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- NEW SPELLS
-
-
- Awaken (Evocation) Author: August Neverman
-
- Level: 1 Components: V,S,M
- Range: 1' per level Casting Time: 20 minutes
- Duration: special Saving Throw: see below
- Area of Effect: specific location
-
- This spell will wake a character (or characters) to full
- alertness instantaneously. It can be set to trigger on a specific
- action such as a word or action. The primary component is a horn
- (which can be reused). Each being that may be awakened must be named
- in the spell when cast.
-
-
- Glow (Alteration) Author: August Neverman
-
- Level: 1 Components: V,S,M
- Range: 1' per level Casting Time: 5
- Duration: 1 hour per level Saving Throw: see below
- Area of Effect: One Creature
-
- This spell causes the object or person affected to emit an eery
- glow. The color ranges from blue to green. It cannot be dispelled
- but it can be negated by a darkness spell. Saving throw is 5% per
- level of the victim (or hit dice) minus the level of the caster. The
- glow is not bright enough to read with but is easy to spot in the
- dark. The material component is a firefly.
-
-
- History (Divination) Author: Jim Gitzlaff
-
- Level: 1 Components: V,S,M
- Range: touch Casting Time: 1 turn
- Duration: special Saving Throw: none
- Area of Effect: one object or place (max 1000 sq feet)
-
- This spell allows the caster to "tune in" to the psychic
- impressions left on an object or small area. The power gives the
- wizard the ability to divine special purposes, famous owners, and
- powerful alignment bends.
- The spell will not identify a magic item per se, but would
- identify the signet ring of a long deceased noble house as such.
- Furthermore, history doubles the chance of a rare or unknown items
- value being determined.
- This spell is most commonly used on nonmagical plunder, books,
- and items sold at auctions. Only a single touch is needed to make the
- spell work.
-
- Inaudibility (Illusion/Phantasm) Author: Thom Watson
-
- Level: 1 Components: V,S,M
- Range: Touch Casting Time: 1
- Duration: 1 hour/level Saving Throw: none
- Area of Effect: Creature Touched
-
- By means of this spell, all sounds made by the recipient become
- inaudible -- breathing, talking, walking, and the like. Items on the
- caster's person are likewise silenced, but thrown or dropped items may
- make noise once released. While under the effect of this spell, the
- caster cannot cast any spell with a verbal component. Unlike a
- silence spell, inaudibility masks only the sounds made by the
- recipient or items in his/her possession, so it provides no defense
- against sound-based attacks such as harpy singing, a horn of blasting,
- etc. The spell remains in effect until it is magically dispelled,
- until the caster or the recipient cancels it, or until its duration
- has passed; it is not dispelled by the recipient attacking another
- creature. The material component is a small wad of cotton.
-
-
- Anvil Fall (Alteration) Author: Thom Watson
-
- Level: 2 Components: V
- Range: 10 yards/level Casting Time: 1
- Duration: 1 round/level Saving Throw: Neg.
- Area of Effect: Special
-
- When this spell is cast, the creature(s) or object(s) affected
- immediately assume the mass of solid lead. A falling or flying object
- or creature affected starts to plummet, and damage taken from falling
- is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from
- a
- height of 100 feet. The anvil fall affects one or more objects or
- creatures in a 10-foot cube, as long as the maximum original weight
- of
- the creatures or objects does not exceed a combined total of 200
- pounds plus 200 pounds per level of the spellcaster.
- A feather fall cast upon a creature or object under the influence
- of an anvil fall will only negate the latter, and the creature then
- receives only normal falling damage. An additional feather fall would
- then be needed to achieve the normal effect of that spell, and two
- such spells could probably not be cast in time by a single caster.
- Like a feather fall, an anvil fall works only upon free-falling,
- flying, or propelled objects, and cannot affect a sword blow or a
- charging creature.
-
-
- Disposal (Evocation, Alteration) Author: Thom Watson
-
- Level: 2 Components: V,S
- Range: 0 Casting Time: 2
- Duration: 1 day/level Saving Throw: special
- Area of Effect: 12" circle
-
- The casting of this spell evokes a hole, 12" in diameter, in the
- caster's hand. The hole may be placed on any surface; anything
- subsequently dropped into it (an item must be smaller than the hole's
- diameter; since this is neither an extra-dimensional space nor a
- sphere of annihilation, items larger than that are not "sucked" into
- it) vanishes and is teleported to the bottom of the nearest sewage
- system (moat, sewer, large body of water, etc.). It is especially
- effective for disposing of garbage, kitchen waste, body wastes, etc.,
- and may be used in the garderobe of an area otherwise devoid of
- plumbing. Magical and living items (of at least animal intelligence;
- normal insects and non-sentient plant life are therefore not
- considered "living" for this purpose) receive a saving throw to resist
- the teleportation. (There was no plumbing in Kestrel's tower, hence
- this spell saves on traipsing up and down all those stairs with a
- chamberpot).
-
-
- Fog Phantom (Conjuration/Summoning)
- Author: August Neverman
- Level: 2 Components: V,S,M
- Range: 50' + 2' per level Casting Time: 3
- Duration: 1 turn/level Saving Throw: none
- Area of Effect: 1"/level
-
- This spell creates a vaguely human shaped pillar of fog. The fog
- phantom can do no damage, however it can be controlled remotely by the
- caster. The Phantom moves at 1" + 1"/level of the caster. The magic
- user can "see" and "hear" through the Fog Phantom. This spell
- requires complete concentration, disturbances will cause the
- termination of the spell before the end of its duration. The Fog
- Phantom cannot pass through cracks or the like; also strong winds,
- intense heat or cold will cause the Fog Phantom to disintegrate.
-
-
- Gold to Gems (Alteration) Author: Thom Watson
- (reversible)
- Level: 2 Components: V,S,M
- Range: Touch Casting Time: 1 round
- Duration: Permanent Saving Throw: none
- Area of Effect: 200 gp/level
-
- By means of this spell, the caster converts a number of gold
- pieces, minus some random percentage, into a single gem of equal
- value. The caster places the gold pieces in the left pan of an
- ordinary balance, speaks a command word, and the coins vanish. A
- single gem appears in the right pan, equal in value to the amount of
- coins minus 1d10%. This extra amount is the material component. The
- caster can convert up to 200 gold pieces per level per use of the
- spell. Thus, a 5th-level caster could convert up to 1000 gold pieces
- into a single gem.
- The reverse of the spell, gems to gold, converts a single gem
- (subject to level limits), placed in the right pan of the balance,
- into gold coins of equal worth, minus 1d10% of the value of the gem.
- If too many coins, or a gem of greater value than the caster can
- convert at his/her current level, are placed on the balance, the spell
- is lost but nothing is expended materially. The type of gem obtained
- cannot be specified by the wizard.
-
- Kestrel's Voice of the Bat (Alteration)
- Author: Thom Watson
- Level: 2 Components: V,S,M
- Range: 0 Casting Time: 3
- Duration: 1 turn + 1 rnd/level Saving Throw: none
- Area of Effect: caster
-
- This spell grants the caster the ability to use sonar to "see"
- and move safely at a normal rate in the dark, even in magical
- darkness. The caster can tell size and general shape of objects up
- to
- 10 yards away in any direction s/he faces. The caster must actively
- concentrate to "see" her/his surroundings, but merely ceasing
- concentration does not end the spell, and the caster may resume the
- sonar again within the spell's duration. The material component is
- a
- bit of bat guano.
-
-
- Magic Eye (Alteration) Author: August Neverman
-
- Level: 2 Components: V,S,M
- Range: touch/special Casting Time: 20 minutes
- Duration: special Saving Throw: see below
- Area of Effect: specific location
-
- By means of this spell the caster, creates a "third eye" much
- like the spell wizard eye except that it remains in a specific
- location once cast. It can be triggered in two ways, one is a
- "predefined" event occurring, such as some creature passing in front
- of it. The second can be done from anywhere on the same plane, by
- willing it to activate. Once activated the eye lasts 2 rounds per
- level and may again be deactivated (each activation uses at a minimum
- of 2 rounds). The "eye" sees as well as the caster, if caster can see
- normally invisible so can the eye, magic enhancements do not work
- through the Magic Eye, such as spectacles or detect invisible.
-
-
- PhotoCopy (Evocation) Author: Thom Watson
-
- Level: 2 Components: V,S,M
- Range: Sight Casting Time: 2
- Duration: Instantaneous Saving Throw: none
- Area of Effect: Special
-
- This spell, a variation of the 1st-level copy spell, allows the
- caster to create a permanent image, on a piece of parchment, canvas,
- or the like, of whatever s/he sees and concentrates upon at the time
- of casting, to the range of her/his vision. Detail in the final
- picture depends on distance, field of vision, and leve
- For every level of the caster, s/he may choose that the final image
- will appear on the parchment as if s/he were 10 yards closer to the
- subject; e.g., the picture created by a 5th-level wizard standing 60
- yards away from a creature could contain detail s/he would normally
- notice at a distance of 10 yards.
- Material components are a piece of parchment, paper or canvas --
- which is not expended and upon which the image appears--and a silver
- coin and a pinch of salt (which are expended).
-
- Runetrue (Invocation, Abjuration) Author: Jim Gitzlaff
-
- Level: 2 Components: V,M
- Range: special Casting Time: 5 rounds
- Duration: 1 turn/level Saving Throw: none
- Area of Effect: special
-
- This is a spell that allows wizards to infuse the magical symbols
- they draw (see below) with the power needed to repel
- summoned/extraplanar creatures. The maximum hit die creature that
- may
- be fenced in/out is equal to the caster's level plus four.
- Note: As the above implies, it is possible to fence out
- summoned/extraplanar creatures of less than 4 hit dice by using the
- symbols without the runetrue spell.
- The only symbols that this spell empowers are listed below:
-
- Symbol: Protects From:
-
- pentacle Demons, demodands
- pentagram Devils, daemons
- magic circle Spirits of Good
- magic (protection) circle Undead
- thaumaturgic circle Spirits of Nature and Neutrality
- thaumaturgic triangle Elementals
-
- The wizard must still create the symbol manually, using anything
- from a stick to gold inlay.
-
-
- Waterproof (Alteration) Author: Thom Watson
-
- Level: 2 Components: V,S,M
- Range: Touch Casting Time: 1
- Duration: 1 hour + 1 turn/level Saving Throw: none
- Area of Effect: Creature Touched
-
- This spell creates an invisibly thin membrane around the
- recipient and any objects in his/her possession, through which water
- may not pass, except at the mouth (water breathing, for example, is
- not hindered if it is in effect, but it is not otherwise provided by
- this spell). Its purpose is to protect and keep dry objects that could
- otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
- tinderboxes, etc.), since precipitation merely beads and rolls off the
- recipient and bodies of water do not penetrate the barrier. The spell
- does not confer any special abilities to survive or breathe
- underwater, but it will keep the caster and his/her possessions dry
- while there.
- If used against a creature native to the Elemental Plane of
- Water, the spell inflicts 1d4 points of damage on a successful attack
- oll.
- The caster may affect an additional man-sized creature for every
- extra level of experience. The material component of the spell is a
- duck feather or a small square of oilcloth.
-
- Chime (Alteration) Author: Jim Gitzlaff
-
- Level: 3 Components: V,S,M
- Range: 30 feet Casting Time: 1 round
- Duration: special Saving Throw: none
- Area of Effect: one object
-
- This spell enchants an object such that, when a condition is met
- (specified as in magic mouth), a reasonably loud chime/bong/ring will
- sound from the item. This chime is loud enough to wake a nearby
- sleeper or be heard from a nearby room. This behavior will continue,
- functioning at most once per round, until the condition ceases, the
- item is destroyed, or the dweomer dispelled.
-
-
- Leap (Alteration) Author: August Neverman
-
- Level: 3 Components: V,S,M
- Range: Touch Casting Time: 1 segment
- Duration: Special Saving Throw: N/A
- Area of Effect: Touched creature
-
- When this spell is cast the individual is empowered with the
- ability to leap. The distance the individual is able to leap is a
- total of 20'/Level forward, backward or straight up. Up to the number
- (of levels of the caster) jumps can be made, the total of which cannot
- exceed the above totals. Also at the end of the leap the individual
- will always land without falling damage. Leaps must be completed
- within 1 turn plus 1 turn/level after the spell is cast.
- An example: 7th level caster, individual affected can jump up to
- a total of 140' in up to a total of seven jumps (i.e. 7x 20' jumps).
-
-
- Telepathic Familiar (Divination) Author: Thom Watson
-
- Level: 3 Components: V,S
- Range: 1 mile + 1 mile/2 levels Casting Time: 1 round
- Duration: 1 hour/level Saving Throw: none
- Area of Effect: 1 familiar
-
- This spell enables the caster and his/her familiar to communicate
- mind-to-mind as though they were speaking with each other. It
- provides for greater understanding and depth of communication than is
- enabled by the empathic link automatically conferred by the find
- familiar spell. If the caster and his familiar become separated by
- a
- distance greater than that allowed while the spell duration is still
- in effect, the spell does not wink out but begins functioning again
- if
- the distance is closed.
-
-
- Tomelore (Divination) Author: Jim Gitzlaff
- (reversible)
- Level: 3 Components: V,M
- Range: touch Casting Time: 15 rounds
- Duration: special Saving Throw: none
- Area of Effect: one book
-
- With tomelore, the caster knows whether a text is cursed, what
- language it is in, its author, and other general information about its
- contents. Nothing specific about its safeguards, contents, or history
- will be revealed, though.
- The reverse of this spell, Tomelie, makes all of the above
- information seem to be other than it is when determined using
- divinatory spells. It lasts for one month unless dispelled.
-
-
- Advanced Magic Mouth (Alteration) Author: Jim Gitzlaff
-
- Level: 4 Components: V,S,M
- Range: 10' Casting Time: 4
- Duration: special Saving Throw: none
- Area of Effect: one object
-
- This spell is identical to magic mouth except in that the maximum
- activation range is only 10' and that it will continue to function as
- instructed, over and over, until the object is destroyed or the
- dweomer dispelled.
-
-
- Delusion (Alteration, Phantasm) Author: August Neverman
-
- Level: 4 Components: V,S,M
- Range: 1' per level Casting Time: 20 minutes
- Duration: special Saving Throw: see below
- Area of Effect: specific location
-
- This spell causes the affected character to be deluded into
- thinking that one or more of his statistics or powers has been
- modified (positive or negative).
-
-
- Dheryth's Monomorph (Alteration) Author: Jim Gitzlaff
-
- Level: 4 Components: V,S,M
- Range: 0 Casting Time: 4
- Duration: 1 day per 3 levels of experience
- Area of Effect: The caster only Saving Throw: none
-
- This spell was designed to allow a wizard to look like something
- s/he does not for an extended period of time. It grants the
- nonmagical locomotive powers, senses, and metabolic processes of the
- race of creature whose form is taken. However, a significant part of
- the spell is dependent on the specific creature whose shape the caster
- wishes to assume. Thus, only ONE shape may be taken on by the caster
- using this spell -- ever.
- When this spell is found (for instance, on a scroll or in another
- person's spell book), it already was custom designed by some other
- wizard to adopt a certain form (race, height, weight, hair color,
- etc.), and nothing the finder can do will make it do otherwise. This
- is because the choice of creature vastly changes the structure of the
- Monomorph, and thus the choice of shape may only be made when
- researching the spell from the ground up.
- When this spell is independently researched by a wizard, s/he
- gets to decide the specifics of the form the spell grants.
-
- If any wizard wants to "change" an existing Monomorph so that a
- different shape can be assumed, s/he must head into a library and
- research this change as if it were an entirely new spell. The costs
- for this, though, are at -25% because the wizard has a copy of the
- other form of Monomorph as a model. There is no reason why a wizard
- with enough time and money could not possess several "versions" of
- this spell.
- When this spell is cast, the wizard is able to assume the form
- of
- a single bipedal humanoid (human, demihuman, faerie, goblin, etc.)
- with which race the caster is familiar, but not any quadruped (e.g.
- centaur), wholly magical being (e.g. golem, demon), or other creature
- not relevantly humanoid. The wizard assumes the shape of one such
- creature upon casting the spell, and retains that shape until the
- spell ceases to function. S/he may cancel the spell before it would
- normally elapse, but may not alternate between the Monomorphed and
- regular f
- Monomorph will allow changes as follows:
-
- CASTER WEIGHT
- LEVEL: MIN: MAX: RACES: AGE:
- 7-8 -10% +10% same as caster no change
- 9-11 -20% +25% any known +/-10%
- 12-13 -30% +50% any known +/-20%
- 14-15 -50% +80% any known +/-40%
- 16-17 -70% +125% any known +/-60%
- 18+ -90% +200% any known any
-
- The color of eyes, skin, and hair can be changed to any possible
- value, as can hair length, sex, and other details.
- The body whose shape is assumed has the same physical statistics
- as the caster, subject to all racial and age modifiers, minimums, and
- maximums (of the form adopted, of course). The new form will not
- radiate magic, but it may be dispelled.
-
-
- Fog Warrior (Conjuration/Evocation)
- Author: August Neverman
- Level: 4 Components: V,S,M
- Range: 30" + 1"/level Casting Time: 1 round
- Duration: 1 turn + 1 round/level Saving Throw: N/A
- Area of Effect: see below
-
- This spell creates a creature much the same in appearance of the
- spell "Fog Phantom". This creature can, however, do damage (ranging
- from 1 to the level of caster in hit points of damage). It can has
- a
- strength equal to the level of the caster; and has an armor class of
- 2 and can be hit only by weapons +1 or greater. It has 10hp
- +1 hp/level of the caster and cannot be dispelled by wind or fire,
- although fire and ice will do damage to it.
-
-
- Cantrip Permanency (All Schools) Author: Jim Gitzlaff
-
- Level: 5 Components: V,S,M
- Range: touch Casting Time: 1 hour
- Duration: special Saving Throw: none
- Area of Effect: one object
-
- Unlike the 8th level spell permanency, Cantrip Permanency must
- be
- cast on an object to be effective. The object must be appropriate to
- the cantrip -- e.g. a cloth for Polish, a paintbrush for Color, a salt
- cellar for Salt. When complete, the duration of the cantrip (or the
- number of times it may be invoked) is increased dramatically.
- There are two ways the spell may be used.
-
- Method 1: i) [Cantrip spell]
- ii) Cantrip Permanency
-
- 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.
-
-
-