
|
||
must be items commonly found in the area, such as a twig,
|
||
feather, firefly, or bit of beeswax in the forest.
|
||
If the components lie underground or underwater
|
||
at a depth greater than 10 feet, they cannot be conjured,
|
||
even if the caster is at a similar depth (such as in a
|
||
cavern or at the bottom of a lake).
|
||
The spell will not cause the appearance of
|
||
components whose value exceeds 1 gp. Thus, it is impossible
|
||
to summon gemstones, crystals, metals, pearls, etc.
|
||
Additionally, components cannot be manmade or altered from
|
||
their natural state (coins, jewelry, cut or crushed gems,
|
||
mirrors, etc.), nor can they be taken from someone else's
|
||
possession.
|
||
A single conjure spell component spell will summon
|
||
three components per level of the caster. They may be three
|
||
different components or multiples of a single component.
|
||
Attempts to conjure an animals body parts (such as
|
||
bat fur) produce unpredictable results. The DM shouls roll
|
||
on the table below.
|
||
|
||
D4
|
||
Roll Result
|
||
|
||
1 Desired component appears.
|
||
2 Component does not appear.
|
||
3 Creature is teleported to the caster.
|
||
4 Caster is teleported to the creature.
|
||
|
||
Only animals with Intelligence scores of 1-4 can be
|
||
affected by this spell. Humanoids and fantastic animals
|
||
(dragons, bugbears, unicorns, etc.) cannot be affected.
|
||
In all cases, the DM must use common sense to
|
||
determine the likelihood of the component being within spell range.
|
||
|
||
|
||
More responses; continue [Yes]? 19:1
|
||
|
||
Wall of Fog
|
||
|
||
Evocation
|
||
Level: 1
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: 2d4 rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: 20-foot cube +
|
||
10-foot cube/level
|
||
Saving Throw: None
|
||
Reference: PHB, page 139
|
||
Color Sphere: Red
|
||
Runes: 45-36-A
|
||
|
||
By casting this spell, the wizard creates a
|
||
billowing wall of misty vapors in any area
|
||
within the spell range. The wall of fog obsures
|
||
all sight, normal and infravision, beyond two
|
||
feet. The caster can create less vapor if he
|
||
wishes. The wall must be a roughly cubic or
|
||
rectangular mass, at least 10 feet wide in its
|
||
smallest dimension. The misty vapors perist for
|
||
three or more rounds. Their duration can be halved
|
||
by a moderate wind, and they can be blown away by
|
||
a strong wind.
|
||
The material component is a pinch of split dried
|
||
peas.20:1
|
||
|
||
Erase
|
||
|
||
Alteration
|
||
Range: 30 yards
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: 1 scroll or two pages
|
||
Saving Throw: Special
|
||
Reference: PHB, page 134
|
||
Color Sphere: Purple
|
||
Runes: n27-100-A
|
||
|
||
The erase spell removes writings of either magical
|
||
or mundane nature from a scroll or one or two pages
|
||
of paper, parchment, or similiar surfaces. It removes
|
||
explosive runes, glyphs of warding, sepia snake sigils,
|
||
and wizard marks, but it does not remove illusory script
|
||
or symbols. Nonmagical writings are automatically erased
|
||
if the caster is touching them, otherwise the chance for
|
||
success is 90%. Magical writings must be touched and are
|
||
only 30% likely to be erased, plus 5% per caster level, to
|
||
a maximum of 90% *e.g., 35% for a 1st-level caster, 40% for
|
||
a 2nd-level caster, etc.) 21:1
|
||
|
||
Metamorphose Liquids
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 round
|
||
Area of Effect: 1'-cube/ level
|
||
Saving Throw: Special
|
||
Reference: TOM, page 19
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
This spell transmutes one type of liquid into
|
||
an equal amount of a different, non-magical fluid (water,
|
||
wine, blood, apple cider, etc.). The caster must touch the
|
||
fluid itself (not simply its container) for the spell to
|
||
take effect.
|
||
Magical liquids (such as potions) recieve a saving
|
||
throw vs. disintegration with a +3 bonus to avoid the
|
||
spell's effect. Fluids can be transmuted only into
|
||
nonmagical liquids; it is not possible to change a
|
||
magical liquid into another type of magical liquid.
|
||
Poisons may be rendered harmless through use of this
|
||
spell, but the spell has no effect on poisons already
|
||
consumed.
|
||
Living creatures are unaffected by the spell,
|
||
excluding those from the elemental plane of water. Such
|
||
creatures are allowed a saving throw vs. spell. Failure
|
||
results in 1d4 points of damage per level of the caster,
|
||
while success indicates half damage. Only one creature can
|
||
be affected by a single casting of this spell, regardless
|
||
of the creatures size.
|
||
The material component ia a drop of the liquid that
|
||
the caster intends to create, which must be placed on the
|
||
wizards tongue and consumed. Creating poisons through the
|
||
use of this spell is especially dangerous.
|
||
22:1
|
||
|
||
|
||
Murdock's Feathery Flyer
|
||
|
||
Alteration
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round/ level
|
||
Casting Time: 1
|
||
Area of Effect: The caster
|
||
Saving Throw: None
|
||
Reference: TOM, pages 19,20
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
Upon casting this spell, a feathery membrane
|
||
grows under the wizard's arms, extending along his
|
||
sides all the way to his feet. The membrane appears
|
||
to merge with the caster's skin and clothing.
|
||
If the caster spreads his arms and jumps from
|
||
a height, he may glide through the air. For each foot
|
||
of elevation, the wizard can glide five feet horizontally.
|
||
Thus, a wizard jumping from a 10-foot wall could glide up
|
||
to 50 feet. Gliding characters have a movement rate of 12
|
||
and Maneuverability Class E.
|
||
A wizard attempting to carry more than his normal
|
||
weight allowance plummets to the earth upon takeoff.
|
||
When the spell expires, the feathers instantly
|
||
disappear. If the wizard is airborne, he immediately
|
||
plummets toward the ground.
|
||
The material component is an eagle's feather.
|
||
|
||
|
||
Respond or pass> 23:1
|
||
|
||
Nystul's Magical Aura
|
||
|
||
Illusion/Phantasm
|
||
Level: 1
|
||
Range: Touch
|
||
Component: V, S, M
|
||
Duration: 1 day/level
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
Reference: PHB, pages 136,137
|
||
Color Sphere: Grey
|
||
Runes: 52-29-A
|
||
|
||
By means of this spell, any one item of five pounds
|
||
weight per level of the caster can be given an aura
|
||
that is noticed by someone using magic detection.
|
||
Futhermore, the caster can specify the type of magical aura
|
||
that is detected 9alteration, conjuration, etc.), and this
|
||
effectively masks the item's actual aura, if any, unless
|
||
the item's own aura is exceptionally powerful ( if it is
|
||
an artifact, for instance). If the object bearing Nystul's
|
||
magic aura has an identify spell cast upon it or is
|
||
similiarly examined, the examiner has a 50% chance of
|
||
recognizing that the aura has been place to mislead the
|
||
unwary. Otherwise, the aura is believed and no amount of
|
||
testing reveals what the magic is.
|
||
The component for this spell is a small square of silk,
|
||
which must be passed over the object that recieves the
|
||
aura.24:1
|
||
|
||
Gaze Reflection
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 2 rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 135
|
||
Color Sphere: Green
|
||
Runes: 20-35-A
|
||
|
||
The gaze reflection spell creates a shimmering
|
||
mirror-like area o air before the wizard that
|
||
moves with him. Any gaze attack, such as that of
|
||
a basilisk, the eyes of charming, a vampire's gaze,
|
||
the 5th level eyebite spell, and so on, will be
|
||
reflected back upon the gazer when the gazer tries to
|
||
make eye contact with the spellcaster (the spellcaster
|
||
suffers no effects from the gaze attack). Such creatures
|
||
recieve a saving throw vs. their own effect. The spell
|
||
does not affect vision or lighting and is not effective
|
||
against creatures who effect comes from being gazed upon
|
||
(sich as a medusa). Only active gaze attacks are blocked
|
||
by this spell.25:1
|
||
|
||
Detect Undead
|
||
|
||
Divination, Necromancy
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3 turns
|
||
Casting Time: 1 round
|
||
Area of Effect: 60 feet + 10
|
||
feet/level
|
||
Saving Throw: None
|
||
Reference: PHB, page 133
|
||
Color Sphere: Blue with black bands
|
||
Runes: 14-n13-A
|
||
|
||
This spell enable the caster to detect all undead
|
||
creatures out to the range of the spell. The area
|
||
of effect extends in a path 10 feet wide and 60 feet
|
||
long (plus 10 feet longer per level of the wizard), in
|
||
the direction the caster is facing. Scanning a direction
|
||
requires one round, and the caster must be motionless.
|
||
While the spell indicates direction, it does not give
|
||
specific location or distance. it also detects undead
|
||
through walls and obstacles but is blocked by one foot
|
||
of solid stone, one yard of wood or loose earth, or a
|
||
thin coating of metal. The spell does not indicate the
|
||
type of undead detected, only that undead are present.
|
||
The component for this spell is a bit of earth from a
|
||
grave. 26:1
|
||
|
||
Detect Magic
|
||
|
||
Divination
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 2 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: 10-foot path, 60
|
||
feet long
|
||
Saving Throw: None
|
||
Reference: PHB, page 133
|
||
Color Sphere: Blue
|
||
Runes: 14-29-A
|
||
|
||
When the detect magic spell is cast, the wizard detects
|
||
magical radiations in a path 10 feet wide and up to 60
|
||
feet long, in the direction he is facing. The intensity
|
||
of the magic can be determined (dim, faint, moderate,
|
||
strong, overwhelming), and the wizard has a 10% change per
|
||
level to recognize if a certain type of magic (alteration,
|
||
conjuration, etc.) is present. The caster can turn,
|
||
scanning a 60-degree arc per round. A stone wall of
|
||
one-foot or more thickness, solid metal of but one-inch
|
||
thickness, or a yard or more of solid wood blocks the
|
||
spell. Magical areas, multiple types of magic, or strong
|
||
local emanations may confuse or conceal weaker radiations.
|
||
Note that this spell does not reveal the presence of good
|
||
or evil, or reveal alignment. Other-planar creatures are
|
||
not necessarily magical.27:1
|
||
|
||
Dancing Lights
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 40 yards + 10
|
||
yards/level
|
||
Components: V, S, M
|
||
Duration: 2 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 133
|
||
Color Sphere: Orange
|
||
Runes: 19-18-A
|
||
|
||
When a dancing lights spell is cast, the wizard creates,
|
||
at his option, from one to four lights that resmeble either
|
||
torches and lanterns ( and cast that amount of light),
|
||
glowing sphers of light (such as evidenced by will o'
|
||
wisps), or one faintly glowing vaguely manlike shape,
|
||
somewhat similiar to that of a creature from the elemental
|
||
plane of fire. The dancing lights move as the spellcaster
|
||
desires, forward or back, straight or turning corners,
|
||
without concentration upon such movements by the wizard.
|
||
The spell cannot be used to cause blindness (see the
|
||
1st-level light spell), and will wink out if the range
|
||
or duration is exceeded.
|
||
The material component of this spell is either a bit of
|
||
phosphorus or wychwood, or a glowworm.
|
||
28:1
|
||
|
||
Read Magic
|
||
|
||
Divination
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds/level
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 137
|
||
Color Sphere: Purple
|
||
Runes: 5-29-A
|
||
|
||
By means of a read magic spell, the wizard is able to
|
||
read magical inscriptions on objects- books, scrolls,
|
||
weapons, and the like- that would otherwise be totally
|
||
unintelligible. (The personal books of the waizrd, and
|
||
works already magically read, are intelligible.) The
|
||
deciphering does not normally invoke the magic contained
|
||
in the writting, although it may do so in the case of a
|
||
cursed scroll. Furthermore, once the spell is cast and
|
||
the wizard has read the magicall inscription, he is
|
||
thereafter able to read that particular writing without
|
||
recourse to the use of the read magic spell. The
|
||
duration of the spell is two rounds per level of
|
||
experience of the spell caster; the wizard can read one
|
||
page or its equivalent per round.
|
||
The wizard must have a clear crystal or mineral prism,
|
||
which is not expended, to cast the spell.29:1
|
||
|
||
Unseen Servant
|
||
|
||
Conjuration/Summoning
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour + 1
|
||
turn/level
|
||
Casting Time: 1
|
||
Area of Effect: 30-foot radius
|
||
Saving Throw: None
|
||
Reference: PHB, page 138-139
|
||
Color Sphere: White
|
||
Runes: 43-41-A
|
||
|
||
The unseen servant is a nonvisible, mindless, and
|
||
shapeless force, used to step and fetch, open unstuck doors
|
||
and hold chairs, as well as to clean and mend, It is not
|
||
strong, but unfailingly obeys the command of the wizard.
|
||
It can carry out only one activity at a time and can move
|
||
only light-weight items - carry a maximum of 20 pounds or
|
||
push or pull 40 pounds across a smooth surface. it can open
|
||
only normal doors, drawers, lids, etc. The unseen servant
|
||
cannot fight, nor can it be killed, as it is a force rather
|
||
than a creature. It can be magically dispelled, or
|
||
eliminated after recieving 6 points of damage from
|
||
area-effect spells, breath weapons, or similiar attacks.
|
||
If the caster attempts to use it beyond the allowed radius,
|
||
the spell ends instantly.
|
||
The material components of the spell are a piece of string
|
||
and a bit of wood.
|
||
30:1
|
||
|
||
Color Spray
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Are of Effect: 5-foot x 20-foot x
|
||
20-foot wedge
|
||
Saving Throw: Special
|
||
Reference: PHB, page 132
|
||
Color Sphere: Orange
|
||
Runes: 18-n2-A
|
||
|
||
Upon casting this spell, the wizard causes a vivid,
|
||
fan-shaped spray of clashing colors to spring forth from
|
||
his hand. From one to six creatures (1d6) within the area
|
||
will be affected in the order of increasing distance from
|
||
the wizard. All creatures above the level of the
|
||
spellcaster and those of 6th level or 6 Hit Dice or more
|
||
are entitled to a saving throw vs spell. Blind or
|
||
unseeing creatures are not affected by the spell.
|
||
Creatures not allowed or failing saving throws, and whose
|
||
Hit Dice or levels are less than or equal to the
|
||
spellcaster's level, are struck unconscious for 2d4 rounds;
|
||
those with Hit Dice or levels 1 or 2 greater than the
|
||
wizard's level are blinded for 1d4 rounds; and those with
|
||
Hit Dice or levels 3 or more greater than the spellcaster
|
||
are stunned (reeling and unable to think or act
|
||
coherently) for one round.
|
||
The material components of this spell are a pinch of each
|
||
of powder or sand that is colored red, yellow, and blue.31:1
|
||
|
||
Charm Person
|
||
|
||
Enchantment/Charm
|
||
Level: 1
|
||
Range: 10 yards
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: One person
|
||
Saving Throw: Negates
|
||
Reference: PHB, page 132
|
||
Color Sphere: Yellow
|
||
Runes: 42-101-A
|
||
|
||
This spell affects any single person it is cast upon.
|
||
The person recieves a saving throw vs. spell to aviod the
|
||
effect, with adjustments due to Wisdom. If the person
|
||
receives damage from the caster's group in the same round
|
||
the the charm spell is cast, an additional +1 per point of
|
||
damage recieved is added to the victim's saving throw.
|
||
If the spell recipient fails his saving throw, he regards
|
||
the caster as a trusted friend. The spell does not enable
|
||
the caster to control the charmed creature as if it were an
|
||
automaton.
|
||
The duration of the psell is a function of the charmed
|
||
person's Intelligence, show on the table. If the caster
|
||
harms, or attempts to harm the charmed person by some overt
|
||
action, or if a dispel magic is successfully cast upon the
|
||
person, the charm spell is broken.
|
||
|
||
Intelligence Score Period between checks
|
||
3 or less 3 months
|
||
4 to 6 2 months
|
||
7 to 9 1 month
|
||
10 to 12 3 weeks
|
||
13 to 14 2 weeks
|
||
15 to 16 1 week
|
||
17 3 days
|
||
18 2 days
|
||
19 or more 1 day
|
||
32:1
|
||
|
||
Wizard Mark
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Are of Effect: Up to 1 square foot
|
||
Saving Throw: None
|
||
Reference: PHB, page 139
|
||
Color Sphere: Purple
|
||
Runes: 5-A
|
||
|
||
When this spell is cast, the wizard is able to inscribe,
|
||
visibly, or invisibly, his personal rune or mark, as well
|
||
as up to 6 additional characters of smaller size. A wizard
|
||
mark spell enables the caster to etch the rune upon stone,
|
||
metal, or any softer substance without harm to the material
|
||
upon which it is placed. If an invisible mark is made, a
|
||
detect magic spell will cause it to glow and become visible
|
||
(though not necessarily understandable). Detect
|
||
invisiblitity, true seeing, a gem of seeing, or robe of eyes
|
||
will likewsie expose an invisible mark. A read magic spell
|
||
will reveal the maker's words, if any. The mark cannot be
|
||
dispelled, but it can be removed by the caster or by an
|
||
erase spell. If cast on a living being, normal wear
|
||
gradually causes the mark to fade.
|
||
The material components for the spell are a pinch of
|
||
diamond dust (about 100 gp worth) and a pigment or
|
||
pigments for the coloration of the mark. If the mark is to
|
||
be inivisible, the pigments are still used, but the caster
|
||
uses a stylus of some sort rather than his finger.
|
||
33:1
|
||
|
||
Tenser's Floating Disc
|
||
|
||
Evocation
|
||
Level: 1
|
||
Range: 20 yards
|
||
Components: V, S, M
|
||
Duration: 3 turns + 1
|
||
turn/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 138
|
||
Color Sphere: Red
|
||
Runes: 41-19-A
|
||
|
||
With this spell, the caster creates the slightly concave,
|
||
circular plane of force known as Tenser's Floating disc
|
||
(after the famed wizard whose greed and ability to locate
|
||
treasure are well known). The disc is three feet in
|
||
diameter, and holds 100 pounds of weight per level of the
|
||
wizard casting the spell. The disc floats approximately
|
||
three feet above the ground at all times and remains level.
|
||
It floats along horizontally within its range of 20 yards at
|
||
the command of the caster, and will accompany him at a rate
|
||
of no more than 6. If unguided, it maintains a constant
|
||
interval of six feet between itself and the wizard. If the
|
||
spellcaster moves beyond the range (by moving faster, or by
|
||
such means as a teleport spell, or by trying to take it more
|
||
than three feet from the surface beneath it), or if the
|
||
spell duration expires, the floating disc winks out of
|
||
existence and whatever it was supporting crashes to the
|
||
surface beneath it.
|
||
The components of the spell is a drop of mercury.34:1
|
||
|
||
Mount
|
||
|
||
Conjuration/Summoning
|
||
Level: 1
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 2 hours + 1
|
||
hour/level
|
||
Casting Time: 1 turn
|
||
Area of Effect: One mount
|
||
Saving Throw: None
|
||
Reference: PHB, page 136
|
||
Color Sphere: White
|
||
Runes: 40-19-A
|
||
|
||
The caster conjures a normal animal to serve as a mount.
|
||
At the expiration of the spell it disappears, returning
|
||
to its own place. The type of mount gained by this spell
|
||
depends on the level of the caster; of course, a caster
|
||
can choose a lesser mount if desired:
|
||
|
||
Caster Level Mount
|
||
1st-3rd level mule or light horse
|
||
4th-7th level draft horse or warhorse
|
||
8th-12th level camel
|
||
13th-14th level elephant (and howdah at 18th level)
|
||
15th+ Griffon (and saddle at 18th level)
|
||
|
||
The mount does not come with any riding gear unless
|
||
specificed, or unless it is of a class lower than the
|
||
caster would normally be entitled to: thus a 4th-level
|
||
wizard can gain a warhorse without saddle and harness
|
||
or a light horse with saddle and harness. The
|
||
statistics of the animal gained are typical of all
|
||
creatures of the same class. The mount disappears when
|
||
slain.
|
||
The material component of the spell is a bit of hair from
|
||
the type of animal to be conjured.
|
||
|
||
35:1
|
||
|
||
Find Familiar
|
||
|
||
Conjuration/Summoning
|
||
Level: 1
|
||
Range: 1 mile/level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 2d12 hours
|
||
Area of Effect: One familiar
|
||
Saving Throw: None
|
||
Reference: PHB, page 134
|
||
Color Sphere: White
|
||
Runes: 14-29-11-A
|
||
|
||
A wizard can only have one familiar, and has no control
|
||
over what sort of creature will answer the summonig, or if
|
||
any at all will come.
|
||
The power of the conjuration is such that it can be
|
||
attempted but once per year. At such time as the wizard
|
||
decides to find a familiar, he must load a brass brazier
|
||
with charcoal. When this is bruning well, add 1000gp
|
||
worth of incense and herbs. The spell incantation is
|
||
then begun and must be continued until the familiar comes
|
||
or the casting time is finished. The DM secretely
|
||
determines all results. Note that this spell only summons
|
||
a familiar; most familiars are not inherently magical, nor
|
||
does a dispel magic send them away.
|
||
There are many effect that a familiar has on the summoning
|
||
wizard. To fully learn about all of these, it is necessary
|
||
to consult the spell reference in the appropriate game book.
|
||
|
||
d20 Roll Sensory powers
|
||
1-5; cat, black vision & hearing
|
||
6-7; crow vision
|
||
8-9; hawk vision
|
||
10-11; owl vision & hearing
|
||
12-13; toad vision
|
||
14-15; weasel hearing & smell
|
||
16-20; No familar available within spell range36:1
|
||
|
||
Cantrip
|
||
|
||
All schools
|
||
Level: 1
|
||
Range: 10 feet
|
||
Components: V, S
|
||
Duration: 1 hour/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 131-132
|
||
Color Sphere: Rainbow
|
||
Runes: varies according to result
|
||
|
||
Cantrips are minor spells studied by wizards during thier
|
||
apprenticeship, regardless of school. The cantrip spell is
|
||
a practice method for the apprentice, teaching him how to
|
||
tap minute amounts of magical energy. Once cast, the
|
||
cantrip enables the caster to create minor magical effects
|
||
for the duration of the spell. So minor are these affects
|
||
that they have severe limitations. They are completely
|
||
unable to cause a loss of hit points, they cannont disrupt
|
||
the concentration of spellcasters, and they can only create
|
||
small, obviously magical materials. Futhermore, materials
|
||
created by a cantrip are extremely fragile and cannot be
|
||
used as tools f any sort. Lastly, a cantrip lacks the
|
||
power to duplicate any other spell effects.
|
||
Whatever manifestation the cantrip takes, it remains in
|
||
affect only as long as the wizard concentrates. Wizards
|
||
typically use cantrips to impress common folks, amuse
|
||
children, and to brighten dreary lives. Common tricks with
|
||
cantrips include tinkling of ethereal music, brightening
|
||
faded flowers, glowing balls that float over the caster's
|
||
hands, puffs of wind to flicker candles, spicing up aromas
|
||
and flavors of bland food, and little whirlwinds to sweep
|
||
dust under rugs. Combined with the unseen servant spell,
|
||
these are tools to make housekeeping and entertaining
|
||
more simple for the wizard.
|
||
37:1
|
||
|
||
Protection From Evil
|
||
|
||
Abjuration
|
||
level: 1
|
||
Range: Touch
|
||
Compnents: V, S, M
|
||
Duration: 2 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: Creature Touched
|
||
Saving Throw: None
|
||
Reference: PHB, page 137
|
||
Color Sphere: Pink
|
||
Runes: 4-301-A
|
||
|
||
This spell creeates a magical barrier around the recipient
|
||
at a one-foot distance. The barrier is mobile with the
|
||
recipient and has three major effects:
|
||
First all attacks made by evil creatures suffer -2
|
||
penalties to attack rolls; saving throws from such attacks
|
||
are made with +2 bonuses.
|
||
Second, any attempt to posses or exercise mental control
|
||
over the protected creature is blocked by this spell.
|
||
Third, the spell prevents bodily contact by creatures of
|
||
an extraplanar or conjured nature. This causes the natural
|
||
(body) weapon attacks of such creatures to fail and the
|
||
creature to recoil, if such attacks require touching the
|
||
protected being. Animals or monsters summoned or conjured
|
||
by spells or similar nature are likewise hedged from the
|
||
character.
|
||
This protection ends if the protected character makes a
|
||
melee attack against or tires to force the barrier against
|
||
the blocked creature.
|
||
To complete this spell, the wizard must trace a
|
||
three-foot-diamter circle upon the floor (or ground) with
|
||
powdered silver.
|
||
38:1
|
||
|
||
Friends
|
||
|
||
Enchantment/Charm
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1d4 rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: 60-foot radius
|
||
Saving Throw: Special
|
||
Reference: PHB, page 134
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
A friends spell cause the wizard to temporarily gain 2d4
|
||
points of Charisma. Intelligent creatures wihtin the area
|
||
of eefect at the time the spell is cast must make immediate
|
||
reaction checks based on the character's new Charisma.
|
||
Those with favorable reactions tend to be very impressed
|
||
with the spellcaster and make an effort to be his friends
|
||
and help him, as appropriate to the situation; officious
|
||
bureaucrats might decide to become helpful; surly gate
|
||
guards might wax informative; attacking orcs mught spare
|
||
the caster's life, taking him captive instead. When the
|
||
spell waers off, the creatures realize that they have been
|
||
influenced, and their reactions are determined by the DM.
|
||
The components for the spell are chalk (or white flour),
|
||
lampblack (or soot), and vermillion applied to the face
|
||
before casting the spell.
|
||
39:1
|
||
|
||
Protection From Good
|
||
|
||
Abjuration
|
||
level: 1
|
||
Range: Touch
|
||
Compnents: V, S, M
|
||
Duration: 2 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: Creature Touched
|
||
Saving Throw: None
|
||
Reference: PHB, page 137
|
||
Color Sphere: Pink
|
||
Runes: 4-n301-A
|
||
|
||
This spell creeates a magical barrier around the recipient
|
||
at a one-foot distance. The barrier is mobile with the
|
||
recipient and has three major effects:
|
||
First all attacks made by good creatures suffer -2
|
||
penalties to attack rolls; saving throws from such attacks
|
||
are made with +2 bonuses.
|
||
Second, any attempt to posses or exercise mental control
|
||
over the protected creature is blocked by this spell.
|
||
Third, the spell prevents bodily contact by creatures of
|
||
an extraplanar or conjured nature. This causes the natural
|
||
(body) weapon attacks of such creatures to fail and the
|
||
creature to recoil, if such attacks require touching the
|
||
protected being. Animals or monsters summoned or conjured
|
||
by spells or similar nature are likewise hedged from the
|
||
character.
|
||
This protection ends if the protected character makes a
|
||
melee attack against or tires to force the barrier against
|
||
the blocked creature.
|
||
To complete this spell, the wizard must trace a
|
||
three-foot-diamter circle upon the floor (or ground) with
|
||
powdered iron.
|
||
40:1
|
||
|
||
Feather Fall
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 10 yards/level
|
||
Components: V
|
||
Duration: 1 round/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 134
|
||
Color Sphere: Brown
|
||
Runes: 11-19-n200-A
|
||
|
||
When this spell is cast, the creature(s) or object(s)
|
||
affected immediately assumes the mass of a piece of down.
|
||
Rate of falling is instantly changed to a mere two feet per
|
||
second (120 feet per round), and no damage is incurred upon
|
||
landing when the spell is in effect. However, when the
|
||
spell duration ceases, normal rate of fall occurs. The
|
||
spell can be cast upon the wizard or some other creature or
|
||
object up to the maximum range and lasts for one round for
|
||
each level of the wizard. The feather fall affects one or
|
||
more objects or creatures in a 10-foot cube, as long as the
|
||
maximum weight of the creatures or objects does not exceed a
|
||
combined total of 200 pounds, plus 200 pounds per level of
|
||
the caster.
|
||
For example, a 2nd-level wizard has a range of 20 yards,
|
||
a duration of 2 rounds, and a weight maxmimum of 600 pounds
|
||
when casting the spell. The spell works only upon
|
||
free-falling, flying, or porpelled objects (such as
|
||
missiles). It will not affect a sword blow or a charging
|
||
creature. Note that the spell can be effectively combined
|
||
with gust of wind and similar spells.
|
||
41:1
|
||
|
||
Grease
|
||
|
||
Conjuration
|
||
Level: 1
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 3 Rounds + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Area of Effect: 10-foot by 10-foot
|
||
square area
|
||
Saving Throw: Special
|
||
Reference: PHB, page 135
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
A grease spell covers a material surface with a slippery
|
||
layer of a fatty, greasy nature. Any creature entering the
|
||
area or caught in it when the spell is cast must
|
||
successfully save vs. spell or slip, skid, and fall. Those
|
||
who successfully save can reach the nearest non-greased
|
||
surface by the end of the round. Those who remain in the
|
||
area are allowed a saving throw each round until they escape
|
||
the area. The DM should adjust saving throws by
|
||
circumstance; for example a creature charging down an
|
||
incline that is suddenly greased has little chance to avoid
|
||
the effect, but its ability to eixt the affected area is
|
||
almost assured! The spell can also be used to create a
|
||
greasy coating on an item - a rope, ladder rungs, weapon
|
||
blade, etc. Materials objects not in use are always
|
||
affected by this spell, while creatures wielding or
|
||
employing items recive a saving throw vs. spell to avoid
|
||
the effect. if the initial saving throw is failed, the
|
||
creature immediately drops the item. A saving throw must
|
||
be made each round a creature attempts to use a greased
|
||
item or pick up a dropped item. Dropped items usually
|
||
require at least one round to recover. The caster can
|
||
end the effect with a single utternace; otherwise it lasts
|
||
for three rounds plus one round per level.
|
||
The material component of the spell is a bit of pork rind
|
||
or butter.
|
||
42:1
|
||
|
||
Hornung's Guess
|
||
|
||
Divination (wild magic)
|
||
Level: 1
|
||
Range: 300 yards
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: TOM, pages 17,19
|
||
Color Sphere: Blue with gold sparkles
|
||
Runes:
|
||
|
||
Hornung, one of the leading wizards in the field of wild
|
||
magic (before his untimely disappearance while experimenting
|
||
with wildwind), devolped this spell to improve the accuracy
|
||
of his predictions. The spell provides a wizard with an
|
||
instant and ighly accurate estimate of the number of persons
|
||
or objects in a group.
|
||
The spell's area of effect is one group of a general class
|
||
of objects. All objects of the group must be within spell
|
||
range and the group as a whole must be visible to the caster.
|
||
The wizard need not see every individual in the group, merely
|
||
the general limts of the group's size and area. For example,
|
||
a wizard on a hill could look down on a forest and estimate
|
||
the number of trees in all or part of it. He could not get
|
||
an estimate of the number of goblins within the forest,
|
||
however, since the group as a whole (the goblins) is
|
||
concealed from sight.
|
||
The estimate generated is accurate to the largest factor
|
||
of ten (rounded up). For example, if Hornung's guess were
|
||
cast on a group of 439 horsemen, the estimate would be 400.
|
||
If there were 2,670 horsemen, the spell would estimate 3000.
|
||
If there were 37 horsemen, the answer would be 40. Clearly
|
||
using the spell on small groups (especially those with fewer
|
||
than 10) is pointless.
|
||
Hornung's guess can be used to quickly estimate the size
|
||
of treasure hoards, bandit raiders, and army units. It is
|
||
particularly popular with moneylenders and generals.
|
||
|
||
43:1
|
||
|
||
Hypnotism
|
||
|
||
Enchantment/Charm
|
||
Level: 1
|
||
Range: 5 yards
|
||
Components: V, S
|
||
Duration: 1 round + 1
|
||
round/level
|
||
Casting Time: 1
|
||
Are of Effect: 30-foot cube
|
||
Saving Throw: Negates
|
||
Reference: PHB, page 135
|
||
Color Sphere: Yellow
|
||
Runes: 42-102-A
|
||
|
||
The gestures of the wizard, along with his droning
|
||
incantation, cause 1d6 creatures within the area to become
|
||
susceptible to a suggestion- a brief and reasonable sounds
|
||
suggestion ( see the 3rd-level wizard suggestion spell).
|
||
The request must be given after the hypnotism spell is cast.
|
||
Until that time, the success of the spell is unknown. Note
|
||
that the subsequent suggestion is not a spell, but simply a
|
||
vocalized urging (the caster must speak a language that
|
||
creature understands for the spell to work). Creatures that
|
||
successfully roll their saving throw are not under hypnotic
|
||
influence. Those who are exceptionally wary or hostile save
|
||
with a +1 to +3 bonuses. I the spell is cast at an individual
|
||
creature that meets the caster's gaze, the saving throw is
|
||
made with a penalty of -2. A creature that fails its saving
|
||
throw does not remember that the caster enspelled it.
|
||
44:1
|
||
|
||
Identify
|
||
|
||
Divintation
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round/level
|
||
Casting Time: Special
|
||
Are of Effect: One item/level
|
||
Saving Throw: None
|
||
Reference: PHB, page 135
|
||
Color Sphere: Blue
|
||
Runes: 25-29-A
|
||
|
||
Magical items touched by the wizard can be identified.
|
||
The eight hours immediately preceeding must be spent
|
||
purifying the items. If this period is interrupted, it
|
||
must be begun again. Each item must be handled in turn
|
||
by the caster.
|
||
The chance of recieving one piece of information is 10%
|
||
per level, maxmimum of 90%, rolled by the DM. A roll of
|
||
96-00 indicates a false reading. Only one function of a
|
||
multi-function item is discovered per handling. If any
|
||
reading attempts fail, the caster can not learn any more
|
||
about that item until he advances a level.
|
||
The item never reveals its exact attack or damage bonuses.
|
||
Only a general indication of the number of remaining charges
|
||
is learned; powerful (80%-100%), strong (60%-80%), moderate
|
||
(40%-60%), week (5%-40%) faint (5 or less). The faint
|
||
result takes precedence.
|
||
After casting the spell, the wizard loses 8 points of
|
||
Constitution. He must rest for one hour to recover 1 point
|
||
of Constitution. If the 8-point loss drops the spellcaster
|
||
below a Constitution of 1, he falls unconscious.
|
||
Consciousness is not regained until full Constitution is
|
||
restored 24 hours later.
|
||
The material components of this spell are a 100 gp pearl
|
||
and an owl feather steeped in wine, drunk prior to casting.
|
||
If a luckstone is powdered and added to the infusion, exact
|
||
bonuses or charges can be determined, and the functions of
|
||
a multi-function item to be learned from a single casting.
|
||
45:1
|
||
|
||
Light
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 60 yards
|
||
Components: V, M
|
||
Duration: 1 turn/level
|
||
Casting Time: 1
|
||
Area of Effect: 20-foot radius globe
|
||
Saving Throw: Special
|
||
Reference: PHB, page 136
|
||
Color Sphere: Orange
|
||
Runes: 19-A
|
||
|
||
This spell creates a luminous glow, equal to torchlight,
|
||
within a fixed radius of the spell's center. Objects in
|
||
darkness byond this sphere can be seen, at best, as vague
|
||
and shadowy shapes. The spell is cenetered on a point
|
||
selected by the caster, and he must have a line of sight
|
||
and unobstructed path for the spell when it is cast. Light
|
||
can spring from air, rock, metal, wood, or almost any
|
||
similar substance.
|
||
The effect is immobile unless it is specifically center on
|
||
a movable object or mobile creature. If this spell is cast
|
||
upon a creature, the applicable magic resistance and saving
|
||
throw rolls must be made. Successful resistance negates the
|
||
spell, while a successful throw indicates that the spell is
|
||
centered immediately behind the creature, rather than upon
|
||
the creature itself. Light taken into an area of magical
|
||
darkness will not function, but if cast directly against
|
||
magical darkness, negates it (but only for the light spell's
|
||
duration if the darkness effect is continual).
|
||
Light centered on the visual organs of a creature blinds
|
||
it, reducing its attack rolls and saving throws by 4 and
|
||
worsening its Armor Class by 4. the caster can end the
|
||
spell at any time by uttering a single word.
|
||
The material component is a firefly or piece of
|
||
phosporescent moss.
|
||
46:1
|
||
|
||
Magic Missile
|
||
|
||
Evocation
|
||
Level: 1
|
||
Range: 60 yards + 10 yards/level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One or more creatures in
|
||
a 10-foot cube
|
||
Saving Throw: None
|
||
Reference: PHB, page 136
|
||
Color Sphere: Red
|
||
Runes: 29-41-9-A
|
||
|
||
Use of the magic missile spell creates up to five missiles
|
||
of magical energy that dart forth from the wizard's
|
||
fingertip and unerringly strike their target. This includes
|
||
enemy creatures in melee. The target creature must be seen
|
||
or otherwise detected to be hit, however, so near-total
|
||
concealment, such as that offered by arrow slits, can render
|
||
the spell ineffective. Liekwise, the caster must be able to
|
||
identify the target. he cannont direct a magic missile to
|
||
"strike the commander of the legion", unless he can single
|
||
out the commander from the rest of the soldiers. Specific
|
||
parts of a creature cannot be singled out. Inanimate objects
|
||
(locks, etc.) cannot be dammaged by the spell, and any
|
||
attempts to do so wastes the missiles used to no effect.
|
||
Against creatures, each missile does 1d4 + 1 points of
|
||
damage.
|
||
For every two levels of experience, the wizard gains an
|
||
additional missile - he has two at 3rd, three at 5th, four
|
||
at 7th, up to a total of five missiles at 9th level. If the
|
||
wizard has multiple missile capability, he can strike a
|
||
single target creature or several creature, as desired.
|
||
47:1
|
||
|
||
Message
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 136
|
||
Color Sphere: Purple
|
||
Runes: 38-5-A
|
||
|
||
When this spell is cast, the wizard can whisper and
|
||
receive replies with little chance of being overheard.
|
||
When the spell is cast, the wizard secretly or openly
|
||
points his finger at each creature to be included in the
|
||
spell effect. Up to one creature per level can be included.
|
||
When the wizard whispers, the whispered message will travel
|
||
in a straight line and audible to all of the involved
|
||
creatures within 30 feet, plus 10 feet per level of the
|
||
caster. The creatures who recive the message can whisper a
|
||
reply that is heard by the spellcaster. Note that there
|
||
must be an unobstructed path between the spellcaster and the
|
||
recipients of the spells. The message must be in a language
|
||
the caster speaks; this spell does not by iteslf confer
|
||
understanding upon the reciepients. This spell is most
|
||
often used to conduct quick and private conversations when
|
||
the caster does not wish to be overheard.
|
||
The material component of the spell is a short piec of
|
||
copper drawn fine.
|
||
48:1
|
||
|
||
Nahal's Reckless Dweomer
|
||
|
||
Invocation/Evocation (wild Magic)
|
||
Level: 1
|
||
Range: Special
|
||
Components: V, S
|
||
Duration: special
|
||
Casting Time: 5
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
Reference: TOM, page 20
|
||
Color Sphere: Red with gold sparkles
|
||
Runes:
|
||
|
||
This spell is the wild mage's ulitmate last-resort spell.
|
||
When cast, the mage release a sudden flood of wild magical
|
||
energy in the hope of seizing and shaping the energy into a
|
||
desired spell effect. The attempt usually fails, but
|
||
something almost always occurs in the process.
|
||
Before casting the spell, the mage announces the spell
|
||
effect he is trying to create. The mage must be able to
|
||
cast the spell (i.e, have it in his spell books), but need
|
||
not have it memorized. After announcing the spell (along
|
||
with the target and any other conditions required by the
|
||
spell), the wild mage casts Nahal's Reckless Dweomer. A
|
||
burst of magical energy is relased, which the wild mage
|
||
tries to manipulate into the desired form. The actual
|
||
effect of the spell is rolled randomly on Table 2: Wild
|
||
Surge Results (TOM, pages 7-8).
|
||
Because the release of energy is planned by the mage,
|
||
his level is added to the dice roll. If the result
|
||
indicates success, the mage has shaped the magical energy
|
||
into the desired effect. More often than not, the effect
|
||
is completely unexpected. The result may be beneficial to
|
||
the mage or it may be completely disasterous; this is the
|
||
risk the mage takes in casting Nahal's Reckless Dweomer.
|
||
49:1
|
||
|
||
Patternweave
|
||
|
||
Divination (wild magic)
|
||
level: 1
|
||
range: 10 yards
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 3
|
||
Area of Effect: 10-foot square
|
||
Saving Throw: Special
|
||
Reference: TOM, page 20
|
||
Color Sphere: Blue with gold sparkles
|
||
Runes:
|
||
|
||
Patternweave allows the caster to make sense of apparant
|
||
chaos. The caster can see such things as pottery shards
|
||
reformed into a whole pot, shreds of paper formed into a
|
||
page, scattered parts as a working machine, or specific
|
||
trails appearing out of overlapping footprints.
|
||
After casting the spell, the mage studies seemingly random
|
||
elements - borken bits of glass, shreds of paper,
|
||
intermingled trails, etc. The items to be studied must be
|
||
tangible - coded flashing lights, garbled speech or thoughts
|
||
of any kind cannot be studied.
|
||
The wizard must study the random elements for one round,
|
||
after which the DM secretly makes a saving throw vs. magic
|
||
for the wizard. if the saving throw is failed, the spell
|
||
fails. However, if the saving throw is successgul, the
|
||
caster sees in his mind the pattern these objects form.
|
||
If the items studied are truly random, no information is
|
||
gained.
|
||
After the caster has visualized the pattern, he can
|
||
attempt to reassemble the parts into their original form.
|
||
This requires another saving throw vs. magic to see if the
|
||
mage remembers sufficent details to accomplish the task.
|
||
The amount of time required and the quality of the
|
||
restoration vary according to the complexity of the pattern.
|
||
The material component is a small hand lens through which
|
||
the caster studies the objects. The lens is not consumed in
|
||
the casting.
|
||
50:1
|
||
|
||
Phantasmal Force
|
||
|
||
Illusion/Phantasm
|
||
Level: 1
|
||
Range: 60 yards + 10 yards/level
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: 400 sq. ft + 100 sq ft./level
|
||
Saving Throw: Special
|
||
Reference: PHB, page 137
|
||
Color Sphere: Grey
|
||
Runes: 52-41-A
|
||
|
||
This spell creates the illusion of any object, creature,
|
||
or force, as long as it is wihtin the boundaries of the
|
||
spell's area of effect. The illusion is visualand affects
|
||
all believing creatures (undead are immune) that view it.
|
||
It does not create sound, smell, or temperature. Effects
|
||
that depend upon these sense usually fail. The illusion
|
||
lasts until struck by an opponent - unless the spellcaster
|
||
causes the ullusion to react appropriately - or until the
|
||
wizard ceases concentration upon the spell (due to desire,
|
||
moving, or a successful attack that causes damage).
|
||
Creatures that make a successful saving throw vs. spell
|
||
disbelieve the illusion, and add 4 to associates' saving
|
||
throws if this knowledge can be communicated offectively.
|
||
Creatures believing the illusion are subject to its effects,
|
||
even to the extent of suffering damage from phantasmal
|
||
missiles or from falling into an illusory pit full of sharp
|
||
spikes. The illusory effect can be moved by the caster
|
||
within the limits of the area of effect. The DM has to rule
|
||
on the effectiveness of this spell (see PHB, p. 130 and
|
||
Chapter 7: Magic).
|
||
The material component of the spell is a bit of fleece.
|
||
51:1
|
||
|
||
Reduce
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 5 yards/level
|
||
Components: V, S, M
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: One creature or object
|
||
Saving Throw: Negates
|
||
Reference: PHB, pages 133-134
|
||
Color Sphere: Green
|
||
Runes: 10-104-A
|
||
|
||
The reverse of the enlarge spell, reduce negates the
|
||
enlarge spell, or makes creatures or objects smaller.
|
||
The creature or object loses 10% of its original size
|
||
for every level of the caster, to a minimum of 10% of
|
||
the original size. Theerafter, the size shrinks by
|
||
one-foot incremenets to less than one foot, by one-inch
|
||
increments to one inch, and by 1/10-inch increments to a
|
||
minimum of 1/10 inch - the recipient cannot dwindle away
|
||
to nothingness. For example, a 16-foot-tall giant reduced
|
||
by a 15th-level wizard (fifteen steps), would be reduced to
|
||
1.6 feet (nine steps), then to .6 feet or 7.2 inches (one
|
||
step), finally to 2.2 inches (fice steps). A shrinking
|
||
object may damage weaker materials affixed to it, but an
|
||
object will only shrink as long as the object itself would
|
||
not be damaged. Unwilling creatures are allowed a saving
|
||
throw vs. spell.
|
||
The material component of this spell is a pinch of
|
||
powdered iron.
|
||
52:1
|
||
|
||
Enlarge
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 5 yards/level
|
||
Components: V, S, M
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: One creature or object
|
||
Saving Throw: Negates
|
||
Reference: PHB, pages 133-134
|
||
Color Sphere: Green
|
||
Runes: 10-104-A
|
||
|
||
This spell causes instant growth of a creature or object,
|
||
increasing both size and weight. It can be cast only upon
|
||
a single creature (or a symbiotic or community entity) or
|
||
upon a single object that does not exceed 10 cubic feet in
|
||
volume per caster level. The object or creature must be
|
||
seen to be affected. It grows by up to 10% per level of
|
||
experience of the wizard, increasing height, width, and
|
||
weight.
|
||
All equipment worn or carried by a creature is enlarged by
|
||
the spell. Unwilling creatures are entitled to a saving
|
||
throw vs. spell. A successfu saving thwo means the spell
|
||
fails. If insufficient room is available from the desired
|
||
growth, the creature or object will attain the maximum
|
||
possible size, bursting weak enclosures in the process, but
|
||
it is constrained without harm by stronger materials.
|
||
Magical properties are not increased by this spell.
|
||
Weight, mass, and strength are affected though. Thus, a
|
||
table blocking a door would be heavier and more effective,
|
||
a hurled stone would have more mass (and cause more damage),
|
||
chains would be more massive, doors thicker, a thin line
|
||
turned to a sizable, longer rope, and so on. A creature's
|
||
hit points, Armor Class, and attack rolls do not change, but
|
||
damage rolls increase proportional with size. Bonuses due
|
||
to Strenth, class, and magic are not altered.
|
||
The material component of this spell is a pinch of iron.
|
||
53:1
|
||
|
||
Comprehend Languages
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1 round
|
||
Area of Effect: 1 speaking creature or
|
||
written object
|
||
Saving Throw: None
|
||
Reference: PHB, page 133
|
||
Color Sphere: Purple
|
||
Runes: 30-5-A
|
||
|
||
When this spell is cast, the wizard is able to understand
|
||
the spoken words of a creature or read an otherwise
|
||
incomprehensible written message (such as writing in another
|
||
language). In either case, the wizard must touch the
|
||
creature or the writing. Notw that the ability to read does
|
||
not necessarily impart understanding of the material, not
|
||
does the spell enable the caster to speak or write and
|
||
unknown language. Written material can be read at a rate of
|
||
one page or equivalent per round. Magical writting cannot be
|
||
read, other than to know it is magical, but the spell is
|
||
often useful when deciphering treasure maps. This spell can
|
||
be foiled by certain warding magic (e.g., the 3rd-level
|
||
secret page and illusionary script spells) and does not
|
||
reveal messages concealed in otherwise normal script.
|
||
The material components of this spell are a pinch of soot
|
||
and a few grains of salt. The reverse, confuse languages,
|
||
cancels a comprehend languages spell or renders a writing or
|
||
a creature's speech incomprehensible.
|
||
54:1
|
||
|
||
Sleep
|
||
|
||
Enchantment/Charm
|
||
Level: 1
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: 5 rounds/level
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: PHB, page 138
|
||
Color Sphere: Yellow
|
||
Runes: 24-102-A
|
||
|
||
When a wizard casts a sleep spell, he causes a comatose
|
||
slumber to come upon one or more creatures (other than
|
||
undead and certain other creatures specifically excluded
|
||
from the spell's effects). All creatures to be affected
|
||
by the sleep spell myst be within 30 feet of each other.
|
||
The Number of creatures that can be affected is a function
|
||
of their Hit Dice or levels. Monsters with a 4 + 3 Hit Dice
|
||
(4 Hit Dice plus 3 hit points) or more are unaffected. The
|
||
center of the area of effect is determined by the
|
||
spellcaster.
|
||
For example, a wizard casts a sleep at threee kobolds, two
|
||
gnolls, and an ogre. The roll (2d4) results is 4. All the
|
||
kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 + 2 =
|
||
3 1/2 Hit Dice). Note that the remainder is not enough to
|
||
affect the last gnoll or the ogre.
|
||
Slapping or wounding awakens affected creatures, but
|
||
normal noise does not. Awakening requires one entire round.
|
||
Magically sleeping opponents can be attacked with
|
||
substantial bonuses (see PHB, Combat, pg. 90).
|
||
The material component for this spell is a pinch of fine
|
||
sand, rose petals, or a live cricket.
|
||
55:1
|
||
|
||
Spider Climb
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 3 rounds + 1 round/level
|
||
Casting Time: 1
|
||
Area of Effect: Creature Touched
|
||
Saving Throw: Negates
|
||
Reference: PHB, page 138
|
||
Color Sphere: Green
|
||
Runes: 19-200-A
|
||
|
||
A spider climb spell enables the recipient to climb and
|
||
travel upon vertical surfaces as well as a giant spider, or
|
||
even hang upside down from ceilings. Unwilling victims must
|
||
be touched and are then allowed a saving throw vs. spells to
|
||
negate the effect. The affected creature must have bare
|
||
hands and feet in order to climb in this manner, at a
|
||
movement rate of 6 (3 if at all encumbered). During the
|
||
course of the spell, the recipient cannot handle objects
|
||
that weigh less than a dagger (one pound), for such objects
|
||
stick to his hands and feet. Thus, a wizard will find it
|
||
virtually impossible to cast spells if under a spider climb
|
||
spell. Sufficient force can pull the recipient free; the DM
|
||
can assign a saving throw based on circumstances, the
|
||
strength of the force, and so on. For example, a creature
|
||
with a Strength of 12 might pull the subject free if the
|
||
subject fails a saving throw vs. paralyzation (a moderately
|
||
difficult saving throw). The caster can end the spell
|
||
effect with a word.
|
||
The material components of this spell are a drop of
|
||
bitumen and a live spider, both of which must be eaten by
|
||
the spell recipient.
|
||
56:1
|
||
|
||
Spook
|
||
|
||
Illusion/Phantasm
|
||
Level: 1
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 1
|
||
Area of Effect: One creature within 30 feet
|
||
Saving Throw: Negates
|
||
Reference: PHB, page 138
|
||
Color Sphere: Grey
|
||
Runes: 52-33-A
|
||
|
||
A spook spell enables the wizard to play upon natural
|
||
fears to cause the target creature to perceive the
|
||
spellcaster as someone or something inimical. Without
|
||
actually knowing what that is, the wizard merely advances
|
||
threanteningly upon the creature. If a successful saving
|
||
throw vs. spells is not made, the creature turns and flees
|
||
at maximum speed as far from the wizard as possible, though
|
||
items carried are not dropped. The creature has a saving
|
||
throw penalty of -1 for every two experience levels of the
|
||
caster, to a mamimum of -6 at 12th-level. Note that a
|
||
natural (unmodified) roll of 20 auttomatically succeeds,
|
||
regardless of saving throw penalties. Although the caster
|
||
does not actually pursue the fleeing creature, a phantasm
|
||
from its own mind does. Each round after the initial
|
||
casting, the creature recieves another saving throw, without
|
||
penalty, until it successfully saves and the spell is
|
||
broken. In any event, the spell functions only against
|
||
creatures with intelligences of 2 or more, and undead are
|
||
not affected at all.
|
||
57:1
|
||
|
||
Taunt
|
||
|
||
Enchantment
|
||
Level: 1
|
||
Range: 60 yards
|
||
Components: V, S, M
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: 30-foot radius
|
||
Saving Throw: Negates
|
||
Reference: PHB, page 138
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
A taunt spell enables the caster to jape and jeer
|
||
effectively at a single type of creature with an
|
||
Intelligence of 2 or greater. The caster need not
|
||
speak the language of the creatures. His words and
|
||
sounds have real meaning for the subject creature or
|
||
creatures: challenging, insulting, and generally
|
||
irritating and angering the listeners. Those failing
|
||
to save vs. spell will rush forth in fury to do battle
|
||
with the spellcaster. All affected creatures attack
|
||
the spellcaster in melle if physically capable of doing
|
||
some seeking to use body or hand-held weapons or spells.
|
||
Separation of the caster from the victim by an
|
||
impenetrable or uncrossable boundary ( a wall of fire, a
|
||
deep chasm, a formation of set pike-men) causes the spell
|
||
to break. If the caster taunts a mixed group, he must
|
||
choose the type of creature to be affected. Creatures
|
||
commanded by a strong leader (i.e., with a Charisma bonus,
|
||
with higher Hit Dice, etc.) might gain a saving throw bonus
|
||
of +1 to +4, at the DM's discretion. If used in conjunction
|
||
with a ventriloquism spell, the creature may attack the
|
||
apparant source, depending on their intelligence, a leader's
|
||
presence, and so on,
|
||
The material component is a slug, which is hurled at the
|
||
creature to be affected.
|
||
58:1
|
||
|
||
Firewater
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 10 yards
|
||
Duration: 1 round
|
||
Area of Effect: 1 pint of water per level
|
||
Components: V, S, M
|
||
Casting Time: 1
|
||
Saving Throw: None
|
||
Reference: UA, page 52
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
By means of this spell, the magic-user changes a volume
|
||
of water to a volatile, flammable substance similar to
|
||
alcohol and likewise lighter than water. If this substance
|
||
is exposed to flame, fire, or even a spark, it will burst
|
||
into flames and burn with a hot fire. Each creature subject
|
||
to firewater flame will suffer 2-12 hit points of damage.
|
||
The firewater created will evaporate and be useless within
|
||
1 round, even if it is securely contained and sealed, so it
|
||
must be utilized (ignited) within 10 segments of its
|
||
creation.
|
||
The material components of this spell are a few grains of
|
||
sugar and a raisin.
|
||
59:1
|
||
|
||
Melt
|
||
|
||
Alteration
|
||
Level: 1
|
||
Range: 10 yards
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: 1 cu. yd. of ice/level or
|
||
2 cu. yds. of snow/level
|
||
Saving Throw: Special
|
||
Reference: UA, page 52
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
When a melt spell is cast, the magic-user effectively
|
||
raises the temperature in the area of effect. This sudden
|
||
increase in warmth will melt ice in 1 round, so that a 1st
|
||
level magic-user can melt a cube of solid ice, 1 yard on a
|
||
side, in 1 round after the spell is cast, so that the ice
|
||
becomes water. Twice this volume of snow can be affected,
|
||
so that the spell will melt 1 cubic yard of snow in 1/2
|
||
round, or will turn 2 cubic yards ( 1 yd. x 1 yd. x 2 yds.)
|
||
of snow to water in 1 round. Against such monsters as
|
||
white dragons, winter wolves, yeti, wooly rhinos, those
|
||
composed of para-elemental ice, and the like, a melt spell
|
||
will inflict 2 points of damage per level of the spell
|
||
caster, or 1 point per levele if the subject creature makes
|
||
the saving throw s. spell. The melt spell is generally
|
||
ineffective against types of creatures other than those
|
||
enumerated above.
|
||
The material components for a melt spell are a few
|
||
crystals of rock salt and a punch of soot.
|
||
|
||
|
||
60:1
|
||
|
||
Run
|
||
|
||
Enchantment
|
||
Level: 1
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 4 + 1d4 hours
|
||
Casting Time: 1 round
|
||
Area of Effect: Special (humans, demi-humans only)
|
||
Saving Throw: None
|
||
Reference: UA, page 52
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
The run spell enables the recipient to run at full speed
|
||
(twice normal speed) for from 5-8 hours without tiring.
|
||
However, after so running the individual must spend a like
|
||
number of hours resting, as well as drinking plenty of
|
||
liquids and eating heartily. For every 2 levels of
|
||
experience of the spell caster, another individual can be
|
||
affected; i.e. at 4th level, 2 individuals can be touched
|
||
and empowed to run; at 6th, 3 individuals; etc. Only humans
|
||
and demi-humans in their natural form can be affected by
|
||
this spell.
|
||
The material component of this spell is an elixir made
|
||
from the juice of dried plums boiled in spring water and
|
||
the oil of 5-8 beans of a spurge (castor) plant.
|
||
|
||
101:1
|
||
|
||
ALCHEMY
|
||
|
||
CONJURATION, ABJURATION
|
||
RANGE : 1'
|
||
DURATION : 1 RD.
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: SPECIAL
|
||
Color Sphere: White with pink bands
|
||
Runes:
|
||
|
||
This spell produces the equivalent of 1 pouring of an
|
||
ALCHEMY JUG. A container to pour it in is not provided,
|
||
therefore you may either count the glass/flask/etc as a
|
||
material component (not consumed), or a participant can
|
||
agree to recieve the spell affect as a drink.
|
||
|
||
102:1
|
||
|
||
ANCHOR
|
||
|
||
CONJURATION/SUMMONING
|
||
RANGE : 1"/LEVEL
|
||
DURATION : 1 DAY
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : JELECO
|
||
AREA EFFECT: 1 SHIP
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell rendors 1 ship immobile. Dispel Magic has only
|
||
1/2 its normal chance of nullifying the spell. Serves to maintain the
|
||
position of the caster's ship against currents of up to 12 ft/sec and
|
||
supports up to 550 lbs. of displacement of the boat per level.
|
||
The material component is small silver cord and anchor.
|
||
103:1
|
||
|
||
AURANDON'S PERVERSION
|
||
|
||
CHARM
|
||
RANGE : 1"
|
||
DURATION : SPECIAL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 RD
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Aurandon
|
||
AREA EFFECT: 1 PERSON
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
This spell causes the recipient to experience strange
|
||
sexual desires which continue to build until acted upon.
|
||
The mateiral component is a spansel. A spansel is a
|
||
piece of flesh taken from a freshly killed human that
|
||
is about 6' long.
|
||
|
||
104:1
|
||
|
||
AURANDON'S SINGING DOGS
|
||
|
||
ILLUSION/PHANTASM
|
||
RANGE : 3"
|
||
DURATION : 1 TURN + 1 RD PER LEVEL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 RD
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Aurandon
|
||
AREA EFFECT: 3 DOGS PER LEVEL
|
||
Color Sphere: Grey
|
||
Runes:
|
||
|
||
After each dog chomps a bone, it appears to begin
|
||
singing a type of music of the caster's choosing for
|
||
the duration of the spell. This does not affect the dogs
|
||
actions, only adds the appearance of singing to it's
|
||
actions.
|
||
The material component is a bone. Requires one
|
||
bone per dog to be affected.
|
||
105:1
|
||
|
||
BEND
|
||
|
||
ALTERATION
|
||
RANGE : 2"
|
||
DURATION : 1 RD.
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1 WEAPON
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
This spell causes any non-magical hand-weapon,
|
||
of the caster's choice, to twist itself into a shape
|
||
which renders it totally useless.
|
||
Magical weapons must save as if hit by magical fire.
|
||
The material component is a piece of string or
|
||
cord that must be knotted while invoking the spell.
|
||
106:1
|
||
|
||
BLACKFIRE
|
||
|
||
CONJURATION
|
||
KIND : MAGIC USER
|
||
RANGE : 3"
|
||
DURATION : 1 HR PER LEVEL
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : JELECO
|
||
AREA EFFECT: 1 FIRE
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell creates a fire a camp fire that sheds all the
|
||
heat and warm of a fire without any light being shed from
|
||
it. This is especially useful for those whom need to have a
|
||
cold camp per say. It does not allow some one with
|
||
infravision to be able to see it.
|
||
The material component is a small piece of black cloth.
|
||
107:1
|
||
|
||
BLAZE
|
||
|
||
ALTERATION,CONJURATION
|
||
RANGE : 12"
|
||
DURATION : 1 TURN
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 RD
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage White Tree
|
||
AREA EFFECT: One or more fires within a 1" radius
|
||
Color Sphere:Brown with white bands
|
||
Runes:
|
||
|
||
This spell is designed to make existent small fires
|
||
flare up brightly upon command. It will affect one or
|
||
more fires within 1" radius circle. The flaring will
|
||
not be specifically blinding in effect but can surprise
|
||
or startle nearby beings.
|
||
The spell requires a bit of sulphur as its material
|
||
component.
|
||
108:1
|
||
|
||
BOX
|
||
|
||
CONJURATION/SUMMONING
|
||
RANGE : 1"
|
||
DURATION : UNTIL DISPELLED
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : N/A
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : JELECO
|
||
AREA EFFECT: 2'x 2'x2'
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell allows the caster to cause a wooden box to
|
||
appears within 3" of the caster. This box will lasts until dispelled or
|
||
destroyed, needing 5 pts per level of caster to destroy it. A special
|
||
save is allowed if this spell is being used to try to crate a living
|
||
person.
|
||
The material component is several small pieces of wood.
|
||
109:1
|
||
|
||
CHAMELEON
|
||
|
||
ALTERATION/ILLUSION
|
||
RANGE : 0
|
||
DURATION : 1 TURN + 1RD./LEVEL
|
||
COMPONENTS : S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: SPELL CASTER
|
||
Color Sphere: Green with grey bands
|
||
Runes:
|
||
|
||
When this spell is cast the caster is able to blend into
|
||
any background desired. The chance of the caster being
|
||
noticed is equal to that of a halfling thief of the same
|
||
level.
|
||
The material component is a small lizard (swallowed
|
||
during casting.)
|
||
110:1
|
||
|
||
CHEATING DICE
|
||
|
||
ALTERATION
|
||
RANGE : TOUCH
|
||
DURATION : 1 TURN PER LEVEL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 ROUND
|
||
SAVE : NONE
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : The Mage Aurandon
|
||
AREA EFFECT: 1 SET OF DICE
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
This spell causes a pair of dice touched by a specially
|
||
prepared ring to roll only a number inscribed on the inside
|
||
of the ring. Multiple numbers can be inscribed, and a roll
|
||
will always be of that group. The ring is charged for 1 roll
|
||
per level or until the spell wears off, whichever comes
|
||
first. The ring is limited to the level that it was
|
||
produced at and can only have one number per three levels.
|
||
The material component is a ring worth at least 100 gp
|
||
+10gp per level.
|
||
111:1
|
||
|
||
CORRODE
|
||
|
||
ALTERATION
|
||
(Reversable)
|
||
RANGE : TOUCH
|
||
DURATION : PERMANENT
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1-4 SEG
|
||
SAVE : NONE
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : JELECO
|
||
AREA EFFECT: 1 CUBIC FT/LEVEL
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
On casting, the MU can touch 1 or 2 pieces of
|
||
non-magical iron or steel, such as hinges, locks, weapons,
|
||
armor, etc. which will immediately corrude. The amount or
|
||
corrusion caused is upto the caster, but the worse it is
|
||
the longer it takes to cause. In this way, a lock may be
|
||
corruded away to allow entry into a locked room, or door
|
||
hinges corroded to jam a door open or shut-in the latter
|
||
case Bend Bars roll would be required. The (R) enables the
|
||
effects of corrosion to be repaired.
|
||
Material components are a 100 GP gold cube 1" and a rust
|
||
monster antennea. Both disappear with the casting of the spell.
|
||
112:1
|
||
|
||
DAGGER OF ICE
|
||
|
||
ALTERATION
|
||
RANGE : TOUCH
|
||
DURATION : 3 RDS PER LEVEL
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 ROUND
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Aurandon
|
||
AREA EFFECT: SPECIAL
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
This spell allows the caster to reach into a body of
|
||
water, and cause a small area to freeze in his grasp. As
|
||
he draws the frozen hilt from the water, an icicle forms
|
||
on it which is very hard & serves as a dagger. As the
|
||
dagger melts, the ice dagger suffers minuses to damage
|
||
(1 pt per level in rounds duration) until it is useless.
|
||
The material component is a quantity of water.
|
||
113:1
|
||
|
||
DECAY MATERIAL
|
||
|
||
ALTERATION
|
||
RANGE : 1"/LEVEL
|
||
DURATION : PERMANENT
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1 CUBIC FT/LEVEL
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
This spell will cause all non-living items to decay in
|
||
2-20 rds. unless a dispell magic is used in that time. This
|
||
spell will only effect non-living material and if it is
|
||
carried by a creature, then that creature gets a SAVE at -6.
|
||
114:1
|
||
|
||
DETECT PORTAL
|
||
|
||
DIVINATION
|
||
RANGE : 4" + 1/2" PER LEVEL
|
||
DURATION : 5 RDS
|
||
COMPONENTS : V, S
|
||
CAST TIME : 5 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1" PATH
|
||
Color Sphere: Blue
|
||
Runes:
|
||
|
||
This spell allows the caster to detect any magical
|
||
portal within range in the direction that they are facing.
|
||
The portal affected, include any magical gate, any area
|
||
that recently had a teleport spell cast from, any held
|
||
gateway, or ones affected by glyphs.
|
||
115:1
|
||
|
||
DETECT CURRENT
|
||
|
||
DIVINATION
|
||
RANGE : 1/3 MILE PER 3 LEVELS
|
||
DURATION : 1 RD PER LEVEL
|
||
COMPONENTS : V, S
|
||
CAST TIME : 1 RD
|
||
SAVE : NONE
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 90 DEGREE CONE INFRONT OF CASTER
|
||
Color Sphere: Blue
|
||
Runes:
|
||
|
||
This spell allows the caster to determine the direction
|
||
and speed of the currents in the direction the caster is
|
||
facing. The mage must specify air current or water current
|
||
(if there is a body of water nearby.)
|
||
The caster may choose to take the other current,
|
||
either water or air if the duration remains, they may only
|
||
check one direction or current type a round.
|
||
|
||
116:1
|
||
|
||
DETECTION STONE
|
||
|
||
CONJURATION/SUMMONING
|
||
RANGE : 5 MILES/LEVEL
|
||
DURATION : UNTIL DISPELLED
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD.
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1 STONE
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell will allow the caster to enchant a stone that
|
||
will glow whenever any living being comes within the 1" of
|
||
area it was removed from or that the enchantment was place
|
||
on it. The stronger the creature, the brighter the stone
|
||
will glow. Only 1 stone may be carried by a person a one
|
||
time.
|
||
The material component is a stone of any type.
|
||
117:1
|
||
|
||
DETECT PHASE
|
||
|
||
EVOCATION
|
||
RANGE : 3"
|
||
DURATION : 6 TURNS
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1" PATH AS CASTER TURNS
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
A spell to find secreted treasure hidden by out-of-phase
|
||
equipment(spells); and to find creatures that are
|
||
out-of-phase. The extended duration is due to the unusual
|
||
need for the spell.
|
||
118:1
|
||
|
||
DISTRACT
|
||
|
||
CHARM
|
||
RANGE : 0
|
||
DURATION : 3 RDS + 1 RD PER LEVEL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 5 SEG
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Telen
|
||
AREA EFFECT: 1" RADIUS
|
||
Color Sphere: Yellow
|
||
|
||
This spell causes all who approach the caster who are of
|
||
equal or less hit dice to SAVE vs SPELL or choose another
|
||
target.
|
||
The material component is soot, that the caster must
|
||
wipe on thier forehead.
|
||
119:1
|
||
|
||
FEAR I
|
||
|
||
CHARM/ENCHANTMENT
|
||
RANGE : 3"
|
||
DURATION : 4 RDS.
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 2 SEGS
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 2"x2"
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
This spell will effect 3d6 HD of opposition, lowest
|
||
levels first. Those effected, pack up any belongings
|
||
with in reach and leave. If the caster is blocking the only
|
||
exit they get a second SAVE and if failed will attack the
|
||
caster and anyone else in the way berserkly until the way
|
||
is cleared.
|
||
The Material component is a golden mask of hideous
|
||
appearance, of a value at least 50 gp. The Mask is not
|
||
detroyed in the casting.
|
||
120:1
|
||
|
||
FIND (Water) FAMILIAR
|
||
|
||
CONJURATION/SUMMONING
|
||
RANGE : 1 MILE PER LEVEL
|
||
DURATION : SPECIAL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1-24 HRS
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Pelecon
|
||
AREA EFFECT: AS SPELL RANGE
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
DESCRIPTION: AS PER MAGIC USER EXCEPT AS FOLLOWS:
|
||
SPECIAL: AL CG-LG DOLPHIN/PORPOISE
|
||
LN-NG SEA OTTER
|
||
LE-NE GREAT TORTOISE
|
||
CE GREAT WHITE SHARK
|
||
|
||
COMPONENTS : PEARL (100 GP)
|
||
121:1
|
||
|
||
FINDING I
|
||
|
||
DIVINATION
|
||
RANGE : 0
|
||
DURATION : 1 TURN + 1 RD PER LEVEL
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Iron Sater
|
||
AREA EFFECT: 10"+ 1" PER LEVEL PATH 10' WIDE
|
||
Color Sphere: Blue
|
||
Runes:
|
||
|
||
This spell will locate the natural form of a mana stone
|
||
and tell the direction and the approxiamate distance.
|
||
The material component is another mana stone, not
|
||
consumed in the casting, to be used as like a magnet.
|
||
122:1
|
||
|
||
FIRE DARTS
|
||
|
||
ALTERATION/CONJURATION
|
||
RANGE : 6" + 1" PER LEVEL
|
||
DURATION : INSTANTIOUS
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: SPECIAL
|
||
Color Sphere: Brown with white bands
|
||
Runes:
|
||
|
||
This spell will cause 1 fire dart, per level caster, to
|
||
come forth from the caster's hand. The darts look like
|
||
small flames and do 1 pt of damage each. They will hit and
|
||
ignite any flammable objects that it is aimed at.
|
||
The material component is a small amount of sulphur.
|
||
123:1
|
||
|
||
FIRE FEEL
|
||
|
||
ILLUSION/PHANTASM
|
||
RANGE : 1" PER LEVEL
|
||
DURATION : 1 TURN + 1 RD PER LEVEL
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD
|
||
SAVE : NEG -3
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Nosfort
|
||
AREA EFFECT: 1 CREATURE
|
||
Color Sphere: Grey
|
||
Runes:
|
||
|
||
This spell causes the target creature to have the
|
||
feeling that the skin on their body is on burning. It
|
||
results in -4 to hit as a result of being unable to
|
||
concentrate. There is a 50% + 5% per level of caster - 5%
|
||
per level(HD) of victum that they will be unable to attack
|
||
or cast a spell each round for the duration.
|
||
The material component is a pinch of ash,
|
||
124:1
|
||
|
||
FIRE CHARM
|
||
|
||
ENCHANTMENT/CHARM
|
||
RANGE : 3"
|
||
DURATION : 3 RDS PER LEVEL
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Markson
|
||
AREA EFFECT: ONE TO SIX CREATURES
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
This spell causes anyone within sight of a fire source
|
||
to gaze into it without paying heed to anything around them.
|
||
Physical contact and loud noises will not rouse the victum
|
||
from the enchanted state. Only extinguishing the fire source
|
||
or breaking the line of sight will break the spell.
|
||
The Material component is a fire source.
|
||
125:1
|
||
|
||
FREEZING GRASP
|
||
|
||
ALTERATION
|
||
RANGE : TOUCH
|
||
DURATION : 1 TOUCH
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : JELECO
|
||
AREA EFFECT: CREATURE TOUCHED
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
This spell does 1d8+1 pt/level to the creature touched.
|
||
Once cast, the spell will remain at the caster's ability to
|
||
use until it is used.
|
||
|
||
126:1
|
||
|
||
FROST FINGERS
|
||
|
||
ALTERATION
|
||
RANGE : 0
|
||
DURATION : 1 RD
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : N/A
|
||
SOURCE : JELECO
|
||
AREA EFFECT: SPECIAL
|
||
Color Sphere:Brown
|
||
Runes:
|
||
|
||
This spell is similar to burning hands. A 3' arc of
|
||
frost will radiate fron the MU's fingers in a 120 degree
|
||
arc doing 1 pt/level (no SAVE); all fluids in the area
|
||
effected, freeze (including potions, which cannot be drunk).
|
||
Potions must SAVE or completely lose their potency even when
|
||
defrosted. other fluids containing or non-magical items in
|
||
the area effected must SAVE similarly or be ruined.
|
||
127:1
|
||
|
||
GUARD
|
||
|
||
CONJURATION
|
||
RANGE : 0
|
||
DURATION : 2 RDS PER LEVEL
|
||
COMPONENTS : V, S,
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1' RADIUS
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell will 'block' one physical attack per round.
|
||
directed against the caster. The caster must elect which
|
||
attack they choose to block before the round commences.
|
||
128:1
|
||
|
||
HEAL MINOR WOUND (R)
|
||
|
||
NECROMANCY
|
||
RANGE : TOUCH
|
||
DURATION : PERMANENT
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD
|
||
SAVE : N/A, 1/2
|
||
SP SAVE : N/A
|
||
SOURCE : The Mage JELECO
|
||
AREA EFFECT: 1 CREATURE
|
||
Color Sphere: Black
|
||
Runes:
|
||
|
||
Allows the spell caster to heal a minor wound for 1-4 pts.
|
||
for every 3 levels (1 at 1st, 2 at 4th, 3 at 7th, etc.).
|
||
The material component is a drop of troll blood.
|
||
129:
|
||
|
||
ILLUSIONARY STONE
|
||
|
||
ILLUSION/PHANTASM
|
||
RANGE : 3"+1" PER LEVEL
|
||
DURATION : 3 RDS + 1 RD PER LEVEL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NEG
|
||
SOURCE : The Mage Iron Sater
|
||
AREA EFFECT: 3"x3"x3"
|
||
Color Sphere: Grey
|
||
Runes:
|
||
|
||
This spell allows the caster to create illusionary
|
||
stone/earth. This can be of a shape determined by the
|
||
caster (wall, floor, pit, boulder, etc.). The caster can
|
||
opt to have some small (less than 6 inches high) plant
|
||
growth on the stone.
|
||
The material component is a small pebble and some
|
||
dirt.
|
||
130:1
|
||
|
||
INDEX
|
||
|
||
ALTERATION
|
||
RANGE : TOUCH
|
||
DURATION : 3 HRS PER LEVEL
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 HOUR PER DAY
|
||
SAVE : NONE
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : The Mage Taslin
|
||
AREA EFFECT: ONE OBJECT
|
||
Color Sphere: Purple
|
||
Runes:
|
||
|
||
This spell allow the caster to create a table of
|
||
contents & index to any book, or given enough time, set
|
||
of books. This will be done in the original ir there are
|
||
extra pages, or in a separate book otherwise. This spell
|
||
takes 1 hour per page to be indexed. The book to be indexed
|
||
& the index book must remain undisturbed through the entire
|
||
process of each casting, but the magic users attention in
|
||
only required for 1 hour per day.
|
||
The material component is 10 SP worht of ink per page
|
||
and a blank book is required.
|
||
131:1
|
||
|
||
INVISIBLE TALKER
|
||
|
||
ILLUSION/PHANTASM
|
||
RANGE : 1"/LEVEL
|
||
DURATION : 2 RDS/LEVEL
|
||
COMPONENTS : V,S
|
||
CAST TIME : 3 SEGS
|
||
SAVE : NEG
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : The Mage Shar the Sly
|
||
AREA EFFECT: 1 PERSON
|
||
Color Sphere: Grey
|
||
Runes:
|
||
|
||
Target will believe that someone in his party is talking
|
||
to him and he will believe it unless a SP SAVE vs INT is
|
||
made.
|
||
The spell creates the illusion of a conversation. However
|
||
it requires special skill to make actual words be heard.
|
||
All words not heard in a sentence are merely heard as mumbles.
|
||
|
||
int of Caster Words heard
|
||
------------------------------------
|
||
3-8 1
|
||
9-11 2
|
||
12 3
|
||
13 4
|
||
14 5
|
||
15 6
|
||
16 7
|
||
17-18 8
|
||
19 9
|
||
20+ 10
|
||
|
||
132:1
|
||
|
||
LOCATE SELF
|
||
|
||
INVOCATION
|
||
RANGE : CASTER
|
||
DURATION : INSTANTANIOUSLY
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: SELF
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
Enables caster to know both the position of magnetic
|
||
north and his approximate distance below or height above
|
||
the surface.
|
||
The spell will also enable the caster the know at the
|
||
same time the exact distance and direction the caster
|
||
has traveled from the last casting of the spell.
|
||
|
||
|
||
133:1
|
||
|
||
MAGIC SHURIKIN
|
||
|
||
CONJURATION/SUMMONING
|
||
RANGE : 3" + 1" PER LEVEL
|
||
DURATION : 2 TURNS
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 RD
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: AS SPELL RANGE
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell creates 1 MAGIC SHURIKIN per 2 levels which
|
||
when thrown (as a skipping stone) reveals razor sharp
|
||
spikes. The rate of fire is 3 per round. It can be used in
|
||
two ways:
|
||
A). When thrown against rigging and/or sails of another
|
||
ship it has an 80% chance of cutting support ropes and
|
||
if not will 1-2 go into water 3-4 strike the planking of
|
||
a ship 5-6 strike the rigging of ones own ship.
|
||
B). It can also be sued against other sailors; when
|
||
thrown vs. unarmored sailor it has a 65% chance of
|
||
hitting, less 3% per DEX over 14 for the sailor. The
|
||
damage is 1-12 and the damage location is:
|
||
01-08 head (1/6 eyes) eyes-permanent blindness
|
||
09-12 neck-throat die in 1-3 rounds
|
||
13-65 torso
|
||
66-80 arms
|
||
81-00 legs
|
||
|
||
The material component is a small palm sized brass disc.
|
||
134:1
|
||
|
||
MANA HEAL
|
||
|
||
ALTERATION
|
||
RANGE : TOUCH
|
||
DURATION : PERMANENT
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 SEG PER MANA
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 1 CREATURE OR PERSON
|
||
COLOR SPHERE: Green
|
||
RUNES:
|
||
|
||
This spell allows any spell caster to use his mana to
|
||
the benefit of others by allowing them to repair damage to
|
||
others. This is done with the use of a GOLD needle and by
|
||
taking 1 segment and 1 mana per point to be healed. This
|
||
spell has one advantage in that there is no maximum amount
|
||
that may be healed beyond the limitation of the amount of
|
||
mana that the caster of the spell has. Some spell casters
|
||
have put this spell inside of needles for future use and
|
||
this may be done at a cost that is equal to 1 mana for
|
||
every point that is to be stored and no more than 1/4 of
|
||
the casters total mana may be stored and no more than 1
|
||
needle per 3 levels like this may be created at once and
|
||
it takes 1 week to make a needle.
|
||
The material component is a gold needle of at least
|
||
100 gp value.
|
||
135:1
|
||
|
||
MAPPING
|
||
|
||
ALTERATION/CONJURATION
|
||
RANGE : 0
|
||
DURATION : 1 DAY
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD
|
||
SAVE : N/A
|
||
SP SAVE : N/A
|
||
SFF :
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 1 MAP
|
||
Color Sphere: Purple with white bands
|
||
Runes:
|
||
|
||
This spell is cast on a piece of vellum or paper and
|
||
linked to another object. Where every the object goes the
|
||
route will be placed on the map. This would allow the
|
||
caster to travel at normal speed through a dungeon without
|
||
having to slow down to map. The map will not show any fine
|
||
details but will at least show the areas that you have
|
||
been.
|
||
The material component is a scroll of fine vellum.
|
||
136:1
|
||
|
||
MIRROR, MIRROR EVERYWHERE
|
||
|
||
ALTERATION
|
||
RANGE : 6" + 1" PER LEVEL
|
||
DURATION : UNTIL DISPELLED
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 SEG
|
||
SAVE : N/A
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 1" PER LEVEL CUBE
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
This spell will crystalize the surface of any solid
|
||
object (even water if cast at the 8th level or higher),
|
||
causing it to reflect light.
|
||
NOTE:This would be very good in reflecting gaze weapons.
|
||
The material component is a small mirror made of
|
||
silver.
|
||
137:1
|
||
|
||
MUMMIFY
|
||
|
||
ALTERATION/ENCHANTMENT
|
||
RANGE : 3" + 1" PER LEVEL
|
||
DURATION : 1 TURN
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 SEG
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Arquin
|
||
AREA EFFECT: 1 TO 3 CLOTHED CREATURES
|
||
Color Sphere: Green with yellow sparkles
|
||
Runes:
|
||
|
||
This spell causes any cloth wearing creature to become
|
||
wrapped up in their own clothing. Sleeves, leggings and
|
||
hoods will lengthen and close and sew themselves shut,
|
||
effectively immobilizing the victum of the spell.
|
||
The victium(s) must save (-3 for 1, -1 for 2 and normal
|
||
for 3) or be mummified.
|
||
The material component is a strip of cloth.
|
||
138:1
|
||
|
||
PIE IN THE FACE
|
||
|
||
CONJURATION
|
||
RANGE : 24"
|
||
DURATION : INSTANTANIOUS
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : MISSED
|
||
SP SAVE : N/A
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 1 CREATURE+
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
This spell causes a creme pie, caster's choice (of the
|
||
following types-lemon, chocolate, banana, cherry, vanilla,
|
||
coconut, boston or whipped) to appear in front of the target
|
||
and slam into thier face. Save means it missed and continues
|
||
in the direction away from the caster, otherwise the target
|
||
is blinded and confused (defend at -4) until they use 1 rd.
|
||
to remove the pie (extra pie are not cummulative). No
|
||
attacks may be made until this spell is done.
|
||
|
||
139:1
|
||
|
||
QUICK STEP
|
||
|
||
ALTERATION/ENHANCEMENT
|
||
RANGE : V,S
|
||
DURATION : TOUCH
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 RD
|
||
SAVE : NONE
|
||
SP SAVE : NEG
|
||
SFF :
|
||
SOURCE : The Mage Iron Sater
|
||
AREA EFFECT: 1 CREATURE
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
This spell allows one creature touched to be able to run
|
||
at full speed without getting tired over stone, dirt, or
|
||
grasses. At the end of the duration, the creature must stop
|
||
for 1 turn for hour it was running. During this time it can
|
||
do nothing consume liquids and small portions of food. At the
|
||
end of this rest period, the creature will start to gain
|
||
enough energy back to be able to carry on normal activities
|
||
(i.e. eat, walk, etc.). When the creature has stopped for a
|
||
time equal to the time it ran, it will be able to carry on
|
||
all activities without penalty (i.e., fight, run, etc.).
|
||
This spell will work well on horses, pack animals, pets,
|
||
etc..
|
||
The material component is a small piece of leather.
|
||
140:1
|
||
|
||
SAND SKIN
|
||
|
||
CONJURATION/SUMMONING
|
||
RANGE : 0
|
||
DURATION : SPECIAL
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 ROUND
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SOURCE : The mage Iron Sater
|
||
AREA EFFECT: CASTER
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
By this spell, the caster will cover himself with sand
|
||
that will "repel" damage. The caster will be able to cover
|
||
himself with enough sand to block 8 + 1/lvl points of
|
||
damage. The type sand used causes the body to be slightly
|
||
shaded to that color. The spell last until all the points
|
||
are used up. Multiple casting only raise you back to the
|
||
maximum of a single casting.
|
||
The material component is a ground garnet, sandstone,
|
||
or some other type of fine sand.
|
||
141:1
|
||
|
||
SPELL OF AUTO-AWAKENING
|
||
|
||
ENCHANTMENT
|
||
RANGE : TOUCH
|
||
DURATION : 4 HRS/LEVEL
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 RD.
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 1 PERSON/LEVEL
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
When this spell is cast upon a person before he falls
|
||
asleep, then while he is asleep any movement within 30' of
|
||
him will awaken him immediately, except for those who are
|
||
known to be on watch. He will not know the nature of the
|
||
moving object or its location, but the spell can be tuned
|
||
to ignore rats, cockroaches, etc. The enchantment is
|
||
dispelled when the recipient first awakes, or at the end
|
||
of the spell's duration, whichever occurs first.
|
||
142:1
|
||
|
||
SPIDERS NEST
|
||
|
||
ABJURATION/CONJURATION
|
||
RANGE : 3" + 1" PER LEVEL
|
||
DURATION : 12 HOURS
|
||
COMPONENTS : V,S,M
|
||
CAST TIME : 1 TURN
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SFF :
|
||
SOURCE : The Mage Arquin
|
||
AREA EFFECT: 2" + 1" PER LEVEL RADIUS
|
||
Color Sphere: Pink with White Bands
|
||
Runes:
|
||
|
||
This spell allows the caster to create a web nested on
|
||
supporting structures. It can be at ground level or can be
|
||
up in the air with the center at the ranges limit. The
|
||
caster can then climb up and sleep in the center of the web.
|
||
Creatures coming into the area must SAVE vs SPELL or be
|
||
entangled, otherwise their movement is slowed to 1/4 normal
|
||
rate. Regardless, the strands vibration will wake the caster
|
||
and alert the presense of the intruder.
|
||
The material component is a strand from a spider's web.
|
||
143:1
|
||
|
||
STICKY
|
||
|
||
ALTERATION
|
||
RANGE : 6"
|
||
DURATION : 1 TURN
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : NEG
|
||
SP SAVE : NONE
|
||
SOURCE : The Mage Markson
|
||
AREA EFFECT: 5 SQ FT PER LEVEL
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
This spell creates a sticky area which reduces movement
|
||
to 1/2 movement rate. This will negate a slip spell after 5
|
||
segments, meanwhil the "STICKY" spell is still in effect. A
|
||
"MAJOR SLIP" will reduce to "SLIP".
|
||
144:1
|
||
|
||
STONE BLEND
|
||
|
||
ALTERATION
|
||
RANGE : TOUCH
|
||
DURATION : 1 TURN/LEVEL
|
||
COMPONENTS : V,S
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NONE
|
||
SOURCE : The Mage Jeleco
|
||
AREA EFFECT: 1 CREATURE
|
||
Color Sphere: Brown
|
||
Runes:
|
||
|
||
It allows the caster or 1 creature touched by him to
|
||
blend into the walls of a cavern, thus making himself
|
||
practically invisible unless they should move. Similar
|
||
to a ROBE OF BLENDING.
|
||
|
||
145:1
|
||
|
||
TREE SWIPE
|
||
|
||
ALTERATION
|
||
RANGE : 3" + 1" PER LEVEL
|
||
DURATION : 1 RD + 1 RD PER 3 LEVELS
|
||
COMPONENTS : V, S, M
|
||
CAST TIME : 1 SEG
|
||
SAVE : NONE
|
||
SP SAVE : NEG
|
||
SOURCE : The Mage Iron Sater
|
||
AREA EFFECT: 1 TREE
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
By use of this spell, the caster will control a tree
|
||
branch for the duration. The caster can make the branch
|
||
wave, attack, fan a small breeze, etc. If the branch
|
||
attacks, it does so as a fighter of the same level as the
|
||
caster and will do 2d6 damage. Works only on full size
|
||
trees.
|
||
The components are the tree branch, and a verbal "SMACK"
|
||
and swing of the arm.
|
||
146:1
|
||
|
||
Catchcoin
|
||
|
||
Eechantment/charm
|
||
Level: 1
|
||
Range: Touch
|
||
Duration: 1 round/level
|
||
Components: V, S, coins/gems/etc.
|
||
Casting Time: 1
|
||
Area of Effect: One object/round
|
||
Saving Throw: Special
|
||
Reference: The Mage Taslin
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
A coin, gem, or other small object can be enchanted
|
||
thusly. The caster tosses the enchanted object at the
|
||
opponent while telling it to catch the item ("Hey, have a
|
||
gold piece!"). The target must save vs. spells or drop
|
||
anything carried in both hands to catch the object. If
|
||
the save is successful, the target doesn't drop anything,
|
||
but may be hit anyway. A successful attack roll is needed
|
||
for a target that makes its save, and it is automatically
|
||
caught by a target that fails its save. Upon impact (or
|
||
catch), the object explodes for 1hp damage per level
|
||
(half-damage if the target made its initial save).
|
||
147:1
|
||
|
||
Calm
|
||
|
||
Enchantment/charm
|
||
(Reversible)
|
||
Level: 1
|
||
Range: Touch
|
||
Duration: n/a
|
||
Components: V, S
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
Reference: The Mage Taslin
|
||
Color Sphere:Yellow
|
||
Runes:
|
||
|
||
The Calm spell allows the caster to snap another out of
|
||
a Berserk state. The reverse, Berserk, immediately puts a
|
||
character into a Berserk state. A willing subject can choose
|
||
to fail its saving throw. The spell only works on those that
|
||
have the ability to Berserk(the spell only quickens things).
|
||
|
||
148:1
|
||
|
||
Acid Hands
|
||
|
||
Evocation
|
||
Range: 0
|
||
Components: V,S
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: The Mage Arjav
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
This spell is very similar to the first level mage spell
|
||
burning hands (q.v.), except that the caster's hands eject
|
||
a corrosive acid. Damage is one hit point per level of the
|
||
caster.
|
||
|
||
149:1
|
||
|
||
Alpha's Acid Stream
|
||
|
||
Conjuration
|
||
Range: 30 yards
|
||
Components: V,S,M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One target
|
||
Saving Throw: Special
|
||
Reference: The Mage Alpha
|
||
Color Sphere: White
|
||
Runes:
|
||
|
||
The spell causes a thin stream of purplish, hissing
|
||
acid to shoot forth from the caster's outstretched hand,
|
||
out to the maximum range of the spell. This acid causes
|
||
1d4 damage per level of the caster, up to a maximum of
|
||
8d4. The intended target may attempt a save vs.
|
||
petrification to dodge the jet of acid (save at -4 if
|
||
size G, -2 if size H, -1 if size L, +1 if size S, and +3
|
||
if size T), and if successful the jet of acid will have
|
||
been avoided, and will continue on in a straight line out
|
||
to the extent of its range. Any creature in the path of
|
||
the acid must save as above or be struck by the spell. The
|
||
Acid Stream can affect only one target in any event.
|
||
The material component is a drop of any acid.
|
||
|
||
150:1
|
||
|
||
Alpha's Electric Arc
|
||
|
||
Evocation
|
||
Range: 10 yards + 10 yards per level
|
||
Components: V,S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
Reference: The Mage Alpha
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
This spell causes an arc of electricity to leap from the
|
||
caster's extended fingertip. This electricity unerringly
|
||
strikes one target of the caster's choice, inflicting 1d4
|
||
damage, plus one point per level of the caster (up to a
|
||
maximum of +12), with no saving throw. A target in metal
|
||
armour or wielding a large, mostly metallic weapon (e.g. any
|
||
sword, battle axe) must save vs. spells and, if the save is
|
||
failed, the bonus (i.e. per level) damage inflicted by the
|
||
spell is doubled.
|
||
|
||
151:1
|
||
|
||
Alpha's Hunting Hound
|
||
|
||
Conjuration/Summoning
|
||
Range: 10 yards
|
||
Components: V,S,M
|
||
Duration: 12 turns + 6 turns per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
Reference: The Mage Alpha
|
||
Color Sphere: White
|
||
Runes: 40-19-A
|
||
|
||
This spell calls a canine creature to be a helper and
|
||
boon companion to the spell caster for the duration of the
|
||
spell. The type of hound summoned depends upon the caster's
|
||
level, but the hound will always understand verbal commands
|
||
given it, so long as they are 12 words or less and
|
||
relatively simple. The hound will further also be capable
|
||
of tracking as if a ranger of half the level of the
|
||
summoner, and can hunt sufficiently well to feed the
|
||
spell-caster for one day, provided there is game extant in
|
||
the caster's area.
|
||
|
||
The type of hound summoned is as follows:
|
||
|
||
1st - 3rd level: jackal
|
||
4th - 7th level: wild dog
|
||
8th - 12th level: wolf
|
||
13th + level: dire wolf
|
||
|
||
If the caster takes a lower-level hound (or a dire wolf when
|
||
18th level), it will have maximum hit points, be +1 to hit
|
||
and on damage, track at +1 level, and can understand even
|
||
relatively complex commands of up to 50 words in length.
|
||
The material component is a piece of fresh meat.
|
||
|
||
152:1
|
||
|
||
Alpha's Sparkle Beam
|
||
|
||
Evocation
|
||
Range: 0
|
||
Components: V,S,M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: 1' x 20' x 5' cone
|
||
Saving Throw: Special
|
||
Reference: The mage Alpha
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
This spell draws upon the power of the Positive Material
|
||
Plane and calls forth a ray of golden light. Anyone in the
|
||
area of effect of the spell must save vs. petrification or
|
||
be blinded for 1 round. The true function of this spell,
|
||
however, is its use against undead, creatures of the Lower
|
||
Planes, and those drawing power from the Negative Material
|
||
Plane or the Plane of Shadow. Such creatures suffer 1d4
|
||
damage, plus an additional 1d4 at every even level of the
|
||
caster (e.g. 4d4 at 8th), up to a maximum of 8d4. These
|
||
creatures may save vs. spells to halve this damage.
|
||
The material component is a bit of crushed sunstone.
|
||
|
||
153:1
|
||
|
||
Alpha's Starlight
|
||
|
||
Evocation, Illusion
|
||
Range: 5 yards per level
|
||
Components: V,S,M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 10' square area per level
|
||
Saving Throw: None
|
||
Reference: The Mage Alpha
|
||
Color Sphere: Red with grey bands
|
||
Runes:
|
||
|
||
This spell illuminates an area as a cloudless outdoor
|
||
night sky filled with stars. This light is pale and wan,
|
||
and dilutes vision mostly to black and white. Full visual
|
||
acuity is possible only out to a range of 10 yards, but
|
||
general identification can be made out to 20 yards.
|
||
Stationary figures can be made out at 40 yards, and
|
||
movement detected out to 80 yards. Intervening cover will,
|
||
of course, reduce sighting distances accordingly. This
|
||
light does not interfere with infravision, and there are
|
||
ample shadows within the area of effect to hide in. The
|
||
illusionary component of the spell creates the appearance
|
||
of an actual starry night sky. The area of effect is
|
||
stationary.
|
||
The material component is a piece of black velvet and
|
||
a few bits of glass.
|
||
|
||
154:1
|
||
|
||
Alpha's Wall of Darkness
|
||
|
||
Alteration
|
||
Range: 60 yards
|
||
Components: V,S,M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: 10' x 10' square per level
|
||
Saving Throw: None
|
||
Reference: The Mage Alpha
|
||
Color Sphere: Orange
|
||
Runes:
|
||
|
||
This spell brings into being a wall of blackness which
|
||
cannot be seen through, even with infravision or
|
||
ultravision. It is dispelled instantly by a light or
|
||
continual light (q.v.) spell. It has no physical existence,
|
||
and does not hinder nor harm those passing through it. It
|
||
does, however, block the passage of sound from one side to
|
||
the other, assuming that the spell is not cast in such a way
|
||
(such as in a field of grass) which would otherwise allow
|
||
sound to move around the edges of the wall.
|
||
The material component is some pitch and soot, or a lump
|
||
of coal.
|
||
|
||
155:1
|
||
|
||
Last Image
|
||
|
||
Divination, Necromancy
|
||
Range: 0
|
||
Components: V,S
|
||
Duration: Instantaneous
|
||
Casting Time: 1 round
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
Reference: The Mage Arjav
|
||
Color Sphere: Blue with black bands
|
||
Runes:
|
||
|
||
When the forensic wizard casts this spell, he sees
|
||
whatever the recipient corpse saw at the very instant of
|
||
death, with the intent of learning the identity of the
|
||
murderer, or at least the location of death. If the
|
||
recipient was killed by a gaze attack, the wizard suffers
|
||
this attack as well, but with a +4 bonus to his saving throw.
|
||
|
||
156:1
|
||
|
||
Little Death
|
||
|
||
Necromancy
|
||
Range: 60'
|
||
Components: V,S
|
||
Duration: 1d4 + 1 rounds
|
||
Casting Time: 1
|
||
Area of Effect: 1 creature
|
||
Saving Throw: Negates
|
||
Reference: The Mage Arjav
|
||
Color Sphere: Black
|
||
Runes:
|
||
|
||
This spell may be cast on any living (not golem, undead,
|
||
etc.) creature native to the Prime Material plane and with
|
||
6+4 or less hit dice. The victim must save vs. magic at -3
|
||
or fall paralysed for 1d4 + 1 rounds.
|
||
|
||
157:1
|
||
|
||
Murder Weapon
|
||
|
||
Divination, Necromancy
|
||
Range: Touch
|
||
Components: V,S,M
|
||
Duration: 1 turn
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: The Mage Taslin
|
||
Color Sphere: Blue with black bands
|
||
Runes:
|
||
|
||
The caster of this spell can check one weapon per round
|
||
to determine if it was used to kill a specific corpse, of
|
||
whom he has a blood sample. A "murder weapon" is one which
|
||
reduced the victim to zero hit points, or delivered the
|
||
poison which did so.
|
||
The material component is the object being checked and
|
||
it is not consumed in the casting.
|
||
|
||
|
||
158:1
|
||
|
||
Detect Poison
|
||
|
||
Divination, Necromancy
|
||
Range: 0
|
||
Components: V,S
|
||
Duration: 1 turn
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
Reference: THe Mage Taslin
|
||
Color Sphere: Blue with black bands
|
||
Runes:
|
||
|
||
With this spell, the forensic wizard can determine if a
|
||
corpse has been poisoned. One corpse can be checked each
|
||
round. The wizard can determine the means by which the
|
||
poison was administered and the place at which it entered
|
||
the body, and he has a 5% chance per level of being able to
|
||
exactly identify the poison.
|
||
|
||
159:1
|
||
|
||
Association
|
||
|
||
Divination
|
||
Range: 0
|
||
Components: V,S
|
||
Duration: Instantaneous
|
||
Casting Time: 5
|
||
Area of Effect: Two surfaces
|
||
Saving Throw: None
|
||
Reference: The Mage Taslin
|
||
Color Sphere: Blue
|
||
Runes:
|
||
|
||
When casting this spell, the forensic wizard must brings
|
||
two surfaces into contact with one another. Possibilities
|
||
include the surface of a jewel and that of a safe, or the
|
||
surface of an arrow and that of a bow. If the two surfaces
|
||
were ever before adjacent, the spell so indicates, and if
|
||
the surfaces were ever directly connected as a single
|
||
item, an even stronger reading results.
|
||
|
||
160:1
|
||
|
||
Cat Spirit
|
||
|
||
Alteration
|
||
Range: Touch
|
||
Components: SM
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
Reference: The Sorceress Tabi
|
||
Color Sphere: Green
|
||
Runes:
|
||
|
||
The cat form spell grants many of the abilities
|
||
traditionally associated with cats, though it does not
|
||
significantly alter the features of the recipient. The
|
||
spell grants a +2 bonus to stealth, as the recipient's
|
||
tread will be absolutely quiet for the duration. The
|
||
spell also halves all damage taken from falls and allows
|
||
the recipient to land on his or her feet. Finally, it
|
||
grants the ability to grow claws, allowing each hand to
|
||
do 1d3 damage. It does not, however, improve singing
|
||
ability.
|
||
The material component is whiskers from a cat.
|
||
|
||
161:1
|
||
|
||
Electric Blades
|
||
|
||
Evocation
|
||
Range:0
|
||
Components: V,M
|
||
Duration:Until discharged
|
||
Casting Time: 1
|
||
Area of Effect:2 bladed objects
|
||
Saving Throw: None
|
||
Reference: The Mage Shar
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
This spell must be cast with a metal blade of some sort
|
||
in each hand. Both blades then acquire a flickering blue
|
||
glow. When a hit by either blade is scored it causes 1-4
|
||
+ 2 points per level of the caster, more points of damage
|
||
of electricity. If both blades hit the same target in the
|
||
same round the victim must save versus petrification or be
|
||
stunned for one round. Each blade only shocks once and then
|
||
is normal again.
|
||
The material component is the blade to be affected, and
|
||
a small piece of silk to be passed over it during the
|
||
casting.
|
||
|
||
162:1
|
||
|
||
Find Water
|
||
|
||
Divination
|
||
Range: 1 mile, depth 10 feet per level
|
||
Components: S,M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 20 times arc
|
||
Saving Throw: None
|
||
Reference: The Mage Arjav
|
||
Color Sphere: Blue
|
||
Runes:
|
||
|
||
When casting this spell, the diviner grasps two ends of
|
||
a Y-shaped twig. The remaining end twists around to point
|
||
in the direction of the nearest source of fresh water within
|
||
the spell range. The branch can twist but twenty degrees,
|
||
and then the diviner will feel a tug in the direction of the
|
||
water. The diviner can specify a minimum amount of water to
|
||
seek (greater than the amount in a human body, for example).
|
||
|
||
163:1
|
||
|
||
Guilda's Treacherous Tripwire
|
||
|
||
Enchantment/Charm
|
||
Range: Touch
|
||
Components: V,S,M
|
||
Duration: 1 minute per level
|
||
Casting Time: 1
|
||
Area of Effect: 1 tripwire
|
||
Saving Throw: Negates
|
||
Reference: The Sorceress Guilda
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
One wire (up to 10' long) can be stretched across a
|
||
hall, or such. The wire becomes camouflaged--undetectable
|
||
w/o find traps. The first creature tO attempt to pass must
|
||
save vs. wands (add dexterity defensive adjustment) or be
|
||
caught when the wire springs free. The wire will twine
|
||
tightly about the ankles of its victim, tripping him. It
|
||
must then be tediously untangled (or sawed loose) which will
|
||
take at least 30 seconds under ideal conditions. If hacked
|
||
loose in combat, it will take 1 round, and the victim will
|
||
take 1d4 damage unless an enchanted blade is used (which
|
||
will cut without effort). Note that the wire is required,
|
||
but not consumed.
|
||
The material component is a small spring.
|
||
|
||
164:1
|
||
|
||
Inaudibility
|
||
|
||
Illusion/Phantasm
|
||
Range: Touch
|
||
Components: V,S,M
|
||
Duration: 1 hour per level
|
||
Casting Time: 2
|
||
Area of Effect: Creature touched
|
||
Saving Throw: Negates
|
||
Reference: The Mage Arjav
|
||
Color Sphere: Grey
|
||
Runes:
|
||
|
||
This spell completely masks all sounds made by the
|
||
recipient: bodily functions such as breathing and sleeping
|
||
as well as sounds made by striking another object (walking,
|
||
for example). Any object held by the recipient is likewise
|
||
silenced. Objects thrown, dropped, or knocked over by the
|
||
recipient are not under the effect of the spell, however,
|
||
and these may make noise at the ends of their trajectories.
|
||
An unwilling victim receives a saving throw against this
|
||
spell.
|
||
The material component is a bit of cotton.
|
||
|
||
165:1
|
||
|
||
Protection from Chaos
|
||
|
||
Abjuration
|
||
(Reversible)
|
||
Range: Touch
|
||
Components: V,S,M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
Color Sphere:Pink
|
||
Runes:
|
||
|
||
This spell is very similar to protection from evil
|
||
(q.v.) except in its purpose and intent; it keeps out
|
||
chaotic, as well as summoned or enchanted creatures. It
|
||
acts as magical armour on the recipient; the protection
|
||
encircles the recipient at a one foot distance, thus
|
||
preventing bodily contact by creatures of an enchanted or
|
||
summoned or chaotic nature. Summoned animals or monsters
|
||
are similarly hedged from the protected being.
|
||
Furthermore, any and all attacks launched by chaotic
|
||
creatures incur a penalty of -2 from dice rolls to hit the
|
||
protected creature, and any saving throws caused by such
|
||
attacks are made at +2 on the protected being's dice. This
|
||
spell can be reversed to become protection from law,
|
||
although it still keeps out enchanted or summoned chaotic
|
||
creatures as well.
|
||
To complete this spell, the mage must trace a 3 feet
|
||
diameter circle upon the floor/ground with powdered obsidian
|
||
for protection from law and powdered glass for protection
|
||
from chaos; or in the air using burning incense or burning
|
||
dung with respect to law/chaos.
|
||
|
||
166:1
|
||
|
||
Quantas's Target Bow
|
||
|
||
Enchantment
|
||
Range: Touch
|
||
Components: V,S,M
|
||
Duration: 2d4 + 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One bow
|
||
Saving Throw: None
|
||
Reference: the Sorceress Quantas
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
While this spell is in effect, any arrows fired from the
|
||
bow (which may not be a crossbow) are +2 to hit a specific
|
||
target. The caster must be able to see the target, and call
|
||
his/her shot. The +2 only affects hits on the target, not on
|
||
someone/something that gets in the way.
|
||
|
||
If the target is in melee, the target gets a +2 to it's size
|
||
rating when the DM determines the odds of hitting the target
|
||
as opposed to those around it. For example, if firing on a
|
||
size six giant who is in melee with a size two elf, there
|
||
would normally be a one in three chance to hit the elf. With
|
||
target bow in effect, the giant would be raised to size
|
||
eight, giving only a one in four chance to hit the elf.
|
||
Should the arrow go at the elf anyway, it would not get its
|
||
+2 to hit (since the giant is the target).
|
||
|
||
Note that the arrow fired from the target bow is in no way
|
||
magical. The material component is a feather from a bird of
|
||
prey, rubbed against the bow string.
|
||
167:1
|
||
|
||
Skeleton
|
||
|
||
Necromancy
|
||
Range: Touch
|
||
Components: V,S,M
|
||
Duration: Permanent
|
||
Casting Time: 1 hour
|
||
Area of Effect: 1 corpse
|
||
Saving Throw: None
|
||
Reference: The Mage Necros
|
||
Color Sphere: Black
|
||
Runes:
|
||
|
||
With this spell, The necromancer can turn one humanoid
|
||
corpse into a skeleton. The skeleton may then be controlled
|
||
as per animate dead. A mage may only have in existence
|
||
through us of this spell one skeleton per level.
|
||
|
||
The material component of this spell is a salve that
|
||
requires 50 gp and 24 uninterrupted hours to create.
|
||
|
||
Hit points of the skeleton are determined randomly.
|
||
Disposing of skeletons with insufficient hit points is
|
||
possible, if expensive. When a skeleton created by this
|
||
spell is damaged, the damage cannot be repaired.
|
||
168:1
|
||
|
||
Small Fire Ball
|
||
|
||
Evocation
|
||
Range: 5 yards + 5 yards per level
|
||
Components: V,S,M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: 1 target
|
||
Saving Throw: 1/2
|
||
Reference: The Mage Arquin
|
||
Color Sphere: Red
|
||
Runes:
|
||
|
||
This is similar to a normal Fireball spell with the
|
||
following exceptions: only one target is affected (the
|
||
caster chooses the target and the Fireball expands until
|
||
the target is engulfed), damage is 1d4 per caster's level
|
||
(up to a maximum of 10d4), and exposed items receive a +2
|
||
on their saving throws.
|
||
The material components for this spell are a bit of
|
||
burning incense, and any gem worth at least 5 GP; both are
|
||
consumed with the casting.
|
||
169:1
|
||
|
||
Spirit Command
|
||
|
||
Enchantment/Charm
|
||
Range: 30 yards
|
||
Components: V
|
||
Duration: 1 round
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
Reference: The Mage Necros
|
||
Color Sphere: Yellow
|
||
Runes:
|
||
|
||
This spell enables the mage to command a spirit or
|
||
extra-planar creature with a single word. The command can
|
||
be uttered in a language the creature can understand (or
|
||
a language the creator could understand if it is a summoned
|
||
spirit). Spirits and creatures with 6 or more hit dice
|
||
receive a save; spells save at their caster's level (if the
|
||
caster is at least of sixth level).
|
||
170:1
|
||
|
||
Time of Death
|
||
|
||
Divination, Necromancy
|
||
Range: Touch
|
||
Components: VS
|
||
Duration: Instantaneous
|
||
Casting Time: 9
|
||
Area of Effect: One corpse
|
||
Saving Throw: None
|
||
Reference: The Mage Taslin
|
||
Color Sphere: blue with black bands
|
||
Runes:
|
||
|
||
This spell allows the forensic wizard to estimate the
|
||
time of death of the recipient corpse to within 5% if the
|
||
corpse has been dead no more than one day per level of the
|
||
caster, to within 20% otherwise.
|
||
|
||
|