8160 lines
334 KiB
Plaintext
8160 lines
334 KiB
Plaintext
NEW SPELLS
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Awaken (Evocation) Author: August Neverman
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Level: 1 Components: V,S,M
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Range: 1' per level Casting Time: 20 minutes
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Duration: special Saving Throw: see below
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Area of Effect: specific location
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This spell will wake a character (or characters) to full
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alertness instantaneously. It can be set to trigger on a specific
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action such as a word or action. The primary component is a horn
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(which can be reused). Each being that may be awakened must be named
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in the spell when cast.
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Glow (Alteration) Author: August Neverman
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Level: 1 Components: V,S,M
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Range: 1' per level Casting Time: 5
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Duration: 1 hour per level Saving Throw: see below
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Area of Effect: One Creature
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This spell causes the object or person affected to emit an eery
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glow. The color ranges from blue to green. It cannot be dispelled
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but it can be negated by a darkness spell. Saving throw is 5% per
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level of the victim (or hit dice) minus the level of the caster. The
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glow is not bright enough to read with but is easy to spot in the
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dark. The material component is a firefly.
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History (Divination) Author: Jim Gitzlaff
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Level: 1 Components: V,S,M
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Range: touch Casting Time: 1 turn
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Duration: special Saving Throw: none
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Area of Effect: one object or place (max 1000 sq feet)
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This spell allows the caster to "tune in" to the psychic
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impressions left on an object or small area. The power gives the
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wizard the ability to divine special purposes, famous owners, and
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powerful alignment bends.
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The spell will not identify a magic item per se, but would
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identify the signet ring of a long deceased noble house as such.
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Furthermore, history doubles the chance of a rare or unknown items
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value being determined.
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This spell is most commonly used on nonmagical plunder, books,
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and items sold at auctions. Only a single touch is needed to make the
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spell work.
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Inaudibility (Illusion/Phantasm) Author: Thom Watson
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Level: 1 Components: V,S,M
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Range: Touch Casting Time: 1
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Duration: 1 hour/level Saving Throw: none
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Area of Effect: Creature Touched
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By means of this spell, all sounds made by the recipient become
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inaudible -- breathing, talking, walking, and the like. Items on the
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caster's person are likewise silenced, but thrown or dropped items may
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make noise once released. While under the effect of this spell, the
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caster cannot cast any spell with a verbal component. Unlike a
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silence spell, inaudibility masks only the sounds made by the
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recipient or items in his/her possession, so it provides no defense
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against sound-based attacks such as harpy singing, a horn of blasting,
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etc. The spell remains in effect until it is magically dispelled,
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until the caster or the recipient cancels it, or until its duration
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has passed; it is not dispelled by the recipient attacking another
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creature. The material component is a small wad of cotton.
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Anvil Fall (Alteration) Author: Thom Watson
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Level: 2 Components: V
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Range: 10 yards/level Casting Time: 1
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Duration: 1 round/level Saving Throw: Neg.
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Area of Effect: Special
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When this spell is cast, the creature(s) or object(s) affected
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immediately assume the mass of solid lead. A falling or flying object
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or creature affected starts to plummet, and damage taken from falling
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is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from
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a
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height of 100 feet. The anvil fall affects one or more objects or
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creatures in a 10-foot cube, as long as the maximum original weight
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of
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the creatures or objects does not exceed a combined total of 200
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pounds plus 200 pounds per level of the spellcaster.
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A feather fall cast upon a creature or object under the influence
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of an anvil fall will only negate the latter, and the creature then
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receives only normal falling damage. An additional feather fall would
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then be needed to achieve the normal effect of that spell, and two
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such spells could probably not be cast in time by a single caster.
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Like a feather fall, an anvil fall works only upon free-falling,
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flying, or propelled objects, and cannot affect a sword blow or a
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charging creature.
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Disposal (Evocation, Alteration) Author: Thom Watson
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Level: 2 Components: V,S
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Range: 0 Casting Time: 2
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Duration: 1 day/level Saving Throw: special
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Area of Effect: 12" circle
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The casting of this spell evokes a hole, 12" in diameter, in the
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caster's hand. The hole may be placed on any surface; anything
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subsequently dropped into it (an item must be smaller than the hole's
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diameter; since this is neither an extra-dimensional space nor a
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sphere of annihilation, items larger than that are not "sucked" into
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it) vanishes and is teleported to the bottom of the nearest sewage
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system (moat, sewer, large body of water, etc.). It is especially
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effective for disposing of garbage, kitchen waste, body wastes, etc.,
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and may be used in the garderobe of an area otherwise devoid of
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plumbing. Magical and living items (of at least animal intelligence;
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normal insects and non-sentient plant life are therefore not
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considered "living" for this purpose) receive a saving throw to resist
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the teleportation. (There was no plumbing in Kestrel's tower, hence
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this spell saves on traipsing up and down all those stairs with a
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chamberpot).
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Fog Phantom (Conjuration/Summoning)
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Author: August Neverman
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Level: 2 Components: V,S,M
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Range: 50' + 2' per level Casting Time: 3
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Duration: 1 turn/level Saving Throw: none
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Area of Effect: 1"/level
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This spell creates a vaguely human shaped pillar of fog. The fog
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phantom can do no damage, however it can be controlled remotely by the
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caster. The Phantom moves at 1" + 1"/level of the caster. The magic
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user can "see" and "hear" through the Fog Phantom. This spell
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requires complete concentration, disturbances will cause the
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termination of the spell before the end of its duration. The Fog
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Phantom cannot pass through cracks or the like; also strong winds,
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intense heat or cold will cause the Fog Phantom to disintegrate.
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Gold to Gems (Alteration) Author: Thom Watson
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(reversible)
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Level: 2 Components: V,S,M
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Range: Touch Casting Time: 1 round
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Duration: Permanent Saving Throw: none
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Area of Effect: 200 gp/level
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By means of this spell, the caster converts a number of gold
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pieces, minus some random percentage, into a single gem of equal
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value. The caster places the gold pieces in the left pan of an
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ordinary balance, speaks a command word, and the coins vanish. A
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single gem appears in the right pan, equal in value to the amount of
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coins minus 1d10%. This extra amount is the material component. The
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caster can convert up to 200 gold pieces per level per use of the
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spell. Thus, a 5th-level caster could convert up to 1000 gold pieces
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into a single gem.
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The reverse of the spell, gems to gold, converts a single gem
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(subject to level limits), placed in the right pan of the balance,
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into gold coins of equal worth, minus 1d10% of the value of the gem.
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If too many coins, or a gem of greater value than the caster can
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convert at his/her current level, are placed on the balance, the spell
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is lost but nothing is expended materially. The type of gem obtained
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cannot be specified by the wizard.
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Kestrel's Voice of the Bat (Alteration)
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Author: Thom Watson
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Level: 2 Components: V,S,M
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Range: 0 Casting Time: 3
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Duration: 1 turn + 1 rnd/level Saving Throw: none
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Area of Effect: caster
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This spell grants the caster the ability to use sonar to "see"
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and move safely at a normal rate in the dark, even in magical
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darkness. The caster can tell size and general shape of objects up
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to
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10 yards away in any direction s/he faces. The caster must actively
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concentrate to "see" her/his surroundings, but merely ceasing
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concentration does not end the spell, and the caster may resume the
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sonar again within the spell's duration. The material component is
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a
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bit of bat guano.
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Magic Eye (Alteration) Author: August Neverman
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Level: 2 Components: V,S,M
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Range: touch/special Casting Time: 20 minutes
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Duration: special Saving Throw: see below
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Area of Effect: specific location
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By means of this spell the caster, creates a "third eye" much
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like the spell wizard eye except that it remains in a specific
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location once cast. It can be triggered in two ways, one is a
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"predefined" event occurring, such as some creature passing in front
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of it. The second can be done from anywhere on the same plane, by
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willing it to activate. Once activated the eye lasts 2 rounds per
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level and may again be deactivated (each activation uses at a minimum
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of 2 rounds). The "eye" sees as well as the caster, if caster can see
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normally invisible so can the eye, magic enhancements do not work
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through the Magic Eye, such as spectacles or detect invisible.
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PhotoCopy (Evocation) Author: Thom Watson
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Level: 2 Components: V,S,M
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Range: Sight Casting Time: 2
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Duration: Instantaneous Saving Throw: none
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Area of Effect: Special
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This spell, a variation of the 1st-level copy spell, allows the
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caster to create a permanent image, on a piece of parchment, canvas,
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or the like, of whatever s/he sees and concentrates upon at the time
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of casting, to the range of her/his vision. Detail in the final
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picture depends on distance, field of vision, and leve
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For every level of the caster, s/he may choose that the final image
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will appear on the parchment as if s/he were 10 yards closer to the
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subject; e.g., the picture created by a 5th-level wizard standing 60
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yards away from a creature could contain detail s/he would normally
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notice at a distance of 10 yards.
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Material components are a piece of parchment, paper or canvas --
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which is not expended and upon which the image appears--and a silver
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coin and a pinch of salt (which are expended).
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Runetrue (Invocation, Abjuration) Author: Jim Gitzlaff
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Level: 2 Components: V,M
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Range: special Casting Time: 5 rounds
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Duration: 1 turn/level Saving Throw: none
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Area of Effect: special
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This is a spell that allows wizards to infuse the magical symbols
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they draw (see below) with the power needed to repel
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summoned/extraplanar creatures. The maximum hit die creature that
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may
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be fenced in/out is equal to the caster's level plus four.
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Note: As the above implies, it is possible to fence out
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summoned/extraplanar creatures of less than 4 hit dice by using the
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symbols without the runetrue spell.
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The only symbols that this spell empowers are listed below:
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Symbol: Protects From:
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pentacle Demons, demodands
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pentagram Devils, daemons
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magic circle Spirits of Good
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magic (protection) circle Undead
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thaumaturgic circle Spirits of Nature and Neutrality
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thaumaturgic triangle Elementals
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The wizard must still create the symbol manually, using anything
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from a stick to gold inlay.
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Waterproof (Alteration) Author: Thom Watson
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Level: 2 Components: V,S,M
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Range: Touch Casting Time: 1
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Duration: 1 hour + 1 turn/level Saving Throw: none
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Area of Effect: Creature Touched
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This spell creates an invisibly thin membrane around the
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recipient and any objects in his/her possession, through which water
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may not pass, except at the mouth (water breathing, for example, is
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not hindered if it is in effect, but it is not otherwise provided by
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this spell). Its purpose is to protect and keep dry objects that could
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otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
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tinderboxes, etc.), since precipitation merely beads and rolls off the
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recipient and bodies of water do not penetrate the barrier. The spell
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does not confer any special abilities to survive or breathe
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underwater, but it will keep the caster and his/her possessions dry
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while there.
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If used against a creature native to the Elemental Plane of
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Water, the spell inflicts 1d4 points of damage on a successful attack
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oll.
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The caster may affect an additional man-sized creature for every
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extra level of experience. The material component of the spell is a
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duck feather or a small square of oilcloth.
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Chime (Alteration) Author: Jim Gitzlaff
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Level: 3 Components: V,S,M
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Range: 30 feet Casting Time: 1 round
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Duration: special Saving Throw: none
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Area of Effect: one object
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This spell enchants an object such that, when a condition is met
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(specified as in magic mouth), a reasonably loud chime/bong/ring will
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sound from the item. This chime is loud enough to wake a nearby
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sleeper or be heard from a nearby room. This behavior will continue,
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functioning at most once per round, until the condition ceases, the
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item is destroyed, or the dweomer dispelled.
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Leap (Alteration) Author: August Neverman
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Level: 3 Components: V,S,M
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Range: Touch Casting Time: 1 segment
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Duration: Special Saving Throw: N/A
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Area of Effect: Touched creature
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When this spell is cast the individual is empowered with the
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ability to leap. The distance the individual is able to leap is a
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total of 20'/Level forward, backward or straight up. Up to the number
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(of levels of the caster) jumps can be made, the total of which cannot
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exceed the above totals. Also at the end of the leap the individual
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will always land without falling damage. Leaps must be completed
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within 1 turn plus 1 turn/level after the spell is cast.
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An example: 7th level caster, individual affected can jump up to
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a total of 140' in up to a total of seven jumps (i.e. 7x 20' jumps).
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Telepathic Familiar (Divination) Author: Thom Watson
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Level: 3 Components: V,S
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Range: 1 mile + 1 mile/2 levels Casting Time: 1 round
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Duration: 1 hour/level Saving Throw: none
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Area of Effect: 1 familiar
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This spell enables the caster and his/her familiar to communicate
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mind-to-mind as though they were speaking with each other. It
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provides for greater understanding and depth of communication than is
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enabled by the empathic link automatically conferred by the find
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familiar spell. If the caster and his familiar become separated by
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a
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distance greater than that allowed while the spell duration is still
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in effect, the spell does not wink out but begins functioning again
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if
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the distance is closed.
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Tomelore (Divination) Author: Jim Gitzlaff
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(reversible)
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Level: 3 Components: V,M
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Range: touch Casting Time: 15 rounds
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Duration: special Saving Throw: none
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Area of Effect: one book
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With tomelore, the caster knows whether a text is cursed, what
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language it is in, its author, and other general information about its
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contents. Nothing specific about its safeguards, contents, or history
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will be revealed, though.
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The reverse of this spell, Tomelie, makes all of the above
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information seem to be other than it is when determined using
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divinatory spells. It lasts for one month unless dispelled.
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Advanced Magic Mouth (Alteration) Author: Jim Gitzlaff
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Level: 4 Components: V,S,M
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Range: 10' Casting Time: 4
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Duration: special Saving Throw: none
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Area of Effect: one object
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This spell is identical to magic mouth except in that the maximum
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activation range is only 10' and that it will continue to function as
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instructed, over and over, until the object is destroyed or the
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dweomer dispelled.
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Delusion (Alteration, Phantasm) Author: August Neverman
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Level: 4 Components: V,S,M
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Range: 1' per level Casting Time: 20 minutes
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Duration: special Saving Throw: see below
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Area of Effect: specific location
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This spell causes the affected character to be deluded into
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thinking that one or more of his statistics or powers has been
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modified (positive or negative).
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Dheryth's Monomorph (Alteration) Author: Jim Gitzlaff
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Level: 4 Components: V,S,M
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Range: 0 Casting Time: 4
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Duration: 1 day per 3 levels of experience
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Area of Effect: The caster only Saving Throw: none
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This spell was designed to allow a wizard to look like something
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s/he does not for an extended period of time. It grants the
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nonmagical locomotive powers, senses, and metabolic processes of the
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race of creature whose form is taken. However, a significant part of
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the spell is dependent on the specific creature whose shape the caster
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wishes to assume. Thus, only ONE shape may be taken on by the caster
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using this spell -- ever.
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When this spell is found (for instance, on a scroll or in another
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person's spell book), it already was custom designed by some other
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wizard to adopt a certain form (race, height, weight, hair color,
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etc.), and nothing the finder can do will make it do otherwise. This
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is because the choice of creature vastly changes the structure of the
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Monomorph, and thus the choice of shape may only be made when
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researching the spell from the ground up.
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When this spell is independently researched by a wizard, s/he
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gets to decide the specifics of the form the spell grants.
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If any wizard wants to "change" an existing Monomorph so that a
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different shape can be assumed, s/he must head into a library and
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research this change as if it were an entirely new spell. The costs
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for this, though, are at -25% because the wizard has a copy of the
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other form of Monomorph as a model. There is no reason why a wizard
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with enough time and money could not possess several "versions" of
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this spell.
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When this spell is cast, the wizard is able to assume the form
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of
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a single bipedal humanoid (human, demihuman, faerie, goblin, etc.)
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with which race the caster is familiar, but not any quadruped (e.g.
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centaur), wholly magical being (e.g. golem, demon), or other creature
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not relevantly humanoid. The wizard assumes the shape of one such
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creature upon casting the spell, and retains that shape until the
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spell ceases to function. S/he may cancel the spell before it would
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normally elapse, but may not alternate between the Monomorphed and
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regular f
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Monomorph will allow changes as follows:
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CASTER WEIGHT
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LEVEL: MIN: MAX: RACES: AGE:
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7-8 -10% +10% same as caster no change
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9-11 -20% +25% any known +/-10%
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12-13 -30% +50% any known +/-20%
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14-15 -50% +80% any known +/-40%
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16-17 -70% +125% any known +/-60%
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18+ -90% +200% any known any
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The color of eyes, skin, and hair can be changed to any possible
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value, as can hair length, sex, and other details.
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The body whose shape is assumed has the same physical statistics
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as the caster, subject to all racial and age modifiers, minimums, and
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maximums (of the form adopted, of course). The new form will not
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radiate magic, but it may be dispelled.
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Fog Warrior (Conjuration/Evocation)
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Author: August Neverman
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Level: 4 Components: V,S,M
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Range: 30" + 1"/level Casting Time: 1 round
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Duration: 1 turn + 1 round/level Saving Throw: N/A
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Area of Effect: see below
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This spell creates a creature much the same in appearance of the
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spell "Fog Phantom". This creature can, however, do damage (ranging
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from 1 to the level of caster in hit points of damage). It can has
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a
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strength equal to the level of the caster; and has an armor class of
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2 and can be hit only by weapons +1 or greater. It has 10hp
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+1 hp/level of the caster and cannot be dispelled by wind or fire,
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although fire and ice will do damage to it.
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Cantrip Permanency (All Schools) Author: Jim Gitzlaff
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Level: 5 Components: V,S,M
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Range: touch Casting Time: 1 hour
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Duration: special Saving Throw: none
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Area of Effect: one object
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Unlike the 8th level spell permanency, Cantrip Permanency must
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be
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cast on an object to be effective. The object must be appropriate to
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the cantrip -- e.g. a cloth for Polish, a paintbrush for Color, a salt
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cellar for Salt. When complete, the duration of the cantrip (or the
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number of times it may be invoked) is increased dramatically.
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There are two ways the spell may be used.
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Method 1: i) [Cantrip spell]
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ii) Cantrip Permanency
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Method 2: i) Enchant an Item
|
|
ii) [Cantrip spell]
|
|
iii) Cantrip Permanency
|
|
|
|
If method 1 is used, the duration of the cantrip is increased to
|
|
5-12 months (1d8 + 4). In the second case, the cantrip is completely
|
|
permanent.
|
|
If the cantrip is one that does not have a duration per se (e.g.
|
|
Exterminate, Polish, Clean), then the power of the cantrip may be
|
|
invoked from the item a maximum of once per hour.
|
|
|
|
|
|
Dheryth's Stone Integrity (Abjuration)
|
|
(reversible) Author: Jim Gitzlaff
|
|
Level: 5 Components: V,S,M
|
|
Range: 10 yards/level Casting Time: 1 turn
|
|
Duration: 1 year Saving Throw: None
|
|
Area of Effect: 20 ft cube/level
|
|
|
|
This spell, cast upon a volume of rock, prevents the correct
|
|
operation of the Transmute Rock to Mud spell in the following way:
|
|
|
|
1. If the caster of Stone Integrity is a higher level than the
|
|
caster of Transmute Rock to Mud, the latter spell
|
|
automatically fails.
|
|
2. If the caster of Transmute Rock to Mud is a level equal to
|
|
or higher than the caster of Stone Integrity, the former
|
|
spell has a chance of correctly operating equal to 10% plus
|
|
10% per level that the former caster is higher than the
|
|
latter. Furthermore, the area of effect of Transmute Rock
|
|
to Mud, if it works, is reduced in area of effect to a
|
|
percentage equal to its chance of working. In other words,
|
|
if the spell had only a 30% chance to work (and does), its
|
|
area of effect is only 30% of normal.
|
|
The spell grants no other immunities to the stone and may be
|
|
dispelled.
|
|
The "reverse" of Stone Integrity is actually Earth Integrity, and
|
|
prevents the operation of the Transmute Mud to Rock spell in like
|
|
manner as above.
|
|
|
|
|
|
Kestrel's Skill Eraser (Necromancy)
|
|
Author: Thom Watson
|
|
Level: 5 Components: V,S,M
|
|
Range: Touch Casting Time: 5
|
|
Duration: Special Saving Throw: Neg.
|
|
Area of Effect: Person touched
|
|
|
|
This spell completely removes a single weapon or non-weapon
|
|
proficiency slot from a character. The character thus affected
|
|
forgets any knowledge about and loses any abilities granted by that
|
|
particular proficiency, and may elect either to relearn that
|
|
proficiency or to learn a new one. This learning process, however,
|
|
takes the remainder of that character's present level; i.e., she will
|
|
basically gain a proficiency slot when she attains her next level.
|
|
Each application of this spell only affects a single proficiency slot;
|
|
e.g., if a character had specialized in a weapon, the first use of the
|
|
spell would erase the benefits of specialization but not proficiency,
|
|
and another use of the spell could then be used to erase the
|
|
proficiency. Similarly, a proficiency requiring two slots (i.e.,
|
|
healing) would only be reduced to half its normal ability check
|
|
through a single use of this spell.
|
|
Use of this spell on an unwilling recipient requires a successful
|
|
to-hit roll, and the subject still receives a saving throw vs. the
|
|
spell. A clerical restoration spell or a wish can restore the lost
|
|
proficiency slot immediately.
|
|
The material component is a leaf from a rubber plant, which is
|
|
rubbed on the person to be affected.
|
|
|
|
|
|
Dheryth's Energy Cloak (Abjuration, Evocation)
|
|
Author: Jim Gitzlaff
|
|
Level: 6 Components: V,S,M
|
|
Range: 0 Casting Time: 1 round
|
|
Duration: 2 rounds/level Saving Throw: None
|
|
Area of Effect: The caster only
|
|
|
|
This spell makes the caster seem to be inside a varicolored,
|
|
shifting aura of light. He is totally immune to all spells and powers
|
|
utilizing pure energy (eg. Energy Lance, Xag-ya, laser) and has a
|
|
magic resistance of 40% + 1% per level of the caster versus force
|
|
spells (eg. Wall of Force, Bigby's...Hand). Unfortunately, if the
|
|
force spell is above the 4th level, the Energy Cloak is negated if the
|
|
resistance roll is made.
|
|
Damage from all other sources of positive energy (eg. fire and
|
|
electricity) is reduced by one point per level of the caster per
|
|
round, up to a maximum of 5 times the caster's level in protected
|
|
points.
|
|
Any successful attack by a source of negative energy has the
|
|
following effects:
|
|
1. Both the attack and the Energy Cloak are negated.
|
|
2. Both the attacker and the mage take 3-30 points of damage
|
|
(no save, magic resistance, or other protection).
|
|
The attacker is only damaged this way if the negative attack
|
|
was by touch (of body, wand, or melee weapon). Otherwise,
|
|
see #3, below.
|
|
3. Everyone around each figure takes 3-30 points of damage
|
|
minus 1 point per foot of distance between them and the
|
|
wearer of the Cloak.
|
|
|
|
Dheryth's Energy Globe (Evocation, Alteration)
|
|
Author: Jim Gitzlaff
|
|
Level: 6 Components: V,S,M
|
|
Range: touch Casting Time: 3 segments
|
|
Duration: 1 segment Saving Throw: none
|
|
Area of Effect: see below
|
|
|
|
This spell requires a gem worth at least 50 gp each time it is
|
|
cast. The gem's center becomes a minute gate to the positive material
|
|
plane, and the energies thus released slowly eat away at the gem from
|
|
the inside out. When the duration expires or the gem is broken, the
|
|
gem explodes into a sphere of pure energy.
|
|
Damage is as follows: (range: S=1", M=2", L=3")
|
|
|
|
Hit by gem or within 2': 3 points/level of mage
|
|
2'-5.9': 2 points/level of mage
|
|
6'-10': 1 point/level of mage
|
|
|
|
If the gem is thrown against something, it must save as ceramic
|
|
versus normal or crushing blow, depending on what it is it hit.
|
|
|
|
|
|
Dheryth's Energy Lance (Evocation)
|
|
Author: Jim Gitzlaff
|
|
Level: 6 Components: V,S,M
|
|
Range: 10' + 1'/level Casting Time: 5 segments
|
|
Duration: instantaneous Saving Throw: none
|
|
Area of Effect: 1 creature or object
|
|
|
|
Note that the casting time is 5 segments, and not just an
|
|
initiative modifier of 5.
|
|
This spell causes a gem-tipped wand (see material components,
|
|
below) to spew out a directional beam of intense positive energy at
|
|
a
|
|
single object or creature. Damage is equal to 1-6 points of
|
|
damage/level of the caster, with no save allowed. The maximum number
|
|
of dice which may be rolled are 14. Additionally, if made the sole
|
|
target of the spell, object
|
|
will have a 6 inch diameter hole drilled through up to the maximum
|
|
range of the spell or out the back of the object. Magical objects
|
|
must save versus disintigrate at +1 or suffer the same fate.
|
|
Material components: A 6-8 inch platinum wand (1000 gp value)
|
|
with a clear diamond or any opal (worth at least 100 gp in any case)
|
|
set on the end. A loose 100 gp value gem is also needed - it will be
|
|
consumed during casting. There is a 10% chance that the gem on the
|
|
end of the wand will shatter as well, reduced to 5% for a 1000 gp
|
|
value gem and to a minimum of 1% for a 10,000 gp value gem.
|
|
|
|
|
|
Dheryth's Spell Support (Abjuration)
|
|
Author: Jim Gitzlaff
|
|
Level: 6 Components: special + V,S
|
|
Range: special Casting Time: special
|
|
Duration: special Saving Throw: none
|
|
Area of Effect: special
|
|
|
|
This spell is cast at the same time as any other spell which has
|
|
a duration (there are some exceptions -- see below). It doubles the
|
|
casting time of the other spell and adds verbal and somatic components
|
|
of its own. The effect of spell support is to make the other spell
|
|
totally immune to dispel magic for its normal duration. The spell
|
|
support itself is not dispellable, and if it is cast in conjunction
|
|
with permanency, the net effect is to make the other spell both
|
|
permanent and undispellable.
|
|
Certain spells may not be supported:
|
|
1. Anything wish or limited wish related
|
|
2. Prismatic wall and prismatic sphere
|
|
3. Otiluke's resilient and telekinetic spheres
|
|
4. Forcecage and forcecube
|
|
5. Anything gate related
|
|
6. Magic jar
|
|
7. Temporal stasis
|
|
Spell support in no way reduces the efficacy of Mordenkainen's
|
|
Disjunction, nor does a single casting protect any additional spells
|
|
that may be active in the same space.
|
|
On permanency, there is a 10% chance per year that the spell
|
|
support will fail, leaving the permanency intact but unsupported.
|
|
|
|
|
|
Dheryth's Energy Net (Evocation) Author: Jim Gitzlaff
|
|
|
|
Level: 7 Components: V,S
|
|
Range: 10' + 1'/level Casting Time: 3 segemnts
|
|
Duration: instantaneous Saving Throw: none
|
|
Area of Effect: 1 creature
|
|
|
|
Note that the casting time of this spell is 3 segments, not just
|
|
an initiative modifier of 3.
|
|
When this spell is cast, the mage spreads apart his hands, and
|
|
a
|
|
brilliant "net" of positive energies streaks forth to engulf the
|
|
target. Damage is equal to 2-7 points per level of the caster, with
|
|
no save allowed. Furthermore, the target is stunned for 1-6 segments.
|
|
The maximum number of dice is 16.
|
|
|
|
|
|
Cantor's Closed Cottage (Alteration, Conjuration)
|
|
Author: Jim Sisolak
|
|
Level: 8 Components: V,S
|
|
Range: special Casting Time: 8 rounds
|
|
Duration: special Saving Throw: none
|
|
Area of Effect: special
|
|
|
|
This spell creates an extradimensional space -- an improved form
|
|
of Mordenkainen's Magnificent Mansion. It literally duplicates a
|
|
small, closed section of the caster's plane, creating a temporary new
|
|
demiplane. The area of effect is a base 1 square kilometer per level
|
|
of the caster. The duration is a base 2 hours per level, modified as
|
|
below:
|
|
Each 1 square kilometer added to the base amount lessens the
|
|
duration of the spell by 2 hours.
|
|
Each 1 square kilometer subtracted from the area of effect
|
|
increases the duration by 3 hours.
|
|
The caster can modify the terrain/plant features to a limited extent
|
|
when closing off the area. The land, animals, structures, etc are
|
|
duplicated in the new planar space with the following restrictions:
|
|
|
|
No magic items or magically protected structures are duplicated.
|
|
Creatures of intelligence >2 are not duplicated.
|
|
|
|
|
|
Dheryth's Sanctum Sanctorum (Abjuration)
|
|
Author: Jim Gitzlaff
|
|
Level: 8 Components: V,S,M
|
|
Range: 10 yards Casting Time: 1 hour
|
|
Duration: permanent Saving Throw: none
|
|
Area of Effect: 27,000 cubic feet
|
|
|
|
This spell seals an interior area (e.g. building, room, cave)
|
|
with a volume up to 27,000 cubic feet off from entry by teleportation
|
|
(including teleport, teleport without error, dimension door, and even
|
|
Drawmij's instant summons and succor) plane shifting (including color
|
|
pools, border ethereal penetration, and plane shift), and similar
|
|
magical effects.
|
|
Any of these may be performed iff a password is known and spoken
|
|
during the attempted entrance. There can only be one password at a
|
|
time, but it mat be changed by recasting sanctum sanctorum.
|
|
|
|
|
|
Elemental Gate (Conjuration) Author: Jim Gitzlaff
|
|
|
|
Level: 8 Components: V,S,M
|
|
Range: 50 feet Casting Time: 1 hour
|
|
Duration: special Saving Throw: none
|
|
Area of Effect: 1 square foot/level
|
|
|
|
This spell creates a small gate from an elemental plane. It
|
|
allows the free passage of objects and creatures from the elemental
|
|
plane to the prime material only, and not the other way around. If
|
|
the gate is free standing, it will only last for 2 turns + 1 round per
|
|
level of the caster. It may be supported, though, by an ornate frame
|
|
that will make it last exactly as long as the frame itself.
|
|
Air: Silver frame
|
|
Fire: Brass frame
|
|
Water: Gold/Gilt frame
|
|
Also needed as a material component of the type of material the caster
|
|
wants the gate to open into. For instance, if the mage wants salt
|
|
water to spew out of the gate, he needs to cast the water version with
|
|
a sample of saltwater. This works similarly with the other planes --
|
|
air of the appropriate freshness, temperature, etc must exist as a
|
|
ample.
|
|
The most common uses of this spell are listed below:
|
|
Air: May be used to ventilate rooms, provide breathable air, and
|
|
maintain average temperatures.
|
|
Fire: Often used to heat places in cold climates or serve as the
|
|
heart of a forge.
|
|
Water: Usually created to provide large quantities of fresh,
|
|
drinkable water.
|
|
If the supporting frame is magicked with a protection from
|
|
evil/good 10' radius or similar spell, the vast majority of elemental
|
|
creatures that might stumble across the gate will be unable to pass
|
|
through.
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
First Level Spells
|
|
|
|
========================================================================
|
|
|
|
Acid Hands (Evocation)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 round
|
|
Casting Time: 1
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is very similar to the first level mage spell burning hands
|
|
(q.v.), except that the caster's hands eject a corrosive acid. Damage
|
|
is one hit point per level of the caster.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Acid Stream (Conjuration)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: One target
|
|
Saving Throw: Special
|
|
|
|
The spell causes a thin stream of purplish, hissing acid to shoot forth
|
|
from the caster's outstretched hand, out to the maximum range of the
|
|
spell. This acid causes 1d4 damage per level of the caster, up to a
|
|
maximum of 8d4. The intended target may attempt a save vs.
|
|
petrification to dodge the jet of acid (save at -4 if size G, -2 if
|
|
size H, -1 if size L, +1 if size S, and +3 if size T), and if
|
|
successful the jet of acid will have been avoided, and will continue on
|
|
in a straight line out to the extent of its range. Any creature in the
|
|
path of the acid must save as above or be struck by the spell. The
|
|
Acid Stream can affect only one target in any event. The material
|
|
component is a drop of any acid.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Electric Arc (Evocation)
|
|
|
|
Range: 10 yards + 10 yards per level
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: One creature
|
|
Saving Throw: Special
|
|
|
|
This spell causes an arc of electricity to leap from the caster's
|
|
extended fingertip. This electricity unerringly strikes one target of
|
|
the caster's choice, inflicting 1d4 damage, plus one point per level of
|
|
the caster (up to a maximum of +12), with no saving throw. A target in
|
|
metal armour or wielding a large, mostly metallic weapon (e.g. any
|
|
sword, battle axe) must save vs. spells and, if the save is failed, the
|
|
bonus (i.e. per level) damage inflicted by the spell is doubled.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Hunting Hound (Conjuration/Summoning)
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: 12 turns + 6 turns per level
|
|
Casting Time: 1 round
|
|
Area of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
This spell calls a canine creature to be a helper and boon companion to
|
|
the spell caster for the duration of the spell. The type of hound
|
|
summoned depends upon the caster's level, but the hound will always
|
|
understand verbal commands given it, so long as they are 12 words or
|
|
less and relatively simple. The hound will further also be capable of
|
|
tracking as if a ranger of half the level of the summoner, and can hunt
|
|
sufficiently well to feed the spell-caster for one day, provided there
|
|
is game extant in the caster's area.
|
|
|
|
The type of hound summoned is as follows:
|
|
|
|
1st - 3rd level: jackal
|
|
4th - 7th level: wild dog
|
|
8th - 12th level: wolf
|
|
13th + level: dire wolf
|
|
|
|
If the caster takes a lower-level hound (or a dire wolf when 18th
|
|
level), it will have maximum hit points, be +1 to hit and on damage,
|
|
track at +1 level, and can understand even relatively complex commands
|
|
of up to 50 words in length. The material component is a piece of
|
|
fresh meat.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Sparkle Beam (Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: 1' x 20' x 5' cone
|
|
Saving Throw: Special
|
|
|
|
This spell draws upon the power of the Positive Material Plane and
|
|
calls forth a ray of golden light. Anyone in the area of effect of the
|
|
spell must save vs. petrification or be blinded for 1 round. The true
|
|
function of this spell, however, is its use against undead, creatures
|
|
of the Lower Planes, and those drawing power from the Negative Material
|
|
Plane or the Plane of Shadow. Such creatures suffer 1d4 damage, plus
|
|
an additional 1d4 at every even level of the caster (e.g. 4d4 at 8th),
|
|
up to a maximum of 8d4. These creatures may save vs. spells to halve
|
|
this damage. The material component is a bit of crushed sunstone.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Starlight (Evocation, Illusion)
|
|
|
|
Range: 5 yards per level
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 10' square area per level
|
|
Saving Throw: None
|
|
|
|
This spell illuminates an area as a cloudless outdoor night sky filled
|
|
with stars. This light is pale and wan, and dilutes vision mostly to
|
|
black and white. Full visual acuity is possible only out to a range of
|
|
10 yards, but general identification can be made out to 20 yards.
|
|
|
|
Stationary figures can be made out at 40 yards, and movement detected
|
|
out to 80 yards. Intervening cover will, of course, reduce sighting
|
|
distances accordingly. This light does not interfere with infravision,
|
|
and there are ample shadows within the area of effect to hide in. The
|
|
illusionary component of the spell creates the appearance of an actual
|
|
starry night sky. The area of effect is stationary. The material
|
|
component is a piece of black velvet and a few bits of glass.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Wall of Darkness (Alteration)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: 10' x 10' square per level
|
|
Saving Throw: None
|
|
|
|
This spell brings into being a wall of blackness which cannot
|
|
be seen through, even with infravision or ultravision. It is dispelled
|
|
instantly by a light or continual light (q.v.) spell. It has no physical
|
|
existence, and does not hinder nor harm those passing through it. It
|
|
does, however, block the passage of sound from one side to the other,
|
|
assuming that the spell is not cast in such a way (such as in a field
|
|
of grass) which would otherwise allow sound to move around the edges of
|
|
the wall. The material component is some pitch and soot, or a lump of
|
|
coal.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Association (Divination)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Two surfaces
|
|
Saving Throw: None
|
|
|
|
When casting this spell, the forensic wizard must brings two surfaces
|
|
into contact with one another. Possibilities include the surface of a
|
|
jewel and that of a safe, or the surface of an arrow and that of a
|
|
bow. If the two surfaces were ever before adjacent, the spell so
|
|
indicates, and if the surfaces were ever directly connected as a single
|
|
item, an even stronger reading results.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Cat Spirit (Alteration)
|
|
|
|
Range: Touch
|
|
Components: SM
|
|
Duration: 1 turn per level
|
|
Casting Time: 5
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Negates
|
|
|
|
The cat form spell grants many of the abilities traditionally
|
|
associated with cats, though it does not significantly alter the
|
|
features of the recipient. The spell grants a +2 bonus to stealth, as
|
|
the recipient's tread will be absolutely quiet for the duration. The
|
|
spell also halves all damage taken from falls and allows the recipient
|
|
to land on his 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.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Detect Poison (Divination, Necromancy)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 turn
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
With this spell, the forensic wizard can determine if a corpse has been
|
|
poisoned. One corpse can be checked each round. The wizard can
|
|
determine the means by which the poison was administered and the place
|
|
at which it entered the body, and he has a 5% chance per level of being
|
|
able to exactly identify the poison.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Electric Blades (Evocation)
|
|
|
|
Range:
|
|
Components: VM
|
|
Duration:
|
|
Casting Time: 1
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell must be cast with a metal blade of some sort in each hand.
|
|
Both blades then acquire a flickering blue glow. When a hit by either
|
|
blade is scored it causes 1-4 more points of damage of electricity. If
|
|
both blades hit the same target in the same round the victim must save
|
|
versus petrification or be stunned for one round. Each blade only
|
|
shocks once and then is normal again.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Find Water (Divination)
|
|
|
|
Range: 1 mile, depth 10 feet per level
|
|
Components: SM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: 20 times arc
|
|
Saving Throw: None
|
|
|
|
When casting this spell, the diviner grasps two ends of a Y-shaped
|
|
twig. The remaining end twists around to point in the direction of the
|
|
nearest source of fresh water within the spell range. The branch can
|
|
twist but twenty degrees, and then the diviner will feel a tug in the
|
|
direction of the water. The diviner can specify a minimum amount of
|
|
water to seek (greater than the amount in a human body, for example).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Flash (Evocation)
|
|
|
|
Range: 12"
|
|
Components: V
|
|
Duration: 3 rounds
|
|
Casting Time: 1
|
|
Area of Effect: One creature
|
|
Saving Throw: Negates
|
|
|
|
Victims failing their saving throw are blinded for the next round due
|
|
to a flash of light that appears in their eyes. All to-hit rolls for
|
|
the next two rounds are made at -2 due to spots in their eyes.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Frost Hands (Evocation)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 round
|
|
Casting Time: 1
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is very similar to the first level mage spell burning hands
|
|
(q.v.), except that ice is eje
|
|
of the caster.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Frost Touch (Evocation)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: 1 round per level
|
|
Casting Time: 1
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
This spell delivers 1d6 points of damage. In addition to this, you add
|
|
1 point of damage for every level above first. Cold based creatures are
|
|
immune to this, and fire based creatures take double damage.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Guilda's Treacherous Tripwire (Enchantment/Charm)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 minute per level
|
|
Casting Time: 1
|
|
Area of Effect: 1 tripwire
|
|
Saving Throw: Negates
|
|
|
|
One wire (up to 10' long) can be stretched across a hall, or such. The
|
|
wire becomes camouflaged--undetectable w/o find traps. The first
|
|
creature tO attempt to pass must save vs. wands (add dexterity
|
|
defensive adjustment) or be caught when the wire springs free. The
|
|
wire will twine tightly about the ankles of its victim, tripping him.
|
|
It must then be tediously untangled (or sawed loose) which will take at
|
|
least 30 seconds under ideal conditions. If hacked loose in combat, it
|
|
will take 1 round, and the victim will take 1d4 damage unless an
|
|
enchanted blade is used (which will cut without effort). Note that the
|
|
wire is required, but not consumed. The material component is a small
|
|
spring.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Human Torch (Evocation)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell causes the caster and all his clothing to become engulfed in
|
|
flames. These flames do not harm the caster or his equipment but cause
|
|
1d4 points of damage to anyone within 5' and an additional 1d6 to
|
|
anyone who actually touches him. The flames themselves are only about
|
|
as hot as a torch but the surrounding area will feel like a blast
|
|
furnace.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Inaudibility (Illusion/Phantasm)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 hour per level
|
|
Casting Time: 2
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Negates
|
|
|
|
This spell completely masks all sounds made by the recipient: bodily
|
|
functions such as breathing and sleeping as well as sounds made by
|
|
striking another object (walking, for example). Any object held by the
|
|
recipient is likewise silenced. Objects thrown, dropped, or knocked
|
|
over by the recipient are not under the effect of the spell, however,
|
|
and these may make noise at the ends of their trajectories. An
|
|
unwilling victim receives a saving throw against this spell. The
|
|
material component is a bit of cotton.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Melodramatic Music (Conjuration, Alteration, Enchantment/Charm)
|
|
|
|
Range: 10 yards + 10 yards per level of the caster
|
|
Components: VSM
|
|
Duration: 4 rounds + 1 round per level of the caster
|
|
Casting Time: 1
|
|
Area of Effect: 1 intelligent creature
|
|
Saving Throw: Negates
|
|
|
|
The spell causes the music to be played whenever the victim performs
|
|
certain actions; such as entering a room, charging into battle, or
|
|
making an announcement. The type of music is determined by the caster.
|
|
|
|
Material components for this spell are: a miniature golden horn,
|
|
mustache wax, a short length of rope, and a lace handkerchief.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Last Image (Divination, Necromancy)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 1 round
|
|
Area of Effect: One corpse
|
|
Saving Throw: None
|
|
|
|
When the forensic wizard casts this spell, he sees whatever the
|
|
recipient corpse saw at the very instant of death, with the intent of
|
|
learning the identity of the murderer, or at least the location of
|
|
death. If the recipient was killed by a gaze attack, the wizard suffers
|
|
this attack as well, but with a +4 bonus to his saving throw.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Little Death (Necromancy)
|
|
|
|
Range: 60'
|
|
Components: VS
|
|
Duration: 1d4 + 1 rounds
|
|
Casting Time: 1
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Negates
|
|
|
|
This spell may be cast on any living (not golem, undead, etc.) creature
|
|
native to the Prime Material plane and with 6+4 or less hit dice. The
|
|
victim must save vs. magic at -3 or fall paralysed for 1d4 + 1 rounds.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Murder Weapon (Divination, Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
The caster of this spell can check one weapon per round to determine if
|
|
it was used to kill a specific corpse, of whom he has a blood sample. A
|
|
"murder weapon" is one which reduced the victim to zero hit points, or
|
|
delivered the poison which did so.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Painting (Illusion/Phantasm)
|
|
|
|
Range: 12"
|
|
Components: V
|
|
Duration: Concentration
|
|
Casting Time: 1
|
|
Area of Effect: 2"
|
|
Saving Throw: Negates
|
|
|
|
By the means of this spell the caster can create an illusion of
|
|
whatever he wants, as long as he concentrates and the illusion remains
|
|
in the area of effect. It is usually easy to recognise what the
|
|
illusion is supposed to be of, but any creature that can do so can also
|
|
recognise that it is an illusion.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Protection from Chaos (Abjuration) Reversible
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 1
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
This spell is very similar to protection from evil (q.v.) except in its
|
|
purpose and intent; it keeps out chaotic, as well as summoned or
|
|
enchanted creatures. It acts as magical armour on the recipient; the
|
|
protection encircles the recipient at a one foot distance, thus
|
|
preventing bodily contact by creatures of an enchanted or summoned or
|
|
chaotic nature. Summoned animals or monsters are similarly hedged from
|
|
the protected being.
|
|
|
|
Furthermore, any and all attacks launched by chaotic creatures incur a
|
|
penalty of -2 from dice rolls to hit the protected creature, and any
|
|
saving throws caused by such attacks are made at +2 on the protected
|
|
being's dice. This spell can be reversed to become protection from law,
|
|
although it still keeps out enchanted or summoned chaotic creatures as
|
|
well.
|
|
|
|
To complete this spell, the mage must trace a 3 feet diameter circle
|
|
upon the floor/ground with powdered obsidian for protection from law
|
|
and powdered glass for protection from chaos; or in the air using
|
|
burning incense or burning dung with respect to law/chaos.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Protection from Rain (Abjuration)
|
|
|
|
Range: 0
|
|
Components: SM
|
|
Duration: 1 hour per level
|
|
Casting Time: 1
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
After casting this spell, the wizard will remain dry even if standing
|
|
in the midst of a torrent. The caster is protected from splashes and
|
|
falling drops, but he is not protected from more concentrated bodies
|
|
such as puddles. The water will simply bead and flow down an invisible
|
|
field which surrounds the caster and his clothing at a distance of
|
|
about one inch. An oiled leather rag is the material component of this
|
|
spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Quantas's Target Bow (Enchantment)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 2d4 + 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: One bow
|
|
Saving Throw: None
|
|
|
|
While this spell is in effect, any arrows fired from the bow (which may
|
|
not be a crossbow) are +2 to hit a specific target. The caster must be
|
|
able to see the target, and call his/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.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sand Skin (Conjuration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 round
|
|
Area of Effect: caster
|
|
Save: None
|
|
|
|
By this spell, the caster will cover himself with sand that will repel
|
|
damage. The caster will be able to cover himself with enough sand to
|
|
block 8 + 1 per level points of damage. The type of sand used causes
|
|
the body to be slightly shaded to that colour. The spell lasts until
|
|
all the points are used up. Multiple casting only raises you back to
|
|
the maximum of a single casting.
|
|
|
|
The material components needed are: ground granite, sandstone, or some
|
|
other type of fine sand.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Skeleton (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1 hour
|
|
Area of Effect: 1 corpse
|
|
Saving Throw: None
|
|
|
|
With t
|
|
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.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Small Fire Ball (Evocation)
|
|
|
|
Range: 5 yards + 5 yards per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 2
|
|
Area of Effect: 1 target
|
|
Saving Throw: 1/2
|
|
|
|
This is similar to a normal Fireball spell with the following
|
|
exceptions: only one target is affected (the caster chooses the target
|
|
and the Fireball expands until the target is engulfed), damage is 1d4
|
|
per caster's level (up to a maximum of 10d4), and exposed items receive
|
|
a +2 on their saving throws. The material components for this spell are
|
|
a bit of burning incense, and any gem worth at least 5 GP; both are
|
|
consumed with the casting.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Snapshot (Invocation/Evocation)
|
|
|
|
Range: Sight
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 0
|
|
Area of Effect: 1 page
|
|
Saving Throw: None
|
|
|
|
With this spell, the wizard causes an image of whatever he sees, even
|
|
thermal images and magical auras, to appear on a sheet of parchment or
|
|
vellum (the material component of the spell).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Spirit Command (Enchantment/Charm)
|
|
|
|
Range: 30 yards
|
|
Components: V
|
|
Duration: 1 round
|
|
Casting Time: 1
|
|
Area of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
This spell enables the mage to command a spirit or extra-planar
|
|
creature with a single word. The command can be uttered in a language
|
|
the creature can understand (or a language the creator could understand
|
|
if it is a summoned spirit). Spirits and creatures with 6 or more hit
|
|
dice receive a save; spells save at their caster's level (if the caster
|
|
is at least of sixth level).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Time of Death (Divination, Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 9
|
|
Area of Effect: One corpse
|
|
Saving Throw: None
|
|
|
|
This spell allows the forensic wizard to estimate the time of death of
|
|
the recipient corpse to within 5% if the corpse has been dead no more
|
|
than one day per level of the caster, to within 20% otherwise.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Tree Swipe (Alteration)
|
|
|
|
Range: 3" + 1" per level
|
|
Components: VSM
|
|
Duration: 1 round + 1 round per 3 levels
|
|
Casting Time: 1
|
|
Area of Effect: One full grown tree.
|
|
Save: None
|
|
|
|
By use of this spell, the caster will control a tree branch for the
|
|
duration of the spell. The caster can make the branch wave, attack,
|
|
fan a small breeze, etc. If the branch attacks, it does so as a
|
|
fighter of the same level as the caster and will do 2d6 damage. This
|
|
spell works only on full size trees.
|
|
|
|
The material components needed are a tree branch, a verbal "SMACK" and
|
|
a swing of the arm.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Wither (Necromancy)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: 100 square feet per level
|
|
Saving Throw: Special
|
|
|
|
This spell kills all normal vegetation within an area of 100 square
|
|
feet per level of the caster, who determines the shape of that area at
|
|
the time of casting. Trees receive a saving throw of 11, and special
|
|
plants such as treants suffer but 1d6 points of damage. The material
|
|
component is acid, sprinkled over the whole area of effect. Casting
|
|
time is exclusive of this administration.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Wizard Glue (Enchantment)
|
|
|
|
Range: Touch
|
|
Components: SM
|
|
Duration: Permanent
|
|
Casting Time: 1
|
|
Area of Effect: 20 square feet per level
|
|
Saving Throw: None
|
|
|
|
Wizard Glue will hold one relatively flat surface to another, a mirror
|
|
to a wall for example. The strength of the bond is 20 pounds per level
|
|
of the wizard, up to 120 pounds. Dispel Magic will end the spell, and a
|
|
strength of 10 or greater can break a 20-pound bond. A strength of 12
|
|
can break a 40-pound bond, a strength of 14 can break a 60-pound bond,
|
|
and so forth. If the item held by the glue is brittle, it may be
|
|
shattered in the separation. Honey is the material component of this
|
|
spell.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Second Level Spells
|
|
|
|
========================================================================
|
|
|
|
Acid Water (Alteration)
|
|
|
|
Range: 2"
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: 1 gallon per level
|
|
Saving Throw: None
|
|
|
|
This spell turns water into an acidic substance. If a creature touches
|
|
this stuff, it takes 2d4 damage. If the acid is drunk, it will take 4d4
|
|
damage. The caster can do anything in or to the substance without
|
|
taking any damage.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 day per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 object or person
|
|
Saving Throw: Special
|
|
|
|
This spell creates a magic aura around an object similar to the one
|
|
from Nystul's Magic Aura. However, it hides not the magic property, but
|
|
the alignment of the target. The caster can specify which alignment he
|
|
wants the object to radiate as well as the strength of the radiation.
|
|
The higher the level of the caster the more radical alignment he could
|
|
place on the object or person. Note that this aura does not change the
|
|
alignment (if present) of a person or object.
|
|
|
|
This spell foils such spells as Detect Good/Evil, a paladins Detect
|
|
Evil ability and the spell Know Alignment. It does not change the
|
|
effect of the Protection from Good/Evil spells. Note that the priest
|
|
version of True Sight or a gem of seeing will see through this spell.
|
|
If the object or person acts in a different way than is indicated by
|
|
the aura, other people will get a disbelieve check. A mage with the
|
|
true sight spell will now get a true reading off a detect evil.
|
|
|
|
The material component of this spell is a sheet of thin silk in an
|
|
appropriate colour to the alignment being cast. It is consumed
|
|
completely.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Moonlight (Evocation)
|
|
|
|
Range: 5 yards per level
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 10' per level radius circle
|
|
Saving Throw: None
|
|
|
|
This spell creates an area of soft blue-grey light, apparently coming
|
|
downwards from above. This light effectively washes out all colour, but
|
|
clear vision is certainly possible within the area of effect. Vision is
|
|
also possible out to 10 yards beyond the spell's radius, but such
|
|
vision is dim and shadowy at best. The moonlight does not interfere in
|
|
any way with infravision, but the nature of the light is such that
|
|
creatures adversely affected by bright light suffer only half the
|
|
normal penalties when within the Moonlight and none when within its
|
|
shadowy fringes. The Moonlight spell may be centered on the caster, in
|
|
which case it moves with him. Otherwise, the spell must be cast on an
|
|
area and is stationary. The material component of this spell is a
|
|
moonstone that has been exposed to actual moonlight for a full night.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Rainbow Beam (Evocation)
|
|
|
|
Range: 10' + 5' per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 2
|
|
Area of Effect: One creature
|
|
Saving Throw: Negates
|
|
|
|
This spell draws upon the power of the Quasi-Elemental Plane of
|
|
Radiance and brings forth a beam of pure light. The colour of the light
|
|
making up the beam is normally randomly determined by a roll of a d8.
|
|
However, the caster has a chance equal to 5% per level of being able to
|
|
select the colour of the beam (the caster may NOT select a multi-hued
|
|
beam. Such occurs only as the result of an aberration in the magic).
|
|
The colours of the beams are as follows:
|
|
|
|
1 red (cold) 5 blue (electrical)
|
|
2 orange (heat) 6 indigo (holy water)
|
|
3 yellow (acid) 7 violet (force)
|
|
4 green (poison) 8 multi-hued beam - roll twice ignoring 8's
|
|
|
|
The beam does a base of 2d6, plus an additional point of damage for
|
|
each level of the caster (e.g. a 7th level caster would inflict 9-19
|
|
(2d6+7) points of damage). Any creature resistant to the attack form
|
|
indicated by the colour of the beam takes NO damage, while a creature
|
|
vulnerable to the specific attack form (such as heat vs. a yeti) will
|
|
suffer double damage. A saving throw indicates that the beam has
|
|
missed and the intended victim is unaffected. Note that the beam may
|
|
hit a target other than the one intended. Once the beam hits a solid
|
|
object, it stops, even if that object is transparent. Any creature
|
|
suffering damage from the spell must make item saving throws if
|
|
appropriate. The material component of the spell is a small clear gem
|
|
or crystal prism worth at least 50 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Spark Shower (Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round
|
|
Casting Time: 2
|
|
Area of Effect: 5' x 20' long x 10'
|
|
base wedge shape
|
|
Saving Throw: 1/2
|
|
|
|
The caster extends his arms and speaks the spell, and a sheet of
|
|
sizzling purple sparks shoots forth from the caster's hands. These
|
|
sparks cause 1d4 electrical damage per three levels of the caster,
|
|
rounded up, to a maximum of 5d4. Those wielding metal weapons (swords,
|
|
etc.) or wearing partially metal armour (ring, scale, chain) save at -2
|
|
and suffer +1 point of damage per die. Those wearing full metal armour
|
|
(splint, banded, plate, etc.) save at -4 and suffer double damage. The
|
|
material component is a bit of fur, glass, and copper.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Star Gaze (Evocation)
|
|
|
|
Range: 60 yards
|
|
Components: V
|
|
Duration: Instantaneous
|
|
Casting Time: 2
|
|
Area of Effect: 1 creature per 2 levels
|
|
Saving Throw: Special
|
|
|
|
This spell causes a blazing white sheet of light to issue from the
|
|
caster's eyes. This sheet will envelop a number of creatures based on
|
|
the caster's level. Those who fail a save vs. petrification will be
|
|
blinded for a full turn. Those who do save are merely dazzled (-2 on
|
|
to hit and AC) for 1 round, having looked away just in time. Dark
|
|
dependent creatures such as drow and gray dwarves save at a -4 vs.
|
|
this spell, and the duration of its effects are doubled.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Starblades (Conjuration)
|
|
|
|
Range: 10' + 10' per level
|
|
Components: VSM
|
|
Duration: 1 round per 2 levels
|
|
Casting Time: 2
|
|
Area of Effect: Up to 1 creature per 3 levels
|
|
Saving Throw: none
|
|
|
|
This spell creates one magical star-shaped bladed weapon for each three
|
|
levels of the caster, up to a maximum of seven. The caster may then
|
|
throw these as weapons, out to the spell's maximum range. They are
|
|
treated as Slashing weapons with respect to effectiveness vs. armour,
|
|
and the caster's to hit rolls with them are at +3, in addition to any
|
|
bonus for high dexterity. Each Starblade that strikes causes 2d4
|
|
damage, +2 vs. creatures with powers drawing on the negative material
|
|
plane or plane of shadow. The material component is a small silver
|
|
star.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Bigby's Groping Fingers (Conjuration)
|
|
|
|
Range: 3"
|
|
Components: S
|
|
Duration:
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell allows the caster "grope" his/her target. This spell is
|
|
usually used by mischievous apprentices in bars and such... have fun!
|
|
(gee, I don't know if I'm hitting a copyright problem by using the name
|
|
"Bigby" in here but it just seems the most appropriate name to use, and
|
|
for all I care, if TSR wishes to claim this silly spell as their own,
|
|
so be it).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Cause of Death (Divination, Necromancy)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 1 turn
|
|
Area of Effect: One corpse
|
|
Saving Throw: None
|
|
|
|
With this spell the forensic wizard can determine if the corpse has
|
|
received damage from any of the causes listed in the table below, and
|
|
which cause actually reduced him to zero hit points. This spell
|
|
involves dissection of the corpse, and the material components are a
|
|
magnifying glass and a set of scalpels. These are not expended by the
|
|
casting.
|
|
|
|
Cause Notes and secondary information
|
|
------------------ --------------------------------------------
|
|
Exposure exposure to cold, fire, heat, or lightning;
|
|
drowning
|
|
Falling or hanging height fallen from
|
|
Disease or old age organs affected, parasites involved
|
|
Magic applies only to magic missile or necromantic
|
|
effects
|
|
Wound wound inflicted by bludgeoning, piercing, or
|
|
slashing
|
|
|
|
The DM may introduce a chance of failure if the body is greatly
|
|
decomposed, and he might give false information based on nature of the
|
|
trauma. A corpse swatted by a dragon's tail, for example, might show
|
|
the same indications as one which fell from a great height, and a
|
|
poisoned corpse usually looks like one which died of disease. The
|
|
prudent forensic wizard always detects poison just to be sure.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Cloud Walk (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level + 1d6 turns
|
|
Casting Time: 3
|
|
Area of Effect: Creatures touched
|
|
Saving Throw: None
|
|
|
|
This spell allows the recipient to walk on any form of fog, cloud, or
|
|
smoke as if it were solid. The recipient may move at normal movement
|
|
rate, plus the movement rate of the smoke (thus a rising column of
|
|
smoke from a fire might carry the recipient up at 12 movement rate).
|
|
The smoke must be reasonably thick, reducing visibility
|
|
significantly... This spell will not allow walking on fine mist. The
|
|
material component is a hair from a nightmare.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Dancing Fire Light (Alteration, Evocation)
|
|
|
|
Range: 6" + 1" per level
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: Special
|
|
Save: 1/2
|
|
|
|
This spell - except as noted - is the same as Dancing Light (out of
|
|
TSR's Player's Handbook). The lights are orange-like in colour and give
|
|
o
|
|
attack doing 1-3 points of damage per ball (4 balls maximum). All the
|
|
balls must attack the same target in any given round. Optionally, the
|
|
caster can form one mass that looks like a fire elemental and can
|
|
attack once per round and does 3-9 points of damage. The heat can set
|
|
fire to flammables.
|
|
|
|
The material components needed are a piece of flint and either a bit of
|
|
phosphorus or withwood.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Death Armour (Necromancy)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
While this spell is in effect, any creature who touches the caster with
|
|
exposed flesh (to cast a spell, for example) will suffer 1d8 points of
|
|
damage. The spell will not protect the necromancer from damage, nor
|
|
does it have any effect on an armed opponent, but it will affect
|
|
undead, and the death master adds one point to damage inflicted with
|
|
his bare hands.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Detect Chaos (Divination) Reversible
|
|
|
|
Range: 6"
|
|
Components: VS
|
|
Duration: 5 rounds per level
|
|
Casting Time: 2
|
|
Area of Effect: 1" wide path
|
|
Saving Throw: None
|
|
|
|
This spell is similar in all respects to the second level mage spell
|
|
Detect Evil/Good (q.v.), except that the mage is detecting for
|
|
Chaos/Law.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Detect Magic II (Divination)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 3 rounds per level
|
|
Casting Time: 2
|
|
Area of Effect: 6" +2" per level path, 2" wide
|
|
Save: None
|
|
|
|
This spell is just like TSR's Detect Magic spell except it is more
|
|
sensitive, has a longer range (6"+1" per level for the TSR version),
|
|
and the caster will be able to determine accurately what kind of magic
|
|
(alteration, divination, conjuration, etc.) is in effect if the magic
|
|
is within 6"+1" per level. This spell will not blind or hurt or ...
|
|
someone if in an area of extreme magic, the caster will simply know
|
|
that stronger magic is in effect.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Detect Spirit (Divination) Reversible
|
|
|
|
Range: 20 yards + 5 yards per level
|
|
Components: VS
|
|
Duration: Special
|
|
Casting Time: 5
|
|
Area of Effect: 1 creature or object
|
|
Saving Throw: None
|
|
|
|
Detects the presence of a soul spirit or mentality in any body or
|
|
object (enchanted swords, etc.), and whether or not the mind
|
|
controlling the body is its "native". Thus, it will not detect charming
|
|
or hypnosis but will detect possession. Only the fact of a mind is
|
|
detected, not its nature. If it is cast on a normally invisible spirit
|
|
(such as an Invisible Stalker or Unseen Servant), the caster can see
|
|
the creature as a visible force for one turn per level. The reverse,
|
|
Obscure Spirit, has a range of touch and conceals a single mind or
|
|
spirit from detection by this spell for 24 hours.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Dispel Silence (Abjuration)
|
|
|
|
Range: 10 yards per level
|
|
Components: SM
|
|
Duration: 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: 15' radius
|
|
Saving Throw: None
|
|
|
|
When cast, this spell automatically dispels any magical silence within
|
|
its area of effect. Furthermore, no silence spell will have effect
|
|
within the area of effect for the duration of the spell.
|
|
|
|
The casting of this spell requires a small silver bell, chime, or gong,
|
|
which must be struck twice, at the end of each segment of casting. The
|
|
device must be worth at least 50 gp., and is consumed in the casting.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Duck! (Enchantment/Charm)
|
|
|
|
Range: 1"
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 1 (but takes up the entire round - see below)
|
|
Area of Effect: One creature
|
|
Save: None
|
|
|
|
By this spell, the caster helps the defence out on himself or another
|
|
creature. If the caster sees an attack coming, the caster can cause
|
|
the creature to be suddenly moved out of the way so as to cause the
|
|
attack to miss. This will only work against body (claws, bit, etc.)
|
|
or hand held weapons. The creature that has been moved must then take
|
|
5 segments readjusting his position before it can attack again.
|
|
|
|
The caster must prepare for this spell, and must declare at the end of
|
|
the previous round that he is casting this spell. The caster then
|
|
waits until the monster attacks, and throws the spell.
|
|
|
|
Creatures that have never had this done to them before must make a save
|
|
vs. petrification or be stunned for 2 rounds.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Dust Warriors (Conjuration/Summoning, Necromancy)
|
|
|
|
Range: 5 yards per level
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 3
|
|
Area of Effect: 2" by 2" square
|
|
Saving Throw: None
|
|
|
|
The material component for this spell is a full set of teeth from a
|
|
man-sized or larger carnivore which must be cast on an area of earth,
|
|
rock, raw stone, sand or gravel as the spell is cast. The spell
|
|
generates 1 skeleton + 1 per 2 levels which rise from the area. They
|
|
will fight for the caster until they are turned or destroyed, the
|
|
caster is slain, rendered unconscious or moves out of spell range of
|
|
the group, or the magic is dispelled. They last only while there is
|
|
someone to attack (including each other, if necessary) - any round in
|
|
which there are no targets available the skeletons will fade back into
|
|
dust.
|
|
|
|
If dragon's teeth are used as the material component, each skeleton
|
|
will have bonus hit points equal to the age category of the dragon
|
|
(count 4 HP = 1 HD for turning and attack purposes). Furthermore, they
|
|
will be immune to the attack type of the dragon's breath weapon. [ed.
|
|
note: we use second edition, so dragon's teeth aren't too easy to come
|
|
by]
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Expose Magic (Divination)
|
|
|
|
Range: 10 yards per level
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell will inform the caster of all of the details of a single
|
|
spell cast within one round per level - including the destination of a
|
|
teleport, the target of a charm spell, the name of a spell without
|
|
obvious effect, etc. The spell does not invalidate illusion magic - the
|
|
spell will return an answer consistent with the illusion (i.e. that a
|
|
Fireball was cast rather than a Spectral Forces) unless the caster has
|
|
already disbelieved successfully.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Exterminate II (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 2
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None (to negate: both victim & insects)
|
|
|
|
Exterminate negates Call Insect, protects one person against Insect
|
|
Plague, and gives +6 on saves vs. Summon Insects. Dispel Magic requires
|
|
a mage of twice the caster's level. Magic resistance applies only to
|
|
the creature touched.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Guilda's Sneakabout Light (Alteration)
|
|
|
|
Range: 5'
|
|
Components: VSM
|
|
Duration: 10 minutes + 1 minute per level
|
|
Casting Time: 2
|
|
Area of Effect: 5' radius
|
|
Saving Throw: None
|
|
|
|
Creates a dim, floating light of variable intensity that follows the
|
|
caster. At its brightest, it is enough to read with good eyesight, and
|
|
it can be extinguished and restored at will during the duration. No
|
|
light produced by the spell escapes the 5' radius, preventing the caster
|
|
from being given away by his light--so this spell is ideal for
|
|
thieves. Note that background light penetrates the area of effect
|
|
freely, so the caster is in no way concealed by this spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Improved Detect Magic (Divination)
|
|
|
|
Range: 0
|
|
Components:
|
|
Duration: 2 rounds per level
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw: None
|
|
|
|
This spell acts like Detect Magic except it works out to hundreds of
|
|
yards range.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Improved Identify (Divination)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 1 round
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell is the same as Identify except that the caster gets a 20%
|
|
per level chance of identifying the item and gets a +2 on any saves
|
|
versus a cursed item.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Last Experience (Divination, Necromancy)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round
|
|
Casting Time: 1 round
|
|
Area of Effect: One corpse
|
|
Saving Throw: None
|
|
|
|
With this spell, the forensic wizard re-lives the last minute of the
|
|
recipient's life. If the victim was conscious during this minute, the
|
|
wizard must make a system shock check or be knocked out for 1d4 hours.
|
|
The material components are a convex lens and a scalpel.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lightservant (Alteration, Conjuration/Summoning)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 2 turns per level
|
|
Casting Time: 2
|
|
Area of Effect: 3" radius around caster
|
|
Saving Throw: None
|
|
|
|
This spell is a variation of the first-level magic-user spell Unseen
|
|
Servant. The servant created by this spell is visible as a vaguely
|
|
manlike form of glowing light, and is slightly stronger, being able to
|
|
lift 3000 GP weight and taking 8 hit points
|
|
destroy. The light provided by the servant is enough to allow normal
|
|
vision in a 1" radius around the servant. Except as noted above, and
|
|
that the material components of this spell are a live firefly and a
|
|
piece of thread, this spell behaves as Unseen Servant.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Malta's Pattern Creation (Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: Special
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
With this spell, the caster can create a pattern for use with the spell
|
|
Malta's Pattern Transport. The Pattern can be any image with any
|
|
colours, but it must include a circle which forms the outer edge. The
|
|
Pattern can be any inch radius, but the cost of making the Pattern is
|
|
dependent on the materials used - so bigger Patterns cost more. The
|
|
Pattern can be woven into cloth, painted onto cloth or a hard surface,
|
|
or inlaid into a hard surface. The Pattern must be at least one yard in
|
|
diameter with no maximum size. The cost to make a Pattern is equal to
|
|
the square yards of the Pattern times the amount below:
|
|
|
|
Material Cost Time Save
|
|
---------------- -------- -------- ----
|
|
Painted on Cloth 5 Silver 1 hour 15
|
|
Woven into Cloth 1 Gold 10 hours 12
|
|
Woven into Rug 2 Gold 15 hours 10
|
|
Painted on Wood 1 Gold 3 hours 10
|
|
Painted on Stone 2 Gold 4 hours 8
|
|
Inlaid in Wood 3 Gold 12 hours 5
|
|
Inlaid in Stone 5 Gold 16 hours 2
|
|
|
|
Patterns cannot be repaired, they must be remade completely. Patterns
|
|
can be moved (assuming the material can be moved as one unit) without
|
|
damage. The saving throw listed is the save the Pattern must make when
|
|
used for transport (see Malta's Pattern Transport for details) - the
|
|
material saves normally for any other damaging situation.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Malta's Pattern Image (Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 hour
|
|
Area of Effect: One Pattern
|
|
Saving Throw: None
|
|
|
|
With this spell, the caster can imprint the size and image of an
|
|
undamaged Pattern. This imprinted image can later be used by the caster
|
|
to create a matching Pattern of his own. The imprinted image can be
|
|
recalled by the caster for up to one month per caster's level (at
|
|
casting time). If this time is exceeded, or the caster creates a
|
|
matching Pattern (even if different size), then the imprinted image is
|
|
dispelled. This spell is necessary to create an exact size matching
|
|
Pattern if the original Pattern is not present for the creation of the
|
|
matching Pattern. The caster can have up to one imprinted image/size
|
|
per level at a time.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mangar's Bloodfire (Necromancy, Evocation)
|
|
|
|
Range: 40 yards
|
|
Components:
|
|
Duration: 2 rounds per level
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw: 1/2 (check each round)
|
|
|
|
This spell engulfs a creature with blue fire that burns for 1d4 hp per
|
|
3 caster levels (or fraction thereof) on round 1, then loses 1d4 per
|
|
round until it goes out. The flames do not ignite flammable objects,
|
|
they just hurt creatures.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Noise Filter (Illusion)
|
|
|
|
Range: 10 yards per level
|
|
Components: SM
|
|
Duration: 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: 5 feet radius per level
|
|
Saving Throw: Special
|
|
|
|
All creatures within the area effect at the time of casting will have
|
|
their hearing muted - they will not hear anything unless they have some
|
|
other confirmation of its existence. Thus, you can only hear people
|
|
speak if you can see their face or know precisely what they will say;
|
|
background noise will continue if you know it should be there but
|
|
sudden noises from the next room will not be heard, etc. Once a
|
|
creature notices or becomes suspicious of the effect (by turning around
|
|
and seeing a large pile of broken crockery they did not hear break, for
|
|
example), it will automatically be dispelled with respect to that
|
|
creature. The material component is a pair of blinders.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Paldeggeron's Accurate Arrow (Enchantment)
|
|
|
|
Range: Special
|
|
Components: VS
|
|
Duration: 1d6 turns + 1 turn per level
|
|
Casting Time: 1
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
When cast, Paldeggeron's Accurate Arrow minorly enchants one missile
|
|
weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit
|
|
any target normally within the weapon's range. Effective with "called
|
|
shots", and situations of that nature. The missile's enchantment does
|
|
normal damage as it were an unaided hit of the same nature. The
|
|
enchantment instantly wears off upon the arrival at the missile's
|
|
destination.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Petition (Conjuration/Summoning)
|
|
|
|
Range: Special
|
|
Components: V
|
|
Duration: Instantaneous
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 Creature
|
|
Saving Throw: Special
|
|
|
|
This spell is used to alert an extra-planar being that the caster
|
|
wishes to contact it. The spell does not allow further communication
|
|
(though the extra-planar being may then contact the caster through
|
|
other magic).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Plane Source (Divination) Reversible
|
|
|
|
Range: 5 yards per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 2
|
|
Area of Effect: 1 creature or item
|
|
Saving Throw: Negates
|
|
|
|
Reveals the Plane of origin of any one creature, object or magical
|
|
phenomenon in spell range, or the Plane reachable by the closest gate
|
|
or dimensional nexus point. Hostile or unwilling creatures save vs.
|
|
spells to avoid their origins being divined. The reverse obscures
|
|
detection by this spell for 24 hours.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Protection from Enchantment (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
The recipient of this spell is partially immune to magical forms of
|
|
sleep, charm, and fear. He automatically receives a saving throw even
|
|
if one is not ordinarily permitted, and if one is permitted, he saves
|
|
at +4. Note that this spell will not free the recipient from any
|
|
enchantment already in force, nor will it protect him from natural
|
|
drowsiness or feminine guile. Also note that protection extends only to
|
|
actual charm spells, such as charm person or charm monster, not to
|
|
enchantment/charm spells as a class. The material component is a lapis
|
|
lazuli or more potent stone.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Resist Cold (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
Except as noted above, this spell is identical to the first level
|
|
clerical spell Resist Cold (q.v.).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Resist Paralysis (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 5
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
For the duration of this spell, the recipient is immune to all forms of
|
|
paralysis, including gaze attacks, paralytic poison, and Hold spells,
|
|
but it does not negate paralysis already in effect. The material
|
|
component is a feather and an infusion of tea and ginger (to be
|
|
consumed by the recipient).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Reveal Owner (Divination)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: One item
|
|
Saving Throw: None
|
|
|
|
The caster of this spell receives a mental impression of the most
|
|
recent owner or owners of the recipient object. An "owner" is defined
|
|
as an intelligent entity who was in direct physical contact (i.e., no
|
|
gloves) with the object one hour, or who had the object upon his person
|
|
for 24 hours. These time requirements may be divided by the caster's
|
|
level, and for every 4 levels of the caster, one previous owner can be
|
|
identified. Thus an eighth level wizard, for example, could determine
|
|
the last two owners who carried the object for at least 3 hours each.
|
|
|
|
The information gained is sufficient that the wizard will recognise the
|
|
owner on sight, and he can uniquely specify the owner for the purpose
|
|
of such spells as legend lore. The material component of this spell is
|
|
a handful of dust.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Shield II (Abjuration)
|
|
|
|
Range: 1"
|
|
Components: VS
|
|
Duration: 5 rounds per level
|
|
Casting Time: 2
|
|
Area of Effect: Caster
|
|
Save: None
|
|
|
|
This spell creates an invisible barrier in a hemisphere around the
|
|
caster. This barrier provides the equivalent protection of:
|
|
|
|
AC. 0 vs. hand thrown objects (daggers, dart, throwing axes, etc.);
|
|
AC. 1 vs. device propelled (arrows, bolts, etc.);
|
|
AC. 2 vs. everything else.
|
|
|
|
Against magic the caster gains +1 to saves vs. things that are
|
|
physically damaging, negates magic missiles, and decreases spell damage
|
|
by 1 point per level.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonic Barrier (Abjuration)
|
|
|
|
Range: 0
|
|
Components: SM
|
|
Duration: 1 turn per level
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw: None
|
|
|
|
This spell creates an invisible, spherical barrier through which sound
|
|
cannot pass. The barrier remains centered on the caster, enabling an
|
|
assault group to move in absolute silence without giving up
|
|
inter-communication. However, sound cannot pass into the barrier
|
|
either, making the party deaf for the duration. The material component
|
|
is a glass globe.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonoric's Lodestone (Divination)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: 1d4 rounds + 1 round per level
|
|
Casting Time: 2
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
Using this spell, the caster is able to determine the general direction
|
|
of a creature within the one mile, per every three levels of the
|
|
caster (i.e. two mile range at fourth level, three at seventh, etc.).
|
|
This direction sense last for the duration of the spell, regardless of
|
|
the movement of the caster, or the creature. If the distance between
|
|
the caster and the target should exceed the maximum range (target
|
|
teleports, etc.), the spell is broken.
|
|
|
|
If the caster comes within three feet of the object of the spell, he
|
|
gets a sharp headache. If the caster actually touches the object of the
|
|
spell, the spell is broken.
|
|
|
|
The material component of this spell is some item which was in contact
|
|
with the creature, up to the caster's level in turns previously.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Spider Climb II (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: One creature
|
|
Save: None
|
|
|
|
By this spell, the creature can walk on any surface and not slip. The
|
|
creature can walk on walls, ceilings, ice, etc. and not slip or slide
|
|
(feet are like suction cups to the surface). The creature can also
|
|
have one jump like the spell jump from TSR's books (this is only one
|
|
jump, not three like the first level spell gives).
|
|
|
|
The jump does not include a safe landing, but by using this spell, the
|
|
creature can jump up on a wall and start climbing, or climb up some
|
|
wall and jump to a different wall.
|
|
|
|
The material components needed are: a piece of gum (tree sap, or some
|
|
type of sticky substance) and a small jumping spider (a grass hopper
|
|
leg and a piece of spider webbing can be used as a substitute).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Summon Undead (Necromancy)
|
|
|
|
Range: 30 yards
|
|
Components: VS
|
|
Duration: 1 turn + 1 turn per level
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw: None
|
|
|
|
The spell causes 3 HD of undead per 2 levels of the caster to appear
|
|
within range. They will obey his commands until slain, dispelled, or
|
|
the spell ends. The wizard may mix and match types as long as he does
|
|
not exceed his HD allotment.
|
|
|
|
The necromancer cannot summon a creature of more HD than his level.
|
|
Treat a +3 or better bonus to HD as the next die up, so a wight is
|
|
worth 5 HD and a wraith is 6, a mummy 7, spectre 8, and a vampire (the
|
|
toughest undead that can be summoned) is worth 9.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Veschiul's Shadowcurse (Alteration)
|
|
|
|
Range: 3"
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: Negates
|
|
|
|
The Shadowcurse can affect any creature of the world of light. The area
|
|
of effect is one creature for every two levels of the mage above first;
|
|
i.e. a third level mage can affect one creature, a fifth can affect
|
|
two, and so on. The effect of the Shadowcurse is to afflict the victims
|
|
with some of the vulnerabilities of a shade. The effects depend on the
|
|
light conditions, as shown on the following table:
|
|
|
|
Light Abilities Move Maximum HP
|
|
-------- --------- ---- ----------
|
|
Bright -2 1/2 1/2
|
|
Average -1 3/4 3/4
|
|
Twilight - - -
|
|
Shadowy - - -
|
|
Night - - -
|
|
Darkness -1 3/4 3/4
|
|
|
|
See the description of Shade in the MM II for exact descriptions of
|
|
these light conditions. The material component is a piece of pitch.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Veschiul's Shadowbolt (Evocation)
|
|
|
|
Range: 12"
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 2
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
The spell Shadowbolt allows the mage to mold a bolt of shadow from the
|
|
Plane of Shadow, and fire it up to 120' range. A to-hit roll is
|
|
required, but is made as a fighter at a level of 1.5 times the mage's
|
|
level, rounded up. The Shadowbolt does damage by impact: at ranges
|
|
under 40', the damage is 1d4 per level, at ranges between 40' and 80'
|
|
the damage is 1d4 per 2 levels, and at greater ranges the damage is 1d4
|
|
per 4 levels. The number of dice should be rounded down in all cases
|
|
(thus, a fifth level mage at 50' does 2d4 damage, but a sixth level
|
|
mage does 3d4). The creature must make a DEX check to remain standing,
|
|
adjusted by a -1 for every two levels of the mage (again, rounded
|
|
down), as well as by mass:
|
|
|
|
Mass (pounds) DEX adjustment Distance
|
|
------------- -------------- --------
|
|
1 - 30 -8 25'
|
|
31 - 60 -6 20'
|
|
61 - 90 -4 15'
|
|
91 - 120 -3 10'
|
|
121 - 150 -2 5'
|
|
151 - 180 -1 -
|
|
181 - 210 0 -
|
|
211 - 240 +1 -
|
|
241 - 270 +2 -
|
|
271 - 300 +3 -
|
|
300 + +4 -
|
|
|
|
The distance column indicates how far the target has been knocked away
|
|
from the mage if the modified DEX check was failed.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Wings (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 3 rounds + 2 rounds per level
|
|
Casting Time: 3 rounds to cast, 3 more for wings to grow
|
|
Area Of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
By this spell, the caster creates "wings" to appear out of the effected
|
|
creature's back. The wings are magically attached to the back area,
|
|
but are not attached in the sense that the person can be wearing
|
|
clothing or armour. They are not part of the creature. The wings need
|
|
a +1 magical weapon to hit, have AC 7 and have 2-12 hitpoints before
|
|
being destroyed. The spell has no effect on creatures that already have
|
|
wings. If there is no room for the wings to grow, e.g. because of
|
|
clothing, the spell is lost.
|
|
|
|
The wings can support a total of 200 pounds + 20 pounds per level. They
|
|
give an airial manouver rating of C, and fly at a rate of 12".
|
|
|
|
The material component of this spell is a bird's feather. The wings
|
|
appear to be the same color as that of the bird feather used in the
|
|
spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Wound Closure (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: Permanent
|
|
Casting Time: 5
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
This spell closes the wounds of the recipient to prevent bleeding and
|
|
infection, incidentally curing 1-4 hit points of damage. All of the
|
|
victim's wounds will be closed by a single casting, but further
|
|
application is possible to increase the healing effect. The spell can
|
|
be used on corpses to disguise the cause of death, but it does not work
|
|
on non-corporeal or extra-planar entities.
|
|
|
|
Note: A recent posting suggested that mages be able to cast healing
|
|
spells using 1d6 instead of 1d8. I believe the above spell description
|
|
shows my opposition to that approach (see also DMGv2 p. 43), unless you
|
|
intend to do away with clerics as a PC class. From a game mechanics
|
|
standpoint, such an approach would destroy the balance between priest
|
|
and mage, but there is a campaign background reason as well:
|
|
Pseudo-medieval medical knowledge would be atrocious. Clerical healing
|
|
is a gift from God or the gods, relatively omniscient and omnipotent
|
|
fellows, but magical curing would depend upon the mage's understanding
|
|
of the body and its functions. Thus you might find a wizard who can
|
|
pull the edges of a wound back together, as described above, but you
|
|
could not find one who could stimulate the replication of tissue of
|
|
various injured organs, insure an increased blood supply to the
|
|
affected regions, metabolise fat and increase respiration to enrich
|
|
said blood, etc. You certainly could not find a mage to cure diseases
|
|
before any microbes are discovered.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Zombie (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1 hour
|
|
Area of Effect: 1 corpse
|
|
Saving Throw: None
|
|
|
|
This spell is identical to Skeleton in most respects. Instead of
|
|
creating a skeleton, it creates a zombie. The caster may control a
|
|
number of zombies made by this spell equal to half his/her level, round
|
|
down. The material component is a salve that costs 100 gp. and 48 hours
|
|
of uninterrupted time.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Third Level Spells
|
|
|
|
========================================================================
|
|
|
|
Alpha's Comet (Evocation, Conjuration)
|
|
|
|
Range: 10' + 5' per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: none
|
|
|
|
This spell creates a flaming missile with a trail of superheated
|
|
noxious gasses. The comet unerringly strikes one target, the impact
|
|
causing 3d6 damage and the flames an additional 3d6. Furthermore, any
|
|
creature within 5' of the comet's path will suffer 2d4 fire damage.
|
|
All those within 5' of the point of impact will suffer 3d4. Anyone who
|
|
suffers damage from this spell is also considered to have been engulfed
|
|
in the noxious fumes, and will be at -2 on all rolls (10% spell failure
|
|
chance) for 1-6 rounds due to coughing, choking, and blurred vision.
|
|
The material component is a ball of pitch mixed with sulfur and
|
|
phosphorus.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Darklight (Alteration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 turn + 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: 15' radius globe
|
|
Saving Throw: None
|
|
|
|
This spell is exactly the same as the second level magic-user spell
|
|
darkness 15' radius (q.v.), except in that the caster can see normally
|
|
through the darkness so created as if in normal lighting conditions.
|
|
Alternatively, the caster can bestow the visual benefits to another
|
|
character by crushing the material component and sprinkling the dust
|
|
into the eyes of the recipient. The material component is a piece of
|
|
coal or charcoal, which must be crushed and applied as above. Note
|
|
that the spell only allows normal vision through the darkness caused by
|
|
the particular casting, and lends no benefit towards other darkness,
|
|
either normal or magical.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Flames of the Faltine (Alteration, Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 2 rounds + 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell sheathes the caster in hot yellow flames and blurs the
|
|
caster's features somewhat, causing them to assume a smooth and
|
|
somewhat indistinct shape, also turning a dark red colour. The flames
|
|
will appear to be present even coming out of the caster's eyes and
|
|
mouth. These flames give the caster no special protection, but they do
|
|
shed bright light in a 30' radius. Furthermore, any creature striking
|
|
the caster with a claw, bite, or similar attack or a hand-held weapon
|
|
less than 5 feet long will suffer damage as though contacting a Wall of
|
|
Fire spell (q.v.) - 2d6 damage + 1 point per level of the caster.
|
|
Undead suffer double damage, and creatures especially susceptible to
|
|
flame may also take additional damage. The caster may attempt a melee
|
|
attack to burn others with this fire, a successful blow causing 1d6
|
|
damage + 1 point per two levels of the caster. Creatures passing
|
|
within a 5' radius of the caster suffer 1d4 heat damage. By standing
|
|
still and concentrating, the caster may extend this heat radiation,
|
|
inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this
|
|
falls back to the usual level if the caster stops concentrating or
|
|
resumes moving. The caster can attempt to destroy inanimate objects by
|
|
touching them, requiring a save vs. normal fire to avoid destruction.
|
|
This may be attempted once per round, at a -1 cumulative penalty for
|
|
each consecutive round of handling. Items on the caster's person at
|
|
the time of the casting of this spell are unaffected by the flame. The
|
|
caster may end this spell prematurely if desired. The material
|
|
component for this spell is a flask of oil, poured over the caster's
|
|
head during the casting of the spell, and an open flame of any size.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Heat Lightning (Evocation)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 3
|
|
Area of Effect: One Creature
|
|
Saving Throw: 1/2
|
|
|
|
This spell calls down a bolt of reddish-purple lightning which strikes
|
|
a single creature within range. The bolt inflicts 1d6 of damage per
|
|
level of the caster. Cold or water-based creatures suffer an
|
|
additional 1 point of damage per die, while creatures resistant to heat
|
|
OR electricity suffer 1/2 normal damage (1/4 with a successful save).
|
|
All non-magical metal worn by the target must save vs. lightning (at +2
|
|
if the save was made, but at -2 if the save was failed) or be fused to
|
|
any nearby metal (sword fused to gauntlet, pieces of armour fused
|
|
together, preventing movement). The material component of this spell
|
|
is a short glass rod, a bit of fur, and a bit of iron or lodestone.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Ice Bolt (Conjuration/Summoning)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
With this spell, the magic-user opens a small hole in the spatial
|
|
fabric into the supernatural cold of the para-elemental plane of ice.
|
|
It brings forth a shaft of solid para-elemental ice 6 inches thick and
|
|
10 feet long (the hole is opened for only a very brief time). This
|
|
missile hits with great force, causing 3-30 points of damage from the
|
|
impact alone. If the target saves vs. petrification, only a glancing
|
|
blow is dealt, and the victim suffers only 1-10 points of damage.
|
|
|
|
An additional save (also vs. petrification, and at +4 if only a
|
|
glancing blow was suffered) must be made, or the victim will be stunned
|
|
for 1-6 rounds from the force of the blow.
|
|
|
|
The ice absorbs heat from the nearby air, and this causes 1-6 points of
|
|
cold damage (no saving throw) to all within 5 feet of the bolt's path,
|
|
and within a 10' radius of the target creature. The bolt shatters upon
|
|
striking its target, and the victim will suffer an additional 4-24
|
|
points of cold damage (2-12 if only a glancing blow was suffered).
|
|
|
|
Fire-using creatures take double damage from the cold caused by the
|
|
bolt, while those resistant to cold take none. Both types of creatures
|
|
suffer full damage from the bolt itself.
|
|
|
|
Water-based creatures in liquid form will suffer only 1-10 points of
|
|
damage from the blow, and cannot be stunned, but they will
|
|
automatically be slowed for 2-8 melee rounds.
|
|
|
|
If the target creature is struck fully (i.e. fails the initial saving
|
|
throw), then exposed items on that side of the caster must make a save
|
|
vs. crushing blow, and all items carried by the caster must save vs.
|
|
magical frost (note also that items on the side struck by the bolt must
|
|
save at -10, due to the cold and the blow).
|
|
|
|
The material component of this spell is a clear gem worth not less than
|
|
100 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Images of Ikonn (Illusion/Phantasm)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: 15' radius
|
|
Saving Throw: None
|
|
|
|
This spell is similar to the 2nd level Mirror Image spell (q.v.). The
|
|
caster gains 1 mirror image for each level of experience, rather than
|
|
rolling randomly. These images can appear anywhere within 15' of the
|
|
caster, and a blurring distortion effect occurs in the casting of this
|
|
spell and at the end of each melee round which prevents isolation of
|
|
the true wizard in the new melee round, even if the wizard was
|
|
successfully attacked in the previous round. Area effect attacks
|
|
(Fireball, etc.) can still affect the caster even if his location is
|
|
not known. As a final benefit, if one of the images is struck by an
|
|
opponent, the caster may make an unmodified save vs. breath weapon. If
|
|
successful, the image will not be dispelled by the blow. The material
|
|
component of this spell is a small carving or doll of the caster and a
|
|
broken mirror.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Lightwall (Evocation)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: 10' x 10' square per level
|
|
Saving Throw: Special
|
|
|
|
This spell causes a wall of dazzling yellow-white light to come into
|
|
being at any point within the range of the caster. Vision through the
|
|
wall by any means is quite impossible, though it is negated by a
|
|
darkness (q.v.) spell cast at it. When the wall first comes into
|
|
being, all those within 10 feet of it who are not averting their eyes
|
|
(thus a mage could warn his companions that he was about to cast this
|
|
spell) must make a save vs. petrification to avert their gaze from the
|
|
wall in time to avoid being dazzled by its brightness. This dazzling
|
|
results in a -2 penalty to hit, a 20% spell failure chance for spell
|
|
casters, and a -1 penalty on initiative dice rolls. These effects
|
|
persist for as many rounds as the difference between the victim's die
|
|
roll and the roll needed for him to save. These effects can persist
|
|
even after the duration of the spell has elapsed. Naturally, blind or
|
|
sightless creatures are unaffected by this spell, but subterranean or
|
|
dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3
|
|
on their saving throw. Further, they are not protected by their normal
|
|
magic resistance, as the spell is not cast directly at them. They are
|
|
as vulnerable to its existence as any other creature would be. The
|
|
light given off is equivalent to a continual light (q.v.) spell within
|
|
20', and equivalent to a light spell (i.e. normal torchlight) in an
|
|
additional 80' radius. The Lightwall, if cast out of doors, can be
|
|
seen up to a mile away per level of the caster (reflecting the
|
|
additional size of a larger caster's Lightwall). The wall can, of
|
|
course, be created smaller than the maximum size for the caster's
|
|
level. The wall itself causes no damage to creatures passing through
|
|
it. However, a character fighting someone with a Lightwall directly
|
|
behind him suffers a -1 on his or her chances to hit (note that this is
|
|
cumulative with t
|
|
the first level wall of darkness (q.v.) spell, sound is blocked by the
|
|
Lightwall, assuming that it does not allow sound waves to travel around
|
|
the sides of it (as when cast outdoors, for example). It does not
|
|
absorb sound or prevent spellcasting, it merely does not allow sound to
|
|
pass through it (even if such sound is from a Horn of Blasting or a
|
|
Shout spell). The material component is a clear gemstone or a sunstone
|
|
worth not less than 100 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Lucent Lance (Alteration)
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: 1 round
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
There must be some ambient light available in order for this spell to
|
|
work. The effectiveness of this spell is determined by the amount of
|
|
ambient light available. The caster must concentrate for a full round
|
|
to focus the light into the Lucent Lance, after which its energy may be
|
|
released. The power of the Lance is such that it can carve through
|
|
wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or
|
|
hard metal up to .25 inch thick, this thickness multiplied by the
|
|
appropriate modifier on the table below. Items carried by a living
|
|
creature are partially protected by that creature's aura, and gain a
|
|
save vs. magical fire (modified as below) to avoid being damaged by the
|
|
Lance. Living creatures suffer a base of 1d6 damage, modified as
|
|
below, with a maximum upper limit of not more than 1d6 per level of the
|
|
caster. The Lucent Lance coalesces as a ball of light around the
|
|
caster's hand holding the material component, and shoots forth until
|
|
maximum range is reached or until a sufficient thickness of material
|
|
blocks its progress. The Lucent Lance may be traversed over an arc up
|
|
to 1' per level of the caster at its maximum range. The caster's hand
|
|
glows brightly while the spell is being cast and while it is active.
|
|
|
|
Damage Save
|
|
Type of light Modifier Modifier
|
|
------------------------------------------ -------- --------
|
|
Candlelight x.5 +3
|
|
Single torch or lantern x 1 +1
|
|
Multiple torches, Light spell, starlight,
|
|
magical dagger x 2 +0
|
|
Large bonfire, bright moonlight, Continual
|
|
Light spell, magical sword x 4 -1
|
|
Multiple magical light sources, indirect
|
|
or filtered sunlight x 6 -2
|
|
Direct sunlight, Sunray spell x 12 -4
|
|
|
|
If the light source used is a fire of some sort, that fire has a 50%
|
|
chance of going out. A permanent light effect (e.g. magical sword or
|
|
dagger) will lose its power to shed light for 1d10 rounds. A spell
|
|
used as the light source will be automatically dispelled if it's a
|
|
1st-3rd level spell, and will have its duration cut by 25% if a higher
|
|
level spell. The material component is a small, oblong corundum rod
|
|
worth at least 100 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Night of the Leonids (Conjuration/Summoning)
|
|
|
|
Range: 30 yards + 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 round
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell can only be cast outdoors at night. It calls down a number
|
|
of flaming meteorites to strike unerringly any targets within range.
|
|
The caster can call down 1d4 meteorites, plus another for every five
|
|
levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each
|
|
meteorite strikes a single target, though more than one may strike any
|
|
given target. Each of these `Leonids' comes blazing down from the
|
|
heavens, striking for d6+1 impact damage and an additional d6+1 fire
|
|
damage. The material component for this spell is a bit of meteoric
|
|
iron.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Rolling Thunder (Evocation)
|
|
|
|
Range: 0
|
|
Components: S
|
|
Duration: Special
|
|
Casting Time: 1
|
|
Area of Effect: 5' per level radius circle
|
|
Saving Throw: Special
|
|
|
|
The caster need but throw his arms heavenward and a great rolling
|
|
thunderclap will sound directly overhead. All creatures within 10' of
|
|
the caster must save vs. petrification or be knocked prone, suffering
|
|
d4+1 damage, and are automatically stunned for 1 round and deafened for
|
|
d4+1 rounds. Those within one-half the radius of the spell (e.g. within
|
|
25' of a 10th level caster) but not within 10' must save vs. spells or
|
|
be stunned for 1 round, and are automatically deafened for d4+1
|
|
rounds. All others in the area of effect must save vs. spells or be
|
|
deafened for d4+1 rounds.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Silverlight (Evocation)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: 30' radius sphere
|
|
Saving Throw: Special
|
|
|
|
This spell is similar to the 2nd level Continual Light spell in that it
|
|
creates a very bright light (almost as bright as full daylight).
|
|
However, any creature within the area of light which is vulnerable to
|
|
silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6
|
|
damage every round that it remains in the area of effect, and will be
|
|
at -2 to on to hit rolls and +2 to be hit due to the intense discomfort
|
|
felt by such creatures while within the Silverlight. Alternatively, the
|
|
caster may throw the spell directly at a single target. Such a creature
|
|
must save vs. spells or be blinded for the duration of the spell. If
|
|
the save is made, the spell forms as per usual about one foot behind
|
|
the intended target, and its duration is halved. A creature vulnerable
|
|
to silver who is thus targeted need not save vs. blinding, but will
|
|
instead suffer d6+1 (2-7) points of damage per level of the caster, up
|
|
to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A
|
|
successful saving throw vs. spells at -2 will halve the damage and
|
|
reduce the duration of the stun to a single round. If thrown thus at a
|
|
creature vulnerable to silver, the spell will not form normally,
|
|
regardless of the saving throw, as its magic is used up in the attack
|
|
on the creature. The material component is a bit of pure silver.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Starfire (Evocation)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: 1 round
|
|
Casting Time: 1
|
|
Area of Effect: 5' diameter column, 30' high
|
|
Saving Throw: Special
|
|
|
|
This spell creates a column of brilliant, blazing silvery-white
|
|
flames. All within 10' of the column not looking away must save vs.
|
|
petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to
|
|
be hit) for an additional 1d3 rounds. Creatures adversely affected by
|
|
bright light (e.g drow, duergar) save at -3 vs. this effect. Any
|
|
creature within the narrow column of fire (most likely only a single
|
|
creature) is automatically blinded and dazzled as above, and
|
|
additionally suffers 1d6 damage per level of the caster, up to a
|
|
maximum of 10d6. A save vs. spells will halve this damage. If the
|
|
spell is cast outdoors under a night sky, a bonus of +1 per die of
|
|
damage is added. The material component for this spell is a bit of
|
|
silver and a shard of crystal.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Astral Wall (Abjuration, Conjuration)
|
|
|
|
Range: 1 yard per level
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 100 square feet per level 5' radius at first level
|
|
Saving Throw: None
|
|
|
|
This creates a wall (which can have any shape the caster desires,
|
|
including a sphere) which prevents physical effects which would pass
|
|
through normal walls, such as Teleport, Astral Projection, Monkish
|
|
"phase" ability, etc. Any such attempt by a character will fail,
|
|
leaving the character on the other side of the wall. It is, however,
|
|
possible to simply walk through an Astral Wall. If the spell is linked
|
|
to an existing physical wall (including one created by Wall of Stone or
|
|
Iron), the duration becomes one hour per level. The Astral Wall can be
|
|
disrupted by Dispel Magic cast from either the physical or astral
|
|
plane. The material component is a piece of parchment.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Brains (Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration: 6 hours per level
|
|
Casting Time: 1 hour
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
The recipient of this spell gains a temporary increase in intelligence
|
|
as follows:
|
|
|
|
Normal Extra
|
|
Int Points
|
|
------ ------
|
|
1-4 4
|
|
5-8 3
|
|
9-11 2
|
|
12-13 1
|
|
|
|
Note: this is not cumulative.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Burning Hands II (Evocation)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 2
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell is exactly the same as its namesake except that it does
|
|
twice the amount of damage and reaches 10' out.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Charm Undead (Necromancy, Enchantment/Charm)
|
|
|
|
Range: 30 yards
|
|
Components:
|
|
Duration: Special
|
|
Casting Time: 3
|
|
Area of Effect:
|
|
Saving Throw: Special
|
|
|
|
This spell works just like the Players' Handbook spell Charm Monster,
|
|
except that it only works on undead.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Conceal Magic (Divination)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Cast it on a magic item and it permanently renders that item
|
|
undetectable by Detect Magic (great for hiding magical traps).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Detect Charm (Divination)
|
|
|
|
Range: 30 yards
|
|
Components: VS
|
|
Duration: 1 turn
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 creature per round
|
|
Saving Throw: None
|
|
|
|
This spell will reveal whether or not a recipient is under the effect
|
|
of a charm spell, provided that the recipient fails his saving throw.
|
|
Up to ten persons can be checked before the spell wanes. The caster has
|
|
a 5% chance per level of determining the exact nature of the charm
|
|
spell (or spells) which affect the recipient.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Detect Teleport (Divination)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: Concentration
|
|
Casting Time: 3
|
|
Area of Effect: 24" radius sphere
|
|
Saving Throw: None
|
|
|
|
Aftering casting this spell the caster gets an impression whenever
|
|
anyone arrives via teleport, enters or leaves the prime material plane
|
|
in the area of effect. The spell lasts only while the caster
|
|
concentrates on it. The impression will not reveal the location within
|
|
the range in which the effect occurs.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Enhance Illusion (Alteration)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: One illusion in a 3" radius
|
|
Saving Throw: None
|
|
|
|
This spell is one way for illusionists to add actual "substance" to
|
|
their spells. Up to two rounds before casting an illusion (notably
|
|
phantasmal force, improved phantasmal force or spectral force), the
|
|
illusionist casts this spell on the area in which the illusion is to
|
|
initially appear. Once cast, the illusion then does 10% of the actual
|
|
damage that it would do if it were real if the victim made a saving
|
|
throw against it, and is treated as normal with respect to armor class,
|
|
attacks, etc., if the victim failed the saving throw and doesn't
|
|
recognize it as an illusion. The illusion also becomes armor class 10,
|
|
and gains 10% of the hit points it would normally have; however,
|
|
illusionary creatures may never have more combined hit dice than the
|
|
caster.
|
|
|
|
If the illusion is not cast in the enhanced area within 2 rounds the
|
|
former spell will be wasted. Multiple enhance illusions on one
|
|
illusion will cancel each other. This spell can also be used in
|
|
conjunction with shadow monsters, demi-shadow monsters or shades,
|
|
adding 10% more realism to that already inherent in those spells, and
|
|
lowering the perceived armor class by one point.
|
|
|
|
Enhance Illusion is attributed to the deceased illusionist Scaurlin
|
|
Oberlin, who died in a magical duel with a grey slaad he summoned and
|
|
subsequently released. This is reputedly the only spell Scaurlin ever
|
|
wrote in his once-promising career.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Free Action (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: M
|
|
Duration: 5 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
This spell grants the recipient the benefits of Protection from
|
|
Paralysis, and the additional benefits of being able to function
|
|
without penalty in a constricting environment (such as water, Web
|
|
spells, Entangle spells, etc). It does not affect paralysis already
|
|
existing, unless it is cast specifically to counter such in which case
|
|
it gives no further benefit.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Gaseous Form (Alteration)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1d6 rounds + 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Negates
|
|
|
|
This spell allows the caster to turn the creature touched into a pink
|
|
cloud of gas, for the duration of the spell. If the creature touched is
|
|
an unwilling recipient of the spell, he gets a save, with a successful
|
|
save negating the spell.
|
|
|
|
The spells effects are identical to that of the Potion of gaseous form,
|
|
with regards to movement rates, and the effects of a Gust of Wind
|
|
spell, though the caster, if he casts the spell on himself, can turn
|
|
non-gaseous at any time.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Hang (Alteration)
|
|
|
|
Range: 0
|
|
Components: VS, see below
|
|
Duration: 3 days
|
|
Casting time: Special
|
|
Area Of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
By this spell, the next spell the caster casts will be held (will not
|
|
take effect) until either the duration ends or the caster says a
|
|
keyword that will set off the spell. The Spell that is held must be
|
|
third level or lower, and a magic user can only have one spell hung at
|
|
any given time. For those spells that require a direction or a special
|
|
action (like pointing a finger for lightning bolt), the caster will
|
|
have to say the keyword and point at that time. It takes one segment
|
|
for the held spell to go off (no casting time, only initiative), and
|
|
the caster should be given a bonus of +2 (in d6 initiative system) or
|
|
-4 (in the 10 segment system). When the keyword is spoken by the
|
|
caster, it is only letting go of stored energy. The caster still has
|
|
80% of his activity left in the round: the caster can make one attack
|
|
or cast one first or second level spell late in the round.
|
|
|
|
The spell to be held must be cast with extreme caution. It will take
|
|
twice the casting time and twice the components it would normally take
|
|
to cast that spell. If the caster tries to cast another spell while
|
|
another spell is hung, the hung spell will fizzle.
|
|
|
|
No material components are needed to cast the spell hang, but those
|
|
needed to cast the next spell after are doubled.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Hold Spirit (Enchantment/Charm)
|
|
|
|
Range: 120 yards
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: 1 to 4 spirits in a 20' cube
|
|
Saving Throw: Negates
|
|
|
|
This spell paralyses creatures which do not come from the plane they
|
|
are on, including conjured spirits and spirits possessing another
|
|
creature. If the spell is cast at 3 or 4 spirits, each gets an
|
|
unmodified saving throw. If two are being enspelled, they save at -1.
|
|
If there is a single target, it saves at -3. Held beings remain aware
|
|
of events around them and can use abilities which do not require motion
|
|
or speech. The material component for this is a straight piece of cold
|
|
iron.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Improved Armour (Conjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 3 rounds
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
This spell is identical to the first level spell Armour although it
|
|
provides its wearer an armour class of AC 2. The Armour lasts until
|
|
dispelled or until it has received 16 + 2 points per level of the
|
|
caster worth of damage.
|
|
|
|
Note: The armour does not absorb damage nor is it ordinarily visible.
|
|
It will work with a shield (fighter/mages only), DEX bonuses, and other
|
|
magical protection devices, like rings and cloaks of protection,
|
|
although it will not protect a creature wearing artificial armour.
|
|
Artificial armour includes all manufactured armours, but does not
|
|
include skin or hides that are a natural part of the creature to be
|
|
protected.
|
|
|
|
The material component is a small piece of finely cured blessed leather
|
|
which the caster must rub all over his body while casting. Note: the
|
|
leather is reusable.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jam Radio (Alteration, Divination)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 turn per level
|
|
Casting Time: 3
|
|
Area of Effect: 100' radius sphere
|
|
Saving Throw: None
|
|
|
|
This spell prevents all magical communication spells of first or second
|
|
level from crossing the boundary of its area of effect.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Prismatic Snowball (Conjuration, Alteration, Enchantment)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round + 1 round per 3 levels
|
|
Casting Time: 3
|
|
Area of Effect: 1 creature per snowball
|
|
Saving Throw: Special
|
|
|
|
When cast, this spell creates a pile of coloured snowballs at the
|
|
caster's feet. The number of snowballs is equal to the duration of the
|
|
spell in rounds - 2 at 5th level, 3 at 6th level, 4 at 9th level, etc.
|
|
The caster can throw one snowball per round as if he or she were
|
|
proficient in snowball throwing. Other characters can also throw
|
|
snowballs, but they will suffer a non-proficiency penalty for it
|
|
(unless they have taken a proficiency in snowballs). The snowball has
|
|
a range of 30 yards, plus 10 yards per Strength point of the thrower
|
|
over 12.
|
|
|
|
The snowballs do no physical damage when they hit; however, they have
|
|
powers that vary with the colour of the snowball according to the chart
|
|
below. In order for the snowball's magic to work, the target must be
|
|
hit with it (a successful "to hit" roll required). The snowball's
|
|
power only affects the creature hit, even if the spell it duplicates
|
|
has a greater area of effect. The snowballs are always picked up and
|
|
thrown in the order given, starting with red and ending (assum
|
|
spellcaster is high enough level) with violet.
|
|
|
|
Number Colour Save vs. Effect
|
|
------ ------ ------------ ---------------------------------------
|
|
1 Red Spell Charm Person
|
|
2 Orange Spell Faerie Fire
|
|
3 Yellow Poison Taunt *
|
|
4 Green Paralysation Spook
|
|
5 Blue Paralysation Glitterdust
|
|
6 Indigo Spell Bind
|
|
7 Violet Wand Tasha's Uncontrollable Hideous Laughter
|
|
|
|
(*) If the yellow snowball hits on an unmodified die roll of 20, the
|
|
victim has been hit in the face and has eaten some of the snow. It
|
|
must then make an additional save vs. poison at a -4 or be violently
|
|
ill (no attacks, armour class worsens by 4) for a number of hours equal
|
|
to the caster's level.
|
|
|
|
The material components for the spell are a small rainbow-coloured
|
|
marble.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Magic Missile II (Evocation)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 3
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This improvement on the first level Magic Missile allows the caster to
|
|
fire 1 missile per 2 levels of experience. Each bolt can be
|
|
individually targeted and does 1d8 point of damage. The spell fires
|
|
that number of missiles every round until the caster is hit or ends the
|
|
spell. After the initial casting the missiles have a speed factor of 1
|
|
each and the caster may move, or engage in any other action besides
|
|
spellcasting after the missiles fire.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Malta's Pattern Transport (Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
With this spell, the caster can move himself and other materials from
|
|
one Pattern to another Pattern. The two Patterns must have the same
|
|
image and the destination Pattern must be at least as big in radius as
|
|
the source Pattern. Both Patterns must be known to the caster (current
|
|
locations) and they must be laid flat. The destination Pattern must not
|
|
be supporting any object (even partially). The destination Pattern must
|
|
also be uncovered such that there is room for the incoming
|
|
creatures/objects.
|
|
|
|
If all of the above conditions exist, then casting the spell will
|
|
transport the caster and any objects/creatures which are completely
|
|
supported by the source Pattern to the destination Pattern. All objects
|
|
transported will end up on the destination Pattern at the same ratio of
|
|
distance to the edge as on the source Pattern. That is, if an object is
|
|
halfway from the center to the edge on the source Pattern, then it will
|
|
be halfway from the center to the edge on the destination Pattern
|
|
(regardless of the size of the destination Pattern).
|
|
|
|
An object is considered to be completely supported by the pattern when
|
|
its weight is supported by the material inscribed in the outer circle
|
|
of the Pattern or by something which is itself completely supported.
|
|
That means that a person held in the air by another will be transported
|
|
only if the holder is completely supported. Flying creatures must not
|
|
be flying at the time of transport.
|
|
|
|
To cast the spell, the caster must stand in the center of an undamaged
|
|
Pattern and cast the spell. In the first round of the casting, the
|
|
Pattern will begin to glow (each colour of the Pattern will emit its
|
|
own colour). Over the next eight rounds, the Pattern brightness will
|
|
increase to approximately the same as outside on a sunny day. As the
|
|
last word of the spell is stated, the brightness of the Pattern doubles
|
|
and all completely supported objects/creatures are transported to the
|
|
destination Pattern.
|
|
|
|
If the destination Pattern is not available (see above), then the
|
|
transported objects/creatures are returned to the source Pattern after
|
|
one second (and the source Pattern's save is at -4). The source
|
|
Pattern is subjected to some heat and other energies in the course of
|
|
the transport. These energies cause the source Pattern to make a save
|
|
or be damaged (a single crack or burn mark will alter the Pattern and
|
|
render it unusable). The destination Pattern is not subjected to the
|
|
same amount of energy, so it does not need to make a saving throw.
|
|
|
|
The lighting conditions at the destination Pattern do not change, so
|
|
the transported creatures will have to adjust to the current lighting
|
|
(1-2 rounds, depending on lighting).
|
|
|
|
Some notes:
|
|
|
|
1) Tossing a rug over an inlaid Pattern prevents incoming transports.
|
|
|
|
2) Rolling up a rug/cloth Pattern prevents incoming and makes it easier
|
|
to transport the Pattern.
|
|
|
|
3) The only bi-directional Patterns are exactly the same size (hence
|
|
the Pattern Image spell).
|
|
|
|
4) The caster must remain in the middle for all of the casting, but
|
|
creatures/objects also transported only have to be on the Pattern in
|
|
the last segment.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Marty's Magic Bow (Evocation)
|
|
|
|
Range: 0 (arrow range as per normal bows)
|
|
Components: VSM
|
|
Duration: 1 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: Touch
|
|
Saving Throw: None
|
|
|
|
Marty's Magic Bow causes a magical force to propel objects from the
|
|
caster's fingers much as a bowstring. With arrows, the effect is to
|
|
allow the caster to release one arrow per round, each arrow attacking
|
|
as a fighter of 1/2 level of the spellcaster. The advantage of this
|
|
spell is the fact that the arrow attacks are not magical: thus there is
|
|
no magical saving throw involved for the target, so if the caster makes
|
|
his to-hit roll (at 1/2 his level on the fighter table) he hits, even
|
|
if the target is, say, in an anti-magic shell, or in a Cube of Force of
|
|
Keeps Out All Magic, or if the target is magic resistant.
|
|
|
|
There's probably a material component (say, a length of string made of
|
|
silver thread, or something like that) but the arrows are not
|
|
components - i.e. they're not consumed, and you might be able to
|
|
reclaim some of them. Also, magical arrows would provide the
|
|
appropriate bonuses to hit/damage.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Molten Ground (Alteration)
|
|
|
|
Range: 20 feet
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: circle of radius 2 feet per level
|
|
Saving Throw: None
|
|
|
|
This spell causes an area of the earth to bubble up molten lava in its
|
|
area of effect. After the caster spends one round casting, using up
|
|
material components of sulfur and lava rock, the spell begins. In the
|
|
first round the ground tremors slightly, and those not wearing heavy
|
|
feet covering such as metal boots can feel a slight warmth.
|
|
|
|
In the second round of the spell the heat becomes very pronounced, and
|
|
will ignite paper, cloth, and dry vegetation touching the ground. If
|
|
the people in the area of effect did not announce that they were moving
|
|
in this round, they are going to be injured.
|
|
|
|
In the third round the ground becomes molten lava, wooden furniture
|
|
bursts into flames, and metals with low melting points start to soften.
|
|
Anyone in the area of effect takes 3d6 damage, 2d6 this round only if
|
|
wearing thick shoes. In each additional round spent in the area of
|
|
effect a person takes 3d6 damage, and any items carried by the person
|
|
must safe vs. fire or be destroyed.
|
|
|
|
The intense heat of the lava may cause structural damage to walls that
|
|
are near or in the area of effect. Wooden walls will be destroyed by
|
|
fire just like wooden furniture. Protection from fire will protect a
|
|
person but not his items from this spell. Note that lava rock is hard
|
|
to obtain in most medieval settings, and that the lava generated by
|
|
this spell will not work as a component for later casting (it's marked
|
|
by magic).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: 10 feet radius sphere around creature touched
|
|
Saving Throw: None
|
|
|
|
This spell is the same as the first level spell protection from chaos
|
|
(q.v.) except with respect to its area of effect.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Rathe's Trigger (Conjuration)
|
|
|
|
Range: 3 yards
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: Up to 1 cube foot per level
|
|
Saving Throw: Special
|
|
|
|
The Trigger spell is designed as a defensive spell. When it is cast,
|
|
the caster defines a volume which must be at least 1/2 foot in every
|
|
dimension. This area begins to glow faintly. The caster then casts
|
|
another spell directly upon the Trigger's area. The Trigger's area of
|
|
effect must be touched by the caster when applying the second spell.
|
|
The glow then vanishes, but both spells remain. The second spell is
|
|
held by the Trigger until someone enters or touches the Trigger's area
|
|
of effect. At this time the second spell will go off.
|
|
|
|
If it is an area effect spell (e.g. Fireball, Web) it will be centered
|
|
on the center of the Trigger area. Other considerations (the dimensions
|
|
of the web, for instance) must be specified at the time of casting the
|
|
se
|
|
will be applied to the person who triggered the spell. A saving throw
|
|
is applicable only if allowed by the second spell. If the caster is in
|
|
or touching the Trigger's area of effect, it will not go off. This
|
|
allows the caster to escort others safely through the trapped area.
|
|
|
|
One possible use for this spell is two triggers overlaid in a corridor,
|
|
one with a Fireball, and the other, placed slightly behind the first,
|
|
with a wall of force. If a person enters the regions from the wrong
|
|
direction, the Fireball will go off, and the wall of force will
|
|
instantly restrict the blast to one direction. If a person enters the
|
|
regions from the other direction, the wall will trigger first and
|
|
shield him from the blast. The spells will last until triggered, but if
|
|
the second spell is not applied immediately, the trigger will only last
|
|
one turn per level of the caster. The material component is a black
|
|
pearl of not less than 500 GP value per level of the second spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Reconstruct (Divination)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 5
|
|
Area of Effect: 1 pound per level
|
|
Saving Throw: None
|
|
|
|
This spell temporarily resurrects an item that was shattered, burnt, or
|
|
disintegrated, so that the forensic wizard may study it. He must gather
|
|
as much of the debris as possible, for otherwise the object can be but
|
|
partially reassembled, in which case it may be illegible or
|
|
unidentifiable. The object will be very fragile, but it may be the
|
|
subject of various divination spells such as identify or reveal owner.
|
|
The material component is a drop of honey.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Replay (Divination, Illusion)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 400 square feet
|
|
Saving Throw: None
|
|
|
|
This spell causes past events to be re-enacted in the area of effect.
|
|
The replay will consist of a three-dimensional, transparent image
|
|
superimposed over the area of effect. The wizard can freeze the action,
|
|
reverse it, scan rapidly for a desired event, or skip to any time
|
|
within range of the spell, as given in the table below. An hourglass is
|
|
the material component.
|
|
|
|
Level Spell Range
|
|
------- -------------------
|
|
5 - 9 1 day per level
|
|
10 - 15 1 month per level
|
|
16 - 17 1 year per level
|
|
18+ 1 century per level
|
|
|
|
The speed of the search is determined by the DM and limited by the
|
|
magnitude of the event in question. It would be easy to spot the
|
|
passage of an army, for example, even when scanning at a month per
|
|
turn, but spotting a pick-pocket would require a real-time search.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Resist Electricity (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
Except as noted above, this spell is identical to the 2st level druidic
|
|
spell resist electricity (q.v.).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Resist Fire (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
Except as noted above, this spell is identical to the second level
|
|
clerical spell Resist Fire (q.v.).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Rhuva's Spellscan (Divination)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 4 hours + 10 minutes per level
|
|
Casting Time: 1 minute
|
|
Area of Effect: 10 yards per level radius
|
|
Saving Throw: None
|
|
|
|
Provided the caster is conscious and within the area of effect, he will
|
|
be made aware of any spell-casting conducted in that area. The
|
|
particular spell cast is not made known, but the location of the wizard
|
|
is, precisely if the caster is familiar with the area, generally
|
|
otherwise. The notification is sufficient to disrupt casting in
|
|
progress, unless it is consciously suppressed before casting (if
|
|
suppressed, caster does not realise the scan was triggered). Material
|
|
component is a handful of crystal dust.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Snowball (Evocation)
|
|
|
|
Range: 10" + 1" per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 3
|
|
Area of Effect: 2" radius sphere
|
|
Saving Throw: 1/2
|
|
|
|
A snowball is an explosive burst of cold gas, which comes into being
|
|
with a loud "whoosh" and delivers damage proportional to the level of
|
|
the mage who cast it, i.e. 1d6 per level of the spell caster. The
|
|
snowball doesn't expend a considerable amount of pressure, and it will
|
|
generally conform to the shape of the area in which it occurs, thus
|
|
covering an area equal to its normal spherical volume. [The area which
|
|
is covered by the snowball is a total volume of roughly 33000 cubic
|
|
feet].
|
|
|
|
Besides causing damage to the target, the snowball freezes all liquids
|
|
within its radius. Items exposed to the spell's effects must make a
|
|
saving throw to avoid being affected. Items with a creature which makes
|
|
its saving throw are considered to be unaffected. The mage points his
|
|
finger and speaks the range (distance and height) at which the snowball
|
|
is to come into being. A streak flashes from the pointing digit and
|
|
unless it impacts upon a material body prior to attaining the
|
|
predescribed range, blossoms into the snowball.
|
|
|
|
If creatures fail their saving throws, they all take full hit point
|
|
damage from the spell. Those who make their saving throw manage to
|
|
dodge, fall flat or roll aside, and thus take only half damage from the
|
|
effect of the spell. The material component of this spell is a hollow
|
|
crystal filled with water; suspended in the water are tiny white quartz
|
|
flakes. [cf. Fireball]
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonoric's Magic Tracker (Divination)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: 1d4 rounds + 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: 20' radius
|
|
Saving Throw: None
|
|
|
|
With this spell, the caster is able to illuminate the tracks of any
|
|
being of which he has a some item that was in contact with the being a
|
|
number of turns equal to the caster's level previously. The item could
|
|
be anything from a shirt, to a scrap of hair, or drop of blood. The
|
|
tracks are only visible to the caster, and only tracks within the area
|
|
of effect are visible.
|
|
|
|
The spell only illuminates tracks within the spell's area of effect
|
|
(which moves with the caster), and will only illuminate tracks made on
|
|
a solid surface (i.e. if the being being tracked took to flight, or
|
|
dove into water, the trail would end there). However, if the caster is
|
|
able to reach the spot where the trail was resumed (i.e. the being
|
|
being tracked wades out of a river at a certain spot), the caster may
|
|
resume tracking.
|
|
|
|
It is up to the caster to determine which direction leads to the most
|
|
recent tracks (i.e. which are coming and which are going), although the
|
|
spell does illuminate a "footprint" of the being which is being
|
|
tracked. The spell will allow the caster to track the being if it
|
|
climbed walls, and even if it tried to obscure its path, by throwing
|
|
dirt over it. Objects over 3" thick covering the path, however, do
|
|
obscure it.
|
|
|
|
The material component of the spell is some thing which had been in
|
|
contact with the creature to be tracked, up to the caster's level in
|
|
turns previously. Once the spell is cast, the caster need not carry the
|
|
item with him.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonoric's Trance (Divination, Enchantment/Charm)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: 10 foot radius
|
|
Saving Throw: None
|
|
|
|
This spell allows the caster to mimic the actions of a creature,
|
|
provided the actions occurred within a number of turns equal to the
|
|
caster's level. During the casting of the spell, the caster must touch
|
|
some object which the target creature was in contact with for at least
|
|
a round, and that contact must not have occurred more than the caster's
|
|
level in hours previously.
|
|
|
|
Upon casting the spell, the caster goes into a trance, during which he
|
|
loses all control of his actions (save vs. spells at -4 to break
|
|
spell), and begins mimicing the most recent actions of the target,
|
|
provided the actions occurred within the area of effect. The spell does
|
|
not allow the caster to mimic actions of which he is incapable, such as
|
|
climing walls, or broad jumping 20', and the caster merely imitates any
|
|
spells the target may have cast, and doesn't actually cast the spell
|
|
(although observers may recognise the spell he is attempting to cast).
|
|
If the target did something which would take it outside of the area of
|
|
effect, such as rapid movement beyond the abilities of the caster, or
|
|
teleportation, the spell is broken.
|
|
|
|
The caster must decide how far back in time he would like to begin
|
|
mimicing the actions of the target. The actions of the target may take
|
|
the caster beyond the original area of effect, but there is a 10'
|
|
radius sphere over which is determine
|
|
the area of effect.
|
|
|
|
The caster has the option of casting such movement spells as fly and
|
|
feather fall, prior to Trance, to facilitate movement such as climbing,
|
|
and even flying, and to take the pain out of such actions as falling
|
|
(if the target was a clutz). The target must be man sized, and
|
|
humanoid.
|
|
|
|
The caster's trance will be broken by such things as damage, slapping,
|
|
and other unpleasant stimuli.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Soul Safe (Abjuration, Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 day per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: One creature
|
|
Saving Throw: Special
|
|
|
|
With this spell, the Necromancer stores the soul of the recipient in a
|
|
piece of jet, the material component. While his soul is thus protected,
|
|
a character suffers a penalty of -2 to attack rolls and saving throws,
|
|
he does not heal naturally, and magical healing functions on him at
|
|
only half normal efficacy. If the character is slain by undead while
|
|
under the effects of this spell, however, his soul cannot be corrupted
|
|
and forced to rise as undead itself (though the body can still be
|
|
animated as a zombie or skeleton). If the soul safe is destroyed, or if
|
|
the spell expires, the soul will return (across any distance) to its
|
|
body, unless that body is dead, in which case it will journey to its
|
|
final resting place. This spell affects only races with souls:
|
|
dwarves, halflings, and humans.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Spirit Call (Conjuration/Summoning) Reversible
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: 3 rounds + 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This summons one incorporeal spirit of hit dice equal to one half the
|
|
caster's level from the astral plane. The round after it is summoned,
|
|
it will begin to perform services for the wizard. In its native form,
|
|
it is a powerful Unseen Servant which can go up to 100 yards from the
|
|
wizard, lift 50 pounds per hit die, and fly at 18". This form has a
|
|
punch for 1d6 damage, AC 0, and takes one point of damage from any
|
|
weapon blow.
|
|
|
|
Secondly, it may provide animating force to a body or statue, in which
|
|
case it uses whatever weapons or armour are available (a stone statue
|
|
will be AC 0, damage 2d6 or by weapon, move 9" unless affixed or
|
|
possessing wings).
|
|
|
|
Thirdly, it may attempt to take over the body of one enemy creature.
|
|
The being so affected is allowed a save, and the spirit will be forced
|
|
back to the astral plane immediately if the save is successful. If the
|
|
save fails, effects are as a Domination spell for the duration of the
|
|
Spirit Call, but the domination cannot force someone to use magic (the
|
|
Spirit would not understand the instructions). A spirit who has less
|
|
than 1/2 of its hit points left will be unable to possess someone.
|
|
|
|
The material component is a piece of candy.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Stren's Improved Floating Disk (Evocation, Conjuration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 3 turns per level
|
|
Casting Time: Special
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is an improved version of Tenser's Floating Disk. The big
|
|
improvement is the speed of the disk - now 30". The disk can also move
|
|
from 3' to 30' off the ground/water. The disk movement is based
|
|
relative to the caster, which prevents the caster from riding their own
|
|
disk. However, if two casters use this spell, they can ride each others
|
|
to travel. This travel can either be in the form of independent
|
|
movement (tricky to communicate since somebody else is steering yours)
|
|
or master-slave. In the master-slave travel, one caster steers a disk
|
|
while he rides on a disk which stays the same distance from its
|
|
caster.
|
|
|
|
S1 <---> S2 <---> M
|
|
|
|
Caster 1 is the master and riding in the back (caster 3's disk). Caster
|
|
2 is in the front riding on the master's disk - his own disk stays x
|
|
feet behind him. Caster 3 rides in the middle and his disk also stays
|
|
x feet behind him. Caster 1 steers the chain while the other two can
|
|
sleep, eat, cast spells, etc. I have this written down at home, but I
|
|
believe that all other parameters are the same as Tenser's Floating
|
|
Disk.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
View Past (Divination)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: one hour
|
|
Area of Effect: a circle of radius 5 feet per level
|
|
Saving Throw: None
|
|
|
|
The spell is cast on an area, and allows the caster to create a
|
|
three-dimensional image of the past in that location. The caster
|
|
specifies the time in the past by the material component: one gold
|
|
piece equivalent of gold dust is used for each hour back that is
|
|
viewed. Thus if the caster uses 24 GP worth of dust, he or she can view
|
|
a period starting roughly 24 hours in the past through the duration of
|
|
the spell (a tenth level caster could view the period from 24 hours in
|
|
the past to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in
|
|
the past).
|
|
|
|
After the spell has been cast, the DM rolls 1d20 - 10 to determine the
|
|
error in the time frame. Thus if the DM rolls 5 - 10 = -5, the time
|
|
viewed is actually N hours and 5 minutes in the past; a roll of 10-10 =
|
|
0 indicates exactly the right amount of gold was consumed.
|
|
|
|
The caster should roll 1d20 to determine the clarity of the casting. A
|
|
1 indicates that the scene comes through as shadows in a fog; a 20
|
|
indicates a crystal-clear picture. This roll can be repeated in
|
|
subsequent castings, and represents the difficulty of seeing through
|
|
time.
|
|
|
|
Events that were cloaked by spells that hide themselves from
|
|
Clairvoyance also mask out View Past, and can never be seen using this
|
|
spell.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Fourth Level Spells
|
|
|
|
========================================================================
|
|
|
|
Alpha's Acid Rainstorm (Conjuration/Summoning)
|
|
|
|
Range: 240 yards
|
|
Components: VSM
|
|
Durations: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: 30' x 30' square
|
|
Saving Throw: 1/2
|
|
|
|
This spell, which functions only out of doors, causes thin streams of
|
|
hissing violet acid to fall within its area of effect. All within the
|
|
area must save vs. spells or suffer full damage. The spell inflicts
|
|
1d8 per two levels of the caster (rounded up). All exposed items in
|
|
the area must also save vs. acid or be destroyed.
|
|
|
|
Characters under heavy cover which is not destroyed by the acid are
|
|
fully shielded from the effects of the spell. The acid, once it
|
|
strikes the ground, harmlessly disappears. The material component for
|
|
the spell is a small vial of aqua regia and a strip of zinc.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Acid Resistance (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 round
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
This spell grants the subject complete immunity to acid, up to a
|
|
point. The spell's basic duration is 10 rounds per level of the
|
|
caster. However, for every point of acid damage that would have been
|
|
suffered by the character (after saving throws and any other
|
|
protections have been considered), the duration of this spell is
|
|
reduced by one round for every point of acid neutralised by the spell.
|
|
This spell also protects the subjects equipment from needing to make
|
|
any Item Saving Throws vs. acid for as long as the spell is in effect.
|
|
The material component is a small glass vial containing lye and water.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Ball Lightning (Evocation)
|
|
|
|
Range: 10 yards + 10 yards per level
|
|
Components: VS
|
|
Duration: 4 rounds
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
The caster of this spell can create one to four spheres of glowing
|
|
electrical energy. These spheres resemble Dancing Lights (q.v.), and
|
|
the caster can control them in the same way. The spheres can be moved
|
|
up to 120' per round. Each ball is about 5' in diameter, and any
|
|
creature(s) approaching within 5' will dissipate that ball's charge. A
|
|
save vs. spells results in half damage, indicating that contact was
|
|
across an air gap. Note that more than one creature approaching within
|
|
5' in a single round can be affected by the ball is that occurs.
|
|
|
|
The charge values are:
|
|
|
|
1 lightning ball 4d12
|
|
2 lightning balls 5d4 each
|
|
3 lightning balls 2d6 each
|
|
4 lightning balls 2d4 each
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Chill of the Void (Evocation, Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round
|
|
Casting Time: 5
|
|
Area of Effect: 20' wide path, 5' per level long
|
|
Saving Throw: None
|
|
|
|
This spell brings forth a wave of supernatural cold, rolling forth from
|
|
the caster's outstretched arms to the maximum area of effect. Its cold
|
|
vacuum kills all normal vegetation in the area except for trees, which
|
|
have a 50%-100% chance to survive (DM's discretion, based on size and
|
|
native environment). This cold inflicts 3d4 damage and the vacuum an
|
|
additional 3d4 to all living creatures within the area of effect.
|
|
Vegetable and fungoid monsters suffer double damage from this spell.
|
|
The material component is a piece of ice.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Elemental Form (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
Use of this spell enable the spellcaster to transform the matter of a
|
|
creature's body into the stuff of a particular elemental plane. The
|
|
elemental form enables the character to engage in normal combat with an
|
|
elemental of the same or opposite form (i.e. water would allow combat
|
|
vs. water or fire elementals), or an elemental creature, without
|
|
needing a magical weapon to hit. It also provides protection vs. the
|
|
same element as if a ring of warmth (+2 on saves, -1 per die of damage,
|
|
regenerate 1 hp of elemental-caused damage per turn). The subject can
|
|
also exist without danger on the appropriate elemental plane, and can
|
|
move normally there. It does NOT empower the subject with perceptions
|
|
not normally possessed (e.g. seeing through the rock of elemental
|
|
earth), but it does prevent elemental damage. A character possessing a
|
|
ring of elemental command who assumes Elemental Form of the same type
|
|
gains the cumulative effects of both, and IS empowered with senses on
|
|
the appropriate plane as if in normal air.
|
|
|
|
If this spell is cast on the prime material, the spell will last 1 turn
|
|
per level of the caster. If cast on the appropriate elemental plane,
|
|
or in the border Ethereal of that plane, it will last 12 turns per
|
|
level. If cast while on an elemental or para-elemental plane different
|
|
from the form assumed, start with the base of 12 turns per level and
|
|
halve the duration for each plane removed. An Elemental Form in
|
|
opposition to the plane the caster is on (air vs. earth, fire vs.
|
|
water) cannot be assumed at all.
|
|
|
|
The material component is a small amount of the appropriate element on
|
|
hand (a handful of clay or earth or a torch flame will suffice).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Firefall (Alteration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
This spell is an improved version of the 2nd level Pyrotechnics spell
|
|
(q.v.), specifically the "fireworks" application of that spell. That
|
|
portion of the spell functions exactly as the Pyrotechnics spell does
|
|
with respect to duration, area of effect, saving throw, and the
|
|
blinding effect created. However, the "fireworks" created by this
|
|
spell are more along the lines of a geyser of brightly burning liquid
|
|
fire, arcing upwards approximately 60' into the air and raining down
|
|
within a 30' area surrounding the perimeter of the basic fire source.
|
|
All in this area of effect suffer 2d6 fire damage with no saving throw
|
|
allowed. Further, a central prominence of flame is thrown upwards by
|
|
this spell, and the caster may direct this column of fire at a single
|
|
target within 60' of the fire source. This plume of fire will inflict
|
|
4d10 damage to the victim, although a saving throw vs. breath weapon is
|
|
possible to halve this damage.
|
|
|
|
The liquid fire continues to burn during the following round, under the
|
|
same conditions as during the first round, although the fire is less
|
|
intense and causes only half the damage caused during the first round.
|
|
Combustibles in the area of effect must save vs. normal fire (if struck
|
|
only by the burning spray) or magical fire (if the victim of the
|
|
central plume fails his or her saving throw or if the central plume is
|
|
directed at an inanimate object) to avoid being set afire. A creature
|
|
who is within the area of the spray who is targeted by the central
|
|
plume will not also suffer fire damage from the spray, as this minor
|
|
flame is all but lost in the fury of the central prominence. The spray
|
|
does not fall within the area of the original fire source, but only
|
|
within 30' of the perimeter of the fire source. An aerial creature
|
|
flying within 60' above the rising geyser of liquid fire is affected
|
|
just as a creature on the ground would be, and may also be targeted
|
|
with the central plume, if the caster so desires. The material
|
|
component for this spell is a lump of pitch mixed with sulfur,
|
|
saltpeter, and magnesium, as well as an existing fire source.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Flames of Falroth (Alteration, Evocation)
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
This spell conjures an extra-dimensional black flame to surround a
|
|
single object or creature within range. This fire has exactly the
|
|
opposite effect of normal fire, in that it restores creatures or
|
|
objects burned to destruction by fire or acid to their original state.
|
|
This will not restore life to a person slain by a Fireball spell, but
|
|
it will restore the body to full health, such that a Raise Dead spell
|
|
will bring the character back to full physical health (though an amount
|
|
of time equal to the time dead must be spent recovering from the
|
|
psychological shock). Similarly, it will not restore enchantment to a
|
|
once-destroyed magic item, though a Limited Wish spell is capable of
|
|
restoring the lost enchantment to the item reconstructed by the Flames
|
|
of Falroth.
|
|
|
|
In order to restore an item or creature, the target must fail a saving
|
|
throw of the same type that resulted in its destruction. Hence, plate
|
|
mail destroyed by the breath of a black dragon must fail a saving throw
|
|
vs. acid, and an adventurer felled by a Fireball must fail a save vs.
|
|
spells. For effects against which there is no save (e.g. Wall of
|
|
Fire), assume the save to be as against breath weapon for creatures or
|
|
magical fire for items. It is thus more difficult to restore items
|
|
that were more difficult to destroy in the first place. One such save
|
|
may be attempted each round, and as many saves as desired may be
|
|
attempted during the use of this spell. No object can ever be affected
|
|
by this spell after the spell has been used on it once, whether or not
|
|
it was successful. Once the save is failed, the object will take 2
|
|
rounds to be fully reconstructed from its remains. The Flames of
|
|
Falroth may be moved to another object or creature at any time during
|
|
the spell's duration, with 1 round of concentration on the part of the
|
|
caster.
|
|
|
|
The Flames of Falroth are very hostile to ordinary fire. They may be
|
|
used as a fire extinguisher or sorts, and will extinguish a 10' cube of
|
|
normal flame every round. Magical fire spells must be checked as per
|
|
Dispel M
|
|
of determining whether the target spell has resisted the effects of the
|
|
Flames of Falroth. If this Dispelling attempt is unsuccessful, the
|
|
Flames of Falroth will vanish back from whence they came.
|
|
|
|
If cast at an elemental fire creature of any sort, the Flames of
|
|
Falroth will automatically cause 6d6 damage to that creature. After
|
|
this initial attack, the target creature may make a save vs. spell at
|
|
-3. If successful, the Flames disappear without causing further harm.
|
|
If failed, however, the Flames continue to attack the creature's very
|
|
substance, causing 3d6 damage every round. A new saving throw is
|
|
allowed each round, the chance to save improving by 1 each round (-2
|
|
after the second round, then -1, etc.). This continues until the
|
|
creature is dead, the caster moves the flames away (after which time
|
|
that creature will no longer be affected by the Flames of Falroth), or
|
|
until the spell expires or a save is made--in both of these cases, the
|
|
Flames disappear.
|
|
|
|
A fire-using or dwelling creature that uses fire but is not native to
|
|
the Elemental Plane of Fire (e.g. fire giant, red dragon, chimera) will
|
|
not be harmed by the Flames of Falroth, but any external fire powers
|
|
(fire breath, spells, immolation, etc.) will cause only half normal
|
|
damage, as their effectiveness is mitigated by the Flames. The
|
|
material component is a bit of green wood, a handful of ashes, a smoky
|
|
quartz crystal, and a piece of obsidian.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Hunting Pack (Conjuration/Summoning)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: 5 rounds per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell summons into the caster's vicinity a pack of canines who
|
|
will fight on behalf of the caster, if such is required. The
|
|
composition of the pack will be as follows:
|
|
|
|
01-10 4-16 jackals
|
|
11-60 3-12 wild dogs
|
|
61-90 2-8 wolves
|
|
91-00 1-4 dire wolves
|
|
|
|
The pack will follow commands to the best of its ability, so long as
|
|
they are relatively simple (attack, return, heel, etc.). If attacked
|
|
by the caster or his fellows, all creatures summoned will instantly
|
|
disappear. The hounds can track as well as a 5th level ranger, and can
|
|
be commanded to perform this activity if it is requested of them (such
|
|
as by allowing them to smell an article of clothing from the creature
|
|
to be tracked, etc.). The hounds will arrive 1-10 rounds after the
|
|
spell is cast. The material components are a piece of fresh, uncooked
|
|
meat and a finely crafted silver or ivory hunting horn, worth not less
|
|
than 100 gp., which must be sounded during the casting of the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Rainbow Blast (Evocation)
|
|
|
|
Range: 10' + 5' per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: 1' wide beam
|
|
Saving Throw: Negates
|
|
|
|
This spell is very much like the second level Rainbow Beam spell, but
|
|
is much more powerful. Besides a slightly larger area of effect, and
|
|
the fact that a solid object will not stop the beam unless larger than
|
|
2' wide AND formed of solid stone or some such similar dense material,
|
|
i.e. the beam is not stopped by mere flesh, even if armoured, but
|
|
would be stopped by a stone wall.
|
|
|
|
The spell does 2-7 (1d6+1) points of damage per level of the caster.
|
|
The swirling, coruscating tendrils of multi-hued light also have
|
|
properties as listed under the Rainbow Beam spell. A target resistant
|
|
to one or more of these forms of attack takes -1 point of damage per
|
|
die per attack that it is resistant to. The obverse applies for
|
|
creatures that are particularly vulnerable to a certain form of attack
|
|
(e.g. a frost giant is immune to cold, but is not particularly
|
|
vulnerable to fire, so it would take -1 point of damage per die. A
|
|
green slime, vulnerable only to fire and cold, would take -5 points of
|
|
damage per die.) The indigo (holy water) beam does normal damage
|
|
except to creatures affected by unholy water (paladins, lammasu, etc.,
|
|
who are considered as being resistant), and those affected by holy
|
|
water (undead, demons, etc., who are considered as specifically
|
|
vulnerable).
|
|
|
|
The victim is entitled to a saving throw, which, if successful,
|
|
indicates that the beam has missed. It may hit another target,
|
|
though. Also, if a target is struck by the beam, he or she must save
|
|
vs. petrification or be struck in the face and blinded for 3-6 rounds.
|
|
|
|
The material component for this spell is a small diamond worth not less
|
|
than 100 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Ray of Paralysis (Alteration)
|
|
|
|
Range: 10' + 5' per level
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 1
|
|
Area of Effect: One creature
|
|
Saving Throw: Negates
|
|
|
|
The caster extends his arm, points his finger, and speaks a word to
|
|
cast the spell. A thin, light blue ray leaps from the caster's
|
|
finger. The intended target must save vs. petrification. If the save
|
|
is failed, then the creature is struck by the beam and, unless the
|
|
creature possesses some innate magic resistance, is paralysed for 2
|
|
rounds per level of the caster. If the save is made, the pencil-thin
|
|
ray has missed its original target and continues on in a straight line
|
|
to the extent of its range. Any creature in the path of the beam must
|
|
make the same saving throw or be struck and paralysed. If the ray
|
|
actually strikes, there is no save vs. its effects. Size L creatures
|
|
must save at -1, size H at -2, and size G at -4. Conversely, size S
|
|
creatures save at +1 and size T at +3. The ray can affect only target
|
|
in any event. The material component is a clear gem or a piece of
|
|
amber worth at least 100 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Shadowfire (Evocation, Necromancy)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: 1' diameter ray, 5' per level long
|
|
Saving Throw: 1/2
|
|
|
|
This spell calls forth a seething black ray shot through with veins of
|
|
green fire. All creatures in the path of the spell will suffer d4
|
|
damage per level of the caster, up to a maximum of 20d4. A successful
|
|
save vs. breath weapon will result in only half damage. A creature
|
|
that is immune to fire or to energy drain will suffer only one-half
|
|
damage (one-quarter if a successful save is made). If the damage
|
|
rolled exceeds a target's remaining hit points, that target is
|
|
disintegrated. The material component is a black opal worth at least
|
|
500 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Sheet Lightning (Evocation)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: 10' square area per level
|
|
Saving Throw: Special
|
|
|
|
This spell creates a very bright flashing jolt of sheet lightning
|
|
within the area of effect. All those in the area receive 4d4
|
|
electrical damage with no saving throw. In addition, those within must
|
|
save vs. petrification to avoid being blinded for 1d3 rounds and must
|
|
save vs. breath weapon to avoid being stunned for 1d3 rounds. Those
|
|
carrying large, mostly metallic weapons (e.g. swords, battle axes) or
|
|
wearing partial metal armour (studded-chain) save at -2 vs. the
|
|
stunning and suffer +1 per die of damage. Those in full metal armour
|
|
(splint or better) save at -4 vs. the stunning and suffer double
|
|
damage. The material component is a bit of fur and a sheet of fine
|
|
crystal worth at least 50 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Bergil's Fire Bolt (Evocation)
|
|
|
|
Range: 20 yards + 5 yards per level
|
|
Components: VSM
|
|
Duration: Instant
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
The spell creates a powerful bolt of plasma that in inflicts 1d8 points
|
|
of damage per level to anyone in it's area of effect (maximum damage is
|
|
12d8). This bolt is 60' long by 5' wide, it cannot be forked. It
|
|
streaks outward much like a lightning bolt. It does not reflect,
|
|
however. If the Firebolt hits a wall the plasma spreads out in 5'
|
|
radius hemisphere, anyone in the hemisphere takes damage. Thus it is
|
|
possible to hit someone standing near a wall twice with the Firebolt,
|
|
once with the bolt and once with the hemisphere. The Firebolt
|
|
automatically sets fire to anything combustible in the path or in the
|
|
hemisphere. The bolt has the same penetration ability as a lightning
|
|
bolt. The material components are: a stick, a bit of sulfur, and a dab
|
|
of royal honey. All are consumed.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Branit's Backstabbing Surprise (Conjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: 8 feet radius semi-sphere
|
|
Saving Throw: None or 1/2
|
|
|
|
This spell provides protection against backstabbing. When the recipient
|
|
of the spell is backstabbe
|
|
spell recipient which blows back and out to form a semi-sphere 8 feet
|
|
in radius. All within the area of effect, the recipient not included,
|
|
take 6d4 + 6 points of acid damage. Note that the backstabber gets no
|
|
save (due to surprise and proximity), all others receive half damage
|
|
upon successful save.
|
|
|
|
A backstabbing attack is any physical attack or combination of attacks
|
|
initiated from behind which causes damage equal to 1/5 or more of the
|
|
victims hit points at the time of the attack, assuming the attacker is
|
|
within 8 feet of the victim when the attack is initiated. The spell is
|
|
in effect until dispelled or discharged. This spell will work in
|
|
combination with other defensive spells.
|
|
|
|
The material component is 100 red ants which must be rolled in the
|
|
casters hands, the husks then thrown over each shoulder of the
|
|
recipient, and the juice rubbed into the recipients back.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Broom (Enchantment)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 hour per level + 1d6 hours
|
|
Casting Time: 1 turn
|
|
Area of Effect: Broom touched
|
|
Saving Throw: None
|
|
|
|
A witch uses this spell to enchant her broom with the power of flight.
|
|
The broom flies with a movement rate of 30, minus 1 per 14 pounds above
|
|
182 pounds which it is carrying, and it can climb and turn at an angle
|
|
of 30 in response to the verbal command of its mistress. While the
|
|
enchantment lasts, the witch can summon the broom from up to 300 yards
|
|
away. The material components are a broom, which is not used up by the
|
|
casting, and a feather, which is. The long casting time is necessary to
|
|
set the command words, but if the spell is recast on an already
|
|
enchanted broom, it has a casting time of 3.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Chaos Vision (Illusion/Phantasm)
|
|
|
|
Range: 1" per level
|
|
Components: VS
|
|
Duration: 1 turn per level
|
|
Casting Time: 2 rounds
|
|
Area of Effect: 1" radius sphere per level
|
|
Saving Throw: None
|
|
|
|
This spell offers some protection from teleport spells by constantly
|
|
shifting and shaping what an area looks like. Thus a mage cannot use
|
|
information gathered previously to teleport to the effected area as the
|
|
surroundings will have seemingly changed. Objects located in this
|
|
environment or entering it will be effected also, first appearing as
|
|
one object or animal and then shifting to another.
|
|
|
|
Another use found for this spell is as a trap. Slimes, molds and other
|
|
creatures that don't need senses to attack can be placed in this
|
|
environment and effectively are invisible.
|
|
|
|
Any attacks on anything in the area of effect is hindered by a -4
|
|
modifier to hit. Note that true seeing and similar magics that see
|
|
through illusions will likewise penetrate this one. No damage will be
|
|
taken by being in the illusion. ( Unless from something else physical
|
|
also there of course! ) The main purpose is simply to constantly
|
|
conceal.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Damian's Insulated Envelope (Abjuration)
|
|
|
|
Range: 0"
|
|
Components: VSM
|
|
Duration: 2 rounds + 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: Caster
|
|
Saving Throw: Special
|
|
|
|
Due to his personal dislike of lightning the archmage Damian crafted
|
|
this spell to specifically counter its harmful effects. When cast, this
|
|
spell seems to cover the caster in a pale blue light resembling an
|
|
envelope. Once cast the caster gains 2 Benefits (much like fire
|
|
shield).
|
|
|
|
1) A save vs. lightning at + 2 indicates no damage to the caster. A
|
|
failed save merely indicates Half damage. If at any time the caster is
|
|
hit by any acid or acid spell the caster must save normally or take
|
|
double damage.
|
|
|
|
2) If any melee attacks are made on the caster, on a successful strike
|
|
the caster takes normal Damage but so does the attacker.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Deadthought (Divination, Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: One corpse
|
|
Saving Throw: None
|
|
|
|
This is essentially telepathy with a corpse, as the forensic wizard
|
|
probes the brain of the deceased for specific data. The dungeon master
|
|
must decide if the information sought is basic, well known, merely
|
|
known, or forgotten. The table below lists the chance of finding the
|
|
information and the amount of time required by the search (if location
|
|
is in fact possible), but the DM can altar these numbers if the body is
|
|
in a particularly advanced state of decomposition.
|
|
|
|
Type of Chance of Time
|
|
Information Finding Required Examples
|
|
----------- --------- ------------ --------------------
|
|
Basic 96% 1 round Name and profession
|
|
Well Known 70% 2-8 rounds Relating to current
|
|
mission
|
|
Known 30% 3-12 rounds Relating to previous
|
|
missions
|
|
Forgotten 2% 11-20 rounds Overheard once
|
|
|
|
This spell will continue as long as the wizard concentrates, but on
|
|
every round there is a 1% chance of that he will go insane. The
|
|
material component is a pair of metal helmets, linked by a copper
|
|
wire.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Deja Vu (Divination)
|
|
|
|
Range: 20 yards
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
This spell throws the victim back to the location he or she occupied at
|
|
a pont in the recent past. It does not turn back time, it merely
|
|
teleports back along the victim's "time line." This restriction makes
|
|
the resistance that the magic must overcome much less than a full
|
|
"teleport other" spell would have to fight. Deja Vu sends the victim to
|
|
the position he or she occupied 1d6 hours in the past per level of the
|
|
caster.
|
|
|
|
If the victim would be placed inside another object or creature, the
|
|
victim is placed in a random direction along his or her time line until
|
|
an unobstructed location is found. The material component is a
|
|
time-keeping device which is destroyed at the time the spell is
|
|
memorised by the caster.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Enemy Blink (Alteration, Enchantment/Charm)
|
|
|
|
Range: 300 yards
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect: 4-24 creatures
|
|
Saving Throw:
|
|
|
|
Makes enemy blink if save failed. Otherwise like blink. Good for use if
|
|
enemy near cliff or large body of water.
|
|
|
|
Cannot make people save twice, ie, "I've got 12, I use them all on him,
|
|
have him save 12 times".
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Hand of Time (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: Special
|
|
Casting Time: 5-8
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Negates
|
|
|
|
After casting this spell, the death master's hand will bear a baneful
|
|
curse, for the next creature he touches (possibly requiring an attack
|
|
roll) will instantly become 4d10 years older. The spell lasts for one
|
|
round per level of the caster or until discharged, and it cannot be
|
|
reversed.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Hold Person II (Enchantment/Charm)
|
|
|
|
Range: 12"
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: one person
|
|
Saving Throw: Negates
|
|
|
|
This spell is like hold person except as noted above and that the
|
|
saving throw is made at -6.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Hydro Shield (Evocation, Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 2 rounds + 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: Personal
|
|
Saving Throw: None
|
|
|
|
By casting this spell, the mage appears to be covered in a mist of
|
|
water. Variation A is coloured blue or green; variation B is coloured
|
|
violet or blue. Any creature striking the spell caster with body or
|
|
hand-held weapons will inflict normal damage upon the mage, but the
|
|
attacker will take double the damage so inflicted! The other powers of
|
|
this spell depend on the variation being used:
|
|
|
|
Version A: Any electrical attacks will be saved at +2 on the die, and
|
|
will do either half damage (if save is failed) or no damage at all (if
|
|
save is made). Acid based attacks are normal, but if the mage fails the
|
|
required saving throw, he sustains double damage! The material
|
|
component for this version is a bit of tree gum.
|
|
|
|
Version B: Any acid attacks will be saved at +2 on the die and will do
|
|
either half damage (on an unsuccessful save) or no damage (if save is
|
|
successful). Electrical attacks are normal, but if the mage fails to
|
|
make the required save he sustains double damage from that attack.
|
|
|
|
The material component for this version is an alkylaine substance.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Improved Magic Mouth (Alteration)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 4
|
|
Area of Effect: one object
|
|
Saving Throw: None
|
|
|
|
Like Magic Mouth but can speak command words to activate magical items,
|
|
Stash spells etc. (but can not cast spells).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Greased Pig (Conjuration, Alteration)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: 4 rounds + 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: 1 creature + 1 creature per 4 levels of the caster
|
|
Saving Throw: Special
|
|
|
|
This spell is a more powerful version of the third-level Haste spell,
|
|
with the first-level Grease spell thrown in
|
|
spell is cast upon suffer none of the side effects of the grease (i.e.
|
|
they don't drop their weapons, they don't slip, etc.) but those that
|
|
try to attack or grab them will. It negates special attacks by
|
|
creatures that inflict damage automatically every round after a
|
|
successful hit (i.e. stirges or executioner's hoods) - the creature
|
|
must roll to hit every round due to the slipperiness of the target.
|
|
Otherwise, it conforms to the normal Haste spell ( -2 on initiative,
|
|
double movement rate, double number of attacks per round, ages
|
|
recipient 1 year). It is not cumulative with Haste or other Greased
|
|
Pig spells.
|
|
|
|
The material components for this spell are a bit of butter and an anise
|
|
seed for each recipient.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Headless Flying Roasted Pig (Summoning, Enchantment)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: Negates
|
|
|
|
This spell summons a pre-prepared headless flying roasted pig. The pig
|
|
flies at a rate of 30, and is under the control of the caster (who must
|
|
give it his or her full attention). The pig is magically funny; anyone
|
|
who looks at the pig (except the caster) must save vs. spell every
|
|
round that the pig is in his or her field of view or fall down laughing
|
|
until the pig leaves. Laughing victims are at a -2 "to hit" until the
|
|
spell expires.
|
|
|
|
Victims with an Intelligence of 4 or less, and are meat-eaters, will be
|
|
attracted to the pig's delicious aroma and must save at a -6 or spend
|
|
the rest of the spell's duration trying to catch it. If they are
|
|
vegetarians, they are unaffected. Those with Intelligences of 5-9 save
|
|
vs. the laughter effect at a -4. Those with Intelligences of 10-14
|
|
save at a -2. Those with Intelligences of 15-19 save normally, and
|
|
those who are more intelligent than that are unaffected.
|
|
|
|
The pig cannot be caught or attacked; those attempting to do so
|
|
automatically succumb to the laughter. The pig has no other attacks
|
|
besides its magical nature. It can be Banished or Abjured; Dispel
|
|
Magic merely terminates the caster's control over it. If the Dispel
|
|
Magic is successful, the pig will leave 50% of the time and stay 50% of
|
|
the time, the magical laughter effect will not be dispelled, and the
|
|
caster will become vulnerable to the laughter's effects.
|
|
|
|
The material components are a baked, spiced apple and a hummingbird
|
|
feather. Additionally, a pig of no less than 50 pounds must be
|
|
beheaded, roasted and otherwise prepared ahead of time; this pig does
|
|
not have to be carried with the spellcaster but must not be eaten, as
|
|
it is consumed by the spell at the time of casting.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Morning After (Alteration, Enchantment/Charm)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Variable
|
|
Casting Time: 4
|
|
Area of Effect: 1 intelligent creature
|
|
Saving Throw: Negates
|
|
|
|
This spell takes effect after the victim has had a minimum of two hours
|
|
of sleep. The victim looses all memory of events that occured between
|
|
the time the spell was cast and when he or she awoke.
|
|
|
|
The victim will remember the existance of any material components used
|
|
in the spell.
|
|
|
|
The effects of the spell last 1D6 rounds per level of the caster. The
|
|
caster should not be told the duration of the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jibril's Anti-Magic Shield (Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 1
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
The recipients of this spell are made more aware of the magic around
|
|
them and are also more able to affect it. They therefore have a magic
|
|
resistance of 5% per level of the caster. A dispel magic is only half
|
|
as likely to dispel this spell. Note: this spell only effects Mages.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Justin's Mental Map (Divination)
|
|
|
|
Range: 1 mile
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 10 minutes
|
|
Area of Effect: 1 mile radius
|
|
Saving Throw: None
|
|
|
|
Outdoors only, this spell gives the caster an aerial view of the
|
|
countryside within 1 mile of the caster. Only large features visible
|
|
from above are noted, like rivers, woods, fields, large buildings, and
|
|
clearings, but not people, caves, small streams, or the like. Material
|
|
component is powdered pineal gland.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mimic (Enchantment/Charm)
|
|
|
|
Range: 10 feet per level
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: One creature
|
|
Saving Throw: Negates
|
|
|
|
This spell forces some humanoid creature in the caster's line of sight
|
|
to begin mimicing his actions. The creature's actions will directly
|
|
reflect those of the caster, regardless of position or orientation. The
|
|
creature will be frozen momentarily at the onset of the spell, but
|
|
after that segment of inaction, the creature begins mimicing the
|
|
caster.
|
|
|
|
This can be potentially harmful for the target, if say for example, the
|
|
caster waves his hand in the vicinity of his neck, and the target
|
|
happens to be wielding a sword.
|
|
|
|
Once the spell is cast, the caster need not be able to see the target
|
|
for the target to mimic his actions. The target does get a second save
|
|
if forced to do actions that are obviously lethal, such as the
|
|
aforementioned hand waving example. If the target passes outside of the
|
|
range of the spell, the spell is broken.
|
|
|
|
The material component of the spell is a small ivory figurine, which is
|
|
broken to bits in the casting of the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Missile Multiplication I (Evocation, Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 6
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Missile must be fired within the next two segments. Makes 3-18
|
|
missiles out of one. Only normal missiles are affected.
|
|
|
|
Stuff disappears one round after shooting, but effects stay. A nasty
|
|
assassin in my game used the fifth-level version of this spell with
|
|
sleep-poison darts to capture a PC.
|
|
|
|
You have to roll to hit for each missile, by the way. However, if your
|
|
first missile hits, you have a +3 on all thereafter.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Negative Bolt (Evocation)
|
|
|
|
Range: 2" + 1/3" per level
|
|
Components: VS
|
|
Duration:
|
|
Casting Time: 4
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This combat spell projects a bolt of negative energy. Some
|
|
practitioners believe it to be merely energy from the negative material
|
|
plane... Said Spellcasters are wrong. The spell actually projects raw
|
|
anti-matter in a bolt of anti-energy. Materials affected by the bolt
|
|
tend to disintegrate and be consumed... Spell wards and defences tend
|
|
to dissolve also. Specific defences exist for the genre of spells
|
|
similar to this one but they are secrets kept for self-defence.
|
|
|
|
The bolt only does 1d3 per level of the caster but it also has the
|
|
effect of dispelling first and second level defensive spells. Spells
|
|
third through fifth need to make a saving throw based on that of the
|
|
caster to save and sixth level spells only fail on a 1. Though the
|
|
duration of any such affected spell is usually reduced on a ratio to
|
|
the level of the spell (GM decision as to what, though I wouldn't
|
|
suggest more than 1/2 duration).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Protection from Domination (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: 5 rounds per level
|
|
Casting Time: 4
|
|
Area of Effect: one creature
|
|
Saving Throw: None
|
|
|
|
This spell protects the effected creature from all sorts of domination
|
|
attacks. This includes psionics and spells which do domination.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Rathe's Mage Lock (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 portal
|
|
Saving Throw: None
|
|
|
|
The Mage Lock spell is an advanced form of the Wizard Lock spell. There
|
|
are two main changes from the latter. First, while the spell is in
|
|
effect, the portal cannot be damaged or destroyed by any physical (not
|
|
magical) means short of an elemental. Note, however, that magical means
|
|
of destroying the door (e.g. Fireball, disintegrate, etc) still work as
|
|
normal, and if the door is destroyed, the spell is broken. If the spell
|
|
is dispelled or negated by any means whatsoever (even temporarily), the
|
|
portal will crumble into dust.
|
|
|
|
Second, the spell has another application; it can be placed upon an
|
|
object. The effect of this is to allow anyone wearing or carrying the
|
|
object to open any Mage Locks by the same caster. For example, if one
|
|
of Rathe's Mage Locked bracelets was worn, the wearer could open any
|
|
door Mage Locked by Rathe (but not by any other mage). The material
|
|
component is half a pound of iron filings for the first application and
|
|
100 GP worth of diamond dust for the second.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Resist Acid (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
This spell is similar to the third level mage spell resist electricity
|
|
(q.v.), except this spell provides some protection from acid and acid
|
|
based attacks. The material component for this spell is an alkylaine
|
|
substance.
|
|
|
|
------------------------
|
|
|
|
Rhuva's Counter-Scry (Divination)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 8 hours
|
|
Casting Time: 4
|
|
Area of Effect: 20 yards radius
|
|
Saving Throw: Special
|
|
|
|
The caster will automatically detect any scrying attempt in the area of
|
|
effect. The scryer must make a save vs spells to realise that the
|
|
scrying is being tampered with. If he does not immediately terminate
|
|
the scrying, the caster of the counter-scry gets a clear image of the
|
|
spy and a general location. He can cast any ranged spells through the
|
|
link at the scryer, who receives all normal saves. The caster of the
|
|
counter-scry can also simply jolt the scryer, causing the connection to
|
|
be terminated. The detection of a scrying attempt will interrupt
|
|
spell-casting. (It is suggested that "detect scrying" be made a second
|
|
level spell, with a more limited duration and vaguer description of the
|
|
scryer.)
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Rhuva's Tracker (Divination)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 day
|
|
Casting Time: 4
|
|
Area of Effect: 1 creature or object
|
|
Saving Throw: Negates
|
|
|
|
The mage casts this spell, and hurls a small carved scarab at a target
|
|
within range. A creature or object in a creature's possession gets a
|
|
save to avoid the scarab. It clings invisibly to its victim, noticed
|
|
only in a determined search. The caster then always knows where the
|
|
victim is (distance & direction), provided it is within one mile per
|
|
level, and the target is not enclosed in lead. The tracker can be
|
|
renewed each morning by recasting the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Shadow Wall (Abjuration, Conjuration)
|
|
|
|
Range: 1 yard per level
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 100 square feet per level
|
|
Saving Throw: None
|
|
|
|
This spell is exactly like Astral Wall, except that it additionally
|
|
forbids magical or mystical sensing through the wall. Thus,
|
|
clairvoyance, detect spells, mystical detection abilities, a basilisk's
|
|
gaze, etc. will not be able to pass through a shadow wall. Other
|
|
effects (including the duration increase) are as Astral Wall. The
|
|
material component is a piece of paper with a Blindness Glyph of
|
|
Warding or Symbol inscribed thereupon.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sleep II (Enchantment/Charm)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: 5 rounds per level
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is the same as the first level sleep except as noted. All
|
|
creatures to be effected by the sleep spell must be within the 40'
|
|
radius sphere created upon completion of casting. The sphere must be
|
|
centered on a creature or object within sight and not an area; in
|
|
addition the area of effect can not be reduced, although the caster can
|
|
specify during its casting that creatures closest to the center be
|
|
effected first dependent upon the hit dice of those creatures.
|
|
|
|
The number of creatures that can be effected is a function of the
|
|
caster's level: for every 2 levels of the caster, 1d6 hit dice, rounded
|
|
up, can be effected. Example: A fifth level wizard could affect 3d6 hit
|
|
dice of monsters. Monsters with 6 + 1 hit dice or more are uneffected.
|
|
The center of effect is determined by the caster although the caster
|
|
may not be in the area of effect upon spell completion or risk its
|
|
effects. The creatures with the least hit dice are affected first
|
|
(dependent upon the casters wishes, additionally creatures below a
|
|
certain hit dice may be excluded), and partial effects are ignored.
|
|
The material components for this spell is a pinch of fine sand and rose
|
|
pedals, or a live cricket.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonoric's Animal Awareness (Divination, Enchantment/Charm)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 4
|
|
Area of Effect: One animal
|
|
Saving Throw: Negates
|
|
|
|
With this spell, the caster is able to take control any any small (size
|
|
Tiny) creature of less than 1+ HD in his line of sight. If the creature
|
|
is above animal intelligence, it gets a saving throw versus spells, a
|
|
successful save indicating spell failure. The creature is at -4 to save
|
|
if the caster has a good grip on it for the duration of the spells
|
|
casting. Those creatures of a non-magical nature of less then animal
|
|
intelligence do not get a save. Those of a magical nature get a save at
|
|
-4.
|
|
|
|
Once the caster has control of the animal, while concentrating he can
|
|
see, hear, etc through the animal's senses. He can also control the
|
|
animal's actions, even special movement, such as flying, swimming and
|
|
burrowing, although the if the caster attempts to get the creature to
|
|
attack something not below itself on the food chain, the animal has a
|
|
(75 - minus caster's level) percent chance of escaping the grip of the
|
|
spell. While concentrating on the animal, the caster is incapable of
|
|
any other action.
|
|
|
|
The caster can maintain control of the animal up to 100 yards away, per
|
|
level of the caster. Those seeing the controlled animal will notice any
|
|
strange behaviour it may be exhibiting, if they make the appropriate
|
|
perception checks (i.e. INT check, or save versus paralysation). The
|
|
spell is broken if the caster ceases concentration, or if the animal
|
|
takes more than 4 HP of damage. Otherwise, the spell lasts for a turn
|
|
per three levels of the caster (i.e. two turns at fourth, three at
|
|
seventh, etc).
|
|
|
|
The material component of the spell is a bit of food, which the target
|
|
animal would find appetising, which is consumed by the caster in the
|
|
casting of the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonoric's Fly on the Wall (Divination, Necromancy)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell creates a spying device out of an ordinary flying insect.
|
|
Upon casting the spell upon an insect, living or dead, the spell grants
|
|
the abilities of limited clairaudience and clairvoyance, centered on
|
|
the insect. The mage, while concentrating on the insect, can hear any
|
|
noise within 15' of the insect. Clairvoyance through the insect,
|
|
however, is rather disorientating, and the mage is -2 to hit and AC for
|
|
three rounds after breaking concentration. The insect has a flying
|
|
movement rate of 6", and its movement is controlled by the
|
|
concentrating mage.
|
|
|
|
If concentration is broken before the end of the spell duration, the
|
|
fly drops to the ground, and there is a 75% chance that, if the mage
|
|
resumes concentration, it will be too damaged to fly again, although
|
|
the clairaudience and clairvoyance will still work for the remainder of
|
|
the duration. If the fly takes any damage during the spell, such as
|
|
being swatted or stepped on, the insect will no longer fly, but,
|
|
provided that at least half of the fly remains, the clairaudience and
|
|
clairvoyance will still work.
|
|
|
|
The material component of the spell is the body of a winged insect,
|
|
living or dead, which is slain in the casting of the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Spirit Skill (Enchantment)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Person touched
|
|
Saving Throw: None
|
|
|
|
This spell transfers skills from a specially prepared vessel into a
|
|
willing recipient. The material component is a symbol prepared using
|
|
Steal Skill, which must be carried by the recipient and disappears upon
|
|
completion of the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Steal Skill (Conjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell lets a wizard steal the class-related skills of a willing
|
|
humanoid victim and transfer them either to the wizard or to a special
|
|
container. The victim drops to first level, and regains levels at the
|
|
rate of 1 per four hours thereafter. The caster gains 1/2 the
|
|
class-related skills of the victim (if stealing from a fighter, the
|
|
caster will gain the ability to wear armour and attack with a THAC0
|
|
halfway between the fighter's and the default 20 with any weapon with
|
|
which the fighter is proficient; if stealing from a thief the caster
|
|
will gain thief abilities which are the average of the thief's
|
|
abilities and the base of 4; in no case will abilities go down because
|
|
of this). Abilities which are granted by a diety cannot be transferred
|
|
this way, nor can spellcasting abilities. The transferred abilities
|
|
fade after one turn per level.
|
|
|
|
The material component is a symbol of the class to be transferred,
|
|
specially prepared and costing not less than 10 GP per level of the
|
|
target. If the caster wishes, he or she may imbue the symbol with these
|
|
skills rather than using them at the time (in which case it will not
|
|
disappear). The primary purpose of this use is to provide the material
|
|
component for Spirit Skill.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Teleport Trace (Divination)
|
|
|
|
Range: 10 yards per level
|
|
Components: S
|
|
Duration: 10 rounds + 1 round per level
|
|
Casting Time: 3
|
|
Area of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
The wizard casts this spell on a character or creature who is likely to
|
|
teleport or employ similar magic in the near future. If the recipient
|
|
does cast teleport (or dimension door, word of recall, etc.), then
|
|
wizard who placed the teleport trace will receive a mental image of the
|
|
target location. The caster of the trace will then know his location
|
|
relative to that of the teleporter, and he will be able to use his own
|
|
teleportation or scrying magic with maximum accuracy.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Time Warp (Alteration)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: 3 rounds + 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: 40' cube, 1 creature per level
|
|
Saving Throw: Special
|
|
|
|
This is a combined haste and slow spell. At the time of casting, the
|
|
caster chooses which application to use. The effects, as well as range,
|
|
saving throw, and material components are as per the appropriate
|
|
spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Uldark's Conjured Fireball (Conjuration/Summoning)
|
|
|
|
Range: 10 yards + 10 yards per 2 levels
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: 15-foot radius
|
|
Saving Throw: 1/2
|
|
|
|
This spell duplicates the 3rd level spell fireball in most respects;
|
|
however, instead of shaping the fireball from magical energy as the
|
|
evocation version does, this spell actually conjures a ball of fire
|
|
directly from the elemental plane of fire. When the spell is cast, a
|
|
small interdimensional connection opens between the plane of fire and
|
|
the caster's plane; the fireball enters through this opening and
|
|
strikes the targets as directed by the caster. There is a chance that
|
|
an extraplanar creature may enter through the opening as well. The
|
|
chance of this occurring is: 20% - 1% per level of the caster (to a
|
|
minimum of 1%).
|
|
|
|
This spell has the same effects (including damage) as the evocation
|
|
version, but it is slightly harder to produce these effects in this
|
|
manner; this is reflected in the higher spell level and the reduced
|
|
range and area of effect.
|
|
|
|
The material components for this spell are a piece of flint and a pinch
|
|
of sulphur.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
|
|
|
|
Range: 40 yards + 10 yards per 2 levels
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
This spell is similar to Uldark's Conjured Fireball except that it
|
|
conjures a lightning bolt from the quasi-elemental plane of lightning,
|
|
instead of a fireball from the plane of fire. The chance that an
|
|
extraplanar creature enters the caster's plane is the same as that of
|
|
the Conjured Fireball spell. The effects of this spell are identical
|
|
to that of the normal lightning bolt spell, but the area of effect is
|
|
either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.
|
|
|
|
The material components of this spell are a small metal rod and the
|
|
skin of an electric eel.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Vander's Librarian (Conjuration/Summoning)
|
|
|
|
Range: 20 yards
|
|
Components: VS
|
|
Duration: 6 hours
|
|
Casting Time: 1 minute
|
|
Area of Effect: 1 minor spirit
|
|
Saving Throw: None
|
|
|
|
This spell conjures a minor knowledge spirit to search for books and
|
|
references for the wizard. It can search for titles, specific
|
|
references, or general subject matter, finding books in the time it
|
|
would take a reasonably skilled librarian (depends on case). The
|
|
wizard is freed to concentrate on more interesting matters, so this
|
|
spell roughly doubles a wizard's research efficiency.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Fifth Level Spells
|
|
|
|
========================================================================
|
|
|
|
5-Mile Carrier (Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw: Special
|
|
|
|
Extends the range of any other spell up to 5 miles. Can shoot around
|
|
corners but not in a zig-zag shape. e.g. you could cast it with
|
|
Lightning Bolt to start the bolt on the other side of a hill 2 miles
|
|
away, but the size of the bolt is still the same.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Aurora Borealis (Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 3
|
|
Area of Effect: 1' per level radius ring
|
|
Saving Throw: Special
|
|
|
|
This spell causes a sheet of dancing, shifting light to spring up
|
|
around the caster, encompassing any area up to the maximum indicated by
|
|
the caster's level. The Aurora will last as long as the caster
|
|
concentrates on it (concentration can be maintained while moving at
|
|
half-speed, but the caster cannot fight or cast other spells, though
|
|
speech is allowed), and for an additional 1 round per level after he or
|
|
she ceases concentration.
|
|
|
|
Any intelligent creature which views the shifting, dancing patterns of
|
|
light must save vs. spells or stand fascinated, watching the interplay
|
|
of colours and lights (cf. Hypnotic Pattern). A maximum of 2 HD of
|
|
creatures per level of the caster can be so affected.
|
|
|
|
Any creature actually touching the Aurora will suffer 2-12 points of
|
|
damage, +1 point per level of the caster. Fungoid monsters, undead,
|
|
and creatures native to the plane of shadow suffer 2-12 points of
|
|
damage, +2 points per level, from the effects of this spell.
|
|
|
|
The material component of this spell is a clear gemstone or crystal
|
|
prism worth not less than 100 gp., a glowworm, and a pinch of
|
|
phosphorus.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Balefire (Conjuration/Summoning)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 5
|
|
Area of Effect: 5' x 30' x 15' cone
|
|
Saving Throw: Special
|
|
|
|
This spell draws upon a nearly colourless arcane effluvium from the
|
|
Plane of Shadow. This mystical stuff burns very hot and is extremely
|
|
viscous, but rapidly dissolves in the thick substance of the Prime
|
|
Material Plane. Those in the area of effect may attempt a save vs.
|
|
breath weapon to avoid being covered in the stuff. If this save is
|
|
successful, they are merely splashed with it. Even this small amount,
|
|
however, is sufficient to cause half damage for the initial round, but
|
|
it burns out in that single round. Those that fail to save and are
|
|
struck fully by this ghastly stuff suffer d6 fire damage per two levels
|
|
of the caster (rounded up), up to a maximum of 12d6. The Balefire
|
|
clings to these poor victims and continues to inflict damage. The
|
|
damage is reduced by 2d6 each round, and the it burns until all damage
|
|
potential is exhausted. This shadow-stuff burns with a colourless fire
|
|
that can only be extinguished by magical means (e.g. Wand of Flame
|
|
Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such
|
|
as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere,
|
|
although spells involving ice may also cause impact damage to the
|
|
would-be rescuee); even total immersion in water will have no effect on
|
|
it. This flame is so hostile to natural (i.e. Prime Material) matter
|
|
that it will burn through one inch of wood or soft metal, one quarter
|
|
inch of hard metal, or one eighth inch of stone per die of damage that
|
|
it would inflict to living targets each round it is active. Any
|
|
individual who is struck fully (i.e. fails to save) must make item
|
|
saving throws vs. magical fire for all exposed equipment in each round
|
|
that the Balefire clings to him, though these saves are at +1
|
|
cumulative for each round after the first. Occasional dark green or
|
|
red flickerings can be observed in an active Balefire. The material
|
|
component is a standard opal (not a black or fire opal) worth at least
|
|
500 gp. and a bit of pitch.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Blue Blaze (Evocation, Conjuration)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Fan-shaped area 50' long,
|
|
20' at terminus
|
|
Saving Throw: Special
|
|
|
|
By utterance and extending either arm, the caster causes a fan-like
|
|
sheet of heated, purplish, acidic vapours and blue flames to leap forth
|
|
from his or her outstretched hand. Any creature in the area of effect
|
|
must save twice (once vs. the fire, once vs. the acid) or suffer 1d6
|
|
per 2 levels of the caster (rounding up) from each effect.
|
|
|
|
All exposed items must save vs. acid, regardless of the result of the
|
|
save. Item saves vs. magical fire are only necessary if the a victim
|
|
fails his save vs. that effect.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 3 turns per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
In the casting of this spell, the wizard must choose one element to
|
|
have dominance over. Elementals of this plane cannot approach within
|
|
5' of the caster or attack the caster in any way. The caster can
|
|
forego this protection if desired, and attempt to charm the elemental
|
|
(cf. Charm Monster), applying a -2 penalty to the save. If this is
|
|
attempted, than this total ward against elementals is lost.
|
|
|
|
In any event, any elemental creature (water weird, xorn, etc.) is at -1
|
|
to hit and -1 per die of damage when attacking the caster. The caster
|
|
makes all saves vs. their attacks at +2. The casters own attacks are
|
|
at +4 to hit (or -4 to the target's save) and +6 to damage. He can
|
|
further affect any elemental creature with any weapon, regardless of
|
|
its level of enchantment.
|
|
|
|
The caster may converse with creatures of the chosen element, and they
|
|
will respect him if alignments are similar, or fear (if the caster
|
|
appears strong) or hate and desire to slay (if the caster appears weak)
|
|
if alignments are dissimilar.
|
|
|
|
The spell's association with one element results in a saving throw
|
|
penalty to the caster while the spell is in effect, depending on which
|
|
element is chosen:
|
|
|
|
Air -2 vs. fire;
|
|
Earth -2 vs. petrification;
|
|
Fire -2 vs. water or cold;
|
|
Water -2 vs. electricity.
|
|
|
|
The material component is a substantial amount (at least 1 cu' foot) of
|
|
the element in opposition to the element the caster desires to
|
|
dominate.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Lightningarmour (Abjuration, Evocation)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 3 rounds per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
The subject of this spell cannot be wearing metal armour of any sort,
|
|
nor carrying a metallic weapon larger than a shortsword. Bracers are
|
|
permissible. The creature touched is completely protected from
|
|
electrical damage of any sort so long as the spell is in effect. This
|
|
protection is not absolute, having a maximum absorption of 10 points of
|
|
electrical damage per level of the caster. Damage is absorbed by the
|
|
Lightningarmour after saving throws and any other protections have been
|
|
taken into account. The creature under the effects of this spell carry
|
|
a negative electrical charge, and skin-to-skin contact with another
|
|
creature will cause 1d4 electrical damage with no saving throw, as will
|
|
contact through a conductor. Anyone striking the protected creature
|
|
with a conductive object must save vs. paralysation at +1 or drop the
|
|
object due to temporary numbness in the member holding the weapon.
|
|
Those within 5' of of a character with this spell in effect may catch
|
|
a faint scent of ozone and feel their hair standing a bit on end. The
|
|
material component of this spell is a bit of copper wire and glass
|
|
thread wrapped in clay.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Moons of Munnopoor (Invocation/Evocation, Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 2 rounds
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
By the use of this spell, the caster calls upon the magical influences
|
|
of the other-dimensional Moons of Munnopoor. The caster can call upon
|
|
the power of one, two, or all three of the Moons. This spell always
|
|
creates an area of light equal to the Moonlight spell, centered on the
|
|
caster and moving with him or her. However, the area of effect is only
|
|
50% that of the normal Moonlight spell if one moon's power is invoked,
|
|
100% normal is two moons are called upon, and 150% normal if all three
|
|
moons are utilised. This Moonlight has all of the effects of actual
|
|
moonlight under a full moon, including effects on lycanthropes. The
|
|
duration of this spell is also determined by the number of Moons called
|
|
upon: if one Moon, the duration is 2 rounds per level of the caster;
|
|
if two, it's 1 round per level; and, if all three, it's 1 round per 2
|
|
levels of the caster. Besides the light produced by the images of the
|
|
appropriate Moons appearing above the caster, each Moon provides a
|
|
specific magic-enhancing effect as follows:
|
|
|
|
Blue Moon: All water-related (including fog-, ice-, and steam-related)
|
|
spells used by the caster gain a bonus of +1 per die of damage (though
|
|
not exceeding the normal maximum--e.g. an Ice Storm spell would inflict
|
|
3d10+3 damage, up to a maximum of 30) if the spell causes physical
|
|
damage, including the damage caused by summoned water elemental
|
|
creatures; applies a penalty of -4 to saving throws and -20% to magic
|
|
resistance to targets of spells which cause no hit point damage but do
|
|
affect an unwilling target in some way; or increases the duration of
|
|
other spells of this genre which do not fall into the above categories
|
|
(e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd
|
|
level spell, increasing by 50% if the spell is 4th-6th level.
|
|
|
|
Bright Moon: All spells relating to
|
|
astronomical phenomena are affected in the same way that water-related
|
|
spells are affected by the Blue Moon.
|
|
|
|
Silvery Moon: All mind-controlling and influencing spells used by the
|
|
caster apply a -4 penalty to saves and a -20% penalty to magic
|
|
resistance checks by targets of such spells.
|
|
|
|
The material components for this spell are a white pearl or sapphire to
|
|
invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl
|
|
or moonstone for the Silvery Moon. Whatever the combination of moons
|
|
invoked, the spell also requires a piece of black velvet along with a
|
|
crushed pearl and a crushed moonstone, and a pinch of diamond dust.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Saint Elmos' Fire (Evocation)
|
|
|
|
Range: 5 yards per level
|
|
Components: VSM
|
|
Duration: 1 round per 2 levels
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
This spell ionises the air around the target of the spell, surrounding
|
|
him or her with a blue-white, glowing nimbus of electrically charged
|
|
air in a 5' radius. The target of the spell may save vs. breath weapon
|
|
at -2 to avoid the spell. This save is at an additional -2 if the
|
|
target is carrying large, mostly metallic weapons (e.g. swords, battle
|
|
axes) or wearing partial metal armour (e.g. studded, ring), and at -4
|
|
if wearing full metal armour (scale or heavier). If successful, the
|
|
target will suffer only 3d6 electrical damage as he or she dodges out
|
|
of the area of effect, and the spell will then dissipate that round
|
|
without a focus to coalesce about. If the save is failed, the victim
|
|
will suffer 5d6 damage every round until a save vs. breath weapon
|
|
(with modifiers as for the initial save, but with a +1 cumulative per
|
|
round bonus) is successful, at which point the spell will dissipate.
|
|
Any creature entering the 5' radius nimbus suffers 1d6 electrical
|
|
damage with no save. Any creature that touches or is touched by the
|
|
victim of the spell will suffer 3d6 damage with no save if the contact
|
|
was skin-to-skin, or 2d6 if it was through a conductor. If the target
|
|
is in water, the electricity will inflict 3d6 damage with any contact,
|
|
2d6 within 5', and 1d6 within 15'. The target of this spell may, if
|
|
desired, intentionally try to use the nimbus of electricity and the
|
|
personal electrical charge as a weapon. The caster may end this spell
|
|
at any point, if desired. The material components are phosphorus, a
|
|
bit of fur, amber, and a bit of cold iron.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Shooting Stars (Conjuration/Summoning)
|
|
|
|
Range: 5' per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
This spell creates glowing missiles with flaming trails, one for each
|
|
six levels of the caster (dropping all fractions). The victim of the
|
|
spell receives no saving throw, and suffers 4d6 damage from the impact
|
|
and 8d6 from the fiery blast that accompanies the impact. All within 5
|
|
feet of the impact point are also in the blast radius, but they may
|
|
save for half damage. The original intended target may attempt to save
|
|
vs. petrification to avoid being struck, this save at -4 if within 20'
|
|
and at -2 if within 40'. If this save fails, he suffers as above. If
|
|
he succeeds, however, the shooting star(s) directed at him continue on
|
|
in a straight line to the extent of their range, at which point they
|
|
explode in a fiery burst as above. Anyone else in the path of the
|
|
shooting star(s) must save as for the original intended target, or
|
|
become the victim of the spell. If the caster has more than one
|
|
missile, he may direct them at one or several targets as desired.
|
|
Anyone within 5' of the path of the missile will suffer 2d6 (save for
|
|
half) fire damage simply from the heat of the passage of the shooting
|
|
star. The material component is a bit of meteoric iron and a piece of
|
|
igneous rock.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Spectral Hound (Conjuration, Phantasm)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: 6 turns per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell brings into being a quasi-real beast appearing as a war dog
|
|
with black fur, gray ruff and tail, milky gray eyes, and insubstantial
|
|
paws which make no sound. The creature will have average (8-10)
|
|
intelligence and can converse with the caster in the common tongue.
|
|
The creature can fight, attacking as a 2+2 HD monster and inflicting
|
|
2-8 points of damage per hit. It can, however, affect creatures struck
|
|
only by magical weapons. The beast itself is AC 0, and can take up to
|
|
half the caster's full hit points (rounding up) before being
|
|
dispelled.
|
|
|
|
The Hound can track any creature known to the caster, provided the
|
|
caster concentrates on a mental picture of the figure for 2 full
|
|
rounds. The Hound can follow the trail of such a creature with 100%
|
|
certainty, -5% per hour the trail is old. The Hound also has
|
|
infravision to 90', can spot hidden (such as in shadows) things 80% of
|
|
the time, invisible objects 65% of the time, and astral, ethereal, or
|
|
out-of-phase things 50% of the time. The Hound normally moves at 12",
|
|
though it can run at 24" for 3 rounds each hour. Further, the Hound
|
|
may cross muddy or swampy ground, or even water, as if were solid, dry
|
|
ground. The Hound leaves no tracks.
|
|
|
|
By concentrating for 1 full round, the caster can make use of the
|
|
Hound's sensory abilities for as long as desired, though this does not
|
|
allow communication beyond normal vocal range.
|
|
|
|
The Hound is unaffected by any spells which alter its form (flesh to
|
|
stone, polymorph, etc.) or restrict or affect its movement (haste,
|
|
slow, hold, etc.). If a mind control spell is cast upon the creature
|
|
and it fails its save (saving throws of the Hound are as for the
|
|
caster), then it wills itself out of existence. It is further immune
|
|
to poison and death magics. The hound will speak only to the caster,
|
|
and, if the caster is killed, feebleminded, charmed, or otherwise
|
|
mentally incapacitated, then the hound will immediately cease to
|
|
exist.
|
|
|
|
The material components of this spell are three canine statuettes; one
|
|
of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
|
|
obsidian, or ebony. These statuettes must be worth at least 200 gp.
|
|
each, and, in the course of the spell, the three merge to become the
|
|
Spectral Hound. When the spell ends, the Hound simply fades slowly out
|
|
of existence.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Star-Powered Magery (Invocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: Special
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
This spell can only be cast outdoors under a night sky where stars are
|
|
visible. The spell requires 2 turns to cast for each level of spells
|
|
the caster is able to cast (e.g. a 12th level wizard can cast 6 levels
|
|
of spells, and so would require 12 turns). Upon completion of the
|
|
spell, the caster's mind and body are refreshed and restored as though
|
|
the caster had rested a full day. 1-3 hit points, plus the caster's
|
|
CON bonus, if any, are restored if the caster is at less than full
|
|
health. The power of the spell also allows the caster to memorise
|
|
spells in one-half the usual time, save for first level spells, which
|
|
may be memorised in a single round. During the lengthy casting of this
|
|
spell, the wizard is suffused with a pale white glow, and is fully
|
|
aware of things going on nearby. If the spell is interrupted, either
|
|
by being struck by an attack or voluntarily by the caster, then the
|
|
effect is wasted and the caster must sleep for spells as usual. The
|
|
material component is a diamond worth at least 1,000 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Starshield (Alteration, Abjuration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 4 rounds + 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
When this spell is cast, the wizard's body is sheathed in a nearly
|
|
skin-tight magical screen. This screen has the appearance of a black
|
|
night sky filled with stars. Whenever a light-related spell of any
|
|
sort is cast at the creature using the Starshield, the spell will be
|
|
harmlessly absorbed and redirected back at the caster of the spell.
|
|
This includes such spells as Light (if cast so as to blind), Colour
|
|
Spray, Sunray, and Prismatic Spray. An area-effect spell where the
|
|
caster is the sole target will automatically be reflected in this way.
|
|
Area-effect light spells in which others are also targeted have a
|
|
chance of being intercepted and redirected by the caster as above equal
|
|
to the caster's chance to negate the spell with a Dispel Magic spell.
|
|
The protected wizard will be unaffected by the spell in any event and,
|
|
if the spell is successfully absorbed, those behind the caster who
|
|
would have been in the area of effec
|
|
spell. By making a successful check as if to Dispel Magic, the caster
|
|
may attempt to pass through a Prismatic Sphere or a Prismatic Wall.
|
|
Darkness spells (e.g. Darkness 15' radius, Nystul's Blackmote,
|
|
priest's Continual Darkness) will also be reflected, just as light
|
|
spells are, and the caster may attempt a saving throw vs. death magic
|
|
each round to attempt to see through any area of magical darkness
|
|
within normal vision range. If outdoors under the night sky, the
|
|
caster can see as if in broad daylight, even through magical areas of
|
|
darkness, and also absorbs stellar radiation, regenerating 1 hit point
|
|
per round that the spell is in effect. The material component for this
|
|
spell is a black sapphire and a star sapphire, both of which must be
|
|
worth not less than 1000 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Wizard Light (Evocation, Alteration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 30' radius sphere
|
|
Saving Throw: None
|
|
|
|
This spell creates a pearly-white globe of light equivalent to
|
|
Continual Light (q.v.). Within the area of effect, all shadow and
|
|
darkness (even of magical origin) is dispelled, and all hidden or
|
|
invisible creatures or objects are outlined in a pale blue radiance
|
|
which lasts as long as the Wizard Light itself, even if the object or
|
|
creature so outlined moves out of the area of effect. Further, all
|
|
glyphs of warding, symbols, and other magical writings and wards are
|
|
revealed, glowing a luminous blue, and the area of effect of such wards
|
|
is similarly outlined. This spell does not reveal astral, ethereal, or
|
|
out-of-phase creatures, nor does it reveal purely mechanical traps and
|
|
secret doors, although traps or secret doors disguised by or utilising
|
|
magic will be revealed. A mage using the Duo-Dimension (q.v.) spell
|
|
would appear as a thin line of blue radiance in mid-air. This spell
|
|
does not reveal what an illusion is hiding nor the appearance of an
|
|
invisible creature (except for its outline), but merely reveals
|
|
reveals its presence and location. Hence, a Cloak of Displacement is
|
|
useless within the Wizard Light. The light does not "set off" magical
|
|
guards, but it does reveal the form of glyphs and such things for
|
|
possible identification and deactivation. The material component for
|
|
this spell is a diamond worth at least 500 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Auralon's Deflective Plates (Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 turn per level (see below)
|
|
Casting Time: 5
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
Casting of this spell creates up to five glowing, circular plates of
|
|
force which hang in the air in a 3-foot radius around the spellcaster.
|
|
These plates move to deflect magical energies aimed at the spellcaster
|
|
of which the latter is aware. The plates are effective against magical
|
|
rays, beams, bolts and missiles from both spells and magic items. The
|
|
target of these offensive spells has only a cumulative 15% chance per
|
|
plate to be protected against totally accurate spells (such as magic
|
|
missile), but a 19% chance per plate of avoiding magic requiring a "to
|
|
hit" roll (such as lightning bolt).
|
|
|
|
Upon impact with the plates, the offensive magic is deflected at full
|
|
strength in a random direction away from the target (roll a d4 for
|
|
height: 1 or 2=same height, 3 or 4=up; and a d6 for direction relative
|
|
to the defender: 1=left, 2=left and front, 3=up in front or back at
|
|
rival caster, 4=right and front, 5=right, 6=either straight up or is
|
|
absorbed and destroys a plate). The plates can be brought down by
|
|
disintegrate or dispel magic, impact with a rod of cancellation or
|
|
shatter (destroys one plate), or a limited wish or wish. The plates do
|
|
not protect against non-magical attacks or magical attacks of a type
|
|
not listed above.
|
|
|
|
At the end of the spell's duration, the plates disappear two per round
|
|
until all are gone. The material components for this spell are tiny
|
|
disks cut from 50 g.p. gems, one for each plate to be invoked; the
|
|
disks are used up in the casting.
|
|
|
|
Auralon's Deflective Plates is a spell the wizard Auralon devised in
|
|
his spare time while serving under the Mageoclave, and before becoming
|
|
a member of that group.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Blizzard (Evocation)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 5
|
|
Area of Effect: 5 feet radius per level (100' maximum)
|
|
Saving Throw: Special
|
|
|
|
This spell causes a blizzard to hit the area of effect, resulting in
|
|
the following: movement rate is cut in half due to drifts and wind, no
|
|
missile fire or flying due to wind, and all normal flames are
|
|
extinguished. This will negate a heat metal spell, and affects magical
|
|
fires as if they had been hit with a Dispel Magic. There are no saving
|
|
throws vs. these effects.
|
|
|
|
In addition, great chunks of ice and snow fall within the area of
|
|
effect, causing 3d12 points of damage per round to anyone caught
|
|
inside. A successful saving throw vs. spell reduces this damage to 1/2
|
|
the normal amount. The material components required for this spell are
|
|
five acorns and any semi-precious gem worth at least 100 GP.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Bone Splinter (Evocation)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per 5 levels
|
|
Casting Time: 5
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
Once this spell is cast, it will affect a single target that must be
|
|
hit in melee by the caster. The target will suffer a minor bone
|
|
fracture when affected by this spell. If the caster misses, additional
|
|
attacks may be made in following rounds, as long as the spell duration
|
|
allows. The spell ends when a hit is scored, or when the duration
|
|
expires, whichever comes first.
|
|
|
|
The wizard uses his/her normal THAC0 with a +1 "to hit" bonus, but must
|
|
make a called shot (see The Complete Fighter's Manual for details) to
|
|
one of the hit locations listed below; the appropriate "to hit"
|
|
modifier must be applied to the combat roll. Normal attacks are not
|
|
considered accurate enough to do any real damage with this spell.
|
|
|
|
The possible hit locations, along with their combat modifier,
|
|
restrictions, and effects are as follows:
|
|
|
|
to hit
|
|
locat. mod. effects
|
|
------- ------ ------------------------------------------------------
|
|
head -8 minor skull fracture:
|
|
2d8 points of damage (save vs. spell for 1/2 damage).
|
|
arm * -4 minor broken arm:
|
|
-2 to STR & DEX when using this arm; -2 to hit, or
|
|
shield worthless 50% of the time.
|
|
leg * -4 minor broken leg:
|
|
-2 to DEX when using this leg (i.e. defensive
|
|
adjustment); movement rate is at 3/4 normal.
|
|
ribs -4 cracked rib:
|
|
loss of 1d4 CON points and suffer 1d6 points of damage
|
|
(no save).
|
|
spine @ -8 cracked vertebrae:
|
|
save vs. spell or become paralysed for 2d10 rounds.
|
|
pelvis -4 minor hip fracture:
|
|
-4 to DEX when using legs; movement rate is at 1/2
|
|
normal.
|
|
|
|
* if attacking from the side, only the nearest appendage may be
|
|
targeted.
|
|
@ the spine may only be targeted if attacking from the rear.
|
|
|
|
Multiple hits inflict cumulative damage. A cure serious wounds will
|
|
heal one of these effects, but will not heal any associated hit point
|
|
loss (another cure spell is required to do so). A cure critical wounds
|
|
will heal two effects, And a heal will fully restore the victim (unless
|
|
dead).
|
|
|
|
The material components for this spell are a bit of bone and a small
|
|
metal hammer, both of which are consumed when the spell is cast.
|
|
|
|
[author's note: the requirement for called shots is simply for
|
|
convenience; if the DM wishes to compile a hit location chart, then
|
|
normal attacks may be used in addition to called shots.]
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Chaos Magic (Alteration)
|
|
|
|
Range: 5 feet per level
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 5
|
|
Area of Effect: 1 foot radius per level
|
|
Saving Throw: None
|
|
|
|
This spell creates a sphere that has all the properties of a Forgotten
|
|
Realms (tm) wild magic area (see the FR Sourcebook for details). The
|
|
area of chaos magic is permanent until destroyed (it may only be
|
|
destroyed as per a wild magic area). The sphere of chaos magic is
|
|
non-mobile.
|
|
|
|
The material component for this spell is a pint of blood from any
|
|
chaotic magic-using creature. The blood is consumed when the spell is
|
|
cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Cone of Acid (Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
This spell is much like Cone of Cold or Cone of Fire (q.v.), except
|
|
that it causes acid damage. Damage is 1d4 + 1, per level of the mage.
|
|
The material component is one citrus fruit per level of the mage.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Cone of Fire
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
When this spell is cast, it causes a cone-shaped area of fire
|
|
originating at the mage's hand and extending outwards in a cone 1/2
|
|
inch long per level of the caster. It causes inflammable objects to
|
|
catch on fire, and great heat in nonflammable objects. Damage is 1d4 +
|
|
1, per level of the mage. For example, a tenth level mage would cast a
|
|
Cone of Fire causing 10d4 + 10 points of damage. Its material component
|
|
is a red garnet(s) worth at least 100 GP. [cf. Cone of Cold]
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Deflect Normal Weapon Attacks (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 5
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
When cast, this spell creates an invisible, mobile forcefield around the
|
|
recipient. This barrier has an armour class of 4 and a number of hit points
|
|
equal to 5 times the caster's level. All non-magical melee and missile attacks
|
|
made on the recipient, are directed against the shell instead. Damage from
|
|
such attacks will not harm the recipient until the wall is destroyed. This
|
|
spell has no effect on any magical attacks, which inflict full damage on the
|
|
barrier and the recipient.
|
|
|
|
If an attack hits the barrier, the protected creature must make a
|
|
saving throw vs. spell. If this save fails, damage is rolled normally
|
|
against the forcefield (if the damage inflicted equals or exceeds the
|
|
remaining hit point total of the wall, it is destroyed, but any excess
|
|
damage does not affect the recipient at this time). If the save is
|
|
successful, the attack is deflected away harmlessly.
|
|
|
|
If an attack fails to score a hit on the barrier (i.e. misses AC 4),
|
|
the attack is reflected back at the attacker; the attacker must then
|
|
make normal attack and damage rolls against himself/herself. The
|
|
material component for this spell is a powdered black opal which is
|
|
consumed with the casting.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Greenfire (Evocation)
|
|
|
|
Range: 10" + 10" per level
|
|
Components: VSM
|
|
Duration: 1 segment per level
|
|
Casting Time:
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
On casting the Greenfire spell, a bolt of green luminescence appears
|
|
from the mages fingers, and impacts on the target (a made saving throw
|
|
means the bolt missed, but it hit somewhere...) from this impact point,
|
|
a green sphere begins to grow, at the rate depending on the material
|
|
consumed. items in this area of effect must save vs. disintegration
|
|
every segment. Items that save halt the progress of the sphere until
|
|
they fail their save. Note: the spell expands for a set time, not to a
|
|
set radius. so an artifact that continues to save will halt the growth
|
|
of the sphere for the full duration of the spell.
|
|
|
|
Rate of growth:
|
|
|
|
2" per segment (yes, 20 feet) in air alone: (not an airial weapon), but
|
|
as soon as it hits something solid, it will take a segment to consume
|
|
it.
|
|
|
|
1' per segment in air/solid mix (cliff face, floor, person).
|
|
|
|
1/2' per segment in just rock (ordinary rock gets no save).
|
|
|
|
1/12' per segment in water (but draws everything to it like a Sphere of
|
|
Annihilation).
|
|
|
|
Note I: The sphere begins at a 1' radius, and does not appear until the
|
|
bolt either strikes something solid or reaches maximum range.
|
|
|
|
Note II: the point of origin of the sphere remains constant, even if in
|
|
midair.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
High-Energy Lightning Bolt (Evocation)
|
|
|
|
Range: 4" + 1" per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
Like Lightning Bolt but does 1d8 damage per level, maximum 20d8.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Improved Fire Ball (Evocation)
|
|
|
|
Range: 20 yards + 10 yards per level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
As its name implies, this is an improved version of the third level
|
|
Fireball spell. It has one of two applications as chosen at the time of
|
|
casting: the first option mimics the Fireball spell in all respects
|
|
except that damage is 1d8 per level of the caster (up to a maximum of
|
|
10d8) and saving throws are at -1.
|
|
|
|
The second version of the spell has a 10 feet radius instead of the
|
|
normal 20 feet. Due to this reduced area of effect, damage is increased
|
|
to 1d10 per level of the caster (up to a maximum of 10d10) and saving
|
|
throws are at -2. It is like a Fireball spell in all other respects.
|
|
|
|
The material components for this spell are a pinch of sulphur and a
|
|
fire opal of not less than 200 GP in value.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Armor Reversal (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 5
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Special
|
|
|
|
This spell reverses the effects of armor worn (or lack thereof) on the
|
|
subject touched, in the sense that melee attacks that would have
|
|
normally hit the subject will miss, and melee attacks that would have
|
|
normally missed the subject will hit. For example, an AC 5 mage that
|
|
has cast Armor Reversal on himself is attacked by a 10th-level
|
|
fighter. The fighter would normally need a 6 or better to hit AC 5;
|
|
with this spell in effect, the fighter needs a 5 or *less* to hit AC
|
|
5. Note that this spell is more useful as the amount of armor the
|
|
subject has on decreases!
|
|
|
|
All bonuses "to hit" that the opponent has work in the opponent's
|
|
favor, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
|
|
hit") and a +2 weapon, these would be *subtracted* from the die roll -
|
|
thus the fighter would need an 8 or less to hit AC 5. Likewise,
|
|
penalties are added to the die roll, penalizing the attacker as usual.
|
|
|
|
This spell does not affect missile weapons at all, nor does it affect
|
|
spell saving throws or anything other than melee weapon attacks. If
|
|
the subject of the spell is willing to have the spell cast upon
|
|
him/her, there is no saving throw; otherwise the subject saves as
|
|
usual. The spell can be counteracted by the usual means (Dispel Magic,
|
|
et al.), by another casting of Armor Reversal, or by the 7th-level
|
|
spell Jamye's Improved Armor Reversal (q.v.).
|
|
|
|
The material components of this spell are a small magnet and a diamond
|
|
of not less than 100 gp value.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Greased Lightning (Evocation)
|
|
|
|
Range: 40 yards + 10 yards per level
|
|
Components: V
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: Special
|
|
Saving Throw: 1/2
|
|
|
|
This spell differs from the third-level Lightning Bolt spell in the
|
|
following ways:
|
|
|
|
- the components and casting time are greatly reduced;
|
|
- damage done is d4+2 per caster level instead of d6;
|
|
- maximum damage is 15d4+30;
|
|
- the bolt is a vivid orange, with green "stripes" running through it.
|
|
|
|
It conforms to Lightning Bolt in all other respects.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Kalessin's Long Arm (Conjuration)
|
|
|
|
Range: 20 feet
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell allows the caster to cast various spells requiring physical
|
|
contact at range. The caster must have a clear view of the creature to
|
|
be "touched", and there can be no obstructions between target and
|
|
caster.
|
|
|
|
To use this spell, the caster first casts Long Arm, then whatever spell
|
|
he wants to do at range, in the following round. If the caster is
|
|
disturbed following the casting of Long Arm, the spell is ruined.
|
|
Disturbance could be anything from heavy jostling, to actually taking
|
|
damage. If the target moves out of sight before the caster can get off
|
|
the second spell, the the spell is ruined. The target gets regular
|
|
saving throws for the second spell.
|
|
|
|
The material component of this spell is a jade tipped wand, which
|
|
disappears after casting.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Meillikhom's Room of Seclusion (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 week per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: 10' x 10' area
|
|
Saving Throw: None
|
|
|
|
With this spell, the caster can create an extra-dimensional room (5'
|
|
cube per level) with one side adjacent to an unbroken 10' x 10' area
|
|
(i.e. one that has no doors, windows, or other such openings). The
|
|
surface area (which must be touched) now acts as a phase door into the
|
|
secluded room. The room can be of any shape and size up to the limit of
|
|
the spell but at least one side must be at least a 10' x 10' area.
|
|
Thus, the room could be rectangular, pyramidal, hemispherical, etc. The
|
|
room lasts for 1 week per level of the caster, or until dispelled.
|
|
|
|
The caster may bring any item, materials, etc. as he or she desires
|
|
into the room, so long as the object can fit through the phase door and
|
|
is touched by the caster (and only by the caster).
|
|
|
|
At the end of the spell's duration, anyone or anything still within the
|
|
room is now trapped in that extradimensional space. escape is only
|
|
possible through other extraplanar travel. This also occurs when a
|
|
dispel magic or similar magic is cast against the phase door area.
|
|
|
|
The phase door itself is detectable by any means available that can
|
|
detect magical auras, but the room itself can only be contacted through
|
|
extraplanar means. Spells such as clairvoyance and clairaudience would
|
|
not detect the ext
|
|
on the other side of the phase door surface.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Missile Multiplication II (Evocation, Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 6
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Missile must be fired within the next two segments. Makes 3-18
|
|
missiles. Unlike the fourth level version, the fifth level version of
|
|
this spell will multiply "abnormal" missiles, like poison darts,
|
|
Ballista bolts, catapult rocks and other such things. All other effects
|
|
are similar to the spell of fourth level. The possibility of using
|
|
lethal poison is at the DM's option.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Rathe's Contingency Trigger (Alteration)
|
|
|
|
Range: 3 yards
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: up to 1 cube foot per level
|
|
Saving Throw: Special
|
|
|
|
The Contigency Trigger functions identically to the third level Rathe's
|
|
Trigger spell, with one exception: a condition may be applied to the
|
|
triggering of the spell (for instance, "trigger only if a man wearing
|
|
green enters the area", or "trigger if anything made of gold enters the
|
|
area"). Note however that the spell's "perception" is restricted to the
|
|
area of effect. The spell cannot perceive intangibles such as class,
|
|
level, or alignment. The material component is as the Rathe's Trigger
|
|
spell, but must be worth twice as much.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Rhuva's Wizard Stomper (Divination, Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 4 hours + 10 minutes per level
|
|
Casting Time: 5 minutes
|
|
Area of Effect: 10 yards per level
|
|
Saving Throw: Special
|
|
|
|
Designed to prevent the casting of spells in the area of effect, the
|
|
wizard stomper produces a nearly uncontrollable surge of energy into a
|
|
wizard who attempts to draw power for a spell. The victim must save
|
|
vs. spells at -6. Failure means the spell is aborted and the caster
|
|
takes 1d6 damage per level of the spell attempted. If the save is
|
|
made, the spell can be cast at +1 on all damage dice, but at double
|
|
normal casting time.
|
|
|
|
If a wizard has been stomped before, and knows what to expect, the save
|
|
is only at -3.
|
|
|
|
Material component is a handful of ruby dust worth at least 25 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm)
|
|
|
|
Range: 100 yards per level
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: One turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell creates the illusion of a creature, up to Medium in size,
|
|
through which the caster gains the advantage of a clairaudience and
|
|
clairvoyance spell. The caster must determine the appearance of the
|
|
illusionary observer, during the casting of the spell. If it is a
|
|
creature the caster is not familiar with, observers of the illusion are
|
|
at +4 to notice it as such. If the caster has an accurate drawing or
|
|
carving of the illusionary subject, observers are at -4 to spot the
|
|
illusion. Those successfully noticing the illusion see it become merely
|
|
become translucent, it does not disappear. The illusion is incapable of
|
|
making any sounds, and is completely insubstantial, even if someone
|
|
touching it is unaware that it is an illusion.
|
|
|
|
The illusion has a movement rate of 30", and it is capable of passing
|
|
through solid objects, all save lead, the touch of which cancels the
|
|
spell. The caster must carefully concentrate on the illusion (i.e.
|
|
incapable of other action) to use the clairaudience and clairvoyance
|
|
powers, as well as keeping the appearance realistic. If the caster
|
|
breaks concentration for some reason, the illusion freezes in whatever
|
|
position it was in, until the caster resumes concentration or the
|
|
spell's expires.
|
|
|
|
The material components for this spell are a bit of fleece, and a
|
|
humanoid eye and ear.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Summon Warrior (Conjuration/Summoning)
|
|
|
|
Range: 40 yards
|
|
Components: VSM
|
|
Duration: 3 rounds + 1 round per level
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
Within one round of casting this spell, the wizard conjurers 1d3
|
|
warriors to aid him/her. The summoned warriors will be of a level equal
|
|
to 1/2 the level of the caster (rounded down) up to a maximum of
|
|
twentieth level. They will perform as per monsters summoned by monster
|
|
summoning spells. Note that in certain, circumstances, adventurers may
|
|
be summoned (who will recall the details of their trip). The warriors
|
|
will appear anywhere within the spell range as desired by the caster.
|
|
|
|
The type of warrior summoned is as follows:
|
|
|
|
caster's level fighter ranger paladin
|
|
-------------- ------- ------ -------
|
|
15 and under 70% 20% 10%
|
|
16-20 60% 20% 20%
|
|
21 and over 50% 25% 25%
|
|
|
|
Equipment and abilities are determined randomly. The material
|
|
component for this spell is a dagger of the finest quality, which is
|
|
consumed when the spell is cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Taint Alignment (Enchantment/Charm)
|
|
|
|
Range: Special
|
|
Components:
|
|
Duration: 1 day per level or special
|
|
Casting Time: 1 turn
|
|
Area of Effect: one humanoid creature on the same level of existence
|
|
as the caster
|
|
Saving Throw: Special
|
|
|
|
Taint alignment has similar effect to a character as performing a deed
|
|
opposite to his/her alignment, except that this one shows. Casting it
|
|
requires knowing the Truename of the target, which knowledge can be
|
|
obtained by other magic. Casting the spell causes the target to make a
|
|
saving throw vs. spells with a penalty of 2 on die. If (s)he makes it,
|
|
the spell rebounds on the caster, who shall also have to save, but with
|
|
a bonus of 2 on die. The spell shall rebound between the two regardless
|
|
of distance until one fails a save, or both have made three saves, in
|
|
which case the spell fails. An affected TN character would get a random
|
|
alignment of the corner 4.
|
|
|
|
Effects vary depending on the alignment of the victim. If the affected
|
|
is a paladin, the effects thus far taken for granted are reversed:
|
|
laying on hands would cause damage, detect evil turns into detect good,
|
|
remove fear effect into cause fear. Yet, the paladin might have no idea
|
|
what's happening until he tries to ride his mount or draw his Holy
|
|
Avenger +5. For an anti-paladin, the same goes, reversed. A cleric
|
|
would instantly lose the ability to acquire spells, though not his/her
|
|
spell casting or scroll reading ability.
|
|
|
|
For any character, there's a number of standard effects:
|
|
|
|
- Know Alignment shows the reversed alignment.
|
|
|
|
- Detect Good/Evil work as for the new alignment.
|
|
|
|
- Bad dreams.
|
|
|
|
- Problems with other people. The Good emit fear, the Evil get liked,
|
|
Law be approached with caution, Chaos be felt as a sign of
|
|
responsibility.
|
|
|
|
- Temples of one's own religion feel bad.
|
|
|
|
- Temptation to truly switch alignment fully, which would have the
|
|
certain standard effects described in DMG, such as losing a level of
|
|
experience. a change in alignment can be felt by people in contact with
|
|
the affected. Not definitely, but more in the "I feel something's
|
|
wrong"-manner.
|
|
|
|
The curse cannot be magically removed with anything less than a Limited
|
|
Wish, until the time is full. Of course, the target wouldn't know that
|
|
the effect isn't permanent..
|
|
|
|
If a sign of faltering from the original alignment is done, then the
|
|
effect does become permanent. Slight faltering causes prolonged
|
|
duration, as the energy of the spell isn't as seriously tried as it
|
|
might be.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Tonguetwister (Alteration, Abjuration)
|
|
|
|
Range: 10 feet/level
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: 1 target
|
|
Saving Throw: Negates
|
|
|
|
When this spell is cast on an enemy spellcaster, it will cause the
|
|
target's tongue to twitch violently, thus disrupting any spell being
|
|
cast at the moment, unless the victim makes a successful save vs.
|
|
spell. The level of the spell being cast by the target determines the
|
|
modifier applied to the save as follows: save modifier = spell level -
|
|
5 (i.e. a 2nd level spell inflicts a -3 to the save, a 7th level spell
|
|
earns a +2 to the save, etc.).
|
|
|
|
The victim must be in the process of casting a spell with a *verbal*
|
|
component. If no spell is currently being cast by the target, the
|
|
Tonguetwister has no effect. If the opponent's spell goes into effect
|
|
at the same time as the Tonguetwister, the victim earns an additional
|
|
+2 bonus to the save. This spell cannot affect a spell that has
|
|
already been cast, nor one that is to be cast in the future.
|
|
|
|
The material component of this spell is a tongue of any creature; this
|
|
is consumed when the spell is cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Tryton's Armour (Abjuration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time: 5
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This fifth le
|
|
of -2. In all other respects it is the same.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Tryton's Death Grip (Necromancy)
|
|
|
|
Range: Touch
|
|
Components:
|
|
Duration:
|
|
Casting Time: 5
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Any creatures under 6 HD touched by the caster are automatically
|
|
brought to 0 hit points. Creatures of 6 HD and above are afflicted with
|
|
a double strength Shocking Grasp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Wiley's Door (Alteration)
|
|
|
|
Range: 0
|
|
Components: V
|
|
Duration: 1 round
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
Causes a door to appear immediately before the caster and a matching
|
|
door up to 3" away. The first door appears framed by glowing blue lines
|
|
5' wide by 8' tall. The second door is invisible. Living matter up to
|
|
400 pounds or non-living up to 800 pounds may be transported from the
|
|
first door to the second door (trade off one pound living for two
|
|
pounds non-living). This doors provide one-way transport only.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Wiley's Teleport (Alteration)
|
|
|
|
Range: 150 miles
|
|
Components: VS
|
|
Duration: Concentration
|
|
Casting Time: 1 turn
|
|
Area of Effect: Caster + (-7000 GP + 1000 GP per level) additional weight
|
|
Saving Throw: None
|
|
|
|
This spell allows the caster to teleport himself and -7000 GP + 1000 GP
|
|
per level of additional stuff that he is carrying to a specified
|
|
destination at most 150 miles distant. The chances of error are the
|
|
same as for normal teleport, except that if the caster would normally
|
|
end up is a solid object, the spell will abort. The maternal component
|
|
is a map of the destination, which is not consumed.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Sixth Level Spells
|
|
|
|
========================================================================
|
|
|
|
Alpha's Firefountain (Alteration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 6
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
This spell is similar to the 4th level Alpha's Firefall spell, but is
|
|
more powerful in two ways. First, the spray of liquid fire burns for a
|
|
total of three rounds, inflicting 3d6 damage the first round, 2d6 the
|
|
second, and 1d6 the third. There is no saving throw vs. the damage
|
|
inflicted by the spray. Second, the caster is able to throw up one
|
|
prominence of flame (for 4d10 fire damage the first round, and 2d10 the
|
|
second, with a save vs. breath weapon to halve damage) for every six
|
|
levels of the caster (rounding off all fractions). The material
|
|
component is a lump of pitch, sulfur, saltpeter, and magnesium and an
|
|
available fire source.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Rainbow Warrior (Evocation, Summoning)
|
|
|
|
Range: 5 yards per level
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell invokes energy and the spirit of a creature from the Quasi-
|
|
Elemental Plane of Radiance. The Rainbow Warrior has as many hit
|
|
points as the caster would at full health, and attacks as a fighter of
|
|
half the caster's level. The Warrior has an armour class of 0, and can
|
|
only be struck by magical weapons. It attacks with a spear of
|
|
radiance, which causes damage the same way as the 2nd level Rainbow
|
|
Beam spell if the target is struck. As with that spell, the caster has
|
|
a 5% per level chance of selecting the colour of the spear, otherwise it
|
|
is random. The Rainbow Warrior may fly at a movement rate of 24, but
|
|
it has no real substance and cannot touch nor carry any material
|
|
object. Creatures dwelling on or drawing power from the Negative
|
|
Material Plane or Plane of Shadow suffer 1d6 damage every round that
|
|
they are within 20' of the Rainbow Warrior, as it sheds a bright globe
|
|
of light strongly infused with energy from the Positive Material
|
|
Plane. The Rainbow Warrior is unaffected by poison, paralysis,
|
|
petrification, fire, electricity, gas, or acid. Unholy water causes it
|
|
2d4 damage, and cold attacks do full normal damage. Negative energy
|
|
attacks gain a bonus of +1 per die of damage, and any spells involving
|
|
darkness cause the Rainbow Warrior 2d6 damage per level of the spell,
|
|
though the darkness spell will then be dispelled. Any darkness spell
|
|
coming into contact with the 20' globe of light surrounding the Rainbow
|
|
Warrior must be checked as if Dispel Magic was being cast at the level
|
|
of the summoner of the Warrior. Only one such dispelling attempt is
|
|
possible for each darkness spell that could be affected, although the
|
|
Warrior can automatically dispel any darkness spell by touching the
|
|
area of effect, but it will suffer damage as if the spell had been cast
|
|
specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are
|
|
affected by the Rainbow Warrior's globe of light as they would be by
|
|
Continual Light. The material component of this spell is a clear
|
|
diamond worth not less than 5000 gp.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Alpha's Starlight Citadel (Conjuration/Summoning)
|
|
|
|
Range: 30 yards
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell can only be cast in an area under star- or moonlight. When
|
|
cast, it brings into being a deep blue-black tower of magical metal,
|
|
with many faint silvery gleams. This tower is in all respects similar
|
|
to a Daern's Instant Fortress (q.v.) except that it grows slowly during
|
|
the course of the casting, and so no creature able to move could
|
|
possibly be harmed by its expansion. The door to the Citadel is Wizard
|
|
Locked at the caster's level. One creature for each level of
|
|
experience of the caster may be designated in the casting of the spell,
|
|
and such creatures may freely open the door, though the caster may
|
|
override this at any time by mental command. The magic of the walls of
|
|
the citadel prevents the passage of any creature ethereal, astral, or
|
|
out-of-phase creature. Teleportation into and out of the tower is
|
|
still possible. This spell lasts until the first rays of direct
|
|
sunlight strike the tower, but it cannot last longer than 2 hours + 1
|
|
hour per level of the caster in any event. The material component is a
|
|
star sapphire and a small steel carving of a tower.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Block Teleport (Abjuration)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 turn
|
|
Casting Time: 6
|
|
Area of Effect: 100' radius sphere
|
|
Saving Throw: None
|
|
|
|
This spell prevents anyone from teleporting into or out of the area of
|
|
effect while the spell is in effect. It will not effect homing teleport
|
|
spells (e. g. word of recall). It will also not effect gates.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: 1 round per 2 levels
|
|
Casting Time: 2
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
After this spell is cast, the wizard must make a successful attack in
|
|
melee to affect the target. The wizard's normal THAC0 is used with a
|
|
+2 modifier to hit. The spell will last until a hit is scored, or
|
|
until the duration expires, whichever comes first. If a hit is made,
|
|
the victim suffers a massive heart attack and must make a successful
|
|
system shock roll or die. Even if this roll succeeds, the target
|
|
suffers damage equal to 1d4 + 1 per level of the caster.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Copyright (Divination, Abjuration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1 day
|
|
Area of Effect: 1 spell
|
|
Saving Throw: None
|
|
|
|
Cast before starting spell research. Spell can not be researched except
|
|
with permission of one who researched the spell or by the use of a
|
|
Limited Wish. A full Wish enables learning & ability to teach others
|
|
(variant of Secrecy spell). If mage dies, require speak with dead to
|
|
get permission.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Create Ghast (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 2 hours
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell creates up to one ghast per six levels of the caster, and
|
|
these ghasts will follow the commands of their creator to the best of
|
|
their ability. Each ghast is formed from the corpse of a human slain by
|
|
a ghoul or ghast who has not yet risen as a ghoul itself. These corpses
|
|
are the material components of the spell. As implied above, humans
|
|
killed by a ghast will rise as ghouls to follow the pack.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Hold Person IV (Enchantment/Charm)
|
|
|
|
Range: 12"
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 6
|
|
Area of Effect: 5 people is a 20' radius circle
|
|
Saving Throw: Negates
|
|
|
|
This is like hold person except as noted above and all saving throws
|
|
are made with no modification.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Improved Wiley's Door (Alteration)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: 1 round per level
|
|
Casting Time: 6
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is like that of Wiley's door except that there is no limit
|
|
to the amount of stuff that can be transported (except for the physical
|
|
problems of getting that much stuff through the door) and the second
|
|
door can be up to 20" distant. The second door must be somewhere that
|
|
the caster has seen.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Justin's Skimmer (Evocation)
|
|
|
|
Range: 20 yards
|
|
Components: VSM
|
|
Duration: 1/2 hour per level
|
|
Casting Time: 6
|
|
Area of Effect: 1 skimmer
|
|
Saving Throw: None
|
|
|
|
An improved form of Tenser's floating disc, the skimmer is designed as
|
|
a flying vehicle for the caster. The wizard reclines in a molded seat
|
|
at the centre of the 3' radius disc. The "wings" each have room for
|
|
one person, or a comparable volume of cargo. It can lift 50 pounds per
|
|
level of the caster. The skimmer can move at speeds up to 25 miles per
|
|
hour (this approximates move 70), and has maneuverability class A at
|
|
speeds less than move 21. The caster is protected from acceleration,
|
|
passengers are not. When stopped, the skimmer can rotate on a dime.
|
|
The caster has full cover from below. The skimmer can take 5 HP per
|
|
level of the caster. Ramming, it does (move/3)d6 damage to both itself
|
|
and the target. Only the caster can control the skimmer; it hovers
|
|
motionless if he is unconscious. The skimmer is a stable casting
|
|
platform.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Kalessin's Spell Load (Evocation)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: Special
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
With this spell, the caster is able to "store" one spell for every
|
|
three levels he possess (i.e. two at fourth, three at seventh, etc).
|
|
The caster "paints" the spells around himself as runes, in effect,
|
|
casting them, a process taking one turn per spell. The spells are now
|
|
"hung" around the caster, and can be released by command, an action
|
|
taking one segment.
|
|
|
|
If the caster concentrates, glowing runes representing the remaining
|
|
spells in the load will appear about the caster, visible only to the
|
|
caster. The caster must specify in the casting of the load what the
|
|
verbal or somatic commands are to be for the release of each spell. The
|
|
caster also determines the appearance of each representative rune.
|
|
Detect magic will reveal the presence of the spell load, and True Sight
|
|
will allow the caster to see the rune representations of the spells in
|
|
the load.
|
|
|
|
A spell load gets two saves versus a Dispel
|
|
gets the mage's saving throw versus magic, and if that fails, it has a
|
|
100% chance of being dispelled, minus 5% for each level the spell load
|
|
caster has greater than that of the dispel magic caster.
|
|
|
|
Releasing the spells by command takes only one segment for initiative
|
|
purposes, and the caster can release two spells per round, although, if
|
|
two spells are released, there is a (50 - caster's level) chance that
|
|
the load spell will be broken, and they will all go off. No more than
|
|
six spells can be set into a spell load.
|
|
|
|
Material components are a diamond tipped stylus, worth at least 1000
|
|
GP, and an amount of molten gold, with which the runes are painted. The
|
|
gold is consumed in the casting of the spell, but the stylus is still
|
|
usable. The runes are visible to all during the casting of the spell
|
|
load, and they flare briefly when the spell they represent is cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lich's Palm (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: 1 round per level
|
|
Casting Time: 6
|
|
Area of Effect: one creature
|
|
Saving Throw: Special
|
|
|
|
This spell actually grants the caster the ability to use the normal
|
|
attack of a lich. The mere touch will cause 1d10 damage of cold and be
|
|
paralysed (save applicable).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lorth's Stasis (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: 1 turn per level
|
|
Casting Time: 5
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Negates
|
|
|
|
This spell was designed as either a sort of temporal stasis effect, or
|
|
as a way of removing enemies without killing them. The creature touched
|
|
is placed into its own extra-dimensional space, where no time passes.
|
|
After one turn for each level of the caster has elapsed, the creature
|
|
will be returned to the Prime Material plane in exactly the same state
|
|
it was when the spell is cast (including location).
|
|
|
|
If an object has been placed in the location from which the creature
|
|
was sent, the subject will be displaced the shortest possible distance
|
|
in any direction consonant with emerging in open space. For instance,
|
|
if the tunnel has collapsed since the spell was cast, the creature
|
|
might be displaced a few tens of yards up to the surface of the earth,
|
|
if this is the shortest displacement that will allow the creature to be
|
|
placed in an open area. However, if there should happen to be a cavity
|
|
in the debris blocking the tunnel, the subject would most likely be
|
|
deposited there.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mage Lock (Alteration, Evocation)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This powerful dweomer causes the sealing of a thing with far greater
|
|
effectiveness than that caused by a Hold Portal or a Wizard Lock
|
|
spell. The Mage Lock can only be cast on certain things: Boxes or
|
|
chests made of iron, steel, or harder metals, or on doors made of the
|
|
same and set into a wall at least as hard as hard stone.
|
|
|
|
When the Mage Lock spell is cast, the Wizard chooses a single person -
|
|
other than himself - who is to be able to open the sealed box, chest,
|
|
or door. When the spell is done the item is sealed and only the
|
|
individual who was named in the casting will be able to open it. The
|
|
item will be unaffected by Knock spells, Chimes of Opening, or similar
|
|
magics, and will have a Magic Resistance of 25% with regard to other
|
|
magics, and a +2 on all saves.
|
|
|
|
If the person named in the spell should die before the item is opened -
|
|
for the spell holds only until the item is opened once - then the item
|
|
cannot be opened by anyone until the caster of the spell is dead. If
|
|
the item has not been opened by the time both the wizard and the person
|
|
named die, the Mage Lock dissipates.
|
|
|
|
The material components of this spell are: A diamond, worth no less
|
|
than 5,000 gp, 4 small iron cubes, and a drop of blood from the person
|
|
to be named in the spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mass Teleport (Alteration)
|
|
|
|
Range: 1' radius per level
|
|
Components: V
|
|
Duration:
|
|
Casting Time: 3
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell is basically a higher level of the fifth level Teleport
|
|
spell. The main difference lies in the amount of mass that can be
|
|
transported by the caster. In addition to the caster, 1200 pounds per
|
|
level over level 10 may be transported. Basically, this spell is for
|
|
bulk rate transfers of material. The range simply refers to the maximum
|
|
radius outward from the center of effect (usually the caster) that
|
|
people and things can be to be teleported.
|
|
|
|
This was a very popular spell with parties of adventurers that had
|
|
lots of money to spend on transportation... As such, the mages who
|
|
could cast this spell tended to charge through the nose for it... It's
|
|
not an easy spell to find since it is very, very useful... Of course,
|
|
it's just a matter of time before somebody else (or a group of others)
|
|
break into the action by researching a similar spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Minor Accursed Rite (Necromantic)
|
|
|
|
Range: Touch
|
|
Components:
|
|
Duration: Permanent
|
|
Casting Time:
|
|
Area of Effect: one living creature, not necessary humanoid or even mammal.
|
|
Saving Throw: Negates
|
|
|
|
Turns victim into an undead, type selected randomly wight, ...,
|
|
vampire, partially controllable by the caster. Risky: each command
|
|
given is a chance for the victim to become fully a free undead of the
|
|
type, unless the caster also is a member of the same type of undead.
|
|
Free - until controlled by a spell, of course. The change takes place
|
|
over a period of two weeks of gradually worsening illness in which time
|
|
the spell can be dispelled by a Dispel Magic, Cure Disease, and Heal,
|
|
cast in any order any time during the two weeks, not necessarily one
|
|
straight after the other.
|
|
|
|
Note: the spell can create some quite weird undeads, such as vampire
|
|
snakes. Controlling requires a common language and sufficient
|
|
intelligence on the part of the target. The spell in itself doesn't
|
|
modify stats such as intellect, even if the undead strength of 18/00 on
|
|
a vampire does apply to non-humanoids as well.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Retroactive Dispel Magic (Abjuration, Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Lets you actually cast Dispel Magic to counter a spell thrown at you!
|
|
If you have the spell, you can cast it at any spell or spell effect
|
|
thrown that round, even if you have been killed or turned to stone, by
|
|
the vagaries of initiative and the like. It is assumed that you were
|
|
casting the Dispel Magic as the other spell was being cast. Acts as
|
|
Dispel Magic for chance of success based on level.
|
|
|
|
For example, you have Esmeralda cast Polymorph Other, which is lots
|
|
faster than Dispel Magic. She has Initiative all over Glamgon, the PC.
|
|
He declares that he wants to cast retroactive Dispel Magic, so
|
|
effectively as Esmeralda was gathering power for her spell, Glamgon was
|
|
trying to drain it away. Glamgon had better succeed, lest he truly
|
|
become a toad (the outcome of the polymorph other should Retroactive
|
|
Dispel Magic not succeed).
|
|
|
|
Note that this spell cannot be cast by a specialised Abjurer or
|
|
Transmuter, since it (also) belongs to his or her opposite school.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Staff of Light/Darkness (Alteration, Evocation)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 6
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
By means of this spell, the magic-user creates a powerful magical
|
|
weapon which only he can wield. Magic-users of Good alignment can
|
|
create a Staff of Light; those of Evil alignment, a Staff of Darkness;
|
|
and those of Neutral alignment (with respect to Good/Evil) can create
|
|
either form of the spell, but with reduced effectiveness. The verbal
|
|
component of this spell consists of but a single word, which creates in
|
|
the magic-user's hand a sphere of light (or darkness) a few inches in
|
|
diameter; the remainder of the casting time is then spent carefully
|
|
pulling and shaping this sphere into a full-sized staff. Spell duration
|
|
is considered to begin on the following round, so that the caster can
|
|
make at least as many attacks as he has levels.
|
|
|
|
The glowing Staff of Light will brightly illuminate a 30' radius, and
|
|
when cast by a Good-aligned magic-user this illumination will be
|
|
painful to supernatural Evil creatures such as undead, demons, devils,
|
|
etc. (these take 2 hit points of damage per round, saving vs. spell
|
|
each round for half damage). A Darkness spell cast in the area of the
|
|
Staff of Light will eliminate this painful effect for the duration of
|
|
the Darkness, but does not actually make the area dark, though the
|
|
illumination is reduced to the level of dim torchlight.
|
|
|
|
Whether cast by a Good or Neutral magic-user, the Staff of Light
|
|
strikes as a +2 weapon (for purposes of what can be hit by it; there is
|
|
no actual to-hit bonus) and does a base
|
|
damage can be increased by 1d6 for each round of spell duration that
|
|
remains; every such increase shortens the duration of the spell by one
|
|
round. Intent to increase damage must be stated before the to-hit die
|
|
is rolled, but spell duration is not affected if the attack is a miss.
|
|
If the Staff of Light is used to strike a creature with a strong
|
|
Negative Material existence (wights, spectres, xeg-yi, etc.) there is a
|
|
50% chance that the remaining spell duration will be expended as damage
|
|
whether or not the caster wishes it.
|
|
|
|
The Staff of Darkness sheds deep shadows in a 30' radius, through which
|
|
only the caster can see clearly; Shades (the monster) and other
|
|
magic-users using Staff of Darkness spells are at -1 to hit when within
|
|
these shadows, and all others (even with infravision) are at -3 to hit
|
|
and +3 to be hit when in these shadows (note that two magic-users
|
|
within 30' of each other and each holding as Staff of Darkness will
|
|
both be at -1 to hit, but the effects of multiple staves are not
|
|
otherwise cumulative).
|
|
|
|
In addition, when cast by an Evil-aligned magic-user, this sphere of
|
|
shadow will affect supernatural creatures of Good alignment (shedu,
|
|
lammasu, devas, etc.) as if they were affected by a Stinking Cloud
|
|
spell (saving throw vs. magic reduces the effect to mild nausea, -1 to
|
|
hit and damage; this penalty is cumulative with the -3 to-hit penalty
|
|
for poor visibility). A Light spell cast in the area of the Staff of
|
|
Darkness will remove this nauseating effect and reduce the to-hit
|
|
penalty to -1 and the to-be-hit penalty to +1, but will not
|
|
significantly brighten the area.
|
|
|
|
The staff of Darkness strikes as a +2 weapon (for purposes of what can
|
|
be hit), doing 1d6 points of damage. For each round of spell duration
|
|
that remains, the caster can choose to inflict numbing cold on his
|
|
victim; this cold has a 5% chance per round of spell duration expended,
|
|
cumulative, of causing loss of use of a limb for 1d6 rounds, and
|
|
otherwise causes the victim to lose one point each of strength and
|
|
dexterity per round of duration expended, also for 1d6 rounds;
|
|
thereafter the lost strength and dexterity return at the rate of one
|
|
point each per round, or the limb becomes usable immediately.
|
|
Cold-resistant and cold-using creatures get a saving throw against this
|
|
effect, and its duration is halved for them in any case.
|
|
|
|
If the areas of radiance/shadow of a Staff of Light and a Staff of
|
|
Darkness intersect, the effects of both are negated in the overlapping
|
|
region. If the staves are within 30' of one another, both cease to shed
|
|
their light/darkness, but their powers are otherwise unaffected.
|
|
Neither Staff has any physical substance, and thus cannot be parried
|
|
except by another Staff of the opposite type or by a Rod of Force; a
|
|
Wall of Force, Forcecage, or similar force barrier will stop a Staff.
|
|
If two Staves of opposite type touch one another for any reason, both
|
|
are destroyed in an explosion of 40' radius causing 1d6 points damage
|
|
for each round of duration remaining in the two spells, cumulative. The
|
|
mages holding the Staves automatically take full damage, all others
|
|
within 40' save vs. spells to take half damage.
|
|
|
|
The material component of this spell is a pearl (a black pearl for the
|
|
Dark version) of not less than 500 GP value, which is held in one hand
|
|
when the command word is uttered. The pearl is transformed into a small
|
|
sphere of light or darkness; the somatic component is the stretching
|
|
and molding of this sphere into a staff. There is rumoured to be a
|
|
variant of this spell that allows the sphere formed from the pearl to
|
|
be hurled as a missile, but the specific details have been lost.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Teleport Trap (Alteration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: 10 yard per level radius sphere
|
|
Saving Throw: Negates
|
|
|
|
All people or things teleporting in the area of effect are, upon
|
|
materialising, effected as if a paralysis spell had been cast upon them
|
|
(as in players handbook). Thus a mage wishing to leave sneak into a
|
|
place decides to teleport there. He doesn't realise that a Teleport
|
|
Trap has been cast however around the spot he wishes to appear. Upon
|
|
arriving he must save vs. spells or be paralysed. Those leaving an
|
|
area under this spell will also be paralysed whereever they appear.
|
|
|
|
Material components are a gem of not less than 5000 gp worth smeared
|
|
with the ichor of some paralysing agent (ghoul's skin, etc).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Seventh Level Spells
|
|
|
|
========================================================================
|
|
|
|
Chaos Environment (Alteration)
|
|
|
|
Range: 1" per level
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is exactly the same as Chaos Vision except that the
|
|
environment actually is changing uncontrollably. The ground constantly
|
|
rolls and twists, objects from the casters mind appear and disappear.
|
|
All creatures in the environment are constantly polymorphing. Note
|
|
that creatures polymorphed will need to save vs spells each round to
|
|
keep their former identity and not take on a new one. All damage from
|
|
being crushed, attacked, and otherwise affected by the spell are real,
|
|
caused by real creatures and aberrations in the area. I usually give
|
|
1d6 of damage/round due to constantly being battered and thrown. DM's
|
|
can give whatever they like however as needed by the alteration that
|
|
caused the damage.
|
|
|
|
A person entering this environment had best carry nothing with him or
|
|
risk loosing it as it turns into some form which might not be
|
|
carryable. People have to constantly make System Shock rolls every
|
|
turn also for the stresses will eventually tear even the mightiest hero
|
|
apart given time.
|
|
|
|
The material component of this spell is a Wild Magic area, which is
|
|
consumed by the spell. The area of effect fills the area previously
|
|
formed by the Wild Magic area.
|
|
|
|
The one Chaos Environment in my campaign was formed to protect an
|
|
artifact that caused as much harm as good. A lesser magic item would
|
|
have eventually been destroyed by the constant polymorphing and
|
|
impacts. All objects will revert to their original form if they can
|
|
get out of the area of effect.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Create Mummy (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 4 hours
|
|
Area of Effect: One corpse
|
|
Saving Throw: None
|
|
|
|
This spell creates one mummy from the corpse of a human of at least
|
|
seventh level fighting ability. The mummy follows orders to the limit
|
|
of its low intelligence, but it must remain within one mile of its
|
|
place of origin, so it is primarily useful only as a guardian. The
|
|
corpse of the potential mummy must be properly embalmed with the
|
|
appropriate proficiency (q.v.).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Create Undead (Necromancy)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting time: 1 day
|
|
Area of Effect: One human corpse
|
|
Saving throw: Special (see below)
|
|
|
|
The material components of this spell are a human corpse (killed within
|
|
3 days previous), myrrh (500 gp worth) and a special balm made of
|
|
certain rare herbs, personally prepared by the necromancer. Ingredients
|
|
for this balm cost 500 gp, and one uninterrupted week spent by the
|
|
spell caster. The balm only stays good for 3 days.
|
|
|
|
This spell forces back the soul of the corpse, and turns it into either
|
|
a wight, a spectre, or a wraith. The caster has a percentage chance
|
|
equal to his/her level x 2 of choosing which is created. Otherwise,
|
|
roll on the following table, adding the level of the caster, plus a 5
|
|
bonus if the caster is a necromancer specialist. Also, if the corpse
|
|
was a 0-level person, subtract 30 from the roll (if the adjusted roll
|
|
is below 0, the spell fails and the corpse is destroyed).
|
|
|
|
1-60 wight
|
|
61-90 wraith
|
|
91-00 spectre
|
|
|
|
The corpse gets a saving throw vs. magic, at a level equal to the
|
|
corpses level before death, with the following bonuses:
|
|
|
|
person was good + 4
|
|
person was neutral + 1
|
|
person was a not-good cleric + 2
|
|
person was a good cleric + 4
|
|
|
|
If the save is made, the corpse is destroyed and the spell fails. If
|
|
the save is failed, the undead is created. Said undead will be under
|
|
the control of the necromancer for one year, following any order that
|
|
is not obviously suicidal. At the end of the year, or upon such time as
|
|
the undead receives a suicidal order, it is freed from the
|
|
necromancer's control and gets a save vs. magic. If it fails, it must
|
|
leave and may never attack the necromancer unless attacked first. If it
|
|
succeeds, it becomes free-willed, and might attack the necromancer if
|
|
it was sufficiently mistreated.
|
|
|
|
Note that after the year is up, the undead may continue to serve the
|
|
necromancer, if it was sufficiently prosperous and receives a
|
|
sufficient bribe. This is a GM call.
|
|
|
|
A necromancer can only control 1 undead in this matter at a time. At
|
|
the end of the year, or when the undead dies or becomes uncontrolled,
|
|
the spell may be used again. Should this spell be used during the year,
|
|
it will work, but the fresh undead will immediately attack the
|
|
spellcaster.
|
|
|
|
Finally, a created undead starts out the same alignment as the corpse
|
|
from which it came. However, due to what these creatures must feed on
|
|
(i.e. people), an unstoppable shift begins towards the undead's normal
|
|
alignment. There is a 10% chance per month (cumulative) of the
|
|
alignment decaying one step. After a switch, the chance returns to 0
|
|
and begins building again.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Deflect Magic Weapon Attacks (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 7
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
This spell is similar to the fifth level spell deflect normal weapon
|
|
attacks with the following exceptions: the forcefield's AC is 2 and it
|
|
has 7 hit points per level of the caster. It affects all attacks made
|
|
via a magical or non-magical melee or missile weapon. A non-magical
|
|
weapon cannot affect or penetrate the barrier in any way. If a magical
|
|
weapon strikes the barrier, the target's saving throw (to determine
|
|
penetration or deflection) has a penalty applied to it equal to the
|
|
bonus of the weapon (i.e. a +2 weapon that scores a hit on the barrier
|
|
inflicts a -2 penalty on the protected creature's save). Also, if a
|
|
magical weapon is reflected back at the attacker (when the barrier is
|
|
not hit), the weapon bonus is not applied to the reflected attack.
|
|
|
|
In addition to its other powers, this spell may affect magic missile
|
|
attacks. It does not automatically negate them as a shield spell does,
|
|
but causes the attacker to make a "to hit" roll vs. the barrier. If the
|
|
attack succeeds, the barrier automatically takes damage (the recipient
|
|
earns no save); if the attacker fails to score a hit, the magic missile
|
|
has no effect. Other spells will pass through the barrier, without
|
|
affecting it. The material component for this spell is a powdered
|
|
black sapphire which is consumed when the spell is cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Delayed Blast Snowball (Evocation)
|
|
|
|
Range: 10" + 1" per level
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 7
|
|
Area of Effect: 2" radius sphere
|
|
Saving Throw: 1/2
|
|
|
|
This spell creates a snowball (q.v.) with +1 on each of its dice of
|
|
damage. The spell will not release its burst for 1 to 50 segments
|
|
(1/10 to 5 rounds), according to the command upon casting. In other
|
|
respects, this spell is the same as the third level spell snowball [cf.
|
|
Delayed Blast Fireball]
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Eye of the Beholder (Evocation)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 7
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
In order to cast this spell, the wizard must have in his/her
|
|
possession, an eye stalk from a beholder. The stalk is pointed at the
|
|
intended victim(s), and after the incantations are complete, one of 10
|
|
possible effects shoot forth from the eye stalk towards the target(s).
|
|
The exact result (including saving throws, range, duration, etc.) are
|
|
determined at random from among the 10 functions of a beholder's eye
|
|
stalks, as given in the Monstrous Compendium. The eleventh eye
|
|
function (anti-magic ray) is never one of the spell results.
|
|
|
|
The only material component for this spell is the eye stalk, which is
|
|
used up when the spell is cast. In order to achieve different effects,
|
|
an eye stalk from a spectator, gauth, or an eye of the deep may be
|
|
substituted for the beholder's stalk.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Flesh to Toast (Alteration)
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 7
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Negates
|
|
|
|
This spell turns the flesh of any creature affected into a golden-brown
|
|
piece of hot yummy toast. Only the victim is affected; anything the
|
|
victim may be wearing (or non-organic items ingested) will not be
|
|
turned into toast. The resultant toast is subject to any forces normal
|
|
toast is subject to (slicing, buttering, eating, whatever). One cubic
|
|
foot of toast will satisfy the appetites of four humans, although they
|
|
may get tired of toast way before then.
|
|
|
|
The material components of this spell are a small pat of butter or
|
|
cream cheese, and 1 foot of steel wire. The steel wire will not be
|
|
consumed in the casting.
|
|
|
|
Note that this spell is not reversible. The effects can only be
|
|
countered with a Wish or Limited Wish spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Jamye's Improved Armor Reversal (Abjuration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level, minus 7 rounds
|
|
Casting Time: 7
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Special
|
|
|
|
This spell is an improved version of the fifth level "Jamye's Armor
|
|
Reversal" spell. With this spell, bonuses "to hit" by the attacker are
|
|
added to the die roll (thus working against the attacker) instead of
|
|
subtracted. For example, a 10th-level fighter attacking an AC 5 mage
|
|
with Improved Armor Reversal would need a die roll of 5 or less to hit
|
|
the mage; if the fighter had a Strength of 17 (+1 "to hit") and a +2
|
|
weapon, she would now need a die roll of 2 or less (5 minus 1, minus 2)
|
|
to hit the mage.
|
|
|
|
This spell also affects missile weapons in the same way it affe
|
|
melee weapons, unlike the fifth level spell. Also, whereas Armor
|
|
Reversal can be dispelled by a subsequent casting of Improved Armor
|
|
Reversal on the same subject, Improved Armor Reversal cannot be so
|
|
dispelled by the weaker spell. If Armor Reversal is cast upon the
|
|
subject of a previous Improved Armor Reversal spell, the Armor Reversal
|
|
spell is wasted and has no effect.
|
|
|
|
The spell components for this spell are a small magnet, a piece of
|
|
black silk of no less than 20 gp value, and a diamond of no less than
|
|
250 gp value.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Llewllynn's Wall of Force (Evocation)
|
|
|
|
Range: 1" to 3"
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 7
|
|
Area of Effect: 10 square feet per level
|
|
Saving Throw: None
|
|
|
|
This spell is equivalent to the fifth level mage spell wall of force
|
|
(q.v.) in all respects save one: the caster is able to manipulate the
|
|
force wall. The following variations are possible:
|
|
|
|
Version 1: The mage can cast the wall in a hemispherical or spherical
|
|
shape around himself with himself as the centre point. The mage can
|
|
then move about and the wall will move with him. This version is tinted
|
|
red.
|
|
|
|
Version 2: The mage can cast the spell as a wall (2-dimensional
|
|
barrier) and then move in a direction with the wall moving 1" to 3" in
|
|
front of him. The wall will always be in front of the caster, and will
|
|
turn as he turns. This version is tinted blue. Note that this version
|
|
cannot be cast horizontally.
|
|
|
|
The material component for version one is a pinch of diamond dust and a
|
|
pinch of ruby dust. The material component for version two is a pinch
|
|
of diamond dust and a pinch of sapphire dust.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Magic Quench (Alteration, Abjuration)
|
|
|
|
Range: 5 feet per level
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 foot radius per level
|
|
Saving Throw: None
|
|
|
|
This spell creates a sphere that has all the properties of a Forgotten
|
|
Realms (tm) dead magic area (see the FR Sourcebook for details). The
|
|
area of dead magic is permanent until destroyed (it may only be
|
|
destroyed as per a dead magic area). The sphere of dead magic is
|
|
non-mobile.
|
|
|
|
The material component for this spell is a pint of blood from any
|
|
recently slain magic-using creature. The blood is consumed when the
|
|
spell is cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mind Find (Divination)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 100' radius sphere
|
|
Saving Throw: None
|
|
|
|
This is an extremely powerful version of true sight combined with a
|
|
form of clairvoyance. Like true sight, it allows the caster to exactly
|
|
locate people that are: displaced, invisible, polymorphed, change,
|
|
enchanted, or illusioned. However the spells effects the mind, not the
|
|
eyes of the caster, so the caster can in addition see through fog,
|
|
around corners, trees, etc. (anything within 100' radius).
|
|
|
|
About the only things that will block the penetration power are the
|
|
Non-detection spell (non-detection gets a save to see if the mind find
|
|
worked on him), Lead walls, or walls of force. The spell also confers
|
|
the ability to perceive minds in 360 degrees on all axis, X, Y AND Z.
|
|
Thus the caster could locate the mind of someone 80 feet above then and
|
|
behind them, needless to say backstabbing someone who knows exactly
|
|
where you are is impossible.
|
|
|
|
However, this spell cannot locate object or things without minds, thus
|
|
it could locate anything that had less than zero intelligence. The
|
|
drawback to this spell is that it makes the caster susceptible to
|
|
mind-effecting spells i.e. save at -2.
|
|
|
|
The material component of this spell is a whole mind flayer brain.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Nearthia's Spell Vortex (Evocation)
|
|
|
|
Range:
|
|
Components:
|
|
Duration: 1 round per level
|
|
Casting Time: 1 round
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Once this spell is cast a faintly visible 7-10 foot tall vortex appears
|
|
around the caster, centered on his feet. The vortex is a container for
|
|
spell energy. It can store up to 1 spell level per level of the
|
|
caster. The caster may place any spell he wants into the vortex. He
|
|
also has a chance equal to his magic resistance of catching a spell
|
|
cast at him with the vortex.
|
|
|
|
After the spell's energy is stored in the vortex, the caster may use
|
|
the energy to fire other spells from the vortex. He may only fire
|
|
spells he has "taught" the vortex though (the ones HE put into the
|
|
vortex). Shooting a spell from the vortex may be accomplished once a
|
|
round, plus one may be fired at anyone who cast a spell at the Mage
|
|
that round. The caster may do anything except spell casting and still
|
|
be able to fire all his spells each round.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Nearthia's Combat Spell (Abjuration, Alteration, Divination)
|
|
|
|
Range:
|
|
Components:
|
|
Duration: 2 rounds per level
|
|
Casting Time: 7
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell prepares the fighter/mage for combat. It provides the
|
|
benefits of the following spells:
|
|
|
|
Strength Detect Invisibility
|
|
Shield Minor Globe of Invulnerability
|
|
Fly Protection form Normal Missiles
|
|
|
|
It also provides 25% magic resistance and 4 temporary fighter levels.
|
|
(ie +4 to hit and 40 hit points). This spell can only be cast by
|
|
fighter/mages (or tri-classed with both classes).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Prismatic Beam (Abjuration, Conjuration/Summoning)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 7
|
|
Area of Effect: 7" long plane, 11/2" wide at end, 1/2" wide at base
|
|
Saving Throw: Special
|
|
|
|
Like Prismatic Spray but all 7 rays hit the same target. Great for
|
|
zapping dragons, demons etc.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Stash (Alteration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Stores a large mass in hyperspace for an indefinite period of time
|
|
until a command word is spoken. The object(s) in hyperspace do not
|
|
experience passage of time so for example a small army with all its
|
|
weapons and equipment could be stashed in time of peace and recalled
|
|
when war started.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Summon Wizard (Conjuration/Summoning)
|
|
|
|
Range: 50 yards
|
|
Components: VSM
|
|
Duration: 4 rounds + 1 round per level
|
|
Casting Time: 7
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
Within one round of casting this spell, the caster summons 1d2 wizards
|
|
to aid him/her. The summoned wizards' level will be equal to 3/4 the
|
|
caster's level, rounded down, up to a maximum of twentieth level. The
|
|
wizards will appear anywhere within the spell range as desired by the
|
|
caster, and will serve the caster as per monsters summoned via a
|
|
monster summoning spell. There is an 80% chance of summoning a mage,
|
|
and a 20% chance of summoning a specialist (determine school randomly).
|
|
Equipment and abilities are determined randomly. The material
|
|
component for this spell is an ornately carved, gem-encrusted, wooden
|
|
staff (worth at least 100 GP), which is consumed when the spell is
|
|
cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Zandare's Twist (Alteration, Enchantment)
|
|
|
|
Range: 10' per level
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 7
|
|
Area of Effect: Special
|
|
Saving Throw: Negates
|
|
|
|
By means of this spell the caster changes the target creature,
|
|
effectively, inside out. The organs are outside the body and the skin
|
|
is inside. GM's insert your own really graphic descriptions here... The
|
|
spell caster must have a small leather pouch for the casting. At the
|
|
end of the seven segments the caster thrusts his hand into the bag and
|
|
violently pulls the bag inside out. Now the target is either painfully
|
|
turned inside out, or the caster looks like a total fool. The spells
|
|
affects one medium size creature or two small creatures. Large
|
|
creatures receive a +3 to their save.
|
|
|
|
Note that clothing, armour, etc. are in the inside also.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Eighth Level Spells
|
|
|
|
========================================================================
|
|
|
|
Jamye's Spell Reversal (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per level, minus 10 rounds
|
|
Casting Time: 8
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Special
|
|
|
|
This spell affects the saving throws vs. spell of the subject in much
|
|
the same way that the fifth level spell Jamye's Armor Reversal (q.v.)
|
|
affects attack rolls, i.e. saving throw results that would normally
|
|
indicate success will fail, and results that would normally fail will
|
|
succeed. For example, a 19th-level mage normally needs a 6 or greater
|
|
to save vs. a spell. If he is affected by a Spell Reversal spell, he
|
|
will need a 5 or less (i.e. a failure under normal circumstances) to
|
|
save vs. a spell. Protection devices, Wisdom bonuses, etc. all work to
|
|
the benefit of the subject, i.e. if the above mage had a Ring of
|
|
Protection +3 and a Wisdom of 16 (+2 magical defense), he would need an
|
|
8 or less to save vs. most spells (5 normally, +3 for the Ring) and a
|
|
10 or less to save vs. spells that would give him his Wisdom bonus.
|
|
Likewise, penalties to saving throws still work to the detriment of the
|
|
subject. If the subject is willing, there is no saving throw;
|
|
otherwise, a normal save vs. spell (obviously, this is made before the
|
|
spell takes effect) will negate it.
|
|
|
|
There are certain special cases that apply to this spell. It is not
|
|
affected by Spell Turning. The only thing that can dispel it is
|
|
another Spell Reversal cast at the subject, who must make a save while
|
|
under the influence of the original Spell Reversal. If the subject is
|
|
under the influence of another spell that grants invulnerability to
|
|
certain spells (Shield vs. Magic Missile, for instance, or any type of
|
|
Globe of Invulnerability, but *not* Anti-Magic Shell), the subject
|
|
takes full, maximum damage from that spell with no saving throw. For
|
|
instance, a mage has both Shield and Spell Reversal cast upon him. If
|
|
he is targeted for Magic Missiles during the time both spells are
|
|
functioning, he will take 5 points of damage - the maximum possible -
|
|
from *each* Missile that hits him.
|
|
|
|
The material components for this spell are a piece of amber worth no
|
|
less than 300 gp, and a doughnut made less than 24 hours previously.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Life Leech (Necromancy) Reversible
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: 8
|
|
Area of Effect: Special
|
|
Saving Throw: +
|
|
|
|
This spell allows the death master to steal 2d6 years from a victim and
|
|
add them to his own life. The victim must be human and of a level equal
|
|
to or greater than that of the caster. If the victim is of lower level,
|
|
the number of years transferred is multiplied by the victim's level and
|
|
divided by the necromancer's. Since the victim must be in the center of
|
|
a pentagram at the completion of the casting, it is useful to have him
|
|
held or immobilised in some way. The reverse spell works in the same
|
|
fashion, except that the caster ages 2d6 years while the recipient
|
|
becomes younger. In either case, the material components are a black
|
|
candle, a white candle, a drop of blood from both parties, and a
|
|
specially prepared glass screen.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Long-Range Carrier (Alteration)
|
|
|
|
Range: 100 miles per level
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw: None
|
|
|
|
Long-Range Carrier is like the 5-Mile Carrier but the range is 100
|
|
miles per level of caster.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lorth's Sending (Alteration)
|
|
|
|
Range: Touch
|
|
Components: VS
|
|
Duration: Special
|
|
Casting Time: 8
|
|
Area of Effect: 1 creature per 2 levels
|
|
Saving Throw: Negates
|
|
|
|
The Sending spell was created by Lorth the Traveller as a more
|
|
versatile form of the Teleport spell. When the spell is cast, one
|
|
creature for every two levels of the mage (rounded down) is Sent to a
|
|
place defined by the caster as for a Teleport spell (the caster must
|
|
have a mental image of the place). The creatures must be touching the
|
|
mage, but "chains" are possible. The mage does not have to accompany
|
|
them, but he may if he so desires. There is no chance of error for
|
|
this spell.
|
|
|
|
If any of the creatures "sent" is harmed within 5 minutes of arrival,
|
|
all of them will be bounced back to the place from which they were Sent
|
|
(whether they want to go or not). Any damage incurred during those five
|
|
minutes, to themselves or their equipment, is erased. Note that this
|
|
does not allow the spell to be used as a quick and easy messenger
|
|
spell; anything dropped during the five minute grace period is returned
|
|
with its owner. This can be used as a fail-safe teleport. After the
|
|
five minute period elapses, the spell expires and the "protected"
|
|
individuals are on their own. The Sending will not work across planar
|
|
boundaries. Unwilling creatures receive a saving throw vs. magic to
|
|
resist this spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Major Globe of Invulnerability (Abjuration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 4
|
|
Area of Effect: 1" diameter sphere
|
|
Saving Throw: None
|
|
|
|
This spell is the same as the fourth level Minor Globe of
|
|
Invulnerability (q.v.), except with regards to casting time. This spell
|
|
prevents the function of first to fifth level spells passing through
|
|
and affecting the mage within the sphere, while allowing the mage to
|
|
cast spells through it.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Power Link (Necromancy)
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: 1 turn per level
|
|
Casting Time: 10
|
|
Area of Effect: Creature touched
|
|
Saving Throw: Negates
|
|
|
|
This spell creates a link between the caster and the victim through
|
|
which magical energy can flow. Thus the wizard can cast spells centered
|
|
on the recipient, as if he were a projected image. Also, the wizard can
|
|
route malevolent spell side-effects, such as magical aging, to the
|
|
victim. The material components of the spell are a chip of jet, an
|
|
herbal tea of spearmint and devil's dung, and a wooden disc. The
|
|
recipient must be an intelligent, living native of the wizard's home
|
|
plane.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Stargate (Alteration)
|
|
|
|
Range: Infinite
|
|
Components:
|
|
Duration: 1 hour per level
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
This spell creates a gate between the caster's current location and any
|
|
location which the caster has seen before. The gate can be freely
|
|
crossed in either direction and will last one hour per level of caster.
|
|
Range is not an issue (hence the name of the spell).
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Summon Wraith (Conjuration/Summoning, Necromancy)
|
|
|
|
Range: 10 yards
|
|
Components: VSM
|
|
Duration: 1 round + 1 round per level
|
|
Casting Time: 5
|
|
Area of Effect: 10-foot cube
|
|
Saving Throw: None
|
|
|
|
This spell is identical to the fifth-level spell summon shadow, except
|
|
that it conjures up one wraith for every three levels the death master
|
|
has attained. These monsters are under the control of the wizard until
|
|
they are slain or until the spell expires, but if the wraiths are
|
|
turned, they continue to serve in any capacity which does not require
|
|
them to confront the cleric who resisted them. The material component
|
|
is a bit of jet.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Teleport Block (Abjuration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 hour per level
|
|
Casting Time: 1 turn
|
|
Area of Effect: 1000 cubic feet per level
|
|
Saving Throw: Special
|
|
|
|
This spell prevents teleportation into or out of the region specified
|
|
by the caster, which may be of any shape and any size, up to 1000 cubic
|
|
feet per level of the abjurer. No character can enter or leave the
|
|
region by means of dimension door, teleport, or other-planar travel.
|
|
Teleportation within the region is not restricted, and teleport without
|
|
error has a chance of success equal to 1% per level of the caster,
|
|
though it has the same chance of failure as a regular teleport
|
|
attempted under normal conditions. A full wish will also provide
|
|
transportation across the boundary, as of course will walking, riding,
|
|
and flying.
|
|
|
|
Any attempt to teleport or dimension door across the block will
|
|
automatically fail; all memory of the spell will be lost; and the
|
|
caster must make a system shock check or be killed by the shock of the
|
|
rebound. Attempts at transplanar travel will also fail, but not in so
|
|
dramatic a fashion. The material component is a glass globe.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Teleport Warp (Alteration)
|
|
|
|
Range: 10 yards per level
|
|
Components: VSM
|
|
Duration: 1 day per level
|
|
Casting Time: 1 round
|
|
Area of Effect: 10 yard per level radius globe
|
|
Saving Throw: None
|
|
|
|
This spell causes all creatures teleporting into or out of the area of
|
|
effect to arrive in a prepared area. The area which the caster wishes
|
|
people to appear in must also be in the area of effect.
|
|
|
|
The space the caster wishes incoming teleporters to arrive at must be
|
|
open area, free from objects. It can be in the air however, causing
|
|
incomers to fall. Should a person teleporting into an area effected by
|
|
this spell be larger than the area he would be sent to, then he is
|
|
effectively blocked and would not be able to teleport at all to the
|
|
area.
|
|
|
|
Example: Archmage Istle casts Teleport Warp on his tower. He wishes
|
|
all people who unexpectedly arrive to be placed in his dungeon cell
|
|
which is 10' x 10' x 10'. The cell is also in the area of effect, at
|
|
the bottom of his tower, which totally is under the spell. Thus a
|
|
person who teleports to his tower will arrive in a dungeon cell instead
|
|
of the wizards guest chambers. If Golstein the Chaotic decides to send
|
|
his 18 foot tall iron golem over to Istle's bed chamber, he will find
|
|
the
|
|
|
|
All forms of teleport magic are affected, thus Dimension door, Pattern
|
|
teleports and the like also would be warped. This is a great spell for
|
|
the mage wishing to 'blockade' an area from outside aid coming in short
|
|
of all out planar travel.
|
|
|
|
Material component is a lodestone which must be placed in the location
|
|
the caster wishes teleporters to arrive. It is consumed upon casting.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
========================================================================
|
|
|
|
Ninth Level Spells
|
|
|
|
========================================================================
|
|
|
|
Bone Shatter (Evocation)
|
|
|
|
Range: Touch
|
|
Components: VSM
|
|
Duration: 1 round per 5 levels
|
|
Casting Time: 9
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
This is a more powerful version of the 5th level spell Bone Splinter.
|
|
It is identical to that spell except that is has a +3 "to hit" bonus
|
|
and causes a serious compound fracture when a hit is scored in melee,
|
|
with the following results:
|
|
|
|
to hit
|
|
locat. mod. effects
|
|
------- ------ -------------------------------------------------------
|
|
head -8 major skull fracture:
|
|
save vs. spell or die; else suffer 4d8 points of damage
|
|
(no save for 1/2).
|
|
arm * -4 major broken arm:
|
|
arm is totally useless; it cannot be used to attack or
|
|
defend with.
|
|
leg * -4 major broken leg:
|
|
leg is totally useless; movement is 1/2 normal.
|
|
ribs -4 broken rib:
|
|
loss of 1d6 CON points and 2d8 points of damage (no
|
|
save).
|
|
spine @ -8 severed vertebrae:
|
|
save vs. spell or die; else paralysed until
|
|
healed/cured.
|
|
pelvis -4 major hip fracture:
|
|
-6 to DEX when using legs; movement rate is at 1/4
|
|
normal; suffer 3d8 points of damage (no save).
|
|
|
|
* if attacking from the side, only the nearest appendage may be
|
|
targeted.
|
|
@ the spine may only be targeted if attacking from the rear.
|
|
|
|
A cure critical wounds spell is required to heal one of these effects
|
|
(except for paralysis, which must be cured by normal means) as long as
|
|
the victim is still alive, and a heal spell will fully restore a living
|
|
victim to full health.
|
|
|
|
The material components for this spell are an intact bone of at least a
|
|
foot in length, and a large metal hammer which are consumed when the
|
|
spell is cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Damians Mindswap (Enchantment/Charm)
|
|
|
|
Range: 7"
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 9
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Negates
|
|
|
|
When this powerful enchantment is cast, the spell user attempts to rip
|
|
the target creatures soul from its body and temporarily place it in a
|
|
gem of not less than 15000 GP. At the same time the casters soul is
|
|
eased from his body and also travels through the gem. When, and if,
|
|
both souls are in the gem, they both proceed to the opposed bodies from
|
|
which they came. You'll note that this has two very noticeable
|
|
effects:
|
|
|
|
1) the caster and victim have essentially swapped minds (or bodies,
|
|
whichever you prefer), this has the effect that the caster now takes on
|
|
the physical attributes of that body (i.e. STR, CON, DEX and COM). The
|
|
caster still retains his own mental capacities and previous knowledge
|
|
(i.e. INT, WIS, CHR, hit points and level).
|
|
|
|
2) If the caster or victim can kill their old body (i.e. their swapped
|
|
body) then the others soul goes to its respective plane. Thus, after
|
|
completion of the spell, if the caster kills his old body then he can
|
|
never be displaced from his new, for in all intents and purposes it is
|
|
his body now. If neither is killed and at some later point in time a
|
|
cleric casts an exorcise spell at either body (both have to be within
|
|
7" of each other though) the caster of the original Mindswap must save
|
|
vs. death or return to his old body.
|
|
|
|
If the save vs. this spell is made it indicates that this persons body
|
|
will never accept the casters soul and need never fear this spell from
|
|
the same caster again.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Demonic Immunity (Abjuration)
|
|
|
|
Range:
|
|
Components:
|
|
Duration:
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw:
|
|
|
|
Requires a demon's amulet of at least a type one demon. Renders you
|
|
invulnerable to all demonic powers. Does nothing for physical
|
|
attacks. You cannot be telekinesed, you cannot be charmed by a demon,
|
|
their unholy words don't affect you, etc. No demonic powers can harm
|
|
you.
|
|
|
|
The tougher the demons amulet, the longer it lasts, casting time one
|
|
round, amulet is destroyed, duration can be split between people.
|
|
|
|
Type 1, lasts 4 rounds. That's one round for 4 people, etc.
|
|
Type 2, lasts 6 rounds.
|
|
Type 3, lasts 8 rounds.
|
|
Type 4, lasts 12 rounds.
|
|
Type 5, lasts 20 rounds.
|
|
Type 6, lasts 50 rounds.
|
|
Any "named" demon, lasts 100 rounds.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
|
|
|
|
Range: 120 yards
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 6
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell functions only in campaigns which use the optional rule
|
|
concerning hovering at death's door. It brings into existence a pair of
|
|
huge chopsticks, 30 feet long, which attacks all targets with the
|
|
caster's THAC0 as if they were AC 10 (dexterity modifiers do apply,
|
|
however). Victims weighing more than 2 tons are immobilised by the
|
|
chopsticks, while lighter victims are actually swept off their feet and
|
|
may be deposited, within the same round, at any point in the spell's
|
|
range. Those who successfully roll to bend bars manage to free
|
|
themselves, but they may suffer falling damage as a result.
|
|
|
|
Most probably, the caster will choose to deposit his victims in a
|
|
gargantuan mouth which appears above his head. This mouth can hold one
|
|
creature of size L, two of size M, or four creatures of size S. Each
|
|
round it "chews" its contents for 10 points of damage each, until they
|
|
reach a hit point total between 0 and -10. At this point it "swallows"
|
|
them into the astral plane, and is prepared to receive another victim.
|
|
Normally, persons reduced to such a hit point score would die in a
|
|
matter of minutes, but in the timelessness of the astral plane, they
|
|
may remain unconscious but barely alive for thousands of years.
|
|
Naturally, the material component is a pair of chopsticks.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Ding Shu's Draconian Holocaust (Invocation/Evocation)
|
|
|
|
Range: 60 yards
|
|
Components: VSM
|
|
Duration: Instantaneous
|
|
Casting Time: 9
|
|
Area of Effect: 900 to 5400 square feet
|
|
Saving Throw: 1/2
|
|
|
|
This spell has the same effect as a swooping Celestial Dragon, spewing
|
|
forth its fiery breath. The spell affects all within a swathe 30 feet
|
|
wide and from 30 to 180 feet long. All victims within the area of
|
|
effect receive 130 points of damage, reduced by 10 for every 30 feet
|
|
beyond the first 10. Thus a 180 feet swathe would inflict but 80 points
|
|
of damage to each character within it. Casting requires the scale of a
|
|
fire-breathing dragon.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Fenzill's Phantasmal Fingers (Necromancy)
|
|
|
|
Range: 40 yards + 5 yards per level
|
|
Components: VSM
|
|
Duration: 2 rounds per level
|
|
Casting Time: 9
|
|
Area of Effect: 1 target
|
|
Saving Throw: None
|
|
|
|
This spell is an enhanced version of the second level spell spectral
|
|
hand; it differs from that spell in the following ways: it can be used
|
|
to deliver a touch spell of any level and it gives a +3 to the attack
|
|
roll. It has an AC of -4, but it cannot be destroyed by any attack (it
|
|
may only be dispelled). Instead, any hit on the hand inflicts full
|
|
damage on the caster (although a successful save vs. spell reduces this
|
|
damage by half). The caster may end the spell with a single word.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Genocide (Evocation, Necromancy)
|
|
|
|
Range: 5 yards/level
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 9
|
|
Area of Effect: 20-foot radius
|
|
Saving Throw: Special
|
|
|
|
This spell allows the caster to kill one or more creatures of the same
|
|
species; the caster chooses a creature as the initial target for the
|
|
spell, and after the incantations are complete, a black bolt shoots
|
|
forth from the caster's finger towards the chosen target. If this
|
|
creature makes its saving throw vs. spell at -2 (or if it has 15 or
|
|
more HD) there is no effect and the spell terminates.
|
|
|
|
If the save of the initial target fails, the creature dies, and the
|
|
spell continues as follows: if there are no more creatures of the same
|
|
species within the area of effect, the spell ends at this point.
|
|
Otherwise, the bolt will continue jumping to other targets. The bolt
|
|
jumps randomly from one target to the next; range is not a
|
|
consideration - as long as the target is in the area of effect, and it
|
|
is of the appropriate race, it may be hit by the bolt. Each creature
|
|
that is hit with the bolt must make a successful saving throw vs. spell
|
|
(with no modifiers) or die.
|
|
|
|
This spell will affect a number of hit dice equal to: 10 HD + 1 HD per
|
|
level of the caster (the number of creatures is not a factor). The
|
|
spell will terminate when one or more of the following occurs: the HD
|
|
limit is exceeded, there are no more potential targets in the area of
|
|
effect, or the bolt strikes a target with more than 15 HD (such a
|
|
creature is unaffected by this spell). Each target hit with the bolt
|
|
counts towards the HD limit, whether its saving throw was successful or
|
|
not.
|
|
|
|
The bolt will never jump to a creature of a different species, or to
|
|
one that has already been hit (whether living or dead). Any creature
|
|
with more HD than the original target will not be affected by the bolt,
|
|
but its number of HD is still counted towards the HD limit of the
|
|
spell. If a target's HD would exceed the limit of the spell, it is not
|
|
affected (and the spell terminates).
|
|
|
|
The bolt will never jump back to the caster; in addition, the caster
|
|
may choose individuals to be unaffected by the spell simply by naming
|
|
them as part of the incantations (usually used to avoid killing friends
|
|
or allies).
|
|
|
|
Note that some races are closely related, but are not considered
|
|
identical species for purposes of this spell (i.e. goblinkind).
|
|
"Half-breeds" will be affected by this spell if either of their
|
|
parent-race is targeted, as well as when the cross-breed is
|
|
specifically targeted. However, if a parent-race is named as the
|
|
target, a half-breed of that race earns a +2 to its save. For example,
|
|
a half-elf is affected normally if hal
|
|
of this spell. They would also be affected if either humans or elves
|
|
were targeted, although they would gain a +2 to their saves in the
|
|
latter two cases.
|
|
|
|
After this spell is cast, the wizard must make a successful system
|
|
shock roll or fall unconscious for 1d10 rounds. Note that the DM may
|
|
wish to inflict other penalties on the caster due to loss of blood (see
|
|
material components below), especially if the spell is cast more than
|
|
once is a short period of time.
|
|
|
|
The material components of this spell are a pint of the caster's blood
|
|
and a figurine/statuette of the race to be targeted. The blood is
|
|
consumed at the time of the casting, and the figurine is also
|
|
destroyed, unless the caster makes a successful save vs. spell.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lazzaro's Murderous Sword (Enchantment)
|
|
|
|
Range: 50 yards
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 9
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell is a version of Mordenkainen's sword, but with a twist. This
|
|
spell causes a shimmering aura to form around any sword. This sword
|
|
will then arise and be at the command of the spell caster. He may order
|
|
to attack, defend, guard, or whatever. The sword can respond to
|
|
moderately complex tasks like, "Let no one through this door unless
|
|
they say the word, ixitayal."
|
|
|
|
In combat the sword hit any AC on a 19 or 20, it has the same hit
|
|
points as a fighter of the level of the caster (18 con), has the same
|
|
AC as the caster, and fights like a fighter of the same level (i.e. 2
|
|
attacks per round, THAC0 whatever). It attacks as if wielded by someone
|
|
with an 18/00 strength (+3,+6). It also has it's own bonuses; it
|
|
requires a magical sword as material component. If the sword has any
|
|
special abilities these will also be used in the combat.
|
|
|
|
The sword acts independently of the caster (obviously) and requires no
|
|
concentration to maintain. However the caster must remain with 50 yards
|
|
of the sword or it falls to the ground, inert (with magic drained from
|
|
it). The ways to defeat the sword: render the caster unconscious, hit
|
|
it for loss of hit points, encase it in something, or successfully
|
|
dispel it.
|
|
|
|
As discussed above the material component is a magical sword, the magic
|
|
of which is consumed after the spell ends (gives high level mages a
|
|
reason to collect all those magic swords and destroy them in the
|
|
process). The other material component is a gem with the soul of
|
|
fighter trapped in it. This gem becomes embedded in the sword during
|
|
the spell. Each time the gem is used, it has a cumulative 5% change of
|
|
shattering, freeing the poor soul inside. Obviously the gem is not
|
|
consumed after the spell ends.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lichdom (Alteration)
|
|
|
|
Range: 0
|
|
Components:
|
|
Duration: Permanent
|
|
Casting Time: 3 hours
|
|
Area of Effect: Caster
|
|
Saving Throw: Special
|
|
|
|
When this spell is cast, the wizard saves vs. Death. If he fails, he
|
|
becomes a lich, otherwise he dies. Should he be raised or resurrected,
|
|
he can try again. This spell makes clear why a wizard has to be 18th
|
|
level to be able to become a lich.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Lorth's Translocation (Alteration)
|
|
|
|
Range: 0
|
|
Components: VS
|
|
Duration: Instantaneous
|
|
Casting Time: 1 round
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
Lorth's Translocation is a the most advanced teleport-class spell ever
|
|
devised. Given a description of any sort, the caster is able to place
|
|
himself at the specific location. The description might be a detailed
|
|
mental image, a verbal description, a painting, "Thirty feet due east",
|
|
"The center of the room in which stands the Sceptre of AshkaMankh", or
|
|
anything else sufficiently precise. If there does not exist a location
|
|
such as the one described, nothing will happen. If the description is
|
|
insufficiently precise ("A field of grass", "The center of a forest"),
|
|
the spell will have no effect. If the location does exist, then the
|
|
caster will be placed there, no matter where it is.
|
|
|
|
This spell can transport the caster to any plane, any distance. Note
|
|
however that it is very, VERY difficult to describe a specific place in
|
|
planes such as the Astral or the Ethereal, due to the lack of good
|
|
landmarks. Of course, if there should happen to be a solid object in
|
|
the place described, the caster is slain instantly.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Magic Swarm (Alteration)
|
|
|
|
Range: Special
|
|
Components: VSM
|
|
Duration: Special
|
|
Casting Time: Special
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
The magic swarm spell is both a very potent, and a very unstable
|
|
spell. With this spell, the wizard may bind up to three attack-type
|
|
spells (those that cause any type of damage) together into one spell.
|
|
The caster begins the incantations of the magic swarm and then "loads"
|
|
the spells to be bound into the swarm (this effectively casts the
|
|
spells - the proper components are required, and the loaded spells fade
|
|
from memory; the magic swarm is the "target" for these spells). The
|
|
wizard then finishes the binding process by continuing the incantations
|
|
of the swarm. This entire process takes two turns plus the casting
|
|
times of the spell(s) to be bound.
|
|
|
|
When the magic swarm is actually cast, the bound spells are released
|
|
simultaneously (this has a casting time of 3). However, due the
|
|
unpredictable nature of this spell, there is a chance that some of the
|
|
bound spells may not function normally. At the time of casting, the DM
|
|
rolls 1d3; the result is the number of spells that work properly - the
|
|
remaining spells fizzle and are lost (the spells go off in the order
|
|
they were bound, so it is important to keep track of the order).
|
|
|
|
Due to the extreme exertion required to cast this spell, the following
|
|
penalties/stipulations are placed on its use:
|
|
|
|
- only one magic swarm spell may be memorised in any two day period.
|
|
|
|
- after a magic swarm is cast (actually cast, not after binding), no
|
|
further spell casting is possible for one turn (10 minutes).
|
|
|
|
- after the spell is cast, the caster temporarily loses 1d4
|
|
constitution points; if this brings the wizard's constitution score to
|
|
zero or below, a system shock roll must be made; if this roll is
|
|
failed, the wizard dies, otherwise he/she falls into a coma until
|
|
his/her constitution is restored to a positive value; it takes one hour
|
|
of rest to restore one constitution point lost in this manner.
|
|
|
|
- if the magic swarm is not cast in one hour per level of the caster,
|
|
the caster must make a saving throw vs. spell; if this save fails, the
|
|
swarm will discharge will full effect, centered on the caster (1d3 is
|
|
still rolled to determine how many spells actually go off and how many
|
|
fizzle); if the save is successful, the magic swarm simply fades from
|
|
memory and is lost (along with all bound spells).
|
|
|
|
The material component for this spell is a bag of holding (which
|
|
effectively "holds" the spells in the bound state). When the spell is
|
|
cast, the bag is destroyed unless the caster makes a successful saving
|
|
throw vs. spell at -2.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mental Ledger (Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: Special
|
|
Area of Effect: Caster
|
|
Saving Throw: None
|
|
|
|
This spell actually enables the wizard to record spells in an unused
|
|
portion of his brain, just as he would in a spell book. He can record
|
|
three spell levels per wizard level, and he must re-cast mental ledger
|
|
every time he wishes to change which spells are recorded. The material
|
|
component is a diamond worth at least 5000 GP. Casting time is one hour
|
|
per spell per level added to or deleted from the ledger.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Mezzalldam's Choking Fist (Evocation)
|
|
|
|
Range: 3 yards per level
|
|
Components: VSM
|
|
Duration: 1 round per level
|
|
Casting Time: 9
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This spell creates a disembodied hand similar to those of Bigby's
|
|
Hand spells, except it is much smaller (about the size of an ogre's
|
|
hand). It will attack as directed by the caster (no concentration is
|
|
required to do so - the wizard simply chooses the target). The hand
|
|
does not automatically hit, but will attack using the caster's THAC0,
|
|
with a +2 "to hit" bonus.
|
|
|
|
If a hit is scored, the fist closes tightly around the victim's throat;
|
|
it will continue squeezing until the target is dead, or until the hold
|
|
is broken. Once per round, the fist's lock may be broken by making a
|
|
successful bend bars roll (the victim has a 10% penalty applied to this
|
|
roll); only one person may do this each round, due to the small size of
|
|
the hand. Other party members who try to free the victim must devote
|
|
their entire attention to this for the round (i.e. no other action may
|
|
be taken, DEX bonuses to AC are lost, etc.).
|
|
|
|
Each round the victim is choked, a system shock roll must be made; each
|
|
additional round (pas
|
|
roll. If this roll fails, the victim fall unconscious and if the hold
|
|
is not broken the following round, the victim dies. While a victim is
|
|
being choked he/she may perform no other actions (other than breaking
|
|
the fist's hold) - all the target's efforts are required to fight the
|
|
effects of the constriction. The fist will continue attacking until it
|
|
is destroyed/dispelled, or until the spells' duration expires; the
|
|
caster can also end the spell with a single word.
|
|
|
|
The fist may be destroyed by direct attack; it has an armour class of
|
|
-2 and as many hit points as the caster at full health. The fist will
|
|
also break its hold on a victim every time it loses half its remaining
|
|
hit points. Note however, that attacking the fist while it is choking
|
|
a victim is dangerous; if an attack on the fist fails to hit, another
|
|
normal attack must be immediately rolled against the victim, inflicting
|
|
any damage normally. If the fist's hold is released or broken, it may
|
|
be attacked without fear of hitting companions. If the fist is not
|
|
choking a victim, it may be attacked by anyone who beats the wizard's
|
|
initiative roll (or by anyone, if the fist fails to score a hit that
|
|
round).
|
|
|
|
The material components for this spell are a bit of bone and skin from
|
|
any constricting snake; these components are consumed when the spell is
|
|
cast.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Nuke (Evocation)
|
|
|
|
Range: 0
|
|
Components:
|
|
Duration: Instantaneous
|
|
Casting Time:
|
|
Area of Effect:
|
|
Saving Throw: None
|
|
|
|
Creates a thermonuclear explosion of 2 kilotons power per level of
|
|
caster. Range is zero so unless used with one of the Carrier spells is
|
|
a suicide weapon.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sarius' Endosmotic Zone of Magic (Alteration)
|
|
|
|
Range: 0
|
|
Components: VSM
|
|
Duration: 1 day per level
|
|
Casting Time: Special
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This powerful spell was researched by Sarius Mendlekine, Lord of
|
|
Telnorne. It is actually used to create a magical rod (3' long and 1"
|
|
in diameter) that projects a continual zone of increased magical
|
|
potential in a spherical area of effect equal to a radius of 1" per
|
|
level, extended outward from the rod in all directions. This spherical
|
|
zone makes magic function at its utmost effectiveness, normally. But,
|
|
it can be used to travel to planes with reduced magical factor ratings
|
|
(MF) while keeping a MF rating of 0 within the area of effect. On
|
|
planes with an increased MF the spell simply allows all spells of
|
|
9th-level or less to work optimally. The zone will permeate any area
|
|
which is not totally enclosed in a lead casing or protected by an
|
|
anti-magic shell which withstands the dweomer. All anti-magic shells
|
|
or effects that come within the zone react as though a dispel magic is
|
|
cast upon them each and every round. Every round the two areas
|
|
interact the anti-magic zones have a chance of dispelling as though a
|
|
mage of four levels higher than the caster were trying to `Dispel
|
|
Magic' against them. On planes with a negative MF rating, everything
|
|
within the area of effect operates as though the MF rating were 0. So,
|
|
someone with a ring of flying would fly within the zone, but exiting it
|
|
would cause them to drop like a rock! On a negative MF rating plane
|
|
anti-magic shells are dispelled at the normal level of mastery or the
|
|
spell-caster and all spells cast by any class of characters, whether
|
|
native to the plane or not, operate at a normal MF rating of 0.
|
|
|
|
The spell's duration (from activation of the rod) is equal to a base 1
|
|
day per level in a Prime Material plane with a MF rating of 0. On
|
|
negative MF rating planes, the duration is calculate as the total
|
|
number of whole days left for the rod to operate divided by the result
|
|
of the MF rating multiplied by -1. For example, a 20th-level mage
|
|
activates the rod and hurriedly enters a gateway to an alternate Prime
|
|
Material plane with a MF rating of -5 (since the spell must be
|
|
initially cast on a plane with a MF rating of 0 or better). The
|
|
duration would be determined thus: 20 days/(-5 x -1) = 4 days. But, if
|
|
the mage had operated the rod (for more than 1 turn) before entering
|
|
the gateway it would have lost a days duration and be calculated as:
|
|
19/(-5 x -1) = 3.8 days, or 91.2 hours, or 547.2 turns, or 5,472
|
|
rounds. If the wielder had travelled to a plane with a MF rating
|
|
greater than 0 the spell's duration would be calculated as the base
|
|
duration multiplied by the MF rating of the plane. Whenever the rod
|
|
changes alternate Prime Material planes (even if they both contain the
|
|
same MF rating) its duration is recalculate with the current remaining
|
|
days of operation left used as the base for determining the duration of
|
|
the spell (disregard any remaining duration that does not equal a day
|
|
or more in length). If the rod travels from a positive MF rating plane
|
|
to a negative MF rating plane the rod is totally disrupted in the
|
|
transferral as though the spell had ended, and vice versa. Dispelling
|
|
magics will only affect the rod for one single round unless they are
|
|
cast by a Demi-Power, Lesser Power, or Greater Power, in which case the
|
|
a successful `dispel magic' will cause the device to become disrupted
|
|
as described below.
|
|
|
|
The rod is the only material component of this spell. It is made from
|
|
the purest mithril and rune inscribing agents (costing at least 7,000
|
|
gp). Then, 9 deep blue amethysts (1000 gp each) are inset to the side
|
|
of the rod among the various runes of power, and a large sapphire
|
|
(1,000 gp) is affixed to the top. Once the rod has been fashioned (2
|
|
months creation time minus 1 day per level of mage working on the
|
|
inscribing of the runes down to a minimum of 1 month) this spell can be
|
|
cast upon it, empowering the rod with enormous magical potential. From
|
|
this point, the rod remains dormant until its power is activated by
|
|
speaking the proper command word and willing the rod to function.
|
|
Until the rod is activated the casting mage loses a single 9th-level
|
|
spell casting slot because of the bond that he has established with the
|
|
rod's dormant power. While this spell could be inscribed onto a scroll
|
|
it would still require the rod as a material component and the mage who
|
|
inscribed the spell would not regain the spell slot until the potential
|
|
of the scroll was released through copying it into a spellbook or
|
|
casting it onto the rod and activating the rod. (Note: An apprentice
|
|
may be used to inscribe the runes upon the rod freeing the learned
|
|
master to further research).
|
|
|
|
Although almost any sentient creature may utilise the rod, in the hands
|
|
of the original spell-caster it will convey a personal magic resistance
|
|
equal to his level of experience (and cumulative to any other magic
|
|
resistance he may be employing). On any Prime Material plane the rod
|
|
will also act as a Rod of Striking, conveying a +3 magical to hit bonus
|
|
and striking for 3d6+3 points of damage per round. The rod may only
|
|
strike once in any melee round no matter if the creature wielding it is
|
|
capable of multiple attacks with weapons. During the last turn of the
|
|
spell's duration the rod will begin to hum extremely loud (hearable in
|
|
a 1/2 mile radius. During the last round of the spell's duration the
|
|
rod will glow with extremely powerful magical electricity, causing 1d20
|
|
hit points of damage to all that touch it, per segment of contact. In
|
|
the last round is will flash with a bright light (causing all in the
|
|
zone to save vs. rods or be blinded for 1d20 rounds) and then cease to
|
|
function. This last burst of energy transmutes the mithril rod into
|
|
pure lead, causes the runes to dissolve, and disintegrates the 10 gems
|
|
into a useless powder.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Sphere of Annihilation (Evocation)
|
|
|
|
Range: 4"
|
|
Components: VSM
|
|
Duration: Permanent
|
|
Casting Time: 12 hours
|
|
Area of Effect: One 2' diameter sphere
|
|
Saving Throw: None
|
|
|
|
This ancient and arcane spell was first found in the Libram of Tel'
|
|
Aknus the Mad. It is used to create a sphere of annihilation. The
|
|
mage must prepare a special magical device, which costs 15,000 gp to
|
|
construct, to house the energies required to bring the sphere into
|
|
existence. The construct is made of the rarest or ores, adamantite,
|
|
and requires a full year of work by a master smith to fashion. A
|
|
Master Alchemist must then fuse ten vials of Essence of Platinum, ten
|
|
vials of Essence of Gold, and ten vials of Essence of Silver, in this
|
|
order, into the construct (which looks something like a giant spider
|
|
when finished). This will take two weeks per vial and the chance of
|
|
success is equal to the alchemist's chance of creating said essences
|
|
(checked for each vial fused to the structure) and any failure means
|
|
that the entire structure has been transmuted in the metal of the
|
|
current essence which is being fused into the construct.
|
|
|
|
Then the casting procedure can take place. It consists of a highly
|
|
ritual ceremony requiring a black pearl of at least 1' in diame
|
|
being placed inside a magic circle and then calling forth the various
|
|
magics of the planes to instill the pearl with anti-planar power of a
|
|
sphere of annihilation. The spell then temporarily doubles the current
|
|
hit points of the casting mage as it starts. Every hour of casting
|
|
time instills the pearl with more and more power. At the end of every
|
|
hour's casting the mage must roll a successful saving throw vs. magic
|
|
which is unadjusted by any means other than his current level of
|
|
mastery. If successful, the casting continues for the next hour. If
|
|
unsuccessful, the mage takes 1d20 points of damage for an unsuccessful
|
|
hour of casting and the casting time is extended for anther hour. The
|
|
spell will only be successful if 12 hours of continual casting is
|
|
completed. Remember that if the spell is successful the mage must
|
|
still attempt to bring the sphere under his control. This spell in no
|
|
way gives any special bonuses for control attempts.
|
|
|
|
If the mage is reduced to zero hit points the pearl disappears (in a
|
|
harmless, but spectacular flash of light) and his strength and
|
|
constitution are reduced to 1 and he is thrown into a coma, losing
|
|
knowledge of all spells currently memorised. These statistics and
|
|
normal hit points are regained at a rate of 1 point per day or total
|
|
rest unless some form of magic is used to increase healing. Until the
|
|
mage reaches half of his original constitution score he is extremely
|
|
susceptible to diseases and will take 4x the amount of damage a disease
|
|
would normally inflict. When half of his original strength is restored
|
|
he may save vs. spells each day to see if he comes out of the coma.
|
|
Failure means that he remains in the coma. Once the mage comes out of
|
|
a coma he will be in a ravenous state and will not be able to regain
|
|
spells again till he has eaten and rested for as many days as he was in
|
|
the coma. Success or failure notwithstanding, this spell will always
|
|
destroy the construct and the pearl used as the material components.
|
|
If the spell is successful, the construct and pearl are sucked into the
|
|
sphere, and if unsuccessful, the construct crumbles into a useless
|
|
crystal substance and the pearl disappears as mentioned above.
|
|
|
|
If the spell-caster is physically touched during the casting of this
|
|
spell by anything, including the power of another magic, and sustains
|
|
damage which subtracts from his hit points or any ability score or
|
|
level, the pearl will explode in a force of magic dealing out damage
|
|
equal to 1d20 per hour of casting time that has passed (rounded down)
|
|
in a radius equal to 1" per hour of casting time that has successfully
|
|
passed (again, rounded down and a unmodified saving throw vs. spells
|
|
will allow anyone in the area of effect to save for half damage).
|
|
Also, when this happens the extra hit points disappear (if they are
|
|
still present) and the mage takes damage from his normal remaining hit
|
|
points. Death by this explosion means that the body has been
|
|
disintegrated, ruling out `raise dead' or `resurrection' spells for
|
|
bringing the victim back to life.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Symmetry (Evocation)
|
|
|
|
Range: 0
|
|
Components:
|
|
Duration: Instantaneous
|
|
Casting Time:
|
|
Area of Effect: 10 mile radius
|
|
Saving Throw: None
|
|
|
|
Composed of 2 level 9 spells which have to be cast simultaneously.
|
|
Creates within a 10-mile radius a condition in which the symmetry
|
|
between the physical interactions which prevailed at the time of the
|
|
Big Bang is restored. Everything within the 10-mile radius is
|
|
instantaneously gone regardless of magic resistance, god or artifact
|
|
status etc. Everything for a couple of hundred miles around gets
|
|
burned, vapourised, melted etc. Note that like Nuke this has a range of
|
|
zero, so use of Long-Range Carrier is advised.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Telnorne Force Layer (Evocation)
|
|
|
|
Range: 1"
|
|
Components: VS
|
|
Duration: Permanent
|
|
Casting Time: 1 hour
|
|
Area of Effect: One 10'x 10' area
|
|
Saving Throw: None
|
|
|
|
The source of this highly improved version of the `Wall of Force' spell
|
|
is the Telnorne Mageocrat. It is used to create a barrier which cannot
|
|
be penetrated by any known spells or forces in the multi-universe,
|
|
including major powers, avatars, devils, or demon princes.
|
|
|
|
The casting time of 1 hour is standard, but the mage must also spend a
|
|
hour in contemplation, reviewing diagrams and/or charts of the area or
|
|
object to which the force layer is to be attached when memorising the
|
|
spell. A force layer may cover an area of up to 10'x 10', and must be
|
|
attached to a localised gravity: either an object, a structure, or an
|
|
area. Once cast, only spells of wish-like power may affect the force
|
|
layer.
|
|
|
|
A `Limited Wish' will effect the force layer as a 1/2 strength `Dispel
|
|
Magic', an `Alter Reality' will effect the force layer as a 3/4
|
|
strength `Dispel Magic', and a `Wish' will effect the force layer as a
|
|
full strength `Dispel Magic'. The force layer may be attached to
|
|
moving objects, but only those which are of one piece and move in
|
|
conjunction to something else. For example, a chest (with hinges)
|
|
could be covered, but the chest would still need to have a break within
|
|
the spell effect, so only the top or the bottom of the chest would be
|
|
affected. Placing the spell on a wagon would effectively make the
|
|
wagon indestructible, but the wagon would never again roll since the
|
|
wheels are now locked in place. But, if the wheels alone (and possibly
|
|
the axle if the mage was inventive) were protected the wagon would
|
|
still roll. Of course, after the wheels eventually rotted away in a
|
|
few years the spell area would still be in effect and invisible wheels
|
|
would still roll.
|
|
|
|
When this spell is cast on the Prime Material plane the area of effect
|
|
extends into the astral and ethereal planes, although the force layer
|
|
will still be invisible. Nothing will stick to the force layer except
|
|
for another force layer which is attached to a previously cast one.
|
|
Paint, dust, and powders will simply roll off its surface. Only Dust
|
|
of Appearance will stick to the force layer, and then only for 1d10
|
|
rounds.
|
|
|
|
|