Acid Hands (Alteration)
This spell is very similar to the 1st-level wizard spell burning
hands (q.v.), except that the wizard's hands eject a corrosive
acid. Damage is one hit point per level of the wizard.
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown
Wizard's Level | Colour of Flames | Damage per level | Will Ignite |
---|---|---|---|
1-2 | Yellow | 1 | easily flammables (paper, thin cloth) |
3-5 | Orange | 1.5 | flammables (cloth, hair, kindling) |
6-8 | Red | 2 | difficult flammables (wood) |
9-12 | Violet | 3 | semi-flammables (wet wood) |
13+ | Blue | 5 | many non-flammables (flesh) |
The verbal component of this spells are syllables of power, the somatic ones are touching your thumbs and spreading the fingers of each hand.
Alpha's Acid Stream (Conjuration)
The spell causes a thin stream of purplish, hissing acid to
shoot forth from the wizard's outstretched hand, out to the
maximum range of the spell. This acid causes 1d4 points of
damage per level of the wizard, up to a maximum of 8d4. The
intended target may attempt a saving throw versus 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.
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Wizard's Level | Hound |
---|---|
1-3 | jackal |
4-7 | wild dog |
8-12 | wolf |
13+ | dire wolf |
If the wizard takes a lower-level hound (or a dire wolf when he is eighteenth level or higher), it will have maximum hit points, gain a +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)
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 versus 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 points of damage, plus an
additional 1d4 at every even level of the wizard (eg., 4d4 at
eighth level), up to a maximum of 8d4. These creatures may save
versus spell to halve this damage. The material component is a
bit of crushed sunstone.
Alpha's Starlight (Evocation, Illusion)
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)
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.
Alter Taste (Alteration)
This spell allows the wizard to give an alcoholic flavour (taste
and smell) to any liquid. It does not turn the liquid to
alcohol. It merely gives it the taste of beer, ale, wine, mead,
or liquor. Also, it only changes the flavour and not its
appearance.
Now, a wizard can buy a glass of water (cheap), cast this spell,
and enjoy an alcohol flavoured drink without suffering the
negative effects of swigging the real thing. A wizard could also
improve the flavour of a drink. For example, cheap beer can now
taste like elegant wine, but the alcohol level is that of beer.
A normally bad tasting potion will taste quite nice as well.
The flavour (cider, ale, wine, etc.) is chosen by the caster.
However, there is always a 100% - 10% per level chance of the
spell screwing up. In this case, the DM chooses the taste. Note
that, since the component is only somatic, the spell can be cast
unnoticed easily.
The reverse of this spell, disguise alcohol, allows the caster
to remove the alcoholic flavour of a drink, but without removing
the alcohol itself. It can also be used to restore its normal
taste to a previously altered drink.
Analyze Drink (Divination)
This spell requires the caster to sip a drink of any sort. The
spell will then analyze all the components of the drink and make
them known to the caster.
The various liquids which make up the drink are revealed
specifically, as well as the proportions in which they are
existant. Specific brews, vintages, or brands (if applicable)
are known exactly, and any dilution of the drink with water is
also revealed.
Since the casting requires actually tasting the drink, it is not
really useful in safely identifying poisons (although the caster
will instantly know the kind of poison that just hit him!).
Animal (Illusion/Phantasm)
An illusion of one or more small animals can be brought into
being by means of this spell. The animals must be of a sort very
familiar to the wizard, and each can be no larger than a fox, a
rabbit, or a medium hawk. Animals created can be of more than
one type. The illusion is visual and auditory, being much like
a specialised form of the 2nd-level wizard spell improved
phantasmal force.
Animate Mist (Alteration)
This spell allows a wizard to shape a dense mist or fog into any
shape within the confines of the area of effect. The shape can
then be animated.
The details of the shape and the complexity of the animation are
poor at lower wizard levels, but increase with experience. A
1st-level wizard may be able to make a humanoid shape of a given
size, but couldn't make it look like a dwarf. Similarly, he
couldn't animate it, but could displace it within the spell's
range. By third level, the wizard could animate the shape to the
point where it would resemble a dwarf (but not a particular
dwarf) and could talk.
The material component is a bit of dense mist, fog or smoke. The
spell can add more mist, but it can't create mist out of
nothing. For example, the smoke from a fire or a fog spell would
be sufficient.
Mist mages: when cast by a mist mage, animate mist has the
metamagic ability of increasing the effect or potency of other
spells. If animate mist is cast prior to spook, the spook can
affect more creatures - usually 1 HD more -, or a -2 penalty on
the victim's saving throws can be added.
Anti-Magic Aura (Abjuration, Enchantment, Metamagic)
The origin of the spell is still unknown, but it is said that it
was found accidentally by a magic student who was killed by a
powerful wizard a few days later. That wizard is said to have
been his teacher. The distinction of this spell is that only a
small number of wizards has heard of or used it. It is said that
it travels from one wizard to another with a spellbook with a
cost of the death of the last wizard carrying it.
When the spell is cast, a bright grey light occurs on the
wizard's finger. As the wizard points the target, a grey aura
covers the victim but gives no harm. The victim is unaware of
this, but every round the spell sucks the enchantments from
every item carried, including swords, armour, cloaks, potions,
rings, staves, wands or anything else that is magical. Items
that do not have bonuses in the form of plusses or percentages
immediately become useless, until the spell ends. The ones
having bonuses lose one point each round. For example, Ayala has
a broad sword, +4. When he is under the spell's effect, the
sword is +4 in the first round, +3 in the second round, +2 in
the third round, +1 in the fourth round, and an ordinary broad
sword after that, until the spell's duration expires.
The enchantments never go negative and negative ones stay the
same. At the instant the spell expires, the bonuses return by
one point per round. Items having an ego are allowed to save
versus spell, but they suffer a -1 penalty for every two levels
of the caster. Other items are not allowed to save. Also, there
is a 20% chance that a wizard will fail casting a spell when
surrounded by the aura, even if he is casting dispel magic. By
the way, dispel magic negates the effects. The material
component of this spell is an ornate fan, worth at least 10 gp.
Association (Divination)
When casting this spell, the 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.
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 20-foot long cone, 5-foot diameter at end, 1
foot at base
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 5 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 10 square feet per level
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 10 feet per level long square
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Reversible
Range: 0
Components: S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One pint per level
Saving Throw: None
Author: Philippe Goujard <ppg@oasis.icl.co.uk>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One drink
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 3 yards + 1 yard per level
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One animal formed per level
Saving Throw: Special
Author: Brian Dawson
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds + 1 round per level
Casting Time: 1
Area of Effect: 20-foot + 10-foot per level cube of mist or fog
Saving Throw: Special
Author: Unknown
Range: 70 yards
Components: S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
Author: K. Yavuz Ozbay <e73857@vm.cc.metu.edu.tr>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Two surfaces
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Wizard's Level | Maximum Time Dead | Maximum Time Frame Allowable |
---|---|---|
up to 5 | 1 week | 1/10 round |
6-7 | 1 month | 1 round |
8-10 | 1 year | 1 turn |
11-13 | 10 years | .5 hour |
14-17 | 1000 years | 1 hour |
18+ | any age | 1 hour |
The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.
Awaken (Evocation)
This spell will wake a one or more characters to full alertness
instantaneously. It can be set to trigger on a specific action,
such as a word or action. The material component is a horn
(which can be reused). Each being to be woken must be named when
the spell is cast.
Azalldam's Fabricated Bridge (Conjuration/Summoning)
Using this spell, the wizard conjures material from the plane of
shadows and uses it to shape a semi-real bridge. This bridge is
5 yards wide and 10 yards long per level of the wizard; both
ends of the bridge must rest on solid ground. The bridge will
support 100 pounds per level of the wizard; any additional
weight will cause it to collapse. The bridge will normally last
for 2 rounds per level of the wizard, but the wizard may end the
spell with a single word.
The bridge is not an illusion per se, and so cannot be
disbelieved; it may however, be dispelled normally.
The material component for this spell is a small wooden carving
of a bridge; this carving is not consumed when the spell is
cast.
Bending (Illusion)
This spell makes an object or person appear 10 feet away from
its actual location. If the object or person attacks, the
illusion is broken (as invisibility). The material component is
a piece of a mirror.
Bleeding Touch (Necromancy)
This spell causes a bleeding wound to appear on the victim.
Wizards do not have to attack their chosen victim to hit. The
victim must save versus death magic or suffer 1d6 points of
damage for every two levels of the caster. The material
component of this spell is a needle.
Blown Kiss (Enchantment/Charm, Metamagic)
This spell enhances any "kiss" spell by extending its range to
12 feet instead of 0. This spell must be cast one round prior to
the kissing spell. Any kissing spell may be used in conjunction
with this spell. Note that this allows the caster to blow a kiss
to those that may not desire one. Problems with physical contact
during combat and such are thus eliminated.
Campfire (Alteration)
This spell lights small fires easily, and ignites anything up to
kindling (cloth, kindling wood, oil, etc.). The caster points at
the target materials and mutters "Fire" in an arcane tongue. If
cast directly on the clothing or hair of a person, it does 1d2
points of damage each round until put out. A particularly fun
use of this spell (and one the lady-like Katrine would never
consider) is to light the rope someone else is climbing.
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 10-yard per level long, 5-yard wide bridge
Saving Throw: None
Author: Azalldam
Range: 100 feet
Components: V, M
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: One object or person
Saving Throw: None
Author: Vegard Hamar (Elothinel Silverstar)
<vegard.hamar@nhidh.nki.no>
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Range: 0
Components: S
Duration: 1 round
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One fire
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Intelligence Score | Time Between Checks |
---|---|
up to 3 | 3 months |
4-6 | 2 months |
7-9 | 1 month |
10-12 | 3 weeks |
13-14 | 2 weeks |
15-16 | 1 week |
17 | 3 days |
18 | 2 days |
19+ | 1 day |
The DM must make sure that the spell recipient adheres to the effects of the spell, but it isn't necessary to go into detail.
Chill (Alteration)
This spell chills the victim, lowering its body temperature and
slowing reactions. Any creature that fails its saving throw
suffers a -2 penalty to initiative and a -1 to-hit. Any creature
without a normal, living body is immune to this spell (golems,
undead, elementals, etc.). Creatures immune or resistant to cold
are also immune to this spell.
Chip (Alteration)
This spell causes a volume of ice to crack and chip away. This
spell starts at the point closest to the caster, and chips one
cubic yard every half round. Note that the pieces remaining can
be rather sharp. The wizard can also use this spell to loosen
densely packed snow into powdery snow. The spell will affect one
five foot cube of snow per level, each cube taking half a round
to loosen. If used against an ice based creature
(para-elemental), it will do 1d3+1 points of damage per level of
the caster, save for half (duration instantaneous). Note that a
non-solid snow based creature would take only 1 point of damage
per level, save for half. Cold related creatures (white
puddings, white dragons, etc.) take no damage from this spell.
The material component is a hand sized ice pick, which must have
a metal head, which is unharmed by the casting of this spell.
Note that the Katti'n tribes had access to native copper, as
well as very basic metal working skills (they had copper swords,
axes, and arrow heads, so hand sized ice picks were available).
This spell is useful for creating a storage niche or even an
impromptu shelter in a large ice mass, but it does not guarantee
structural integrity. Still, a 10-foot cube hole in a one-mile
long glacier will generally be safe.
Clean [2] (Alteration)
This particular version of clean was researched by Carlene the
Rose a few years earlier in her career, to maintain her
appearance with care.
When cast, the recipient is immediately relieved of any dirt or
filth from the body and clothes. The skin is softened as if
washed by the finest soap and spiced perfumes. The hair is set
back to a current fashionable style as envisioned by the wizard.
These effects normally last until nature takes its toll upon the
recipient.
This spell also has a 5% chance per level, applicable once, of
cleaning the recipient of any non-magical skin disease or
parasites.
The material components are a small piece of soap and a fairly
freshly plucked rose or similar flower.
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One cubic yard of ice per level
Saving Throw: None
Author: Perry Horner <aopch@acvax.inre.asu.edu>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Comeliness | Ugliness | ||
---|---|---|---|
Present Score | Change in Comeliness | Present Score | Change in Comeliness |
up to 6 | 2d8 | up to 6 | -1 |
7-12 | 2d6 | 6-7 | -1d2 |
13-15 | 1d6 | 8-9 | -1d4 |
16-17 | 1d4 | 10-12 | -1d6 |
18-19 | 1d2 | 13-16 | -2d6 |
20+ | 1 | 17+ | -2d8 |
An unwilling victim receives a saving throw, which, if successful, will negate.
Humidity | Water Condensed |
---|---|
up to 10% | 2 ounces |
11-20% | 4 ounces |
21-30% | 6 ounces |
31-40% | 8 ounces (1 cup) |
41-50% | 10 ounces |
51-60% | 12 ounces |
61-70% | 14 ounces |
71-80% | 16 ounces (2 cups) |
81-90% | 20 ounces |
91-100% | 24 ounces (3 cups) |
The material component is a pinch of very fine river or sea silt, tossed into the air when the spell is cast. The water simply condenses on all nearby surfaces (trees, rocks, ground, characters, and especially metal). At fifth level, the condensed water can be directed into a specially constructed flask or jar.
The somatic component is tracing the square in the air and then pointing toward where the centre of the spell will be.
This spell can only be cast once in any particular area as it does drain the liquid out of the air. The air around the spell's area of effect will decrease in relative humidity by 10%. It may take two to eight (2d4) turns for the moisture level to return to a level where the spell could be cast again.
Note: Athas is a very dry place, normal humidity runs at less than 10%, Athas is similar to a high dry desert. A lucky character might meet 20% to 40% humidity near a large river or lake, not a well, stream, or even a geyser. The only place that a character might find humidity over 50% would be in the Halfling Jungle of the Ringing Mountains' forest ridge. Needless to say if this spell was cast by a high level preserver in one of these areas of high humidity, it could be dangerous.
Confuse Self (Charm)
This low-level curse developed by the wizard Merlin, causes the
caster to be confused to the point of being incapacitated. This
prevents the caster from doing anything that requires conscious
thought during the duration of the spell, but also prevents
enemies from gaining any useful information from the caster.
Also, there is a 50% chance that the caster is rendered
unconscious for 2d8 rounds, following the spells completion.
This spell can only be removed by a remove curse followed by
dispel magic.
Conjure Drink I (Conjuration/Summoning)
This spell conjures beer or ale, the quantity being determined
by the caster's level. This spell will conjure one mug per 5
levels. The components are only the desire to have the desired
drink in the container in hand and a snap of the fingers of the
other hand.
Conjure Fundamental (Conjuration/Summoning)
With this spell the wizard brings forth the weakest kind of
elemental possible: the fundamental (see the D&D Creature
Catalog). Since it's a weaker version of conjure elemental,
everything else is the same except that the amount of material
to conjure the creature with is much less. A shovel of earth, a
bucket of water or a decent burning torch would suffice.
Cramps (Enchantment/Charm)
This spell forces the victim to save versus death magic or
suffer from severe stomach cramps which will cut that creature's
movement rate in half and put it at -1 on all to-hit rolls.
Creatures without a normal metabolism (such as undead and
elementals) are not affected by this spell.
Create Outhouse (Conjuration/Summoning)
This spell creates a small wooden outhouse (including the walls,
floor, and ceiling) which can be used for the obvious reason of
- ahem, well, let's say disposal of bodily wastes. It is
furnished with a wooden sitting board, a small wad of
toilet-paper, a small bowl of water, and a small towel. Anything
which is usually deposited in an outhouse vanishes with it at
the end of the duration. This outhouse cannot be used to hide in
combat (whether hiding in or behind it is irrelevant); if tried
it will vanish with a puff of smoke. The same goes if someone
tries to sell it or if someone tries to take money for using the
outhouse.
The material component is a piece of wood taken from the usual
outhouses carved into a small heart shape (yes, your outhouse
has a small heart-shaped opening in its door).
Crier's Boon (Alteration, Evocation)
This simple spell grants the recipient the ability to
effortlessly speak in a loud clear voice for the duration.
Persons as far away as 200 feet can hear the recipient of
crier's boon over a normal crowd as if they were standing next
to him. Exceptionally noisy areas can reduce the distance the
recipient's voice will travel, as determined by the DM.
Crier's boon has been used for countless years by town criers
and nobility alike to address large numbers of persons. Many
times, this spell is used in conjunction with power word,
attention (q.v.) to great effect. To cast this spell, the wizard
is required to take a piece of fine vellum and roll it into a
cone-like shape during the casting of the spell.
Cure Hangover (Abjuration)
This spell enables the wizard to relieve a person of
intoxication. Once cast, a person does not need to recover from
intoxication or suffer the effects of recovery. Note: It may be
difficult for a wizard to cast this cantrip upon himself if
intoxicated, given the chance of spell failure.
The reverse of this spell is cause hangover. The wizard must
make a successful attack roll to touch a person in combat. If
successful, the victim gets a hangover. Roll on the Hangover
Effects Table in the Net Alcohol Guide, to get the effects of
the hangover.
Cyril's Attempted Enhancement (Alteration, Wild Magic)
With this spell, a wild mage can attempt to enhance one aspect
of the next spell he casts. This second spell must be cast in
the round immediately following the casting of Cyril's attempted
enhancement. However, due to the randomness of the spell, the
wild mage only has a 50% chance of enhancing the second spell.
The wild mage first casts this spell and states the aspect of
the second spell he wishes to enhance. Possible aspects include
the area of effect, range, duration, damage, or a -2 penalty to
targets' saving throws. At the end of casting, the wizard is
covered in a green glow. This glow is the latent energy he will
direct into the second spell to attempt to enhance it. On the
second round, the wizard casts his chosen spell.
After Cyril's attempted enhancement is cast, the DM rolls 1d6.
On a roll of 4-6, the chosen aspect of the second spell is
doubled. On a roll of 1-3, the second spell still functions, but
the chosen aspect is halved (or a +2 bonus is applied to the
targets' saving throw) and a wild surge is generated from the
uncontrolled magical energies. Regardless of the 1d6 roll, the
level variation roll (see the Tome of Magic) must be applied
before modifying. If the second spell is not cast in the round
immediately after this spell is cast, Cyril's attempted
enhancement is wasted. If the casting of either spell is
interrupted, both spells are lost (the second spell is, in fact,
tied into the first one when casting the first spell).
The material components for this spell are identical to the
spell to be enhanced. Note that this requires the mage to expend
two of each material component in order to cast both spells. For
example, to double the duration of a light spell, the caster
needs two fireflies or two pieces of phosphorescent moss. If the
second spell has no material component, no material component is
needed for this spell.
Dainty Screaming Wake-Up Call (Illusion/Phantasm)
This spell causes the target, and only the target, to hear a
piercing scream of utter terror and anguish for a split second.
The sound is sufficient to waken most slumbering pretties, or to
require a Wisdom check (roll under Wisdom -2 on 1d20) for
wizards casting a spell. A wizard failing the check will have
his spell casting interrupted. The caster must point his finger
at the target.
Katrine originally devised this spell for those party members
who weren't responding to buckets of water in the morning.
Darklight's Fashion Whim (Alteration)
Created during the dark one's social days, it was designed to
relieve a budget strained by money spent on fashion changes.
This spell instantly transforms the clothes which the wizard is
currently wearing to another design of the caster's imagining.
However, low-price, shoddy raiment may not be transformed into
finery, but the opposite is possible (and the cheap rags
resulting may be reverted to their original, expensive state).
The clothes are also mystically cleansed and freshened with each
transformation. The clothes will maintain their altered state
while in the possession of the wizard or until dispelled. Each
new transformation requires a recasting of the spell.
Darklight's Illusion of Taste (Illusion)
Designed to be used with Darklight's universal digestion (q.v.),
this spell creates the culinary illusion that the meal being
eaten is very tasty indeed. The nature of the taste mimicked is
up to the caster, so a nasty taste could be simulated, but in
practice is rarely done. The texture of the food is not changed
much, either, so the taste must be logically connected somehow.
If this spell is used to mask poison, the person eating gets a
saving throw versus spell to notice the taste of the poison. The
illusion may affect enough "food" to feed 1 creature per level
of the caster, and this effect lasts for 1 turn per five levels
of the wizard.
Darklight's Mystic Bolt (Evocation)
This spell conjures a bolt of pure magical energy, which leaps
from the caster's outstretched hand out to the stated range
instantly. It is coloured as the wizard desires (normally the
wizard's chosen colour). It is impossible to damage inanimate
matter with this spell, as it can affect only two sorts of
targets: living beings and magical effects.
Living beings are automatically struck by the spell, but can
save versus spell for half damage. The base damage of this spell
is a flat 3 points per level of the caster. It does not leave a
physical wound, as it directly attacks the life energy of the
victim (not in a necromantic way, but through mystic energy
damage). In this regard, it ignores armour and shields.
Magical effects, including conjured matter, magical shields,
golems, and other magical effects with physical existence, can
be targeted. Golems and magically animated things can be dealt
damage directly, with no saving throws. Magical shielding spells
are reduced in duration by one-fourth per 10 points of mystic
bolt damage inflicted if no spell damage threshold is listed in
the description of the shielding spell.
This spell will not damage a wall of force or prismatic sphere.
Effects of a mystic bolt on lesser protective spells and magical
armour are left to the judgement of the DM.
Darklight's Mystic Shield (Abjuration)
This spell can be used to block magical attacks, being a shield
of pure protective energy. It is coloured as the wizard desires
(usually the wizard's chosen colour), and can be manoeuvred to
block any portion of the wizard's body.
Area effect spells cannot be blocked unless the wizard is at the
centre (targeted point) of the spell's area, in which case it is
treated as a normal spell. The shield can absorb up to 5 points
of magical damage per two levels of the caster before being
destroyed. Magical missiles, bolts, rays, and so forth can be
blocked with a successful Intelligence check, and do full damage
to the shield (any excess damage penetrates to the caster).
Other spells do 8 points of damage to the shield per level of
the spell (for example, a blocked flesh to stone does 48 points
to the shield; if such a spell penetrates with "excess damage",
the caster saves versus its effect with a +4 bonus).
The mystic shield will not block physical attacks at all. A
magical bolt of force, although it has a physical manifestation,
is magical energy, and would be blocked. An arrow enchanted with
flame arrow would not be blocked, but any targeting bonuses
gained from magical energy (including plusses on magical arrows)
are only half as effective when blocked by a shield (round
down).
Darkness (Alteration, Illusion/Phantasm)
This spell cay be cast upon an object to create a temporary
forty-foot sphere of darkness. Non-magical light will not
penetrate. Infravision will not work. Ultravision will work,
however. The spell may be used to cancel a light spell. The
material component for this spell is a red blindfold.
Darkray's Irresistible Tickling (Evocation)
Upon casting this rather humorous spell, a pair of disembodied
hands appear and are directed at the target. The hands start
tickling the victim around their waist. The victim must be
humanoid (undead excluded). No saving throw is allowed, but he
can make a Wisdom check to avoid the effect, with a -1 penalty
for every 2 levels of the caster. Failing that, the tickling has
the following effects:
On the first round the victim suffers a -1 penalty on his attack
rolls and saving throws and any magical concentration is broken.
On the second and third he has a penalty of -3. On the following
rounds, until the spell expires, he can do nothing but trying to
avoid the small hands that disturb him, laughing and crying at
the same time. Every three rounds the victim rolls another
Wisdom check to get rid of the spell.
If a person is affected for a number of rounds that exceed his
Constitution score, he must roll a Constitution check each round
or fall unconscious for 2d4 rounds. The caster can end the spell
at will.
Davenet's Seduction (Enchantment/Charm)
The spellcaster may affect one individual of the opposite sexual
orientation to become enamoured with the spellcaster and
willingly subject to all of his or her commands. That the victim
has been seduced (magically or otherwise) will be readily
apparent to those who make a successful Wisdom check. In order
to cast the spell, the spellcaster must extract a personal item
of the victim's, and then cast the spell onto the item in
solitude. When the item is given back to the victim and
recognized, the spell is complete. The material component is not
consumed, of course.
The victim is allowed a special Intelligence check: the roll is
modified by adding the victim's Wisdom and subtracting the
spellcaster's Charisma (Comeliness if that statistic is used).
The spell is effective until dispelled.
While under the enchantment, the victim will take as gospel
everything the spellcaster says, and will strive to protect and
defend the spellcaster at all times. If the spell is broken by
another magic or by the will of the enchanter, however, the
victim will remember everything and know that magic was
involved.
Deforest (Necromancy)
This spell causes all normal, stationary plants in an area to
turn to grass. The affected area's topography remains unaltered,
and many stones still need to be removed before crops can be
planted.
Deforest can affect a region of up to 100 square feet or a
5-foot per level radius area. Thus, a 1st-level wizard can clear
a circle ten feet across, and so on. The dimensions of the area
can be altered to make elongated rectangles, so that straight
paths and roadways can also be cleared by this method. Any plant
whose roots are inside the area of effect are also considered
inside, so a well placed casting could actually clear several
large trees instead of one or two.
The spell, if used in radius format, centres on the caster, and
if in square or rectangular format, begins directly in front of
the caster and clears an area as wide as desired (up to the
limits) for as far as it can go in a straight line.
Mobile plant-like monsters, such as shambling mounds, are
unaffected by the spell. However, plant-like monsters which have
a root system, such as the snapper saw or tri-flower frond, must
save versus spell or receive 1d4 points of damage per level of
the caster. For every 8 points the plant loses, it also
permanently loses one Hit Die. If the plant is killed by the
spell, it is also turned to grass. If not, it remains and may
heal damage up to its new Hit Die total.
Destroy Barrier (Alteration, Metamagic)
This spell breaks a protection from evil or good spell, unless
the victim saves versus death magic at -1. If used against an
area protection (protection from evil or good, 10-foot radius),
it must be cast against the person who cast the spell. Any
protection spell broken is totally destroyed.
Detect Poisoning (Divination, Necromancy)
With this spell, the 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 identify exactly the poison.
Range: 0
Components: V, S
Duration: 1d8 rounds + 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: The Wizard <ier101@psuvm.psu.edu>
Range: 10 feet
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o
uwagner@orville.zdv.uni-mainz.de>
Range: 60 yards
Components: V, S, M
Duration: 30 rounds
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Kris <simonis@stpc.wi.leidenuniv.nl>
Range: 30 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 feet
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 turn
Area of Effect: 6 square feet per 3 levels
Saving Throw: None
Author: Kai Rottenbacher <c/o
uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Bro <dbj@central.keywest.mpgn.com>
Reversible
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: The Net Alcohol Guide Creator and E. Wade Bluebaugh
<c/o c2mxblue@fre.fsu.umd.edu>
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One spell
Saving Throw: None
Author: Craig Allen Campbell <craigc@csd4.csd.uwm.edu>
Range: 10 feet
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Meal touched
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot per level long bolt
Saving Throw: One-half
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S
Duration: 4 rounds per level
Casting Time: 1
Area of Effect: 6-inch per level radius
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 1
Area of Effect: 40-foot radius around one object touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 20 yards per level
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: Special
Components: V, S, M
Duration: Permanent (until dispelled)
Casting Time: 1 hour
Area of Effect: One person
Saving Throw: Special
Author: Dave
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Keith C. McCormic (Darktooth) <dunkelza@twain.ucs.umass.edu>
Range: 120 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Colour | Sexual Orientation |
---|---|
red | totally heterosexual |
orange | strongly heterosexual |
yellow | bisexual leaning towards heterosexual |
green | 50-50 bisexual |
blue | bisexual leaning towards homosexual |
violet | strongly homosexual |
ultraviolet | totally homosexual |
In normal daylight, of course, ultraviolet will not show clearly, and will appear to anyone without infravision as lavender. The creature being scried must be alive and visible to the caster. The method of sight (infravision, scrying, clairvoyance, etc.) does not matter. Portraits, illusions, or statues, however, will not suffice. The gem will remain white, indicating spell failure, if the creature is asexual, its attractions are completely unrelated to gender, or is magically protected, as by the reverse spell, hide sexual orientation, which conceals sexual orientation from magical or psionic detection for 24 hours.
Sage's note: although psionics are still a young discipline in the Realms, it has been demonstrated that the psionic science of aura sight can reveal sexual orientation, especially when the subject has expended a great deal of psychic energy on sex or sexuality.
Wizard's Level | Summoned Dogs |
---|---|
1-4 | wild dogs (1 HD) |
5-7 | war dogs (2 HD) |
8+ | blink (4 HD) or death (2 HD) |
The wizard can always chose the dogs from a lower level. Only one type of dog can be summoned, and any remainders are dropped.
A maximum of 10 dogs can be summoned.
Don Juan's Irresistible Kiss (Enchantment/Charm)
When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). The wizard is in control and can decided how long to
kiss. After the kiss, both the wizard and the victim are stunned
for one tenth of a round per round of kissing.
Ecstasy (Enchantment/Charm)
The gestures of the wizard, along with his erotic incantations
causes the person to go into an enjoyable, screaming, orgasmic,
erotic fit.
The person receives a saving throw versus spell to avoid the
effect, with any adjustment to Wisdom. If the person fails the
saving throw, he loses all Dexterity bonuses to Armour Class.
Also, he cannot move from his current location. He cannot cast
spells, attack, use items, etc. Basically, the character is
caught up in a real pleasurable experience and can't function
properly.
Eldron's Secret Writing (Enchantment)
Eldron's secret writing allows the wizard to enchant a piece of
paper with two key words. The wizard then writes a message on
the paper and evokes the first key word, rendering the papers
contents illegible even to the writer. The paper remains in this
condition until the second key word is spoken, either by the
caster or the paper's designated recipient. A comprehend
languages will not reveal the nature of the paper. Dispel magic
removes the second key word permanently and prevent decryption
forever.
Electric Blades (Evocation)
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 1d4 extra hit points of
electrical damage. 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.
Energy Beam (Evocation)
This spell is a variation to the 1st-level magic missile.
Instead of magical energy, the missiles are made of pure light
drawn from the quasi-elemental plane of radiance. An attack roll
versus AC 10, adjusted for Dexterity and magical bonuses is
needed to touch the target. Undead creatures must save versus
rod to avoid taking maximum damage.
Far Sight (Alteration)
This spell allows the target's sight to be increased up to five
times (the target has control over this, and can change it
during the spell's duration). The spell can be cancelled at any
time. While the spell is in effect, the target cannot see
anything close; after the spell is cancelled, the target is
disoriented for 1d4 rounds and has a 5% chance per sight
multiplier used to fall unconscious for 1d6 rounds unless a
Constitution check is made. The material component for this
spell is a small round piece of glass which is consumed in the
casting.
Fascination (Enchantment/Charm)
The affected person will be unable to do anything at all except
follow the wizard wherever he (or she) goes, unable to take his
(her) eyes off him (her). If attacked, the affected will try to
beat off any opponents, including his (her) own comrades, in a
berserk fury (+1 to-hit, -1 to Armour Class) in order to
continue moving towards the wizard. The material component is a
lodestone, which is not consumed in the casting.
Fellstar's Flame Finger (Evocation)
When this spell is cast, a thin bolt of searing flames shoots
forth from the caster's index finger. This bolt will
automatically hit a single target inflicting 1d10 points of
damage, plus 1 point per level of the caster, up to a maximum of
1d10+10. A successful saving throw versus spell reduces this
damage by half. If a saving throw is failed, possessions do not
have to make a saving throw, unless they were targeted
specifically by the spell, in which case the owner suffers no
damage, but the object must save versus magical fire (at +2) or
be destroyed (only one object may be targeted per casting).
Find the Chair (Evocation)
When cast, this spell will help an intoxicated person to sit
steadily. When there is a brawl going on, it will automatically
summon the nearest chair within the area of effect so the wizard
may be comfortable in watching the battle.
Find Water (Divination)
When casting this spell, the diviner grasps two ends of a
Y-shaped twig. The remaining end twists around to point in the
direction of the nearest source of fresh water within the spell
range. The branch can twist but twenty degrees, and then the
diviner will feel a tug in the direction of the water. The
diviner can specify a minimum amount of water to seek (greater
than the amount in a human body, for example). Also, he can
restrict the depth at which to seek the water.
Fire Burst (Alteration, Evocation)
This spell, when cast brings into being a protection field one
foot distant from the caster's body. When detonated, the spell
produces a burst of flame around the caster's body, doing 1d4+1
points of flame damage for every two levels of the caster (cf.
magic missile). The flame does not affect the caster, his items,
or any creatures immune to fire. The spell is set off when
something attempts to cover up, engulf, grapple, or other wise
engage the caster in unarmed combat (eg., green slime falling on
the caster). The spell is not set off by weapon attacks, be they
melee or ranged, nor is it set off by other spells (although it
can, of course, be dispelled or end up in an anti-magic shell or
the like). All damage from the fire burst is resolved before the
grappling attack is made, and the target gets a saving throw for
half damage. The material component is a pinch of sulphur.
Flash [1] (Evocation)
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.
Flash [2] (Enchantment)
In casting this spell, the wizard must expose a body part (knee,
thigh, shoulder, or something more sensitive, as the caster
desires) and call out something appropriate. It will only affect
members of the opposite sex or homosexuals. It will cause all
creatures affected to be stunned by the incredible
attractiveness of the body part they have just seen exposed. If
the victim makes its saving throw, the duration of the spell is
halved.
Flicker (Illusion/Phantasm)
When this spell is cast, the target creature or object undergoes
a momentary flickering or blurring. This flickering is not
automatically noticed by observers and all creatures viewing the
target must make a saving throw versus spell. Those who make the
saving throw fail to notice the flicker and are unaffected by
the spell. Those who fail, however, must immediately make an
illusion disbelief roll with a +4 modifier.
Those passing this second saving throw think that the target is
probably illusionary and will react accordingly. For example,
those seeing a rolling boulder flicker might not move out of the
way, suffering full damage, or may ignore the illusionary thief
circling them for a backstab. While the flicker itself lasts for
but a moment, the belief that the target is an illusion
persists, until it behaves in a way that is evidentially
non-illusory, such as supporting weight or causing damage. This
instantly reveals the true nature of the target, but any damage
done in this manner cannot be saved against.
The target of the flicker must be a creature or object which
could fit in a 30-foot cube. Thus a castle or a great wyrm
dragon could not be flickered while a small tower or an ogre
could be affected. Any one target, up to the area of effect
restrictions, including (but not limited to) bonfires, pits,
monsters, and walls can be affected. The spell cannot be used to
affect purely magical effects such as a wall of force or spells
with an instantaneous duration, such as fireball. It does work
on real objects or creatures summoned or created by magic,
however.
Individuals that know or suspect that an illusionist is present,
or have recently encountered illusion magic, suffer a -2 penalty
to their initial saving throw versus the flicker. The material
component for this spell is a small lump of candle wax.
Flu (Alteration)
This spell will cause the victim to get the flu, which will last
1d6 + the level of the wizard in days. Flu is very contagious:
anyone within 1 yard of the victim will also get the flu. With
subsequent victims, the flu is no longer contagious, however.
Flu reduces surprise by 5%, and combat attack and defense rolls
by 5% for the duration of the spell. The flu will start 1d4
hours after the victim has failed his saving throw. The material
component for this spell is a handkerchief.
Fools (Alteration, Metamagic)
A wizard can cast fools prior to casting any other spell in a
given round; it costs the caster a +1 to initiative. When the
spell's power is called upon, it makes the next spell cast by
the wizard appear to be another spell. An example: a wizard
casts fools followed by domination in a court of law. Since
other wizards are watching, he makes domination look like
comprehend languages. Only spell tell, or other dedicated
divinatory methods (detect lie) can detect the use of the fools
spell.
Force Bolt [2] (Invocation/Evocation)
This spell causes a small sphere of force to spring from the
caster's hand and fly toward any target desired. If used as a
weapon, it causes 1d6 points of damage. It has a Strength of
18/00 for purposes of breaking down doors, etc. It can also be
used to set off traps, or for many other uses: be creative.
Freeze [1] (Enchantment)
This spell instantly freezes a quantity of water in any shape
the wizard desires. If a living creature has any part of it
inside the area of effect, it can make a saving throw versus
paralysation (with a +4 bonus) to escape, or be stuck in the
ice. The ice is non-magical and can be affected normally.
Freudian Thoughts (Illusion, Invocation)
Sage's note: this is a great roleplaying vehicle for some
players, if one of their characters gets this spell cast on him
(or her). It could be real fun having a pervert for a character.
A person subject to this spell begins consciously and
subconsciously to interpret everything in sexual terms. For
example, the subject would perceive a sword attack not only as
melee but also as an attempted rape by a male, and would
experience eating a taco as... well, you get the idea. The
material component is a magic wand, and the verbal component is
a lewd innuendo.
Friendspeak (Alteration)
This spell allows the caster to speak with one person at a time
completely understandable by subvocalizing (whispering under
your breath) the message. Who she is talking to can be changed,
as long as all of the talking takes place within the one-minute
time limit.
I recommend that DMs actually time the message to one minute.
This will eliminate hassles about whether or not there is enough
time or not to say something (like "the solution is...").
Frost Hands (Alteration)
This spell is very similar to the 1st-level wizard spell burning
hands (q.v.), except that ice is ejected. Damage is one hit
point per level of the wizard.
Frost Touch (Evocation)
This spell delivers 1d6 points of damage. In addition to this,
add 1 point of damage for every level above first. Cold based
creatures are immune to this spell, while fire based creatures
take double damage.
Fyltar's Pheromonal Force (Illusion/Phantasm)
This spell functions as the arousal cantrip, with two minor
adjustments. First, creatures which cannot smell are
automatically unaffected. Secondly, it raises the morale of all
affected creatures by 1d4. The material component is a rose
petal, crushed during the casting.
Gem Access (Divination)
This spell allows the wizard to read anything which is stored
within a single gem by another spell called gem write or gem
store. This spell allows the character access to one gem per 3
levels. The gems have to be determined during casting. This
spell may be made permanent with a permanency. In that case, all
gems which contain information or other material may be
accessed.
The material component is a single gem worth at least 100 gp per
level of the caster. This gem has to cut exactly in half,
hollowed out and then to be filled with a single drop of blood
from the caster per gem which is to be accessed (up to the
maximum of one per three levels).
Gizmo's Sticky Fingers (Alteration)
This spell makes the caster's hands very sticky, like being
dunked in honey and let dry. This stickiness will add a +10% to
climbing percentages and a +15% to pick pockets skills (this is
added to thieves only, it does not convey the ability to pick
pockets). The spell can be activated and deactivated through out
the duration of the spell. Uses for this spell include picking
up powders, palming small objects, and better grips on weapons.
Glow (Alteration)
This spell causes the object or person affected to emit an eerie
glow. The colour ranges from blue to green. It cannot be
dispelled but it can be negated by a darkness spell. The saving
throw is made at +1 per level (or Hit Die) of the victim, but at
a -1 per level of the wizard. The glow is not bright enough to
read by, but is easy to spot in the dark. The material
components of this spell are some fireflies.
Glowstone (Alteration)
This spell causes any smoothed, ordinary pebble to glow with
enough light to see about 20 feet well. The spell requires a
pebble held in the caster's hand while arcane words are
muttered. Unfortunately, this spell works only on small, rounded
stones, which are consumed by the spell (imagine yourself in the
middle of a desert or sea and all you have is a small, uncut
diamond: agony).
Good Grooming (Alteration)
This spells cleans the individual and its clothing; it gives a
shave and trim (… la personal style), scenting them with the
scent agent used. The reverse, poor grooming, renders the person
filthy. The material components for this spell is some scent
agent.
Guilda's Treacherous Tripwire (Enchantment/Charm)
One wire (up to 10 feet long) can be stretched across a hall, or
such. The wire becomes camouflaged - undetectable without find
traps. The first creature to attempt to pass must save versus
rod, staff or wand (adding its 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 takes at
least 30 seconds under ideal conditions. If hacked loose in
combat, it will take 1 round, and the victim will take 1d4
points of 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.
Hallucinatory Steps (Alteration, Illusion/Phantasm)
This spell, when cast, will cause the affected person to keep
thinking there is a just one more step (or stair) in front of
them, you know, like when you go up 10 flights and start
forgetting you have got to a landing and take that extra step.
It reduces movement rate by 5% and is extremely annoying. This
effect happens, even when the affected person is walking on flat
ground.
Harbald's Fire Arrow (Evocation)
When cast on an arrow, this spell enables that arrow to ignite
itself as soon as it's in free flight (shot, thrown, fallen,
etc.). As soon as nothing is in touch with the arrow any more,
it will spring to fire and act like a normal burning arrow.
The arrow radiates light in a 30 foot radius, just like a torch
does. But when it hits a target, it delivers damage as an arrow,
+1 due to the fire.
After the arrow ignite, it will burn for 10 rounds, setting fire
to all combustible materials which come into contact with the
arrow, unless the fire is extinguished.
After the arrow is used, it is completely burned up. If it was
extinguished, it will disappear. If the arrow wasn't used, it
will become an ordinary arrow after the spell's duration
expires.
The fire is not magical and the arrow does not count as a +1
weapon when fighting against creatures that can only be hit with
a +1 or better weapon.
The material components for this spell are the arrow and a bit
of sulphur to be applied to the arrow.
Hesitate (Alteration)
This spell slows down the victim's reaction time, adding 1d6 to
the initiative roll of each round the spell is in effect. This
amount is rolled every round. A haste negates a hesitate, and a
creature under the effect of a haste (or a potion of speed) is
immune to hesitate.
History (Divination)
This spell allows the wizard to "tune in" to the psychic
impressions left on an object or small area. This power gives
the wizard the ability to divine hidden purposes, prior owners,
secret compartments, and powerful alignment bends.
The spell will not identify a magic item per se, but would for
instance tell the wizard that the ordinary looking golden ring
he holds is in fact the signet ring of a long deceased noble
house. Further, use of the history spell doubles the chance that
the value of an antique or relic will be correctly guessed.
This spell is usually used on non-magical plunder, books, and
items sold at auctions (to verify claims made about their
antiquity). Although the casting time is long, it is
unobtrusive, and only a single touch is required to make the
spell work. The material component for this spell is a page from
an encyclopedia.
Human Torch (Evocation)
This spell causes the wizard and all his clothing to become
engulfed in flames. These flames do not harm the wizard or his
equipment but cause 1d4 points of damage to anyone within 5 feet
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. The material
component for this spell is a burning torch, which is consumed
in the casting and must be used to set fire to oneself.
Illusory Wyvern (Illusion/Phantasm)
This spell generates the image of a large, brown scaled
dragon-like creature (about 15-20 feet long). The illusory
wyvern is realistic, but relies heavily on the wizard's
Dexterity. It fades away if moved more than 50 feet (yards
outdoors) away from the wizard, but will fade back into view if
moved back into range before the end of the spell duration.
After casting, the wizard must use his hands in order to
manipulate the motions of the Wyvern, and her Dexterity will
affect the believability of the illusion according to the
following chart:
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Hugo M. Nijhof <sbbehn@hlerul57>
Range: 5 yards
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One piece of paper
Saving Throw: None
Author: The Wizard <ier101@psuvm.psu.edu>
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Two blades
Saving Throw: None
Author: Unknown
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Special
Author: Brian J. Toleno <brian@opus.chem.psu.edu>
Range: 12 feet
Components: V, S, M
Duration: 20 turns
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>
Range: 25 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: One-half
Author: Fellstar
Range: 0
Components: V
Duration: instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Nemesis <gitzlaff@uxa.cso.uiuc.edu>
Range: 1 mile, depth 10 feet per level
Components: S
Duration: 2 rounds per level
Casting Time: 1 turn
Area of Effect: One twig
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Range: 0
Components: V, S, M
Duration: 24 hours
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: One-half
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Range: 12 yards
Components: V
Duration: 3 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Unknown
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature per level of the caster
Saving Throw: Special
Author: A.C. <ac001@freenet.carleton.ca>
Range: 60 yards + 10 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: Special
Author: S. W. Marshall <u9116878@muss.cis.mcmaster.ca>
Range: 1 feet per level
Components: V, M
Duration: 1d6 days + 1 day per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>
Range: 40 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: None
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 8 cubic feet per level (2x2x2 feet cube)
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>
Range: Hearing
Components: V, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 10 feet
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Johnny Lydon <jensenjp@clutx.clarkson.edu>
Range: 10 yards
Components: S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: 10-yard radius
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 10 feet per level
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Kai Rottenbacher <c/o
uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: One pair of hands
Saving Throw: None
Author: ElvnShadow <elvnshadow@aol.com>
Range: 2 feet per level
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: V, M
Duration: 1 hour
Casting Time: 1
Area of Effect: Pebble touched
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Reversible
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature touched per level
Saving Throw: None
Author: Barbara Haddad <melchar@shakala.com>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: Tripwire touched
Saving Throw: Negates
Author: Colin Roald <hobbit@ac.dal.ca>
Range: 10 feet
Components: S
Duration: 2d6 rounds + 1 round per level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: S, M
Duration: 5 hours + 2 hours per level
Casting Time: 1
Area of Effect: One arrow
Saving Throw: None
Author: Paul Ferron <paulf@solist.htsa.aha.nl>
Range: 120 yards
Components: V
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One object or place touched (up to 1000
square feet)
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Unknown
Range: 50 feet
Components: V, S, M
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Wizard's Dexterity | Bonus or Penalty to Disbelieving |
---|---|
8-12 | +3 |
13 | +2 |
14 | +1 |
15 | 0 |
16 | -1 |
17 | -2 |
18 | -3 |
19 | -4 |
20 | -5 |
21 | -6 |
Casting requires a reptile scale (from any reptile) while the caster mutters the arcane verbal component.
Imbue with Touch (Enchantment)
The object that this spell is cast upon is imbued with the
ability to deliver the effects of one touch-based spell
subsequently cast upon it. The caster must handle the item
completely for the entire round this spell is cast, and must
then cast a touch-based spell and touch the item. This second
spell takes effect on the next creature to come in contact with
the object who is not already touching it.
Thus, a wizard could cast imbue with touch upon an arrow, hand
the arrow to his fighter companion, cast shocking grasp upon the
item, while the fighter holds his shot until after the wizard
has touched the arrow, thus imbuing it with the shocking power.
Then, when the fighter releases the arrow, the creature it
strikes receives not only arrow damage, but the effects of the
shocking grasp as well.
The material component for this spell is a specially prepared
oil, used to anoint the object being imbued with the touch
power.
Impotence (Enchantment/Charm)
This spell enables the spell caster to render one creature,
himself or otherwise, impotent (incapable of sexual
intercourse). The material component is a bucket of cold water.
The incantation consists of a specific personality (such as
"Baba Yaga") who might be unappealing to the creature. The
saving throw is actually a check on the disgust the personality
generates in the creature. If the creature finds the person
repulsive, he fails the saving throw.
Optional effect: during the period of impotence, the creature
will attack at -2 and make morale and saving throws at -2.
Wisdom, Constitution, and Charisma scores are lowered by 1d3
points each for the duration of the spell. Also, during this
time the creature will feel downright miserable.
Inaudibility (Illusion/Phantasm)
By means of this spell, all sounds made by the recipient become
inaudible - breathing, talking, walking, and the like. Items on
the wizard's person are likewise silenced, but thrown or dropped
items may make noise once released. While under the effect of
this spell, the affected creature cannot cast any spells with a
verbal component. An unwilling victim receives a saving throw
against this spell.
Unlike a silence spell, inaudibility masks only the sounds made
by the recipient or items in his 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 wizard or the recipient cancels
it, or until its duration has passed; it is not dispelled by the
recipient attacking another creature. The spell can only be
cancelled by the recipient if the wizard has stated so when the
spell was cast.
The material component for this spell is a small wad of cotton.
Influence Other (Alteration)
On success of the spell, the wizard may cause the victim to
produce any of the following bodily functions: giggle, belch,
hiccup, sneeze, wink, spit, pee, trip, fall, gag, congest,
choke, stumble, limp, nod, punch self, faint, nap, sleep, drool,
think, moan, screech, giggle, bark, hoot, caterwaul, shout,
yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper,
shriek, scream, hiss, heckle and any other you can think of.
Success of each is determined as 10% chance of failure for each
level the victim has higher than the wizard (maximum 99%,
minimum 1%). The material component is a genuine licence of some
sort, which is not consumed in the casting.
Ingold's Instant Insanity (Enchantment/Charm)
When cast, this spell causes the caster to go completely insane
for one round per level. During this time, the caster is
incapable of doing anything but babble, giggle, and play with
his toes. But also during this time, the caster is completely
immune to any spell, power, or force that attempts to mess with
his mind: ESP, Charm spells, mind control, unspeakable elder
horrors saying "Boo!", and the like have no effect on the
character. Afterwards, the character is once again completely
normal, but has no recollection of what happened during the
period of insanity.
Ink Cloud (Alteration)
Upon casting this spell, the wizard creates an ink cloud in the
water, similar to that which an octopus releases. The cloud
covers a 20-foot circular area, either at the casters position
or at any location within spell range. The ink cloud remains
stationary for the duration of the spell, unless cast in moving
water (such as a river), where it dissipates in one round. The
cloud will block all vision, including infravision. When the
spell expires, the ink cloud vanishes.
The material component of this spell is the eye of an octopus.
Insolence (Illusion/Phantasm)
This spell causes its victim to sound and appear crude,
insulting and arrogant, in all that is said or done, to all
observers. The victim, however, will not be aware that anything
is amiss. While the general meaning of whatever is said will be
the same, the illusion causes observers to see and hear a
twisted version in which the speaker is so insolent that all
reactions are checked at -50%. Additionally, such speech might
not be tolerated at all in some situations (for example,
automatic dismissal from a king's court, or perhaps even
worse...). Even if the target makes his saving throw, the spell
will not be noticed (unless the somatic and verbal components of
the wizard are seen and recognised).
If an observer has reason to believe that something is amiss, he
gains a saving throw if an attempt is made to disbelieve. Such
a saving throw is made at +4 if the fact that it is an illusion
has been communicated. If these saving throws are failed, it
still appears real.
The material component is a bit of dung or spittle, which is
wrapped in the wizard's hand. The hand is then subtly waived at
the creature to be affected. The verbal component is a low
guttural sound made in the throat.
Intoxicate (Enchantment)
The reverse of this spell, lessen intoxication, will decrease a
person's intoxication state by one. The material component for
both versions is a pint of pure alcohol.
Jamye's Melodramatic Music (Alteration, Conjuration,
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 wizard. The material components for this spell
are a miniature golden horn, mustache wax, a short length of
rope, and a lace handkerchief.
Kasegott's Chaotic Keenness (Alteration, Wild Magic)
This spell grants the caster a +1 bonus to subsequent rolls on
the Wild Magic Level Variation table. This bonus remains in
effect for one round for every two experience levels of the
caster.
Wild surges are determined using the adjusted roll, and the +1
bonus is applied to the percentile roll for the surge as well.
The material component of this spell is a rabbit's foot, a four
leaf clover, or another good luck charm. The charm cannot be
purchased; the caster must create the charm on his own: by
killing the rabbit and procuring the foot, by finding a clover
on a patch, etc. Any charm may be ruled valid by the DM, though
it must be similarly difficult to come by. While this charm is
not consumed by the spell, the caster should take care that a
perishable charm like a rabbit's foot or a four leaf clover is
suitably preserved.
Katrine's Kitty Kat (Alteration)
This spell transforms the caster into a house cat for a day, or
until dispelled. The cat's fur will be the colour of the
caster's hair, and eyes will match eyes. As the cat is
considerably weaker than the caster nine times out of ten (the
tenth being what is known as dead), it is not suggested that
this be used as a combat spell. The caster must have a maximum
Strength of 10, and cannot weigh more than 150 pounds for the
spell to be able to affect her.
While a cat, the caster has a movement rate of 18, 1d2 claws,
night-vision, keen hearing, and keen smell. Her Strength is
lowered by -4 (to a minimum of Strength 1) and Dexterity is
increased by +2. Her hit points are decreased by -2 per Hit Die,
to a minimum of 1 HP per level.
While transformed, the caster is still able to speak, but not
very well, and any spells requiring a verbal component will have
a 50% chance of failure, -2% per level of the wizard. Somatic
components will be close to impossible for anything other than
cantrips. Material components, as long as they require little
manipulation, are simple enough.
Katrine's Blinding Beauty (Illusion/Phantasm)
This spell is a minor illusion affecting small details of
appearance, for a better overall image. In game effects, it
increases the caster's beauty and, to a small extent, her charm
as well. Smiles seem to be lit up, eyes twinkle just a little
more, the face seems to have a little more definition, etc. The
bonus is normally +2 to Charisma, or +1 to Charisma and +1 to
Comeliness if that attribute is used. If the caster has a
non-weapon proficiency in a visual art (sculpture, painting,
etc.), then it is a +3 Charisma in the former case, or +1
Charisma, +2 Comeliness in the latter.
Katrine's Claws (Alteration)
This spell causes a set of long claws to grow from the fingers
of both hands of the casting wizard. These claws do 1d4 damage.
This is a flexible spell, in that many different wizards may
tweak the initial pattern to get a "look" to their own claws,
such as cat-claws, bear-claws, gee-that's-a-neat-claws, etc. The
basic length and effectiveness of the claws is changeable,
however, so bear claws will seem small on a bear, and cat claws
large on a cat. Katrine always tweaked them to look like the
talons of a bird of prey, such as the owl.
To cast this spell, the caster snarls and pulls both hands into
a fist before releasing the fist as if popping claws.
These claws require a to-hit roll to be made to do damage, so it
is recommended that DMs allow wizards to take a weapon
proficiency in claws. This is easily justified as they take
little training. In general, either a wizard will pick up the
skill after finding the spell, or will start with both.
Katrine's Dart (Alteration)
This causes a small cylindrical object (splinter, dart, needle,
etc.) to become a flaming dart which will strike the desired
target. If the target fails the saving throw, the dart does 1d4
damage per level. This spell is overall weaker than magic
missile, but more versatile in that the caster need not see the
target in order to hit it. As long as the target is within
range, and the caster has some way of distinguishing it
(whatever's causing that smell around the corner, or the orc
guard behind the cracked door), the dart will strike the target.
This is particularly effective in sheer darkness. It is cast by
muttering arcane words while tossing the cylindrical object in
the initial direction the dart will take.
Katrine's Falcon (Alteration)
This spell turns the caster into a pseudo-falcon. This form is
as close to being a real falcon as Katrine could manage at the
time, but is not entirely real. This spell can be overlapped
with Katrine kitty kat, which lasts for 24 hours, so that when
this spell wears off, rather than being a falcon, the caster
will be a house cat. In order to affect herself with this spell,
the caster must have a maximum of 10 Strength, and cannot weigh
more than 150 pounds.
The falcon form has a movement rate of 3 on ground, and 24 in
flight. Compared to the caster, its Strength is -4 (with a
minimum of 2), and its Dexterity is at +1. It has 1d4 talons,
keen sight, and -3 HP per Hit Die of the caster, with a minimum
of one-half HP per level.
While a falcon, the caster can still speak, but the voice is
strained and wild, like a falcon. Any verbal components other
than "shriek" have a 50% chance (-2% per level of the wizard) of
failing. Most somatic components are impossible while a falcon
(adjudicated by the DM). Material components, as long as the
material is easily accessible, are simple enough.
Katrine's Pleasure Touch (Charm, Illusion)
This spell stimulates the pleasure centres of any one person
that the caster is in contact with. It is a combination of an
illusion of mild pleasure, and an enhancement of pre-existing
pleasure. It lasts for one hour, but is only active while she is
in contact with the person. The illusory pleasure is not very
intense, simply a thrill along the appropriate sense, but the
enhancement depends on the strength of the initial pleasure. For
example, the taste of chocolate, smell of old books in a
library, brush of skin on skin, sound of a symphony, or even
looking at a sunset. In casting it, the wizard forms a simple
pattern with her fingers while muttering arcane words. The
spell's target must be willing for the spell to function.
Katrine's Total Tent (Invocation/Evocation)
This spell produces a small, one person tent composed of opaque
blue kinetic energy. The tent is capable of sustaining up to 80
pounds of force, or extremely strong winds (81 pounds of person
or object falling on the tent will collapse it, or someone
weighing at least 150 pounds kicking it will collapse it). The
spell fades into a fine mist when the first rays of the sun hit
it. The caster must grasp a pinch of the earth the Tent will be
on while muttering several arcane phrases.
Katrine's Winning Smile (Illusions/Phantasm)
This is a spell similar to charm, but weaker, and more diffuse.
It tugs at the heartstrings of all who are close enough to speak
with her normally, and makes her look more helpless. Obviously,
this is not the spell for a Strength 14 male magic-user with an
imposing look and great staff. The casting is simply a few
arcane words and a pulling motion from the caster's heart, but
the effects won't build up for a full round. The spell
effectively adds +25% to the caster's reaction modifier (under
Charisma), and makes others more willing to believe a single
story she tells. Disbelieving simply means that they have shaken
off the idea that she is more helpless than she is, and will not
be more or less likely to react favourably. Only creatures
within a 10-yard radius are affected.
Kazago's Lock Pick (Alteration)
This spell allows the bard to pick locks. The bard's pick
pockets chance becomes his open locks chance, and the bard is
treated as a thief in this respect for the entire duration of
the spell.
This spell is different from both the 2nd-level knock spell and
the unlock cantrip in that it can possibly affect much more than
one lock, and that its effects are far less certain. It is
especially useful on fact-finding missions where the bard is
worried about coming across many locked doors along the way.
The material components for this spell are a set of thieves'
picks and tools, which are not consumed in the casting.
Kiss of Sleeping (Enchantment/Charm)
When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). After the kiss, the victim goes into a deep comatose
slumber. Slapping or wounding awakens the affected creature but
normal noise does not. Awakening requires one entire round. The
reverse of this spell is kiss of awakening, which will awaken a
person who is magically asleep.
Kiss of Wounding (Conjuration/Summoning)
When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). This kiss causes the victim to suffer 1d3 hit points of
damage, plus 3 points for each level of experience of the
spellcaster, to a maximum of 1d3+20 points.
Klaus' Krazy Kustard Pie (Conjuration)
With this spell the caster conjures a gooey custard pie which he
can hurl at one creature within range. The caster must roll to
hit the creature, ignoring its armour, but Dexterity and magical
bonuses apply. If the caster hits, the pie has struck the
creature in the face, and the creature must make a saving throw
versus spell, or be blinded. The creature must spend 1d3 rounds
clearing its face.
The target is unlikely to appreciate this, especially if the
caster gloats. The material component for this spell is a small
amount of custard, which is consumed in the casting. Being hit
alone is enough to disrupt spellcasting.
Klaus' Kulinary Kustard Kreation (Conjuration)
This spell creates about 60 cubic inches of custard per caster
level - useful for getting hold of components for other Kustard
spells.
Range: 0
Components: V, S, M
Duration: 2 rounds
Casting Time: 1 round
Area of Effect: Object of size S or M touched
Saving Throw: None
Author: The Ghost <c572909@mizzou1.bitnet>
Range: 5 yards
Components: V, S, M
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Thomas Watson <gitzlaff@uxa.cso.uiuc.edu>
Range: 1 feet per level
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Ingold <erolb1@aol.com>
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
Range: 2 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Brian Dawson
Reversible
Range: 100 feet
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: The Net Alcohol Guide Creator <c/o c2mxblue@fre.fsu.umd.edu>
This spell allows the wizard to increase a person's intoxication
state by one. Thus, a sober person would become slightly
intoxicated, a moderately intoxicated person would become
greatly intoxicated, and so on (see the Net Alcohol Guide for
more information).
Enchantment/Charm)
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 1
Area of Effect: One intelligent creature
Saving Throw: Negates
Author: P.K. Whitehurst <whitehur@calvin.tymnet.com>
Range: 0
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Marc Sherman <msherman@zeus.uwaterloo.ca>
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V, S
Duration: 5 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 20 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V
Duration: 1 hour
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V, S
Duration: 1 hour
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 10 feet
Components: V, M
Duration: 1 night
Casting Time: 1
Area of Effect: One tent
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V, S
Duration: 5 hours
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: S, M
Duration: 1 day + 1 day per 5 levels
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>
Reversible
Range: 0
Components: S
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: One-half
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Iain Clarke <imcc@ukc.ac.uk>
Range: 1 foot per level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 4-inch cube per level
Saving Throw: Negates
Author: Iain Clarke <imcc@ukc.ac.uk>
Colour | Class |
---|---|
Red | Fighter |
Green | Ranger |
Brown | Druid |
Blue | Paladin |
Silver | Wizard* |
Yellow | Priest |
Grey | Monk |
Black | Thief |
Orange | Bard |
Violet | ** |
Every round of concentration, the DM should roll randomly which colour appears, if more than one is viable. The same colour may appear more than once before all possible colours have been noticed.
Korel's Last Word (Alteration)
Korel the necromancer created this spell as a way to deal with
insults in taverns. Being Suloise, dressed in black, and not at
all personable tended to draw the hecklers. Unfortunately, there
was little for him to do short of killing the person, which
would be too much of a nuisance.
Thus he made this spell, which is essentially a "silence, 2-inch
radius" spell. Typical use is to cast it on someone's tongue,
rendering all articulated speech impossible (spellcasting too),
although deep-throat moans might still be possible. The victim
can still hear, though, a necessity in getting in your last
word. The sphere is mobile with the object it was cast upon.
The somatic component is a wave of dismissal in the subject's
direction, and the verbal component is some phrase like "be
quiet", "shut up", or some more colourful version. A successful
saving throw against spells completely negates the effect, but
the victim will not know that a spell was even cast, due to the
innocuous nature of the components. This was specifically
designed to prevent secondary insults regarding the failure of
the spell ("Hah! Your feeble magics cannot touch me!").
Magic using thieves can also use this spell by casting it on a
lock to cover up lock picking noises, while still keeping an ear
out for guards' footsteps. Creaking hinges are another good use.
It's also a good way to shut up the stupid Intelligence 8
dwarven battlerager in the party, although this may result in a
two-handed battle-axe between the eyes.
Last Image (Divination, Necromancy)
When the wizard casts this spell, he sees whatever the recipient
corpse saw at the very instant of death, with the intent of
learning the identity of the murderer, or at least the location
of death. If the recipient was killed by a gaze attack, the
wizard suffers this attack as well, but with a +4 bonus to his
saving throw.
Lesser Aura of Protection (Evocation)
This spell creates a bright aura around the caster, making him
appear more powerful and subtracting 2 from all attacks. It also
grants a +1 bonus to his saving throw for any targeting attacks.
Note that none of the aura spells are cumulative with one
another.
Lesser Invisible Object (Illusion/Phantasm)
This spell causes an object to vanish from sight, much like the
2nd-level wizard spell invisibility (which affects only
creatures). The spell lasts only 2 rounds per level of the
wizard or until the wizard wills it to end. For example, a
quiver of arrows or a bow could be made invisible and carried,
and when desired, a moment's thought could make them appear.
Note that not even the wizard can see the invisible object, so
if he is to use it most effectively, it may be necessary to make
it visible.
Lhaeo's Distant Bandage (Abjuration)
When this spell is cast, the wizard is able to bind the wounds
of a creature up to 5 yards away plus 5 yard per level. This
spell is to be used together with the optional "hovering on
death's door" rule on page 75 of the Dungeon Master's Guide.
The bindings are only able to tend to someone's bleeding wounds.
They have no power to hinder a creature's movement. The creature
on which the bindings are used immediately stops bleeding from
serious wounds but does not recover any hit points. Hit points
must be recovered normally.
This spell is very useful if nobody of the party can reach the
character who just reached 0 or less hit points. Lhaeo (no, not
the Lhaeo) often meets this problem because he travels with a
bunch of suicidal maniacs who always manage to get themselves
below 0 HP and this always happens when that person is as far
away from the party as possible.
The material component of this spell is a piece of bandage which
must be thrown toward the injured creature. While the piece of
bandage flies toward the target it grows and grows until it
reaches the exact size needed to stop the wound from bleeding.
Then the bandage wraps itself around the wound and stays there
until someone removes it. The wizard does not need to
concentrate on this spell.
Little Death (Necromancy)
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 versus death magic at -3 or fall
paralysed for 1d4+1 rounds.
Lohocla's Create Beer and Pretzels (Alteration)
Lohocla didn't want priests to be the only spell casters able to
create food. Unfortunately, the results might not be as
nourishing as a priest's food and water. However, Lohocla's beer
and pretzels have their benefits.
When this spell is cast, the wizard causes beer and pretzels to
appear. For every level of the wizard, a quart of beer is
created and a half pound of pretzels. The pretzels come in a
wide variety of sizes and types. The beer is of excellent
quality and quite filling.
The beer becomes flat and the pretzels become stale in 24 hours,
although they can be restored for another 24 hours by a purify
spell of some sort.
The material components of the spell are a pinch of salt and a
pinch of hops.
Lohocla's Deadly Bottle Rockets (Evocation)
This spell was created by Lohocla or at least commissioned by
him. Lohocla wanted to give a gift back to those wizards who
have supported him in the past. This spell is bizarre in that a
person must be intoxicated to use it. Lohocla has a unique
concept of magic and the best way to wield it. Yet, this may be
a benefit because this eccentric spell allows the wizard to cast
at low-level, a powerful and damaging (possibly dangerous)
rockets at its opponents even though his current ability is poor
because the intoxication.
The material components of this spell are a bottle of alcohol
(any type) and a 1-foot long smooth stick that can fit into the
bottle with one end sticking out.
An unusual spell indeed, this spell cannot be cast unless the
caster is under the influence of alcohol (i.e. in a state of
slight, moderate, or great intoxication). Of course, the wizard
generally doesn't go adventuring while drunk, so this becomes a
big hindrance if not useless. On the other hand, it can be a
real benefit when the wizard goes to a place knowing full well
that he will become intoxicated. Mainly, because there is no
chance of spell failure for this spell (note that the chance of
spell failure is still there for all other spells). This becomes
very valuable because the wizard can get intoxicated, with all
the problems it entails, and always have a memorised spell that
will work (especially when greatly intoxicated when the chance
of spell failure is 100%).
When the wizard casts the spell, he must take a swig of alcohol
from the bottle, place the stick in the bottle, and then aim the
bottle at its target which all takes place while saying the
magical words.
Once the spell is cast, 2 sparkling rockets of magical energy
per level fly out of the bottle with a ear piercing whistle to
unerringly strike their targets with a dazzling display of
colours (see below). This includes enemy creatures in a melee.
The target creature must be seen must be seen otherwise detected
to be hit, however, so near-total concealment, such as that
offered by arrow slits, can render the spell ineffective.
Likewise, the caster must be able to identify the target. He
cannot direct a rocket to "strike the captain of the guard",
unless he can single out the captain from the rest of the
soldiers. Specific parts of a creature be singled out. Inanimate
objects (locks and the like) cannot be damaged by the spell, and
the rockets disperse with no effect.
Very fascinating, the damage a rocket does is dependent on the
state of intoxication the wizard is in. If in a state of slight
intoxication, each rocket will do 1d4+1 points of damage. If in
a state of moderate intoxication, each rocket will do 1d8+1
points of damage. If in a state of great intoxication, each
rocket will do 1d12+1 points of damage. This is possibly the
only instance where being more intoxicated is a benefit in
combat.
When a rocket hits a target, a spray (5x10x10 foot wedge) of
vivid multiple colours spring forth from the impact spot.
Usually, the colour splash is harmless but dazzling. There is a
1% chance per level of the caster that the colour slash will be
harmful. If harmful, then from one to six creatures (1d6) within
the area are affected in order of increasing distance from the
target. All creatures above the level of the wizard and all
those of sixth level or 6 Hit Dice or more are entitled to a
saving throw versus spell. Blind or unseeing creatures are not
affected by the spell. Creatures not allowed or failing saving
throws, and whose Hit Dice or levels are less than or equal to
the wizard's level, are struck unconscious for 2d4 rounds; those
with Hit Dice or levels 1 or 2 greater than the wizard's level
are blinded for 1d4 rounds; those with Hit Dice or levels 3 or
more greater than that of the wizard are stunned (reeling and
unable to think or act coherently) for one round.
Lohocla's Enchanted Bartender and Staff (Conjuration/Summoning)
Lohocla created this spell for a tavern owner, who happened to
be a retired adventurer wizard, that was having business
trouble. Lohocla gave him 100 gold pieces, bestowed the
bartending nonweapon proficiency on him, taught him an abundance
of alcohol drinks, gave him the spell, and cast a permanency
spell on an enchanted bartender to serve the wizard as a main
bartender. The spell is not one normally studied by adventuring
wizards but is often used by retired adventurers and other
sedentary types.
This specialized version of the unseen servant was developed
with one particular task in mind - bartending and barkeeping.
The enchanted bartender and staff are magical forces under the
control of the wizard.
The main power of the spell creates an enchanted bartender. It
can perform simple barkeeping actions like making, serving, and
doctoring drinks, wiping the bar, cleaning dirty drinking
vessels, filling snack bowls, etc.
The enchanted bartender can only make mixed drinks that the
wizard himself has prepared at some point in his life.
Hopefully, the wizard has the bartending nonweapon proficiency
so that his enchanted bartender can make perfect drinks.
Every three levels, the wizard can create an enchanted barmaid
to assist the enchanted bartender. Thus, at level 3 the wizard
can create one barmaid, at level 6 he can create two barmaids,
at level 9 he can create three barmaids, etc. An enchanted
barmaid cannot mix drinks like the enchanted bartender. An
enchanted barmaid can perform simple barmaid actions like
serving drinks and snacks, wiping off tables, sweeping up
messes, etc.
Every six levels, the wizard can create an enchanted bouncer.
Thus, at level 6 the wizard can create one bouncer, at level 12
he can create two bouncers, at level 18 he can create three
bouncers, etc. An enchanted bouncer serves only one purpose: to
expel disorderly persons (with the exception of the wizard of
course) in a bar or tavern. An enchanted bouncer has a Strength
of 18/1d100, a Dexterity of 18, and a number of hit points equal
to the wizard's. If an enchanted bouncer is given resistance, he
proficiently attacks with non-lethal combat such as punching and
wrestling. DMs must be sure that a player does not abuse an
enchanted bouncer's power. It is only created to expel
disorderly people from a bar or tavern, not to enter the
wizard's combative battles while adventuring.
The enchanted bartender and staff with the exception of the
bouncers are no stronger then an unseen servant and no more
dextrous than its creator. The enchanted bartender and staff can
be left to do their duties on their own. If something disrupts
the smooth flow of their routine (such as the arrival of
Tiamat), the staff will go to the enchanted bartender who will
seek the advice of its creator.
All creations may be dispelled by the caster at will. Also, an
enchanted bartender or any staff other than the bouncers can be
dispelled by taking 6 points of damage from area of effect
attacks such as breath weapons, explosions, etc. A dispel magic
will get rid of everybody. The material components of this spell
are a block of birch wood and some string.
Magic Motes (Evocation)
Casting magic motes creates a number of motes of light around
the caster. One mote is created at first level with one
additional mote being created for every two levels of the caster
beyond first to a maximum of five (as per magic missile). Each
mote moves to intercept physical attacks or magical attacks that
have some physical or magical form. The motes reduce the damage
from such attacks by 1d4+1 points. Each attack causes one mote
to disappear, except for area effect spells, which cause all the
remaining motes to wink out of existence. If not used within one
turn per level of the caster, any remaining motes wink out.
Masturbation (Enchantment)
This spell causes the horniness of Arousal with the added
irresistible urge to masturbate with any and all external sexual
organs. This spell functions like a combination of an arousal
cantrip with a command to "masturbate!". If no appendages are
free for this purpose, the subject will rub the sexual organs
against any nearby functional object. The material components
are two pieces of cloth, rubbed quickly against one another.
Mental Notepad (Alteration)
This spell allows the wizard to store information in the unused
portions of his brain for later recall. The information thus
stored will be available for complete recall as if the wizard
was reading the information from a parchment in his hands.
The wizard is able to store up to two pages of information in
the brain through the use of this spell. If at a later time, the
wizard wishes to add more information, or change the information
that is current in his brain, then the wizard will be required
to recast the spell and memorise the information again. There
can only be one spell active in the wizards brain at anyone
time.
The material component of this spell is a lead crystal sheet of
no less than 50 gp value which disappears after the spell is
cast.
Mental Rejuvenation (Necromancy)
This spell allows the caster to restore psionic strength points
to the target. The caster (who cannot be a non-psionicist) can
restore 1d6 PSPs per level to the target. The target must be
willing and the material components of the spell are a piece of
the target's hair or a bit of their scalp.
Metal Arm (Abjuration)
The spell causes the caster's arm to become equivalent to a
medium shield, +5. The material components are five platinum
pieces that must be balanced on the wizard's forearm. These
vanish into the caster's arm upon the beginning of the spell's
effect.
Mikkis' Appraising (Divination)
The value of gems and art objects can be determined by the means
of this spell. Objects must be well cleaned, which typically
takes 5 rounds per object. Up to 3 items per level of the caster
can be appraised. The chance of success is 50% + 5% per level of
the caster. The material component is a bit of powdered silver.
Minor Annoyance (Illusion)
This spell creates the illusion (in both sound and feel) of a
mosquito flying into the victim's ear. The victim will then act
appropriately, which usually means stopping and trying to get
the illusionary mosquito out of his ear, until either a
successful saving throw versus spell is made, or the spell
expires.
The spell can be used to interrupt casting of a spell. It will
also increase the victim's chance of spell failure by 10% for
every round the spell is effective after the first.
The victim gets a saving throw at the time of the casting, and
at the end of each round thereafter. For every level the victim
is above the caster, it gets a +1 bonus on the saving throw. The
illusionary mosquito does not stop the victim from fighting, it
does give it a -2 to-hit, however.
Minor Mimicry (Illusion/Phantasm)
This spell allows the wizard to make the creature touched to
appear as something else for the duration of the spell. The
illusion has visual and minor auditory (such as crackling of
fire, mumbling, etc., similar to an improved phantasmal force)
components only. The form is chosen by the wizard, and unwilling
creatures gain a saving throw. The illusion can be as small as
half the size of the creature masked, and as large as something
that would fit within .25 cubic yards + .25 cubic yards per
level.
Once the form is taken, it remains almost stationary, with only
minor movement possible; for example, a troll illusion could
growl and make threatening motions but could not walk and
attack, and a fire could dance and crackle but could not spread.
For this reason, objects are the forms most often chosen.
Movement is not possible for the recipient creature if the spell
is to be maintained, as this would break the spell. If the
recipient remains still or nearly still, however, the spell will
last so long as the wizard maintains faint concentration (spell
casting and taking damage breaks the spell, but talking and
walking do not), and remains within 1 yard per level of the
location of the recipient (obviously not a problem if the wizard
and the recipient are the same person). If the spell is broken
for any reason, it will last a further 1d3 rounds + 1 round per
level of the wizard. The illusion does not follow any movement
made by its recipient.
Mist (Evocation)
Mist creates a huge fog cloud that can be seen through, but
reduces the range of vision greatly. In normal use, all sighting
distances (see the Player's Handbook) are halved. Vision can be
decreased to a third of its normal range by reducing the area of
effect to one cube (with a 25-foot side) per level.
The shape of the cloud must be rectangular. For example, a
2nd-level wizard could create a mist of 100x50x50 feet.
Morrison's Next Whisky Bar (Divination)
This spell is meant to be used by a wizard who is looking for a
good place to have a blast and get blasted. The spell seeks out
all establishments within range and instantly gives the caster
a mental impression of the best place, with regards to its
location, name, general appearance, and taste of the wizard. The
spell determines which is the "best" location by considering the
following factors, in descending order of importance: strength
and quality of drinks served, wildness factor, size of bar, and
inexpensiveness. If there is no such location (at all) within
spell range, the caster must save versus death magic or fall
into a 1d4 round coma, and emerges from it weeping but unharmed.
This spell is also known as Morrison's tavern locator.
Murder Weapon (Divination, Necromancy)
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 that reduced the
victim to zero hit points, or delivered the poison which did so.
The material component of this spell is a drop of blood from the
caster.
Narhwal's Blistering Pain (Divination)
This is a particularly annoying and potentially disgusting
spell. The caster places his hands upon the bare flesh of the
victim and immediately the victim takes 1d4-1 damage per level
of the caster (a successful saving throw negates the effect).
Large, pussy blisters grow from the place the victim was
touched. This can have any number of ill effects upon the victim
depending upon the location and the creativity of the DM.
The material component of this spell is some lamp oil rubbed on
the hands of the caster.
NightShade's Components (Conjuration/Summoning)
This spell was created by the wizard NightShade, after a prison
entrapment left her unable to cast spells because she lacked
components. A similar spell, conjure spell components (see the
Tome of Magic for details), was introduced a few years
afterwards. The two are very similar, but each have their
advantages and disadvantages. This spell causes the desired
spell components to appear directly into the wizard's hands. The
component cannot be man-made or exceed 1 gp value. The wizard
can call forth one component per level. There are no
restrictions in bringing forth animals or animal parts.
Orko's Initial Marker (Conjuration/Summoning)
When this spell is cast, it creates a giant black (or other
colour) magic marker to appear and draw the wizard's initials on
a defeated victim. The marker will draw on any surface: water,
fire, magma, acid, etc. The wizard can choose to alter the
colour of the marker if he wishes. The material component for
the spell is a piece of black cloth.
P.M.S. (Conjuration)
P.M.S. causes the subject to experience an unceasing, agonizing,
dull throbbing pain throughout the groin and lower abdomen, as
though all the muscles in that area were clenched like a vice.
THAC0 and all saving throws are treated as if the subject were
one level lower (a 0th-level or 1st-level character
automatically misses or fails), and Constitution and Charisma
are reduced by one for the duration of the spell. A successful
saving throw results in a nagging headache reducing Constitution
and Charisma by one for the duration of the spell. The material
component is a clamp.
Painful Wounds (Necromancy)
This spell causes any existing wounds (caused by bleeding touch,
or any blow of 4 or more points of damage, or when the victim is
at half its maximum hit points or less) to become excruciatingly
painful. Wizards do not need to hit their chosen victim. The
victim must make a saving throw versus paralysation or be unable
to do anything but roll on the ground screaming in pain. The
material component is a pinch of powdered quartz crystal.
Range: 10 feet per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: 20-yard radius sphere
Saving Throw: Negates
Author: Edward Keyes <keyesea@ctrvax.vanderbilt.edu>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>
Range: 1 yard
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One object not larger than 3 cube feet per
level
Saving Throw: None
Author: Brian Dawson
Range: 5 yard + 5 yard per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Paul Ferron <paulf@solist.htsa.aha.nl>
Range: 60 feet
Components: V, S
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jeff Vogel <jvogel@jarthur.claremont.edu>
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>
Range: 50 yards + 10 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 25-foot cube
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: 40-foot radius
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Benjamin C. Ford <benford@wpi.edu>
Range: 10 yards
Components: S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Brian J. Toleno <brian@opus.chem.psu.edu>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: The caster's arm
Saving Throw: None
Author: Al Singleton (Quasi Nogum) <eaay@catcc.bitnet>
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: Object touched
Saving Throw: None
Author: Samuli Mattila <zam@vinkku.hut.fi>
Range: 5 feet per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Special
Author: Brian Dawson
Range: 20 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Up to one 50-foot cube per level
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One mile per level
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Range: 0
Components: V, M
Duration: Special
Casting Time: 1
Area of Effect: Person touched
Saving Throw: Negates
Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One component per level
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One defeated creature
Saving Throw: None
Author: Orko
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
Range: 10 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Hit Dice | Saving Throw Modifier |
---|---|
less than 1 | -4 |
less than 2 | -3 |
less than 3 | -2 |
less than 4 | -1 |
4+ | 0 |
Creatures that have magical auras are totally immune to this spell. This includes dragons, cockatrice, etc.
If the spell dweomer successfully affects the target creature it will then attempt to attract all surrounding creatures of the same species, causing them to move at their normal movement rate (and locomotion) toward the target creature. The area of effect is a sphere around the target creature which extends outward up to 1 yard per level of the wizard, up to a maximum of a 10-yard radius. The number of creatures within the area of effect which the dweomer will attempt to attract is equal to twice the current level of the wizard. The wizard is unable to change this number in any way and may himself be affected by the dweomer (if of the same species as the target creature) if caught within the area of effect. For purposes of this spell, hybrids are considered an individual species, so half-orcs would only attract other half-orcs, not other orcs or humans.
The area of effect is stronger near the target creature and therefore has more of a chance to attract a being toward the target than at the outer limits of the sphere. The outer 1 yard of the area of effect will always allow creatures a normal saving throw versus spell against the attraction. But, for every yard closer, the creature is penalised by a cumulative -1 modifier to its saving throw. Here are examples of a 1st-level, 5th-level, and 10th-level (or higher) wizard casting this spell:
1st-level wizard | ||
---|---|---|
Distance in yards | 0 | 1 |
Saving Throw Modifier | - | 0 |
5th-level wizard | ||||||
---|---|---|---|---|---|---|
Distance in yards | 0 | 1 | 2 | 3 | 4 | 5 |
Saving Throw Modifier | - | -4 | -3 | -2 | -1 | 0 |