5-Mile Carrier (Alteration)
This spell extends the range of any other spell by up to 5 miles. It can
shoot around corners, but not in a zig-zag shape, eg., you could cast it
with lightning bolt to start the bolt on the other side of a hill, 2
miles away, but the size of the bolt is still the same.
Ability Suppressor (Alteration)
This spell can suppress an ability of any creature or object. For
example, the regenerating power of a troll, breath weapon of a dragon,
petrifying gaze of a medusa, or level draining ability of a spectre can
be suppressed if the creature fails its saving throw. The spell can also
be cast on an object to remove one of its powers, such as the sharpness
ability of a sword of sharpness or the wall of fire power of a wand of
fire. An object in the possession of a creature gains that creature's
saving throw; other objects must save versus disintegration to avoid the
spell.
The ability or power to be suppressed must be known in some detail. For
example, the wizard could suppress the fiery breath weapon of a dragon,
as long as the breath weapon was in some way fiery or fire based. Purely
natural effects, such as normal damage from a sword, cannot be
suppressed.
Absorb Level Drain (Abjuration)
When cast on a subject, this spell absorbs the next level drain attack
on the subject and is then used up. Eg., if the spell were cast on a
target who was then later hit by two spectres in the same round, the
first hit would only do damage and not drain levels but the second hit
would drain levels as normal. The material component of this spell is a
bit of sponge.
Absorb Spell (Abjuration, Metamagic)
This spell allows the wizard to use hostile magic to recall previously
cast spells. Any time that the wizard successfully saves versus a spell,
he can use the magic to remember spells. The level of the spell saved
against is the number of levels that can be remembered (if the wizard
saves against a 6th-level spell, he can remember a 6th-level spell, or
two 3rd-level spells, etc.). This ability only recalls previously cast
spells; absorbed points cannot be saved for future use. Area effect
spells, innate spell-like abilities, spells that do not have a saving
throw, and non-hostile (DM's discretion) spells are not affected by
absorb spell.
Alpha's Aurora Borealis (Evocation)
This spell causes a sheet of dancing, shifting light to spring up around
the wizard, encompassing any area up to the maximum indicated by the
wizard's level. The aurora borealis will last as long as the wizard
concentrates on it (concentration can be maintained while moving at half
speed, but the wizard cannot fight or cast other spells, though speech
is allowed), and for an additional 1 round per level after he ceases
concentration.
Any intelligent creature which views the shifting, dancing patterns of
light must save versus spell or stand fascinated, watching the interplay
of colours and lights (cf. hypnotic pattern). A maximum of 2 HD of
creatures per level of the wizard can be so affected.
Any creature actually touching the Aurora will suffer 2d6 points of
damage, +1 point per level of the wizard. Fungoid monsters, undead, and
creatures native to the plane of shadow suffer 2d6 + 2 points per level
of the caster of damage from the effects of this spell.
The material component of this spell is a clear gemstone or crystal
prism worth not less than 100 gp, a glowworm, and a pinch of phosphorus.
Alpha's Balefire (Conjuration/Summoning)
This spell draws upon a nearly colourless arcane effluvium from the
plane of shadow. This mystical stuff burns very hot and is extremely
viscous, but rapidly dissolves in the thick substance of the prime
material plane. Those in the area of effect may attempt a saving throw
versus breath weapon to avoid being covered in the stuff. If this saving
throw is successful, they are merely splashed with it. Even this small
amount, however, is sufficient to cause half damage for the initial
round, but it burns out in that single round. Those that fail to save
and are struck fully by this ghastly stuff suffer 1d6 fire damage per
two levels of the wizard (rounded up), up to a maximum of 12d6. The
balefire clings to these poor victims and continues to inflict damage.
The damage is reduced by 2d6 each round, and the it burns until all
damage potential is exhausted.
This shadow-stuff burns with a colourless fire that can only be
extinguished by magical means (eg., wand of flame extinguishing, fire
quench, dispel magic, or a magical cold spell such as ice storm, cone of
cold, wall of ice, or Otiluke's freezing sphere, although spells
involving ice may also cause impact damage to the would-be rescuee);
even total immersion in water will have no effect on it. This flame is
so hostile to natural (i.e., prime material) matter that it will burn
through one inch of wood or soft metal, one quarter inch of hard metal,
or one eighth inch of stone per die of damage that it would inflict to
living targets each round it is active.
Any individual who is struck fully (i.e., fails to save) must make item
saving throws versus magical fire for all exposed equipment in each
round that the balefire clings to him, though these saving throws are at
+1 cumulative for each round after the first. Occasional dark green or
red flickerings can be observed in an active balefire. The material
component is a standard opal (not a black or fire opal) worth at least
500 gp and a bit of pitch.
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 10 yards per level
Components: V, S
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: One creature or object
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: 3 turns per level or until dispelled
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1-foot per level radius ring
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 5x30x15 feet cone
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Element | Saving Throw Penalty |
---|---|
Air | -2 versus fire |
Earth | -2 versus petrification |
Fire | -2 versus water or cold |
Water | -2 versus electricity |
The material component is a substantial amount (at least 1 cubic foot) of the element in opposition to the element the wizard desires to dominate.
Alpha's Lightningarmour (Abjuration, Evocation)
The subject of this spell cannot be wearing metal armour of any sort,
nor carrying a metallic weapon larger than a shortsword. Bracers are
permissible. The creature touched is completely protected from
electrical damage of any sort so long as the spell is in effect. This
protection is not absolute, having a maximum absorption of 10 points of
electrical damage per level of the wizard. Damage is absorbed by the
lightningarmour after saving throws and any other protections have been
taken into account.
A creature under the effects of this spell carries a negative electrical
charge, and skin-to-skin contact with another creature will cause 1d4
electrical damage with no saving throw, as will contact through a
conductor. Anyone striking the protected creature with a conductive
object must save versus paralysation at +1 or drop the object due to
temporary numbness in the member holding the weapon. Those within 5 feet
of a character with this spell in effect may catch a faint scent of
ozone and feel their hair standing a bit on end. The material component
of this spell is a bit of copper wire and glass thread wrapped in clay.
Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
By the use of this spell, the wizard calls upon the magical influences
of the other-dimensional moons of Munnopoor. The wizard can call upon
the power of one, two, or all three of the moons. This spell always
creates an area of light equal to the moonlight spell, centred on the
wizard and moving with him. However, the area of effect is only 50% that
of the normal moonlight if one moon's power is invoked, 100% normal is
two moons are called upon, and 150% normal if all three moons are
utilised. This moonlight has all of the effects of actual moonlight
under a full moon, including effects on lycanthropes. The duration of
this spell is also determined by the number of moons called upon: if one
moon, the duration is 2 rounds per level of the wizard; if two, it's 1
round per level; and, if all three, it's 1 round per 2 levels of the
wizard. Besides the light produced by the images of the appropriate
moons appearing above the wizard, each moon provides a specific
magic-enhancing effect as follows:
Blue moon. All water-related (including fog-, ice-, and steam-related)
spells used by the wizard gain a bonus of +1 per die of damage (though
not exceeding the normal maximum - eg., an ice storm spell would inflict
3d10+3 damage, up to a maximum of 30) if the spell causes physical
damage, including the damage caused by summoned water elemental
creatures; applies a penalty of -4 to saving throws and -20% to magic
resistance to targets of spells which cause no hit point damage but do
affect an unwilling target in some way; or increases the duration of
other spells of this genre which do not fall into the above categories
(eg.: water breathing, wall of fog), doubling duration if it is a 1st-
up to 3rd-level spell, increasing by 50% if the spell is fourth up to
sixth level.
Bright moon. All spells relating to stars, moons, and other astronomical
phenomena are affected in the same way that water-related spells are
affected by the blue moon.
Silvery moon. All mind-controlling and influencing spells used by the
wizard apply a -4 penalty to saving throws and a -20% penalty to magic
resistance checks by targets of such spells.
The material components for this spell are a white pearl or sapphire to
invoke the blue moon, a diamond for the bright moon, and a silver pearl
or moonstone for the silvery moon. Whatever the combination of moons
invoked, the spell also requires a piece of black velvet along with a
crushed pearl and a crushed moonstone, and a pinch of diamond dust.
Alpha's Saint Elmo's Fire (Evocation)
This spell ionises the air around the target of the spell, surrounding
him with a blue-white, glowing nimbus of electrically charged air in a
5-foot radius. The target of the spell may save versus breath weapon at
-2 to avoid the spell. This saving throw is at an additional -2 if the
target is carrying large, mostly metallic weapons (eg.: swords, battle
axes) or wearing partially metallic armour (eg.: studded leather, ring
mail), and at -4 if wearing full metal armour (scale mail or heavier).
If successful, the target will suffer only 3d6 electrical damage as he
dodges out of the area of effect, and the spell will then dissipate that
round without a focus to coalesce about. If the saving throw is failed,
the victim will suffer 5d6 damage every round until a saving throw
versus breath weapon (with modifiers as for the initial saving throw,
but with a +1 cumulative per round bonus) is successful, at which point
the spell will dissipate.
Any creature entering the 5-foot radius nimbus suffers 1d6 electrical
damage with no saving throw. Any creature that touches or is touched by
the victim of the spell will suffer 3d6 damage with no saving throw if
the contact was skin-to-skin, or 2d6 if it was through a conductor. If
the target is in water, the electricity will inflict 3d6 damage with any
contact, 2d6 within 5 feet, and 1d6 within 15 feet. The target of this
spell may, if desired, intentionally try to use the nimbus of
electricity and the personal electrical charge as a weapon. The wizard
may end this spell at any point, if desired. The material components are
phosphorus, a bit of fur, amber, and a bit of cold iron.
Alpha's Shooting Stars (Conjuration/Summoning)
This spell creates glowing missiles with flaming trails, one for each
six levels of the wizard (dropping all fractions). The victim of the
spell receives no saving throw, and suffers 4d6 damage from the impact
and 8d6 from the fiery blast that accompanies the impact. All within 5
feet of the impact point are also in the blast radius, but they may save
for half damage. The originally intended target may attempt to save
versus petrification to avoid being struck, this saving throw being at
-4 if within 20 feet and at -2 if within 40 feet. If this saving throw
fails, he suffers as above. If he succeeds, however, the shooting
star(s) directed at him continue on in a straight line to the extent of
their range, at which point they explode in a fiery burst as above.
Anyone else in the path of the shooting star(s) must save as for the
original intended target, or become the victim of the spell.
If the wizard has more than one missile, he may direct them at one or
several targets as desired. Anyone within 5 feet of the path of the
missile will suffer 2d6 (save for half) fire damage simply from the heat
of the passage of the shooting star. The material component is a bit of
meteoric iron and a piece of igneous rock.
Alpha's Spectral Hound (Conjuration, Phantasm)
This spell brings into being a quasi-real beast appearing as a war dog
with black fur, grey ruff and tail, milky grey eyes, and insubstantial
paws which make no sound. The creature will have average (8-10)
Intelligence and can converse with the wizard in the common tongue. The
creature can fight, attacking as a 2+2 HD monster and inflicting 2d4
points of damage per hit. It can, however, affect creatures struck only
by magical weapons. The beast itself is AC 0, and can take up to half
the wizard's full hit points (rounding up) before being dispelled.
The spectral hound can track any creature known to the wizard, provided
the wizard concentrates on a mental picture of the figure for 2 full
rounds. The hound can follow the trail of such a creature with 100%
certainty, -5% per hour the trail is old. The hound also has infravision
to 90 feet, can spot hidden (such as in shadows) things 80% of the time,
invisible objects 65% of the time, and astral, ethereal, or out-of-phase
things 50% of the time. The hound normally moves at 12, though it can
run at 24 for 3 rounds each hour. Further, the hound may cross muddy or
swampy ground, or even water, as if were solid, dry ground. The hound
leaves no tracks.
By concentrating for one full round, the wizard can make use of the
hound's sensory abilities for as long as desired, though this does not
allow communication beyond normal vocal range.
The hound is unaffected by any spells which alter its form (flesh to
stone, polymorph, etc.) or restrict or affect its movement (haste, slow,
hold monster, etc.). If a mind control spell is cast upon the creature
and it fails its saving throw (saving throws of the hound are as for the
wizard), then it wills itself out of existence. It is further immune to
poison and death magics. The hound will speak only to the wizard, and,
if the wizard is killed, feebleminded, charmed, or otherwise mentally
incapacitated, then the hound will immediately cease to exist.
The material components of this spell are three canine statuettes; one
of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
obsidian, or ebony. These statuettes must be worth at least 200 gp each,
and, in the course of the spell, the three merge to become the spectral
hound. When the spell ends, the hound simply fades slowly out of
existence.
Alpha's Star-Powered Magery (Invocation)
This spell can only be cast outdoors under a night sky where stars are
visible. The spell requires 2 turns to cast for each level of spells the
wizard is able to cast (eg., a 12th-level wizard can cast 6 levels of
spells, and so would require 12 turns). Upon completion of the spell,
the wizard's mind and body are refreshed and restored as though the
wizard had rested a full day. 1d3 HP, plus the wizard's Constitution
bonus, if any, are restored if the wizard is at less than full health.
The power of the spell also allows the wizard to memorise spells in half
the usual time, save for 1st-level spells, which may be memorised in a
single round. During the lengthy casting of this spell, the wizard is
suffused with a pale white glow, and is fully aware of things going on
nearby. If the spell is interrupted, either by being struck by an attack
or voluntarily by the wizard, then the effect is wasted and the wizard
must sleep for spells as usual. The material component is a diamond
worth at least 1000 gp.
Alpha's Starshield (Abjuration, Alteration)
When this spell is cast, the wizard's body is sheathed in a nearly
skin-tight magical screen. This screen has the appearance of a black
night sky filled with stars. Whenever a light-related spell of any sort
is cast at the creature using the starshield, the spell will be
harmlessly absorbed and redirected back at the caster of the spell. This
includes such spells as light (if cast so as to blind), colour spray,
sunray, and prismatic spray. An area effect spell where the wizard is
the sole target will automatically be reflected in this way. Area effect
light spells in which others are also targeted have a chance of being
intercepted and redirected by the wizard as above equal to the wizard's
chance to negate the spell with a dispel magic spell.
The protected wizard will be unaffected by the spell in any event, and
if the spell is successfully absorbed, those behind the wizard who would
have been in the area of effect are spared the effects of the spell. By
making a successful check as if to dispel magic, the wizard may attempt
to pass through a prismatic sphere or a prismatic wall. Darkness spells
(eg. darkness, 15-foot radius, Nystul's blackmote, or the priest's
continual darkness) will also be reflected, just as light spells are,
and the wizard may attempt a saving throw versus death magic each round
to attempt to see through any area of magical darkness within normal
vision range. If outdoors under the night sky, the wizard can see as if
in broad daylight, even through magical areas of darkness; and he will
also absorbs stellar radiation, regenerating 1 HP per round that the
spell is in effect. The material component for this spell is a black
sapphire and a star sapphire, both of which must be worth not less than
1000 gp.
Alpha's Wizard Light (Alteration, Evocation)
This spell creates a pearly-white globe of light equivalent to continual
light (q.v.). Within the area of effect, all shadow and darkness (even
of magical origin) is dispelled, and all hidden or invisible creatures
or objects are outlined in a pale blue radiance which lasts as long as
the wizard light itself, even if the object or creature so outlined
moves out of the area of effect. Further, all glyphs of warding,
symbols, and other magical writings and wards are revealed, glowing a
luminous blue, and the area of effect of such wards is similarly
outlined.
This spell does not reveal astral, ethereal, or out-of-phase creatures,
nor does it reveal purely mechanical traps and secret doors, although
traps or secret doors disguised by or utilising magic will be revealed.
A wizard using duo-dimension (q.v.) would appear as a thin line of blue
radiance in mid air. This spell does not reveal what an illusion is
hiding nor the appearance of an invisible creature (except for its
outline), but merely reveals its presence and location. Hence, a cloak
of displacement is useless within the wizard light. The light does not
set off magical guards, but it does reveal the form of glyphs and such
things for possible identification and deactivation. The material
component for this spell is a diamond worth at least 500 gp.
And One for Jenny and the Wimp (Abjuration)
This spell is the same as boot-to-the-head (q.v.) except that the target
creature, and the two creatures nearest to it (that are within the spell
range) each have boots kicking them in the head. Invocation is the same,
except that the foot is kicked three times and the caster must say:
"boot to the head... and one for Jenny and the wimp".
Animate Ghoul (Necromancy)
This spell creates a higher form of undead, a ghoul, from the body of
any humanoid smaller than an ogre. The body must be reasonably intact,
and must have obtained at least fifth level in any class before death.
The ghoul usually obeys the commands of its animator, though it is free
willed. If the wizard appears weak or vulnerable, the ghoul will turn on
him. This is not a common occurrence, as ghouls tend to be cowards. They
will not carry out suicidal requests.
Animate Skeletal Warrior (Necromancy)
This spell animates one or more skeletons to serve the wizard as
powerful warriors. A wizard can animate one skeleton warrior per five
levels of experience (round all fractions down). These skeletons have
the following statistics: MV 12, AC 3, 8 HD, THAC0 13, Number of
Attacks 2/1, Damage per attack 1d8 + chill (-1 to-hit, to damage and to
saving throws for 1d4 turns, no saving throw, multiple hits are
cumulative), they have a magic resistance of 10%, they receive only half
damage from slashing or piercing weapons, holy water inflicts 3d4 damage
on them, they are immune to sleep, charm, fear, hold, and paralysis;
they receive only half damage from cold and fire; they regenerate 1 hit
point per round (even if "killed": only fire and acid damage is
permanent), their gaze causes paralysis (saving throw to avoid; duration
2d4 rounds; this ability can be used every three rounds, starting on the
third round of combat).
The material components of this spell are human (only) skeletons that
are reasonably intact and a drop of blood from the wizard. When the
spell's duration ends, the skeletons crumble into dust. Only evil
wizards use this spell frequently; others may suffer alignment changes.
Anti-Anti-Magic Shell (Evocation)
This spell prevents the effects of an anti-magic shell within its area
of effect, provided that this spell is cast prior to the anti-magic
shell.
This spell was researched by Grimbor.
Area Effect Non-Detection (Abjuration, Metamagic)
This spell is similar to the 3rd-level non-detection, but it affects an
area (see above). It can be linked to a creature so that the area of
effect moves with the creature. As it is a higher-powered version of
non-detection, it can be used to protect even from true seeing (in a
very limited form: if a user of any form of true seeing tries to
penetrate this form of non-detection, the caster of this spell gets a
saving throw modified by a -1 for every level of the opposing caster
above his own, but he does not gain any bonuses if he is above the
opposing caster's level). If this non-detection is linked to a creature,
it gains the saving throw instead of the caster. If the creature has a
magic resistance, it can be used at one quarter (round down) of its
usual chance to help protect the linked creature and any others within
the sphere from detection of any kind.
The material component is a complete and previously unopened nutshell,
which has been completely filled with fool's gold created by the fool's
gold spell (don't use iron spar). This nutshell has to be coated in a
layer of platinum so that it gives a perfect sphere with no indication
as to what it contains. This has to cost no less than 5000 gp. On this
sphere, one non-detection spell is cast. At this stage it can be used as
a material component for this spell.
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: Special
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 30-foot radius sphere
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 10 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: 3 creatures
Saving Throw: None
Author: Unknown
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 yards
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 1-foot per level diameter
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 10 feet per level
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: 3-foot per level radius sphere
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Wizard's Level | Summoned Avians |
---|---|
9-11 | blood hawk (1 HD), hippogriff (4 HD) |
12-14 | giant owl, giant eagle |
15-17 | griffon |
18+ | wyvern (9 HD), dragonne (9 HD) |
The wizard may always choose to summon avians from a lower level. The material component of this spell is a feather.
Azura's Death Shadow (Conjuration/Summoning, Necromancy)
Upon casting a death shadow, the wizard brings forth a special creature
from the elemental plane of shadow. The recipient of the death shadow
feels a chilling sensation followed by warmth as it merges with his
actual shadow. Thereafter, once a situation occurs where the recipient
takes a death stroke of any sort (failing to save versus poison, taking
damage from an attack which causes death etc.) the shadow pushes him to
a place of safety and takes the death stroke itself, disappearing in a
black puff of smoke. The spell may last up to one day per spell level of
the wizard before the shadow departs.
Note that the death shadow does not provide an instant escape route from
certain death (being immersed in acid, falling off a cliff, etc.). It
merely takes one death blow which would have normally killed the
character, and there must be an immediate place of safety within 10 feet
for the shadow to place its host. The material components for this spell
are coal, special incense (value 200 gp), and a drop of blood, all of
which are burned at the start of casting.
Azura's Soul Whip (Evocation, Necromancy)
When the wizard casts the soul whip, he creates a shimmering ebony
tendril which lashes out at one specific creature within 20 feet. A
to-hit roll is necessary, but the whip strikes once per round as a
monster of the wizard's Hit Dice, and on an unmodified roll of 20, the
whip entangles its victim for 1d4+1 rounds (no to-hit needed during that
time). Whenever the weapon touches its target, it inflicts 1d8+3 damage
points, and these points are immediately gained by the spell wizard and
heals any damage previously incurred. If the wizard's hit points rise
above maximum normal hit points, then the extra points will remain for
only 1 turn. The material component is a small leather whip.
Ball of Iron (Evocation)
Ball of iron is a special form of the spell wall of iron, useful for
offensive combat. Any spellcaster who has wall of iron can cast ball of
iron and vice versa. The spell does 1d10 points of damage for every two
levels of the spellcaster, rounded down, to anything hit by it (i.e.:
5d10 at tenth, 6d10 at thirteenth, etc.). Further, if the saving throw
is failed, there is a percentage chance equal to 10 plus the Armour
Class of the target that a limb (i.e.: an arm or leg, not the head) is
crushed under the ball and rendered useless. Huge and gargantuan
creatures (12 feet or higher) are immune to limb crushing. For purposes
of breaking down portals, the ball strikes with a force equal to 25
Strength. Moving the ball (not lifting it) also requires 25 Strength.
The ball does siege damage (see the AD&D Battlesystem) equal to a heavy
catapult or a boulder thrown by a storm giant, whichever is greater.
Blade Dance (Enchantment)
The caster can enchant one weapon, which will attack by itself on the
round following the casting. The weapon will attack once for every level
of the caster, using attack rolls of a fighter of half his level, doing
normal damage, attacking whomever the wizard chooses. The weapon attacks
once on initiative 0, once on initiative 1, etc. until it has used up
all of its attacks. The wizard can act normally on the round the weapon
is attacking. The material component of this spell is a small platinum
dagger of at least 500 gp value.
Blades of Fury (Illusion/Phantasm)
This spell brings into being illusionary longswords that strike
creatures designated by the caster. One sword per three levels is
created and may be divided among targets as the caster wishes. Note that
it takes a round of concentration to redirect swords to a new target but
any or all swords may be redirected in that single round.
Each sword does damage as a magic missile. Every current target creature
is allowed a saving throw, and if the saving throw succeeds, it takes no
damage from the sword. Creatures believing the illusion cannot
successfully cast spells requiring semantic components. The material
component of this spell is a 2 foot long, finely crafted longsword.
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 20 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 5 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1-foot radius per level sphere
Saving Throw: 1/2
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Range: 30 yards
Components: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: One weapon
Saving Throw: None
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>
Range: 30 feet
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>
Place | To-Hit Modif | Effects |
---|---|---|
head | -8 | minor skull fracture: 2d8 points of damage (save versus
spell for half damage). |
arm* | -4 | minor broken arm: -2 to Strength and Dexterity when using
this arm; -2 to-hit, or shield worthless 50% of the time. |
leg* | -4 | minor broken leg: -2 to Dexterity when using this leg (i.e.,
defensive adjustment); movement rate is at three quarters normal. |
ribs | -4 | cracked rib: loss of 1d4 Constitution points and suffer 1d6
points of damage (no saving throw). |
spine** | -8 | cracked vertebrae: save versus spell or become paralysed for
2d10 rounds. |
pelvis | -4 | minor hip fracture: -4 to Dexterity when using legs;
movement rate is at half normal. |
Multiple hits inflict cumulative damage. A cure serious wounds will heal one of these effects, but will not heal any associated hit point loss (another cure spell is required to do so). A cure critical wounds will heal two effects, and a heal will fully restore the victim (unless dead).
The material components for this spell are a bit of bone and a small metal hammer, both of which are consumed when the spell is cast.
Author's note: the requirement for called shots is simply for convenience; if the DM wishes to compile a hit location chart, then normal attacks may be used in addition to called shots.
Cantrip Permanency (All)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 hour
Area of Effect: Object touched
Saving Throw: None
Author: Unknown
Unlike the 8th-level permanency, cantrip permanency must be cast on an object to be effective. The object must be appropriate to the cantrip - eg. a cloth for polish, a paintbrush for colour, a salt cellar for salt.
When complete, the duration of the cantrip (or the number of times it may be invoked) is increased dramatically. There are two ways the spell may be used.
Chaos Magic (Alteration, Wild Magic)
This spell creates a sphere that has all the properties of a Forgotten
Realms wild magic area (see the Forgotten Realms Adventures for
details). The area of chaos magic is permanent until destroyed (it may
only be destroyed as per a wild magic area). The sphere of chaos magic
is non-mobile.
The material component for this spell is a pint of blood from any
chaotic magic using creature. The blood is consumed when the spell is
cast.
Chelymber's Improved Non-Detection (Abjuration)
This spell will, basically, stop all divination magic below that of true
seeing from working properly. It will also stop all "detect ..."-spells
of lesser level than true seeing from operating properly. This spell
will even stop detection through magical items like a robe of eyes or a
ring of invisibility detection, or through innate abilities that perform
similar magic to that of "detect ..."-spells lower than true seeing, and
the like.
Cloud of Intoxication (Alteration, Evocation)
This spell is similar to the spell cloudkill of the same level. This
spell will create a large rose and white flowing and churning cloud. The
cloud will move away from the caster at a rate of 10 feet per round,
rolling along the ground in the direction originally dictated by the
caster. A wind might change the direction of the cloud. A strong wind
will disperse the cloud in two or three rounds. A very strong wind will
disperse the cloud immediately. Heavy vegetation will slow the cloud to
one half speed and cause it to disperse after two rounds.
All creatures enveloped by the cloud must be compared with the caster
according to their Hit Dice or level to determine the effect the cloud
has on the creature or character. A creature with 3+1 HD will
immediately become greatly intoxicated. All creatures from 4+1 to 6+1 HD
will become moderately intoxicated and all creatures of 7+1 and greater
Hit Dice will become slightly intoxicated. Any creature over 11+1 HD or
higher must save versus poison to avoid becoming slightly intoxicated.
Each round spent in the cloud increases the chance of high and medium
Hit Dice creatures to become more intoxicated and greatly intoxicated
creatures to become comatose. For each round spent in the cloud a
creature must save versus poison or reach the next higher level of
intoxication. For each round beyond four spent in the cloud, any
creature or character must save at a cumulative -1 per round. There are
no racial or weight modifiers for to this spell (see the Net Alcohol
Guide for more information; it is recommended that DMs use the optional
drunk disposition rule for cases of great intoxication).
The effects of this spell are such that it will extend the time needed
to recover from a state of intoxication. For someone who became comatose
add 5 hours to the recovery time. For great intoxication add 4 hours.
For moderate intoxication add 3 hours and for slight intoxication add 2
hours to the recovery time. Using stimulants to speed recovery is
reduced by one half effectiveness unless magical stimulants are used.
The spell also extends the time needed to recover from a hangover by 1d4
hours.
The material components for this spell are some dried grape skins from
an exceptional vintage or a sprinkling of the best hops.
Cobaltas's Thunderclap (Evocation)
To cast this spell, the wizard raises his hands above his head, spread
wide. He then brings them down and in to meet with a tremendous clap.
This affects all within 20 feet and in front of his as a thunderflash
(q.v.) but deafens, and does not blind (spellcasters have a 20% chance
to miscast spells with a verbal component), and dispels silence, not
darkness.
Cobaltas's Thunderflash (Evocation)
To cast this spell, the wizard raises both hands above his head, crossed
at the wrist. He then brings them down and out in a slashing motion. As
his hands part, there is a brilliant flash of light, affecting all
within 20 feet and in front of the wizard.
Those affected must save versus spell. All who make their saving throw
are stunned and reeling for 1 round, unable to attack, move or cast
spells. They are also blinded for 1d6 rounds.
Those who fail must make a second saving throw versus spell. Those who
make this saving throw are stunned for 1d6 rounds and blinded for a
number of rounds equal to the caster's level. Those who fail again are
stunned for a number of rounds equal to the caster's level and
permanently blinded.
Any magical darkness whose area of affect intersects the thunderflash is
instantly dispelled.
Cone of Acid [1] (Evocation)
This spell is much like cone of cold or cone of fire [1] (q.v.), except
that it causes acid damage. Damage is 1d4 + 1 per level of the wizard.
The material component is one citrus fruit per level of the wizard.
Cone of Acid [2] (Evocation)
This rare spell is identical to cone of cold, except that it inflicts
acid damage. The material component is a small cone carved from the
tooth of a black dragon.
Cone of Electricity (Evocation)
This spell is identical to cone of cold, except that it inflicts
electrical damage. The material component is a small cone made of
magnetite.
Cone of Fire [1] (Evocation)
When this spell is cast, it causes a cone-shaped area of fire
originating at the wizard's hand and extending outwards in a cone that
is half an inch long per level of the wizard. It causes inflammable
objects to catch on fire, and great heat in nonflammable objects. Damage
is 1d4 + 1 per level of the wizard. For example, a 10th-level wizard
would cast a cone of fire causing 10d4+10 points of damage. Its material
component is a red garnet worth at least 100 gp (cf. cone of cold).
Cone of Fire [2] (Evocation)
This spell is identical to cone of cold, except that it creates a cone
of magical fire. The material component is a small cone made of coal or
brimstone.
Cone of Force (Evocation)
This spell is identical to cone of cold, except that it inflicts damage
with a magic missile-like force. The material component is a small cone
made of diamond (it need not be of premium quality, i.e., 10d4 gp apiece
is typical).
Cone of Heat (Evocation)
This spell is a variant of cone of fire. Instead of creating fire, the
cone consists of raw heat. The material component is a small cone made
of coal or brimstone.
Cone of Steam (Evocation)
This spell is identical to cone of cold, except that it inflicts damage
with superheated steam. The material component is a small cone made of
salt from boiled seawater.
Conjure Drink V (Conjuration/Summoning)
This spell conjures spirits, the quantity being determined by the
caster's level. This spell will conjure beer or ale, in a quantity of
one tun 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.
Range: 5 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1-foot per level radius
Saving Throw: None
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>
Range: 0
Components: V, S
Duration: 2 turns + 1 round per 3 levels
Casting Time: 4
Area of Effect: One 20x20x20 foot cube or one creature
Saving Throw: None
Author: Chelymber
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One 16-foot cube
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 20-foot radius half circle
Saving Throw: Special
Author: Bladehawk <igacork@irtcork.bitnet>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 20-foot radius half circle
Saving Throw: Special
Author: Bladehawk <igacork@irtcork.bitnet>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.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>
Creature | |
---|---|
1-65 | One 8 HD greater quasi-elemental |
66-85 | One 12 HD greater quasi-elemental |
86-95 | One 8 HD xag-ya (see the Monster Manual II) |
96-00 | One 16 HD greater quasi-elemental |
Greater Quasi-Elemental Intelligence: low (5-7) Alignment: neutral Armour Class: 2 Movement: flight, 24 (A) Hit Dice: 8, 12 or 16 THAC0: 13, 10 or 8 Number of attacks: 1 Damage per attack: 4d6 Special attacks: see below Special defence: needs +2 or better weapon to hit Magic resistance: nil Size: M (3-foot sphere) Moral: champion (15-16) XP value: 2000, 6000 or 10,000 A greater radiance quasi-elemental inflicts 4d6 points of energy damage (double damage to creatures directly affected by sunlight), and all within 10 feet must save versus petrification or be -2 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half normal damage. Cold and water attacks do double damage.
Continual darkness keeps them at bay.
Continual Fly (Enchantment)
This spell functions as the 3rd-level fly except that the duration
applies to time actually spent flying, not time elapsed since the
casting of the spell. Eg., you can use half the duration today and the
other half tomorrow.
Continual Invisibility (Illusion)
This spell causes the subject to become invisible, as per the 2nd-level
invisibility, except that instead of having a duration of 24 hours, it
has a duration of 1 turn per level of the wizard of actual use. Eg., if
cast at tenth level, the subject could decide to use 50 minutes worth
today and the other 50 minutes worth tomorrow. Note that this is not
improved invisibility, i.e., as soon as the subject makes an attack he
becomes visible again. While he can become invisible next round if there
is still unused duration in the spell, his opponent can make an attack
on him; thus the spell confers no combat advantage after the first
round.
Continual Secret Light (Alteration)
This spell acts the same compared to continual light, as secret light
does compared to light. Preliminary research seems to indicate the spell
requires at least an ounce of blood from the wizard.
It also seems that it would be possible to make a magical lantern, whose
light would only be visible to the person holding it. The exact process
of its manufacture is not very clear, however, and the spell has been
reported to fail regularly.
Create Dining Room (Conjuration/Summoning)
This spell (like the other room spells) creates the interior and
supplies of a room (in this case a dining room). It contains a large
hardwood table (30 feet square per level), one soft chair per level, one
soft header chair for each end of the table, a complete set of tableware
per seat (including 6 forks, 6 knives, 6 spoons, a desert spoon, a bread
knife, 6 plates, 8 glasses (or mugs), a cloth napkin), one silver
covering bowl fitting for each plate, one candlestick per 3 levels
(including lit candles burning for the duration of the spell), one
flower arrangement per three levels, a white damask table cloth fitting
the table perfectly, name cards for each seat (holding names if
desired), and some other minor necessities. It does not include food.
This spell creates only the interior of the room; it doesn't create the
walls, floors, or ceilings.
The material components are a tiny piece of cloth, a tiny piece of
silver, a tiny piece of glass (or crockery if mugs are desired), and a
tiny piece of wood. As with all other room spells, the spell can be cast
with a one turn casting time or with a snap of the fingers; the second
version requiring the caster to use the material components during
memorisation, adding a full 15 minutes to the normal memorisation time.
Again, as with the other room spells, this one cannot be used for combat
purposes, nor can anything from it be sold from it.
Dardan's Siccating Parchment (Evocation)
Dardan's siccating parchment is identical to Dardan's dehydration except
as noted below. This spell is highly unusual in that it must always be
cast from a specially prepared parchment scroll. To begin the process
the parchment must be cured by immersion in a vat of alcohol and salt
for three days. While the parchment is curing, the wizard must prepare
a special ink of dried blood, saliva, and diamond dust (500 gp). When
the wizard has completed these two tasks, he may then inscribe the spell
onto the scroll in a rite requiring two full days without interruption.
Finally, the scroll must be sealed with a paste made of vinegar, clay,
and lye.
Anytime after the sealing of the scroll the magic held within can be
released by breaking the fragile and brittle seal. When the seal is
broken a wave of rapidly expanding concentric rings of chalky beige
particles will emanate from the scroll. All creatures in the area of
effect except the bearer of the scroll will be effected as if Dardan's
dehydration were cast upon them.
The rite and components used in casting this spell make the parchment
very frail and delicate. Special care must be taken in storing the
scroll to prevent the magic from being released accidentally.
Darklight's Concentrated Fire (Alteration, Metamagic)
This Metamagic spell only adds 1 to the previous spell's casting time,
with the somatic component consisting of the caster pointing directly at
the intended target. This spell brings the full force of an area effect
spell to bear upon a single target. Any area effect spell of up to
fourth level can be used with this magic. Offensive spells require a
saving throw versus breath weapon by the target, and, if successful, the
spell does 2 HP of extra damage per die with all ones rerolled. If they
fail this saving throw, they take the maximum damage for the spell (as
cast at the level of the caster). If the spell is not a mere damage
spell, but inflicts some other effect, then the target's saving throw
versus the effect is lowered by 1 for each equivalent extra target that
the spell would normally affect. In no event can this spell be used with
a spell that normally affects only a single target, or with an area
affect spell over fourth level.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 60 yards
Components: V, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: Special
Author: Niels Ull Jacobson <null@diku.dk>
Range: 10 feet
Components: V, S, M
Duration: 2 hours per level
Casting Time: 1 turn
Area of Effect: 50 square feet per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 7 rounds
Casting Time: Special
Area of Effect: 30-foot radius
Saving Throw: Special
Author: Craig Singsank <singsank@oshkoshw.bitnet>
Range: 20 feet
Components: S
Duration: Special
Casting Time: 1 (but see below)
Area of Effect: One creature
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
GP Value | Resistance |
---|---|
100 | +5% |
250 | +10% |
500 | +15% |
1,000 | +20% |
2,500 | +25% |
5,000 | +30% |
10,000 | +35% |
25,000 | +40% |
50,000 | +45% |
100,000 | +50% |
+50% is the maximum effect that can be achieved.
Darklight's Personal Dispel Shield (Abjuration, Metamagic)
This spell can be emplaced upon any other spell with an area of effect
stated as "The caster" (a "personal" spell). It acts to protect the
magical effect from hostile or accidental dispel magic spells. It adds
+50% to the chances of it resisting a dispel magic. Note that this does
not affect any area effect spell: it only affects those spells which
affect the caster only. The shield only lasts as long as the personal
spell's normal duration lasts, and can only protect a single personal
spell per casting. The material component is a 500 gp diamond.
Darklight's Rubbery Aura (Alteration)
This spell causes the wizard to be surrounded by an invisible field of
alteration magic, which causes anything he touches to become unnaturally
resilient and rubbery. In effect, anything which comes in contact with
the wizard becomes as bouncy, stretchable, and rubbery as detailed in
the lesser spell Darklight's rubbery transformation. However, these
things return to normal when they are outside of the wizard's contact.
Large objects are only rubbery in a local area around the wizard's touch
(a 3-foot radius).
This allows the wizard to bend bars open, bounce on the ground like it
was a trampoline, and ignore all purely physical damage. A sword blow
flexes into uselessness when it hits the wizard, and is "sproinged"
right off his body. See rubbery transformation for details.
The material component is the sap of a strange tropical tree.
Darklight's Silent Invisible Spell (Alteration, Metamagic)
This metamagic spell can affect any one spell of fifth level or lower.
It functions to cloak all visible and audible effects of the spell,
making it invisible and silent. This has the effect of reducing its
damage by 2 per die (but not below 1 point per die), but making it more
conducive to stealth. For example, a fireball modified by silent
invisible spell would explode with normal heat, impact, and such, but
would be invisible and silent. Note that this does not conceal either
the caster or the spell's victims or any sound made by them, only the
visible and audible portions of the spell. It adds 5 to the casting time
of the other spell, but requires no extra material components. The
casting of the other spell must be started within the duration of this
spell.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 6
Area of Effect: Object or creature touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
D100 Roll | Nature of Summoning |
---|---|
01-05 | Monster summoning I-III: this will astonish the other wizard and likely prove more than a match for intended opponents. |
06-15 | Monster summoning IV-VII: possibly weaker than intended and may cause the wizard to be in a bad situation... |
16-25 | The wizard shows up in response to a "demon summoning" type of spell and is suspected to be a disguised demon. |
26-40 | The wizard steps through a newly-opened gate. |
41-55 | Monster summoning appropriate for the wizard's level, if at all possible. |
56-65 | Summoned by a psionicist's psychoportation power. |
66-75 | Appears in the lab of an experimenting otherdimensional wizard. |
76-85 | Steps from the surge of an otherdimensional wild mage. |
86-99 | Falls through a dimensional rift - who knows where? |
00 | Intentionally summoned ("But who would summon me?"). |
The material component is a golden grappling hook, no more than 3 inches long, affixed to a bit of phase spider web.
Darklight's Tattoo Item (Alteration)
This spell will cause an inanimate object to be transformed into a
tattoo on the caster's skin. The object must be touched only at the end
of the casting, enabling lit torches or campfires to be tattooed. Large
objects will shrink to no more than a 1x1 foot square area. The
transformed items remain until the caster "peels" it off and throws it
to the ground. While in tattoo form, they appear as full-colour,
intricate representations of the item contained within. A dispel magic
upon the caster will require each to make a saving throw versus
polymorph at the level of the caster. Each one which fails will spring
back into original form instantaneously. A caster may have as many
tattoos on his body as could reasonably fit. If the caster dies, all the
items are immediately released.
Darklight's Weapons Warp (Alteration)
This spell is used to protect the caster from stabbing, slashing, or
piercing from hand to hand weapons. It acts by warping space locally so
that any hit which would pierce the skin of the wizard is warped to the
body of the attacker. Any damage which would have affected the wizard is
instead inflicted upon his opponent. This is not at all effective
against missile weapons (in this case, the warp has no close opponent to
target) or blunt weapons (they do not penetrate the skin sufficiently if
at all).
A wizard with this spell often exposes himself to deadly strikes and
stands confident as his foes kill themselves. A foe who strikes for the
kill at a wizard with this protection automatically takes maximum damage
from the weapon, and if they rolled 5 or more than required to hit the
wizard, receive a critical hit upon themselves.
The material component is a miniature lead sword which has been bent in
half.
Darkray's Blade of Light (Evocation)
Upon casting this spell, the invoker must join his two hands in front of
him, as if he was holding a two-handed sword. He then channels magical
energy to form a four feet pole of blue-white light, which springs out
of his grasped hands. He can use it silently and he is immune to its
effects.
The pole can perform as a magical sword. The caster suffers penalties if
not proficient in any sword. Damage is 1d6/1d8. The blade hits with a +3
bonus to attack and +n to damage, where n equals the number of
experience levels beyond fifth. A 10th-level wizard, for example, hits
large creatures for 1d8+5 HP plus any Strength bonuses he might have.
The blade cannot cut through solid metal or stone. It has the following
abilities, at the caster's mental command:
The caster can combine the drain or vorpal attacks with the swing
action. A vorpal action can only be used once during the whole spell if
combined with swing. If the caster is hastened, he can double the number
of his attacks but each special power lasts for a single attack.
The main disadvantage of this spell is that the wizard cannot cast
spells that require somatic or material components, as the two hands are
firmly grasped to each other. Another problem is that each time the
caster uses a special power of the blade, he temporarily loses 1 HP,
needed to feed the blade (a combined action needs 2 HP). This damage
occurs at the end of the round and can be healed normally.
Because the caster cannot loose his hands and deform the blade, he gains
the following benefit: if he is caught in a bear hug or similar attack
from any creature, he gains a free attack with the blade at the time of
the hug. Furthermore, if the attacker is in front of him, the caster can
attack and succeed automatically, inflicting double damage every round.
The wizard can still use any remaining special powers of the blade,
except swing.
The spell ends if the wizard loses control of his hands (including
charm, possession etc.), a successful dispel magic is cast upon him, if
he casts a limited wish or similar magic or if he enters a dead magic
area (for example, an anti-magic shell, a dispelling screen, etc.). Note
that the caster cannot end the spell at will. He is free to cast it as
if he were in a lower level than he actually is, though, with the
appropriate THAC0, damage, etc.
The material component is a hair of the caster.
Darkray's Confirmed Pact (Divination)
This spell is cast on two creatures that have just reached an agreement
of any sort. The wizard may be one of them. Both subjects must be
willing to be affected by the spell or else it fails in an obvious way.
The casting requires the donation of a personal item, worth about 1 gp,
from each of the subjects. The items do not vanish and the subjects may
get them back after the spell ends. The spell also requires a gem of any
sort, the core gem, of at least 500 gp value. This lasts until the spell
ends and then turns to ash.
The items and the core gem must be placed in a small obsidian case. This
is sealed during the casting with 3 HP of blood from each of the
subjects; these can only be healed naturally. The case can have other
protections.
For the duration of the spell the wizard will be instantly aware if
either member of the pact breaks it, that is, if one or both subjects
have acted against the agreement they have made. The caster also learns
if this action was made willingly or not (i.e.: if under a charm or the
like).
The spell deals with the spirit and not the letter of the agreement. For
example, the wizard will be informed if one of the subjects coats his
weapon with poison in order to strike his partner, even though no actual
attack takes place.
The spell does not in any way hinder the actions of the subjects.
Further, the wizard only learns if the pact is broken, and nothing more.
The spell does not in any way give him the ability to communicate with
the subjects or inform them, for example.
The spell normally lasts for two weeks per level of the caster. During
that time, the wizard will be informed every time a subject acts against
the pact. If both subjects decide willingly to break their pact, the
spell ends and the wizard is informed about it. It is possible to cast
more of such spells for the same pact but each requires a new core gem
and a new blood sacrifice.
Dispel magic must be successfully cast on the core gem to end the spell.
Darkray's Defiler Tracer (Divination)
To cast this spell, the wizard needs to have some defiler ash. As long
as the spell remains in effect, the caster will be automatically warned
whenever that particular defiler is within a radius of one mile.
Furthermore, if the defiler is closer than 300 yards, the caster can
receive a mental image of his location, if the defiler fails a saving
throw versus spell. Even if the saving throw succeeds, the caster will
know the exact direction and distance if the defiler remains within 300
yards.
This spell can be blocked by lead or other divination-protective means.
The material component is some defiler ash, which vanishes at the end of
the casting. One can cast this spell many times to track a specific
defiler, as long as one has some ash available.
Darkray's Draining Tendrils (Evocation, Necromancy)
Upon casting this spell, the staff of the wizard is covered with a
number of bright energy tendrils. These can then arc to any creatures in
the area of effect, draining their life energy throughout the caster and
emitting it as visible light from the staff.
Any creature within range is subject to attack from the tendrils and
must save versus spell to avoid being hit. Once a tendril hits, it
remains wrapped until the spell expires or the target dies. The spell
creates one tendril per level above 8th.
If the target saves, he can act freely that round but is subject to
attack the next round if within range. In any case, he can be wrapped by
a single tendril only. The caster chooses the creatures to attack but
can only make one attack per target per round.
The drain begins the round following a successful wrap. For each of the
caster's levels of experience, one hit point is drained from every
creature wrapped and emitted as light from the staff. The more hit
points drained the more intense is the light. A victim can act with no
penalties except that it is unable to leave the area of effect.
The caster can let the spell last for as long as he wishes, but he must
touch the staff and concentrate during all this time, and cannot even
talk. The process is very tiresome and at the end of the spell the
caster loses two points of Constitution and one point of Strength. One
day of complete, shaded rest restores one point of each ability. If the
wizard casts the spell more than once per day, he suffers a cumulative -
3 Constitution, -2 Strength each time.
The material component of the spell is the staff. This must have a
number of steel nails on it, at least one nail per tendril to be
released. Such a nail costs about one gold piece. On the head of each
nail a miniature skull must be engraved. The staff is not consumed in
the casting.
Darkray's Hiding Mantle (Abjuration, Evocation)
Upon casting this spell, a special aura surrounds the caster. The aura
can change colours and patterns, completely matching those of the
environment. The match is automatic for as long as the caster wishes.
When surrounded by this aura he is 95% undetectable in all but the
brightest of areas. He makes no noise and has no smell.
If the caster attacks or casts an offensive spell, he becomes visible
for an instant; creatures that watch carefully can see him but in the
next round he becomes hidden once again. He can make almost any other
action and remain hidden inside the protective aura. Powder, sand and
other similar materials thrown onto the caster while his aura is active
makes his shape visible for that round. In the next round he becomes
hidden once again. Note that the aura is considered "on" during all this
time.
The caster can switch the aura on and off any number of times within the
spell's duration, each change requiring but a moment. With each change,
small, harmless arcs of lightning engulf his body.
The duration of the aura remaining active is five rounds per level of
the caster. This is not the duration of the spell. The wizard can turn
off the aura, go to sleep and use the remaining time next morning. Seven
days is the absolute maximum, however. Beyond this, any remaining time
is lost.
The caster is subject to magical or psionic detection. Detect
invisibility and true seeing, as well as the psionic devotion life
detection, can locate the actual position of the caster.
The material component of this spell is a 100 gp gem.
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2 turns
Area of Effect: Object touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Undead take half damage from the blade and are not affected by drain
life and fear effects. All special powers can be used simultaneously
with a normal attack, except for lightning bolt.
Range: Special
Components: V, S, M
Duration: 2 weeks per level
Casting Time: 1 turn
Area of Effect: 2 creatures on the same plane
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 60 yards
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: One-mile radius
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 5-foot per level radius
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
D6 Roll | Result |
---|---|
1 | Caster suffers 3d4 points of damage which can only be healed by
resting |
2
Caster cannot use magic of any sort for a whole day | |
3 | Caster's Strength reduced to 6, one week of complete bed rest
required |
4 | Caster ages one year |
5 | Caster's Strength, Dexterity, and Constitution drop to 6,
recovering one point per hour resting |
6 | Caster loses one Constitution point permanently |
The wizard still states a full wish, when casting this spell. In line with the limited wish, only the result indicates that the spell was actually a minor wish, instead of a normal one.
Darkray's Preserving Box (Alteration)
With this spell, the wizard can preserve an amount of non-living
material for the duration of the spell. It must lie within a normal,
non-magical box that fits entirely within the area of effect. The box
has no special resistance but magical or normal wards or traps can be
freely placed on it.
After the casting, the contents will enter a state of suspended
animation and time will not affect them: fruits never rot, food remains
fresh, etc. The box becomes sealed and outside conditions do not affect
the interior.
Even the caster cannot open the box without ending the spell. The box
will hold its contents intact for one week per level of the caster. The
contents can then be placed into another box and the spell cast again or
the wizard can cast the spell again before the duration ends,
practically preserving the contents for an undefined period of time.
The material component is a normal box, which is not consumed, and a
gold coin that melts and seals the box, vanishing after the duration
expires.
Darkray's Strength of Life (Necromancy)
With this spell, the caster can alter his Strength to any value between
6 and 25 inclusive, but greater than his current Strength. In order to
do so, he must sacrifice (at the beginning of the casting) a number of
hit points equal to difference between his current Strength and the
Strength he wants.
While under the influence of the spell, the caster gains almost all
benefits from the altered Strength. He does not gain any extra attacks,
though.
Darkray's Transformation (Alteration, Evocation)
When the caster utters this spell, his whole body and gear explode in a
mass of bluish sparks. These disperse in all directions, touching items
or even living creatures, without causing any harm. They jump from one
thing to another in a mad dance for 1d4 rounds, seemingly fleeing in all
directions. During this time it is possible to dispel the magic; success
indicates the wizard reappears again near the position of a random
spark. The sparks then flee. They occasionally pop up here and there but
dispelling some of them does not affect the spell. The consciousness of
the wizard lives inside them and he can even pick up images from where
they travel.
After 3d6 hours, the sparks will all gather together in a random
position within a mile from the place of the casting. This second place
will be as safe as possible, that is it will not be in the middle of a
lake or a hostile camp. If no such place exists, for example when in the
middle of the Sea of Silt, the sparks will reunite in the original spot,
safe or not. The reunion of the sparks will cause the wizard to reform,
in the same condition as that he was in during the casting. The DM may
give the player some images his character popped up during the spell,
always from within a one-mile radius from the original casting place.
After the initial 1d4 rounds, the sparks can only be reunited when the
spell expires or with a limited wish or similar magic.
Deflect Normal Weapon Attacks (Abjuration)
When cast, this spell creates an invisible, mobile forcefield around the
recipient. This barrier has an Armour Class of 4 and a number of hit
points equal to 5 times the wizard's level. All non-magical melee and
missile attacks made on the recipient, are directed against the shell
instead. Damage from such attacks will not harm the recipient until the
wall is destroyed. This spell has no effect on any magical attacks,
which inflict full damage on the barrier and the recipient.
If an attack hits the barrier, the protected creature must make a saving
throw versus spell. If this saving throw fails, damage is rolled
normally against the forcefield (if the damage inflicted equals or
exceeds the remaining hit point total of the wall, it is destroyed, but
any excess damage does not affect the recipient at this time). If the
saving throw is successful, the attack is deflected away harmlessly.
If an attack fails to score a hit on the barrier (i.e., misses AC 4),
the attack is reflected back at the attacker; the attacker must then
make normal attack and damage rolls against himself. The material
component for this spell is a powdered black opal which is consumed with
the casting.
Detect Spell (Divination)
Spell casting leaves a magical residue in the surrounding area which
this spell is designed to detect. When the spell is cast, the wizard can
examine any spell that was cast in this area up to a limit of one week
in the past per level of the wizard.
One spell can be examined per round, with the spells being detected in
reverse chronological order. The information obtained about the spell is
as follows:
If the wizard needs to examine spells farther back in the past, then the
spell can be repeated within one day, and the wizard can pick up where
he left off.
Dheryth's Stone Integrity (Abjuration)
This spell, cast upon a volume of rock, prevents the correct operation
of transmute rock to mud spell in the following way:
Dimmable Continual Light (Invocation/Evocation)
This spell has the same effects as the 4th-level dimmable light spell
with the exceptions noted above.
Displacement [2] (Illusion/Phantasm)
This spell causes the casters image to be "displaced" so that the next
level/3 attacks miss him entirely. Because of the sheer power of this
spell, if the casting is interrupted, the caster must roll his level or
lower on 1d20 or be sent to the ethereal plane. The material component
for this spell is hide from a displacer beast or the tail of a
chameleon.
Double Fly (Alteration)
This spell is identical to the 3rd-level fly, except as noted above and
for the fact that movement is at a rate of 24. See the Dungeon Master's
Guide, page 77, for notes on aerial combat.
Doubled Magic Missile (Evocation)
This spell is identical to the 1st-level magic missile, except as noted
above and that one missile is cast per level of the wizard, with no
maximum number of missiles imposed on the wizard.
Dreamoore's Greater Eldritch Sphere (Evocation)
This spell is a similar but superior version of the eldritch sphere,
inflicting 2d6 base damage + 3 points per level of the wizard, up to a
2d6+30 maximum (eg., a greater eldritch sphere cast at tenth level of
experience does 32-42 damage points).
Dreamoore's Spellblade (Evocation)
The spellblade is a 1-foot up to 5-foot variable diameter rotating
circular blade of force which the wizard mentally commands, and he must
concentrate to maintain it (thus any successful attack against the
wizard ends the spellblade).
There are actually two variants for the spell, and the type must be
selected at the start of casting. The first strikes with a +1 to +5
to-hit bonus (corresponding to the blade's diameter) and attacks
everything within the designated area of effect. It inflicts 1d10 base
damage + 1 damage point per wizard's level. The second version directly
attacks walls of force, having a 1% cumulative chance per damage point
inflicted of bringing down a barrier. It has no effect upon other
creatures.
Dust Devil (Alteration)
This spell enables the wizard to conjure a dust devil, a weak air
elemental, (AC 2, 2d8 HP, MV 18, damage 1d4, magic weapons inflict
double damage). The dust devil appears as a small whirlwind, fifteen
feet tall, five feet in diameter at its base and twice that at its top.
It will move as ordered by the wizard but vanishes if ordered more than
30 feet from the wizard or if ordered to attack an native of the plane
of elemental air or a creature with magic resistance. It can hold a
gaseous cloud at bay, and its winds are sufficient to put out small
fires. While skimming along the ground, it will pick up loose particles
(if any) and create a dust cloud 30 feet in diameter in which normal
vision is obscured, and a wizard caught within the cloud must make a
saving throw versus death magic or have their concentration broken. The
material component of this spell is a small fan.
Dwarf Golem (Conjuration/Summoning)
This spell enables the wizard to bring to life a dwarf sized stone golem
- which has to be constructed first - with the following statistics:
Stone Dwarf Golem
AC: 2
Move: 6
HD: 10
Hit Points: 45
Number of Attacks: 2
Damage: 4-10/4-10
Special Attacks: Hurl Rocks for 2d4 points damage
Special Defense: None
Magic resistance: Special
Alignment: N
Size: S
This golem is immune to all spells that other stone golems are. It can
produce rocks from its body and throw them up to a 30-foot range. It
cannot take any other actions in any round in which it decides to do so,
however.
The construction time for the golem is 3 months. The golem costs 8000 gp
to make, and after casting, the wizard must make a 1d20 roll and add 2
to it. If the score is above his level, the spell fails and a new golem
must be constructed. If it is less or equal, the spell succeeds.
Dwarkanath's Limitator (Alteration, Enchantment)
Dwarkanath's limitator is a highly atypical spell for magic-users as it
causes the spell caster to function as a lower level wizard. All magical
abilities are affected by this spell: number of spells usable,
effectiveness of spells cast, and so forth. Non-magical skills and
abilities such as weapon or non-weapon proficiencies, languages spoken
and combat abilities are not affected by Dwarkanath's limitator.
After the spell is cast, the character immediately begins to function as
a lower level spellcaster. All spells previously memorised are not lost,
but become inaccessible (except as noted below). For example, if a
10th-level wizard casts this spell to effectively become a 4th-level
wizard, he does not forget his 4th- and 5th-level spells, nor the extra
1st-, 2nd- and 3rd-level spells memorised. At the time of casting, the
character must announce which spells he is retaining for use and which
are being made inaccessible.
In order for the wizard to regain his former abilities, the material
component (a diamond of at least 2,000 gp in worth) must be crushed. The
diamond need not be in possession of the caster during the course of the
spell, but this is generally recommended.
During the course of the spell, experience points are accumulated
normally. But, the wizard has the option of applying them to his
effective level instead of his true level (this must be determined at
the time of casting the spell - it cannot be changed mid-stream). If the
caster's effective level experience points match or exceed the actual
level, Dwarkanath's limitator will automatically terminate.
Dwarkanath's limitator has one side effect: If the caster is under the
effect of a polymorph self before casting the spell, it will last until
the termination of Dwarkanath's limitator. This can be useful when the
magic-user is disguising himself as a lower level character.
The true level of the caster cannot be determined via determine prowess
(q.v.) or through any divination magic of less than fourth level. Dispel
magic will not reverse the effects of Dwarkanath's limitator, but may
cancel the effects of any polymorph self in effect. Restoration has a 3%
chance per level of the priest of terminating Dwarkanath's limitator.
Also, wish can restore the character's actual level, but not a limited
wish. A limited wish can be used, however, to cause the caster to
accumulate experience points against the current level if such was not
the case originally.
Dwarkanath's Morphous Bolt (Alteration, Evocation)
Dwarkanath's morphous bolt is designed for the adventurous wizard that
may face any number of unknowns. Specifically, this spell creates a bolt
of some material (see below) that is projected at the target creature
unerringly. The damage caused by this spell is always the same,
regardless of the physical composition of the bolt: 1d8 for every 2
levels of the caster, up to a maximum of 12d8. A saving throw versus
death magic reduces the damage by half.
Dwarkanath's morphous bolt can be created with any variety of materials,
such as fire, ice, water, acid, stone or any other physical substance
allowed by the DM. All that is required by the spell caster is that a
sample of the material desired be used as a material component. Note
that this must be a physical material, i.e., bolts cannot be created out
of magical energy (eg., magic missile).
Creatures hit by Dwarkanath's morphous bolt suffer advantages and
disadvantages as appropriate for their nature. For instance, a fire
giant hit by a bolt of acid would take normal damage, but additional
damage from a bolt of ice. Likewise, a red dragon would take reduced
damage from a bolt of fire.
Dweomervessel (Alteration, Enchantment)
This spell must be cast on a container of some sort, no larger than a
wine cask, which has a lid or some other means of being closed up. It
takes one turn to cast the spell, preparing the container to receive
another spell, of any level below seventh, which must be cast in the
following round. If a second spell is not cast immediately, the magic of
dweomervessel will dissipate. Once the second spell has been cast, the
container must be closed immediately, or the second spell will be
activated. If the vessel is closed properly, it will effectively trap
the magic for a period of time equal to 1 hour per level of the caster.
While the vessel is closed, there is a 5% chance per hour (not
cumulative) that the magic contained therein will burst the lid or seal
of the container and be activated; otherwise, the magic will remain
trapped for the duration of the spell or until somebody opens the
container. There is a 3% chance per spell level that the magic will not
work properly, usually fizzling or causing some minor effect. Spells
requiring contact with the spell recipient will only work properly if
someone is holding the container when the spell is activated.
Area-of-effect spells will be centred on the vessel. Only one
dweomervessel spell may be cast on a single container at any one time.
If two or more such vessels are within 10 feet of each other for an
extended amount of time, the magics of the containers will start to
clash, and the chance that it will be spontaneously released is
increased to 5% per turn. The material components of this spell are a
pint of wine, a bar of soap, a powdered emerald of at least 50 gp value,
and the container itself.
Elemental Join (Alteration, Elemental, Enchantment/Charm)
With this spell, the wizard physically joins his body with an elemental.
A saving throw is possible only if the elemental is not one the wizard
has conjured. Once the wizard's body has joined with the elemental, the
wizard can use all the abilities of the elemental's body as his own,
including Hit Dice, THAC0, damage, movement and invulnerability to
non-magic weapons. However, as the wizard's body and any equipment on it
are transformed into the appropriate element and joined with the
elemental's body, this equipment cannot be used in any way while inside
the elemental's body. The only spells that can be cast are those not
requiring material components (those components are stuck inside the
elemental's body), and even then the elemental must be able to speak (I
don't think most can).
The wizard may end the spell at any time. The wizard's body appears
anywhere within 10 feet of the elemental. If the elemental is one the
wizard has conjured, he may dismiss it at the same time; if not, the
elemental is likely to be furious, so the wise wizard will be cautious.
Note that both caster and elemental will be confused and disoriented (no
action) for 1 round after the separation. The maximum duration in any
case is 1 turn per level of the caster.
There are several important things to note about this spell. First, if
the elemental's body is slain with the wizard inside, the wizard dies.
Second, if the spellcaster is attempting to take over an elemental
conjured by another wizard, the elemental gets the saving throw of its
conjuring wizard or its own (whichever is better); in either case, there
is a +2 bonus (representing the prior claim of control by the conjurer).
Third, the new body takes some getting used to; the caster is at -2
to-hit for the first 2 strikes he takes against an opponent.
Elemental Square (Abjuration)
By means of this spell, the elementalist inscribes a square into a
circle. Within the square, the wizard is protected from elementals and
elemental forces, though it is impossible to cast spells of an elemental
nature in order to attack outside the square or bring elemental forces
inside the square. The material components for this spell are a vial of
water, some dust, and burning incense, that must be placed in three of
the four corners of the square. The wizard must blow in the fourth
corner to complete the spell.
Embarrassing Fetish (Enchantment)
Sage's note: this spell leaves much room for creative spellcasting, but
is also very restricted and narrowly defined. Please read with care.
With this spell, the caster can instill in one intelligent creature an
erotic fascination with a single kind of object, behaviour (such that
the sight, smell, sound, etc.). A sample of that designated kind of
object or behaviour arouses the subject uncontrollably, and such that
erotic pleasure or orgasm is impossible without the presence of the
fetish object or behaviour.
Some representative examples of fetish objects are red hair, spiked
heels, whips, jewelled short swords, oak leaves, artificial limbs or
amputees, green tunics, tuna, cheese, sheep, gnomes, gnolls, red
dragons' tongues, royal guards in uniform, children, octogenarians,
members of one's immediate family, psionicists, rangers, mermaids,
lawful neutrals, and Red Wizards of Thay. Some representative examples
of fetish behaviours are having small insects and snails crawl all over
one's body, inflicting pain on another person, inflicting pain on
oneself, being strangled, strangling another person, being bound,
binding another person, being charmed or commanded, staging one's own
mock execution, and innkeepers' daughters pouring beer down one's chest.
This spell is extremely versatile and may be made as detailed and kinky
as desired. Extremely detailed or nearly impossible fetishes, however,
may occur so rarely or be so beyond the capacity of the subject to
locate or bring about that the spell has little effect on the subject's
life than to create enormous sexual frustration. Danger, pride, and
personal cost are not, however, enough to dissuade the subject from the
fetish once it has been made available.
This spell cannot create a fetish for an individual person or object
(Carolyn Greycloak or the Great Ruby of al-Ghasar, for example). Nor can
it, without the aid of another spell, create homosexual desires in a
heterosexual, or vice versa.
There is no saving throw per se against the fetish. Rather, upon
discovering the fetish, the subject, if strenuously disapproving, is
allowed a Wisdom check at -4. A successful check leaves the subject
humiliated but thereafter free from the fetish. A new Wisdom check may
be attempted once per day, but since fetishes gain strength over time,
the check suffers a cumulative penalty of -1 per day. A Wisdom check of
1 is always successful.
The material component of this spell is a sample, highly representative
object of the fetish, or an enactment of the fetish behaviour on the
part of the spellcaster.
Eyeray (Alteration, Metamagic)
This metamagic spell enhances the effectiveness of all ray-type spells,
such as ray of enfeeblement, the cold ray version of Otiluke's freezing
sphere, Sanh's Ray spells, disintegrate, prismatic spray, etc. The spell
causes the energies to radiate from the wizard's eyes instead of his
hands (the spell is split into two converging rays). This affords the
wizard better control of the spell, as he hits what he sees. As a
result, all saving throws against ray-type spells are made at -4. If the
wizard has only one eye, the saving throws are at -3.
One ray-type spell can be so affected per 4 levels of the wizard. When
casting a ray spell, the wizard must declare whether or not the eyeray
will be used. The spell is active until all its uses have been
exhausted. Only one casting of eyeray may be active at a time. The
material component is one pair of gems of the same colour as the
wizard's eyes per 4 levels of the wizard, and a few of the wizard's
eyelashes. The gems must be worth at least 100 gp apiece. If the wizard
is missing an eye, only one gem per 4 levels is required.
Falerin's Stolen Ability (Enchantment/Charm)
This spell allows the caster to steal one ability or proficiency from
his opponent. Exactly what ability is taken is determined by the DM.
Victims are entitled to saving throw versus spell which negates the
effect of the spell. The material component is a drop of blood, drawn in
active combat.
Fellstar's Flame Cone (Invocation/Evocation)
This spell creates a cone of fire that streaks from the wizard's hand
towards the targets; this cone is 2 feet wide at the point of origin, 25
feet wide at the base, and 10 feet long for every level of the wizard,
up to a maximum of 200 feet. Anyone caught inside the cone suffers 4d8
points of damage, plus 1 point per level of the wizard (up to a maximum
of 4d8+20); a successful saving throw versus spell reduces the damage by
half. Combustible objects must save versus magical fire or be consumed.
The material component for this spell is a handful of red dragon scales
that must be tossed in the air when the spell is cast; the scales are
consumed with the casting.
Fire Charm (Enchantment/Charm)
This spell causes a beautiful, gossamer veil of multi-hued flame to
dance around any normal fire larger than a torch flame. All creatures
within 30 yards of the fire must save versus spell or become transfixed
with the spectacle. While so charmed, creatures are subject to
suggestions of twelve or fewer words, saving at -3 for suggestions of
average reasonability and suffering this second charm for a full 1d6
rounds per level of wizard. The fire charm and suggestions are broken by
physical attack. The fire charm is also broken by obscurement of the
dancing flame.
Range: 10 feet
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 turn
Area of Effect: One up to 2x1x1 feet box
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S
Duration: 3d6 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 turn
Area of Effect: 30-yard radius
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Possible means of casting include from memory, from a scroll, and from
a natural power.
Reversible
Range: 10 yards per level
Components: V, S
Duration: 1 year
Casting Time: 1 turn
Area of Effect: One 20-foot cube per level
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>
Stone integrity grants no other bonuses to the rock and may be
dispelled. The reverse of this spell is earth integrity, and prevents
the operation of transmute mud to rock in a manner like above.
of transmute rock to mud, the latter spell automatically fails.
higher than the caster of stone integrity, the former spell has a chance
of correctly operating equal to 10% plus 10% per level that the former
wizard is higher than the latter. Even if transmute rock to mud works,
its area of effect is reduced to a percentage equal to its chance of
working. For instance, if transmute rock to mud has only a 30% chance to
work (and does), its area of effect is only 30% of what it should have
been.
Range: 20 feet per level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 90-foot radius sphere
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 1 turn + 2 rounds per level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Patrick P. Weeks <weeks@studsys.mscs.mu.edu>
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 20 yards + 10 yards per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 1-foot diameter sphere
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 50 yards
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 30 feet
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4 turns
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S, M
Duration: Until dispelled
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: 1/2
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Range: Special
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 5 yards per level
Components: V, S
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: One elemental
Saving Throw: Special
Author: Nathan Sugioka <nsugioka@cs.indiana.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 turn per 4 levels
Area of Effect: The caster
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster and one creature
Saving Throw: Negates
Author: The Wizard <ier101@psuvm.psu.edu>
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Fellstar
Range: 10 feet
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 30-yard radius
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Caster's Intelligence | Damage Bonus |
---|---|
1 | -4 |
2 | -2 |
3-5 | -1 |
6-15 | 0 |
16-17 | +1 |
18 | +2 |
19-20 | +3 |
21 | +4 |
22 | +5 |
23 | +6 |
24 | +7 |
25 | +8 |
The fist has AC 0 plus a modifier equal to the caster's Dexterity adjustment, and it has a total of 40 HP.
The material component is a fairly large area of the appropriate element and a platinum fist (100 gold) encrusted with gems (200 gold). The fist is fooled by illusions, invisibility and displacement, for example, though once the wizard is aware of the creature he may make it attack with the appropriate penalties.
For example, a 12th-level wizard, Intelligence 16, Dexterity 15, could cast it 160 feet away, attacking in a 36-foot radius sphere for 12 rounds. The fist attacking with THAC0 9, AC -1, doing 2d10+1 damage.
Flashburn (Alteration, Evocation)
This spell causes a stunning burst of fire to explode around the victim.
Such is the suddenness of this burst that any creature so struck must
make a saving throw versus paralysation or be stunned for 2d6 rounds.
While this explosive shock is intense in the extreme, it is also
confined so that others even within a couple of feet of the victim will
receive no damage. All items on the person of (or being touched by) the
victim must save versus spell or be destroyed.
The individual graced by this spell receives 1d6 (counting all ones as
twos) points of damage per level of the wizard. There is no saving throw
against the fire effects of this spell unless the creature struck is
resistant to fire. In this instance, a saving throw for half damage is
applicable. The material component of this spell is a jasper stone worth
at least 50 gp.
Range: 2 feet + 1 foot per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
Author: Roger Terrell <terrell@musky2.muskingum.edu>
Level | Strength | Level | Strength |
---|---|---|---|
9 | 9 | 20 | 18/60 |
10 | 10 | 21 | 18/90 |
11 | 11 | 22 | 18/95 |
12 | 12 | 23 | 18/00 |
13 | 13 | 24 | 19 |
14 | 14 | 25 | 20 |
15 | 15 | 26 | 21 |
16 | 16 | 27 | 22 |
17 | 17 | 28 | 23 |
18 | 18 | 29 | 24 |
19 | 18/30 | 30 | 25 |
Beyond thirtieth level, the spell has reached its maximum potential; neither duration nor effective Strength increase. The wizard is treated as a fighter of half his level when casting this spell, and the wizard may cast no other spells while using the whip (though he may prematurely terminate the spell). The material component is a whip made of braided gold and mithril fibre worth at least 200 gp.
Gem Write (Alteration, Enchantment/Charm)
This spell empowers a gem with the ability to store within its structure
written information of any kind - except scroll spells. The gem may
store a maximum of five pages of tightly written notes per level or
three spell levels per caster level. This written information is
strictly non-magically stored within the gem: it is not actually a
language or letters but it is encoded in the structure of the gem. This
code can only be read by someone who has an active gem read spell. This
spell, gem write, cannot be dispelled later by dispel magic nor by an
anti-magic shell nor any other kind of magic destroying power - unless
the structure of the gem is destroyed or significantly altered.
The gem itself is also a limit to how much it can hold. For each 50 gp
worth of gem, one page or one spell level may be stored. That means a
gem's capacity is determined by the caster's level and by its worth. The
material stored inside the gem stays within the gem indefinitely -
unless the gem is destroyed.
If a gem is not filled to capacity, there is a chance that if the gem is
altered (like cut apart or cut into a different shape), the material may
be found within a piece of the gem. The chance is equal to 100% - 1% per
percentage actually used (if a 5000 gp gem (up to 100 pages or 100 spell
levels) is made by a 14th-level caster (a maximum of 70 pages or 42
spell levels), bur filled only to 35 pages or 21 spell levels, then the
wizard would have a 50% chance to find the information in one of the
pieces of the suddenly smashed gem) - 1% per fragment of the gem (the
more fragments, the worse).
The material component is a single gem worth at least 50 gp. This gem
has to be untarnished by any flaws. This gem then has to be rolled into
a single scroll of incomprehendable magic and another scroll of
reduction.
Gifrun's Thunderclap (Evocation)
This spell opens a small gate to the quasi-elemental plane of vacuum.
Within the area of effect, all the air is suddenly eliminated. This does
not last long enough to cause asyphixiation, but the resulting rushing
of air into the area causes 1d6 damage per level of the caster (up to a
maximum of 10d6), regardless of whether or not the victim(s) require air
(even undead are affected). The rushing air also causes a massive roar,
like a clap of thunder, which will deafen victims for 1d10 rounds. A
saving throw is allowed; if successful, reduce damage to half, and the
victim is only deafened for 1 round.
The material component for this spell is a small lodestone, encased in
a legume.
Globe of Fire (Invocation/Evocation)
Globe of fire is a wizard's last line of defense. When cast, a fireball
goes off, centred on the wizard. However, the caster takes no damage
from this fireball, and can act as if the fire did no exist (i.e., can
see and hear normally). Any creature within 5 foot per level of the
caster takes 1d6 damage per level of the caster.
Notice that the actual area of effect is left up to the caster, though
the maximum size is 2 foot per level. Also, the spell lasts for a short
while, protecting the wizard from physical attacks (i.e., swords,
arrows, claws, etc., miss since the wizard is effectively shielded from
view), spells (fire based spells add an extra round per damage die, cold
base halves the duration, and all other spells are left up to the DM),
breath weapons, and gaze attacks. The material component of this spell
is a pinch of diamond dust, worth at least 400 gp.
As example, Jasper the mage is in way over his head. While travelling,
he was beset by 20 bandits. So, he casts globe of fire to keep the
attackers at bay. Since he is a 10th-level wizard, a globe of fire
springs up that is 20 feet in diameter. Anyone caught in the area of
effect takes 10d6 damage, taking half if saved.
However, note that Jasper's horse is probably dead.
Greater Aura of Protection (Evocation)
This spell is a very potent version of lesser aura of protection,
subtracting 4 from all attacks. It also grants a +2 bonus to the
caster's saving throw for any targeting attacks.
Greater Death Star (Necromancy)
A greater death star enables the caster to create one or more death
stars, fist sized balls of negative energy that slowly drain the life
from all around them. This spell can create one large star or many small
immobile ones.
Doomstar (one large): this is a 5-foot radius ball of swirling light.
This volatile globe drains life force at a rate of 1d10 + 1 HP per 2
caster levels. For example, a 10th-level wizard does 1d10+5 points of
damage per round. The doom star drains life from all within 25 feet of
it. The caster can move it 30 feet per round in any direction (even up).
The spell caster is immune to this version of the spell.
Star Swarm: this spell creates one death star per level of the caster.
See the 2nd-level death star spell for a description. These cannot be
placed within 10 feet of each other.
Both versions can be dispelled by the caster at will. Creatures immune
to death star are also immune to this spell.
Components are a drop or swamp water, a pinch of diamond dust, and
shavings from a lodestone.
Greenfire (Evocation)
On casting greenfire, a bolt of green luminescence appears from the
wizard's fingers, and impacts on the target (a successful saving throw
means the bolt missed the target, but it hit somewhere...). From this
impact point, a green sphere begins to grow, at a rate depending on the
material consumed. Items in this area of effect must save versus
disintegration every round. Items that save halt the progress of the
sphere until they fail their saving throw. Note: the spell expands for
a set time, not to a set radius, so an artifact that continues to save
will halt the growth of the sphere for the full duration of the spell.
Rate of growth:
The material component for this spell is an emerald worth at least
50 gp.
High-Energy Fireball (Invocation/Evocation)
This spell functions as the 3rd-level fireball except that the damage
inflicted is 15d6 HP.
High-Energy Lightning Bolt (Evocation)
This spell is like lightning bolt, but it does 1d8 damage per level,
with a maximum of 20d8.
High-Power Energy Bolt (Invocation/Evocation)
Except as noted above, this spell functions identically to the 3rd-level
energy bolt, but does 1d8 point of damage per level, up to a maximum of
16d8.
High-Power Lightning Bolt (Invocation/Evocation)
This spell functions as the 3rd-level lightning bolt, except that the
damage inflicted is 15d6 HP.
Improved Fire Ball (Evocation)
As its name implies, this is an improved version of the 3rd-level
fireball. It has one of two applications as chosen at the time of
casting: the first option mimics fireball in all respects except that
damage is 1d8 per level of the wizard (up to a maximum of 10d8) and
saving throws are at -1.
The second version of the spell has a 10-foot radius instead of the
normal 20-foot. Due to this reduced area of effect, damage is increased
to 1d10 per level of the wizard (up to a maximum of 10d10) and saving
throws are at -2. It is like fireball in all other respects.
The material components for this spell are a pinch of sulphur and a fire
opal of not less than 200 gp in value.
Internal Combustion (Alteration, Invocation/Evocation)
This spell causes the victims' bodies to burst into very hot flames
which have their origin within their bodies. The wizard can affect one
creature per round, up to a maximum of one creature per three levels
(round down). If the wizard takes a round to do something else, the
remaining potential of the spell is lost. However, the wizard only has
to concentrate during the actual casting of the spell, and has an
initiative modifier of 3 when attacking on subsequent rounds. Any
creature attacked is allowed a saving throw to avoid all damage, and is
immune to further attacks from this particular casting of the spell.
Those who fail their saving throw take 2 hit points of damage per level
of the wizard. On succeeding rounds, the flames continue to burn, doing
1 hit point of damage per level of the wizard. On each of these rounds,
the creature is allowed another saving throw (at the beginning of the
round) to end the spell. The flames cannot be put out by any non-magical
means. Any creature killed by this spell is completely reduced to ashes
by the flames.
Jamye's Armour Reversal (Abjuration)
This spell reverses the effects of armour worn (or lack thereof) on the
subject touched, in the sense that melee attacks that would have
normally hit the subject will miss, and melee attacks that would have
normally missed the subject will hit. For example, an AC 5 wizard that
has cast armour reversal on himself is attacked by a 10th-level fighter.
The fighter would normally need a 6 or better to hit AC 5; with this
spell in effect, the fighter needs a 5 or less to hit AC 5. Note that
this spell is more useful as the amount of armour the subject has on
decreases!
All bonuses to hit that the opponent has work in the opponent's favour,
i.e., if the aforementioned fighter had a Strength of 17 (+1 to-hit) and
a +2 weapon, these would be subtracted from the die roll - thus the
fighter would need an 8 or less to hit AC 5. Likewise, penalties are
added to the die roll, penalising the attacker as usual.
This spell does not affect missile weapons at all, nor does it affect
spell saving throws or anything other than melee weapon attacks. If the
subject of the spell is willing to have the spell cast upon him, there
is no saving throw; otherwise the subject saves as usual. The spell can
be counteracted by the usual means (dispel magic, et al.), by another
casting of armour reversal, or by the 7th-level Jamye's improved armour
reversal (q.v.).
The material components of this spell are a small magnet and a diamond
of no less than 100 gp value.
Jamye's Greased Lightning (Evocation)
This spell differs from the 3rd-level lightning bolt in the following
ways:
Kaldane's Insomnia (Enchantment/Charm)
This spell makes it impossible for the person affected to fall asleep
during the duration. A saving throw is allowed at -5, although for every
two levels of the victim this penalty is decreased by 1 (two Hit Dice
creatures save at -4, four Hit Dice creatures save at -3, etc.). Even
elves are affected by this spell. The only way to stop the effects is by
the use of a remove curse cast by someone of equal or higher level than
the wizard who cast the original spell, or some more powerful spell
(such as limited wish or wish). The material component is a handful of
rose thorns.
The reverse of the spell, Kaldane's somnolence, causes the victim to
fall asleep for the set amount of time. The saving throw for this spell,
however, is at +1 for every two levels of the victim. The victim need
not be fed while the spell is in effect, as his metabolism is
considerably lowered. Remove curse will dispel the effects. The material
component is a handful of belladonna leaves.
Kaldane's Instant Exhaustion (Enchantment/Charm)
This spell is similar to Kaldane's instant fatigue in that the victims
of the spell's effects must be within 30 feet of each other, with a
centre determined by the caster, and it affects 1d3+1 creatures per four
levels of the caster. Victims are allowed a Constitution check at -4 (+1
per four levels). Creature of size L or larger suffer fatigue if the
check is failed; smaller creatures suffer the effects of exhaustion.
They lose 4 points of all ability scores, including any bonuses gained
by higher scores, plus -4 on all attack rolls (including damage), and
saving throws. Exhausted characters will not be able to perform any
physical activity besides defending themselves for more than 1d4 rounds
or risk losing consciousness. If a character rests for one hour, and
then makes a Constitution check (using the modified score), he will
become fatigued; otherwise, the character remains exhausted for another
hour. Exhaustion will last no longer than 6 hours. The material
component of this spell is a drop of dwarf blood mixed with tree sap.
Kaldane's Sleep (Enchantment/Charm)
Except as noted above, and for the fact that this spell affects up to
2d10 HD of creatures (8+3 HD and above are unaffected), this spell is
exactly the same as the 1st-level sleep (q.v.), although elves are
affected by Kaldane's sleep. The material components are a small amount
of wine (which is drunk in the casting) and a pinch of sand.
Kalessin's Long Arm (Conjuration)
This spell allows the wizard to cast various spells requiring physical
contact at range. The wizard must have a clear view of the creature to
be "touched", and there can be no obstructions between target and
wizard.
To use this spell, the wizard first casts long arm, then whatever spell
he wants to do at range, in the following round. If the wizard is
disturbed following the casting of long arm, the spell is ruined.
Disturbance could be anything from heavy jostling, to actually taking
damage. If the target moves out of sight before the wizard can get off
the second spell, the spell is ruined. The target gets regular saving
throws for the second spell.
The material component of this spell is a jade tipped wand, which
disappears after casting.
Katrine's Deadly Sphere (Invocation/Evocation)
This is one of Katrine's nastier spells. It creates an opaque blue
sphere of force capable of moving at the same rate as the caster
(polymorphing into a faster form will not improve the sphere's speed,
however). It has a flight class of D, but can slow down and stop in one
round (speeding up is as normal). The sphere can take simple commands of
no more than two or three words (such as "attack her" or "protect me"),
and can act on its own towards its original purpose (which is to protect
the caster unless told otherwise). The sphere has 20 HP, and will last
indefinitely until the caster sends it out of its range or until it
takes in excess of 20 points of damage. The sphere has an Armour Class
equal to its caster's minus 2 (if the caster has AC 8, the Sphere has
AC 6) and its THAC0 (or to-hit table) is the same as its caster's.
The sphere can, once each round, deliver a kinetic blast at its target
which does 1d4 damage per level of its caster, or it can slam into
someone for 1d6 damage. Note that it can do either or both of these
actions in the same round, but cannot use one of them twice. The blast
can do either stun damage or killing damage (stun damage: only a quarter
of the damage done is real, the remainder simply counts towards knocking
the target out).
Any attacks that are directed at the caster can be intercepted by the
sphere if it is not slamming into an opponent, and as long as it is
within three feet of the caster at the time.
Kestrel's Skill Eraser (Necromancy)
This spell makes a character completely forget a single weapon or
nonweapon proficiency. The character thus affected forgets any knowledge
about and loses any abilities granted by that particular proficiency,
and may elect either to relearn that proficiency or to learn a new one.
This learning process, however, takes the remainder of that character's
present level. Basically, he will gain a proficiency slot when he
attains his next level.
Each application of this spell only affects a single proficiency slot.
For example, if a character had specialized in a weapon, the first use
of the spell would erase the benefits of specialization but not the
proficiency, and another use of the spell could then be used to erase
the proficiency. Similarly, a proficiency requiring two slots (healing,
for example) would only be reduced to half its normal ability check
through a single use of this spell.
Use of this spell on an unwilling recipient requires a successful to-hit
roll, and the subject still receives a saving throw versus spell. A
priest's restoration spell or a wish can restore the lost proficiency
slot immediately, if no new proficiency had been learnt yet. The
material component is a leaf from a rubber plant, which must be rubbed
on the person to be affected.
Kiri's Excellent Skill (Alteration)
This spell temporarily empowers the recipient with the ability to
temporarily use any one non-weapon proficiency of the caster's choice at
full, normal ability for the duration of the spell. If the recipient
already has the skill, it is increased by +2 for the duration of the
spell. The material component is an item related to the skill chosen.
Kiri's Protection from Seige Missiles (Abjuration)
This is simply a more powerful version of protection from normal
missiles. This spell blocks out all missiles - normal, magical, giant's
rocks, seige missiles and others. It also blocks out all magical spells
with a physical missile component (like flame arrow) but not fireball
and the like. The material component is an entire tortoise or turtle
shell.
Layla's Beautification (Alteration)
This spell grants the recipient a Comeliness of 19+1d6, with no saving
throw. The reverse, Layla's uglification, subtracts 2d12 from the
victim's Comeliness for the same duration. Layla's uglification has a
saving throw, which negates if successful.
Lesser Wildfire II (Invocation/Evocation, Wild Magic)
This spell is identical to the 3rd-level lesser wildfire I, except that
any spell of levels 1-3 can be duplicated. Any saving throws are made at
their standard values.
Liquid Form (Alteration)
This is a modified form of polymorph self in that it allows wizards to
change their form. They can still use ordinary melee weapons (swords,
maces, axes, etc.). They get a +1 to hit and cannot be disarmed.
Non-magical weapons do superficial damage: it is automatically healed.
The healing rate is 1d12 per round, and takes most of the casters effort
(he can move normally, but no spell casting or attacking is possible; he
can use magical items that use a command word only if his throat and
mouth are not damaged).
Magical weapons and spells do normal damage, except for cold based
attacks, which slow the caster as a slow spell. Any physical attacks
during this time do double damage. Multiple cold spells continue to slow
the caster. Heat spells do normal damage. Electrical attacks do no
damage. Acid attacks do double damage. If the caster is reduced to 0 HP
or below (down to -10) by non-magical attacks, the caster's form falls
apart. It takes the caster 2d10 rounds to reform and collect all his
parts. Other abilities while in liquid form allow the caster to pass
through grates, bars, or small openings at half his normal movement. All
items carried by the caster are converted to the liquid form. Magical
properties perpetuate into the new form: if the caster is carrying a
dagger, +1, and a magical blade forms from a hand, then that blade would
have a magical property of +1 as well, but only on a one-to-one basis
(if a caster had one dagger, +1, and he created two hand blades, only
one could be +1). Other items, such as a wand of lightning bolts, could
also be used in this form.
Lohocla's Mother of All Burps (Alteration)
Another odd spell supposedly from Lohocla. Like Lohocla's Deadly Bottle
Rockets, this spell requires the caster to be intoxicated. Why the
caster must be intoxicated is better understood with this spell given
its effect, but it is still a strange requirement. In any case, Lohocla
put much power in this spell in hopes that drunken wizards can still
kick some butt in bar room brawls or anywhere else.
An unusual (and disgusting) spell, this spell cannot be cast unless the
caster is under the influence of alcohol (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 unless the wizard is an alcoholic. 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 the chance of spell failure
is zero in the case of 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 percentage chance of spell failure is 100%).
The burp is in the form of a strong fan-shaped puff of nauseous vapours
(described later) originates from the wizard's mouth and moves in the
direction he is facing. The force of this "gust of wind" (about 30 miles
per hour) is sufficient to extinguish candles, torches, and similar
unprotected flames. It causes protected flames - such as those of
lanterns - to dance widely and has a 5% chance per level of experience
of the caster to extinguish even such lights. It also fans large fires
outward 1d6 feet in the direction of the wind's movement. It forces back
small flying creatures 1d6x10 yards and causes man-sized beings to be
held motionless if attempting to move against its force. It slows
larger-than-man sized flying creatures by 50% for one round. It blows
over light objects, disperses most vapours, and forces away gaseous or
unsecured levitating creatures.
The burp doesn't have a nice fresh air scent. Instead, it contains
nauseous vapours. Any creature caught within the wedge must roll a
successful saving throw versus poison or be reeling and unable to attack
because of the nausea for 1d10 rounds. Those who make a successful
saving throw are not affected.
Anybody caught in the wedge of wind may become deaf because of the burp.
A person becomes totally deaf and unable to hear any sounds. The victim
is allowed a saving throw versus spell. An affected creature has a -1
penalty to its surprise rolls unless its other senses are unusually
keen. Deafened spellcasters have a 20% chance to miscast any spell with
a verbal component.
Non-magical objects of crystal, glass, ceramic, or porcelain, such as
vials, bottles, flasks, jugs, windows, mirrors, etc. caught in the
burp's force are smashed into a dozens of pieces. Objects weighing more
than one pound per level of the caster are not affected, but all other
objects of the appropriate composition must save versus crushing blow or
be shattered. Crystalline creatures usually suffer 1d6 points of damage
per caster level to a maximum of 6d6, with a saving throw versus spell
for half damage.
Don't forgot to say "Excuse me" after the spell is over.
Lycanthropy (Alteration, Necromancy)
This spell inflicts lycanthropy on a character or creature. Since it is
non-magical in nature, this lycanthropy cannot be cured by a dispel
magic, though it can be cured in the way ordinary lycanthropy can be
healed. Note that the victim must be touched for the entire casting time
for the spell to take effect. The material component for this spell is
a lycanthrope's tooth or a fresh drop of a lycanthrope's blood.
Magic Mist (Conjuration/Summoning)
This spell summons a Class III intelligent mist from the elemental plane
of air. The creature has spellcasting ability, and can cast its own
spells as well as any spells given to it by the wizard (if the wizard
had the spells memorised when he cast the Magic Mist spell).
Other than this increased ability, these mists conform to the attacking
mist spell.
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round per page
Area of Effect: One gem
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 40 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 4-inch radius sphere
Saving Throw: 1/2
Author: Brendan Knox <bknox@dialix.oz.au>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 2-foot per level radius or less
Saving Throw: Negates
Author: Jim <pargwe@morekypr.bitnet>
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>
Range: 90 yards
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>
Range: 100 yards + 10 yards per level
Components: V, S, M
Duration: 1 round per 3 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Unknown
Notes: the sphere begins at a 1-foot radius, and does not appear until
the bolt either strikes something solid or reaches maximum range. The
point of origin of the sphere remains constant, even if in midair.
Range: 10 feet + 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-foot radius sphere
Saving Throw: 1/2
Author: Unknown
Range: 40 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 10 feet + 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Francois Menneteau <mennetea@acri.fr>
Range: 10 feet + 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-foot radius sphere
Saving Throw: 1/2
Author: Unknown
Range: 20 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 5 yards per level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One creature per 3 levels
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Special
Author: D.J. McCarthy <dmccart@modl01.intel.com>
Range: 40 yards + 10 yards per level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: 1/2
Author: D.J. McCarthy <dmccart@modl01.intel.com>
It conforms to lightning bolt in all other respects.
Reversible
Range: 40 yards
Components: V, S, M
Duration: 1 day per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 30 yards
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 20 feet
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Tim Prestero <ez003387@george.ucdavis.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10-foot radius
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Person touched
Saving Throw: Negates
Author: Thomas Watson <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Person touched
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>
Reversible
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: Special
Author: A.C. <ac001@freenet.carleton.ca>
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V
Duration: 2 turns per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Joseph Dubois (Scooby) <jdubo.wbst102a@xerox.com>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10x50x50-foot wedge
Saving Throw: Special
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 20 minutes
Area of Effect: Creature touched
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: Unknown
Intelligent Mist | Class I (Messengers) | Class II (Guardians) | Class III (Monarchs) |
---|---|---|---|
Environment | Plane of Air | ||
# Appearing | 1 | ||
Intelligence | 10-12 | 13-15 | 16-19 |
Alignment | Neutral | ||
Hit Dice | 2 | 4 | 6 |
Armour Class | 4 | 2 | 2 |
THAC0 | 17 | 15 | 13 |
1 | 2 | 1 | |
Damage Attack | 1d2 | 1d6 | 1d6 |
Special Attacks | Suffocation | Suffocation | Suffocation, Spellcasting |
Special Defense | Dissipate | ||
Exp. Points | 300 | 800 | 2500 |
Intelligent mists are normally solitary creatures who exist on the elemental plane of air. They normally only occur on the prime material plane when summoned by a talking mist, attacking mist or magic mist spell, which summon a mist of class I, II, and III respectively.
Combat: messenger mists (class I) only attack in self-defense, and even then they can avoid a conflict by dissipating. Guardian mists (class II) attack by making whip-like appendages semi-corporeal. On an attack roll of 20, the mist has succeeded in either suffocating its enemy which causes 1d6 point damage for each roll (no attack roll necessary) until the victim is dead or the mist is destroyed.
When a mist's hit points reach 0 on the prime material plane, the creature is not killed, but is sent back to it own plane. Killing it on its own plane does kill it.
Monarch mists (class III) have the following spells which they can cast once per day: wall of fog; fog cloud; darkness, 15-foot radius; gust of wind; wind wall and lightning bolt. They cast these as 7th-level wizards.
The material component for a magic mist spell is a piece of paper with the orders for the mist written on it, which must be burnt in the casting. The ink used must be extracted from rare berries, worth at least 20 gp.
Drink Type | Quantity Present | |||
---|---|---|---|---|
1 cup | 1 bottle | 1 keg | Barrel or larger | |
Beer | 1d3, .5 | 1d4, 1 | 1d4, 2 | 2d4, 4 |
Ale | 1d4, 1 | 1d4, 2 | 1d6, 3 | 3d4, 4 |
Wine | 1d4, 1 | 2d4, 2 | 2d4, 3 | 2d6, 4 |
Mead | 1d6, 2 | 2d6, 3 | 4d4, 4 | 3d8, 5 |
Liquor | 1d10, 2 | 3d6, 4 | 2d12, 5 | 5d8, 6 |
Amounts of damage are added, and blast radius is determined by using the greater radius. For example, if the spell were directed at a table with three glasses of wine and a bottle of whisky, the blast radius would be 4 yards and the damage caused would be 3d4+3d6. A liquor cabinet or wine cellar has the potential for much destruction with this spell.
Beings within the blast radius may make a saving throw versus spell to take only half damage, unless they were drinking from an exploding liquid at the time, in which case they must save or take double damage (double from that explosion only).
The explosion may cause incidental fires, and tends to leave behind rays of black carbonization on materials within the radius.
Master of Arms (Alteration)
The recipient of this spell temporarily gains an extra proficiency in
any single weapon up to a double specialization. Note that the spell may
also enable the recipient to use an otherwise non-proficient weapon. The
spell lasts for its duration or until another weapon is used by the
recipient. Up to three of these spells may be stacked on a single
weapon, transforming a non-proficiency into a double specialization. The
material component is the weapon in which the proficiency is to be
gained, which must be touched by the recipient of the spell and is not
consumed in the casting.
Matthew's Hellfire (Elemental (Fire), Invocation/Evocation)
This spell causes white-hot flames to appear around an opponent's body,
causing 1d6+1 points of damage per level of the caster. A saving throw
for half damage is allowed, at a -2 penalty. The material component is
a small ruby of at least 100 gp value.
Matthias' Rainbow Doom (Invocation/Evocation)
This spell creates 8 types of attacks and hurls them into the target
area. The attack forms are: cold, fire, electricity, acid, poison, magic
missile, energy drain, and physical blow. Any creature hit will be hit
by 1 to 6 types of attack, and each attack does 1 HP per wizard level,
maximum of 30 HP per type. Note that the creature can be immune to some
attacks and not others. A successful saving throw reduces each type of
damage taken by half.
Meillikhom's Room of Seclusion (Alteration)
With this spell, the wizard can create an extra-dimensional room (5-foot
cube per level) with one side adjacent to an unbroken 10x10 feet square
(i.e., one that has no doors, windows, or other such openings). The
surface area (which must be touched) now acts as a phase door into the
secluded room. The room can be of any shape and size up to the limit of
the spell but at least one side must be at least a 10x10 feet area.
Thus, the room could be rectangular, pyramidal, hemispherical, etc. The
room lasts for 1 week per level of the wizard, or until dispelled.
The wizard may bring any item, materials, etc. as he desires into the
room, so long as the object can fit through the phase door and is
touched by the wizard (and only by the wizard).
At the end of the spell's duration, anyone or anything still within the
room is now trapped in that extradimensional space. escape is only
possible through other extraplanar travel. This also occurs when a
dispel magic or similar magic is cast against the phase door area.
The phase door itself is detectable by any means available that can
detect magical auras, but the room itself can only be contacted through
extraplanar means. Spells such as clairvoyance and clairaudience will
not detect the extraplanar room but will instead detect whatever was on
the other side of the phase door surface.
The material component of this spell is a miniature hollow golden cube
of at least two inches.
Mental Ledger (Alteration)
This spell enables the wizard to record spells in an unused portion of
his brain, just as if it was recorded in a spellbook. The wizard can
record three spell levels for each level of experience. This will enable
the wizard to memorise spells as if the wizard were reading the spells
from a spellbook.
If the wizard wishes to change the spells memorised therein, then the
wizard must recast mental ledger to change the contents. The casting
time of the spell is one hour per spell level to be memorised.
The material components of this spell is a slate of pure quality lead
crystal of no less than 5000 gp value which disappears after the spell
is cast.
Meral's Minor Bang (Evocation)
This spell brings into being a microscopic quantity of anti-matter
wherever the wizard decides within range. The anti-matter will detonate
instantly with whatever matter happens to be there, doing considerable
damage to creatures, depending on the range from the blast. If it
materializes in a vacuum, embedded in a force field, or other place
without matter, the spell dissipates. The major effect is to cause a
fireball-like blast affecting things within 20 yards of ground zero,
causing 1d6 points per level of the wizard, up to a maximum of 12d6,
with a saving throw for half damage. Targets immune to fire or normal
physical attacks take only half of the result, and targets immune to
both take none.
The spell will also affect creatures made of living tissue as follows,
depending on the distance from the centre of the blast:
Creatures not made of flesh, like xorns, but that still see using eyes,
are affected by the blindness only, not by the radiation. Creatures such
as elementals or golems are unaffected by either. Undead and creatures
from the lower planes are not blinded by the light, but take extra
damage from it of 3d6, 2d6, 1d6, or nothing depending on their distance
from the targeting point of the spell.
The wizard can optionally materialize the anti-matter inside a creature
or thing. A creature gets a saving throw versus petrification, and an
object a saving throw versus crushing blow. If it fails, it takes double
damage, but all others automatically make the saving throw for half
damage and one saving throw against the radiation. This version works
only against corporeal creatures. Against fortifications, the spell does
one structural point per level if materialized inside, half damage
otherwise.
The material component of the spell is a mushroom.
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: Person touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: Nathan Sugioka <nsugioka@cs.indiana.edu>
Range: 10 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One 10x10 feet square
Saving Throw: 1/2
Author: Matthias
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 turn
Area of Effect: 10x10 feet square
Saving Throw: None
Author: Lynn Sargent <lsargent@peruvian.cs.utah.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
The target must make a separate saving throw for radiation and for
blindness damage, and if it succeeds it keeps making saving throws until
it fails. Each success reduces the effect to that of one level farther
out. The radiation passes through solid objects, but each 6 inches of
stone or yard of water reduces the effect to the next outwards level. A
sufficiently wide barrier, such as a wall, will eliminate the blindness
entirely.
Wizard's Level | Metals affected |
---|---|
9-11 | soft metals (but not gold) into iron and vice versa |
12-13 | iron to steel and vice versa |
14-15 | steel to mithril |
16-17 | mithril to adamantine |
18+ | adamantine to hizagkuur or black iron, as in an Ironstar mace |
The last entry is placed so high due to the fact that hizagkuur metal has highly anti-magical properties (see Dwarves Deep), and it has to be changed in a red or white hot state so it will be affected by it. Black iron is an invention of the Ironstar clan and is a very rare (and now not so rare any more) metal normally found only in the possession of the Ironstar clan.
If the item to be transformed is a magical item it gains a saving throw versus spell as its creator. If this succeeds, the caster suffers a backlash of 1d10 hit points of damage per level which is required to transform the metal, but the item is not transformed. If it fails, the caster still suffers damage, but the item is transformed. The caster does not gain a saving throw to reduce the damage.
The casting time is one round per pound of metal per level required to change it, so a caster trying to change mithril to adamantine would have to cast 16 rounds per pound to be changed. The transformations above cannot be compressed into one change. Thus, to change iron into hizagkuur, one would have to transform the metal four times (and try to heat adamantine until it is red hot - you would probably need dragon breath).
The material component is a tiny bit (about a nail size) of the metal to be affected and another bit of the type it is to be changed into.
Mikkis' Cloak of Electricity (Abjuration, Alteration)
This spell surrounds the caster with strokes of lightning. Everyone who
attacks the wizard with a metal or natural weapon, or is attacked by the
wizard, instantly receives 1d4 points of damage +1 point per level of
the caster.
The spell also makes the wizard almost invulnerable to all electricity
based attack forms. However, there is a 10% chance plus or minus 2% per
level of difference between attacker and the wizard, that such an attack
will penetrate the cloak, in which case the spell will discharge upon
the caster. When this happens, the caster receives normal damage plus
the damage from the original electrical attack, i.e. 1d4 +1 per level
plus the damage from that lightning bolt. During the spell's duration,
all electricity based spells cast by wizard will systematically fail.
The material components are a bit of fur and an amber, crystal or glass
rod.
Mikkis' Porter (Conjuration/Summoning)
This spell summons a servant from elemental plane of air. This servant
can be ordered to carry items for caster, force open doors, bend bars or
lift heavy items. To determine the changes of success and weight
allowance, the servant is considered to have Strength 18/01, which is
improved by one category per level beyond 9th.
The servant is invisible and can only be hit by weapons of +1 or better
enchantment. It has AC 0 and 3d8 HP + 1 point per level of the caster.
All saving throws are equal to those of the caster. The servant isn't a
true creature, but merely a form of elemental power of air, summoned and
controlled by the caster. Therefore, it cannot be used to attack
anything. The porter has movement rate of 24.
The material component of this spell is a burning incense and short bent
bar of iron.
Mikkis' Probability Control (Alteration)
This spell determines where and exactly how a specific spell hits a
single target. With this information the caster gets several benefits
when he casts the same spell on the same target again.
If the spell requires a to-hit roll, each successful casting makes the
next casting easier to hit by cumulative 1% per level of the caster. If
spell does damage, after each successful hit, the next hit will cause
cumulative 1% per level of the caster of extra damage. The target's
saving throw for half damage will also be penalized by cumulative 1% per
level of the caster. If the target has magic resistance, each successful
casting will lower it by a cumulative 1% per level of the caster.
Minor Wish (Conjuration/Summoning)
Though minor wish is a weaker version of limited wish, it is still a
potent spell in its own right. Any spell effect up to fourth level can
be duplicated with minor wish. Examples of other effects possible with
this spell are limited teleportation (line of sight or well-known
location only), summoning a personal item, etc. This spell cannot raise
dead like limited wish, but it can be used to increase the chances of a
resurrection attempt succeeding. Like all wish-type magics, careful DM
adjudication is required.
Miranda's Magestorm (Evocation)
Beginning the round after Miranda's magestorm is cast, the caster begins
firing two lightning bolts per round at any targets within range. The
total number of bolts he may fire is equal to one half of his level,
rounded up, and the damage each bolt inflicts is 1d4 per caster level
(save versus spell for half damage for that bolt only).
The caster must discharge both bolts each round (either at targets or
simply into the air or ground). If he is unable to do so (stunned,
unconscious, dead, held, etc.) then he suffers the damage the bolts
would normally inflict himself. Note that simply being damaged during a
round does not prevent the release of the bolts. Full movement is
possible while throwing the bolts, but other actions, such as attacking
or spellcasting, are not. Each bolt requires the wizard to make an
attack roll, counting only Dexterity and magical bonuses to Armour
Class. The caster is not penalized for making two attacks per round.
Each bolt dissipates when it strikes its target. If it misses, then it
rebounds to the full extent of its range (80 feet).
The material components for this spell are a bit of fur, two finely
crafted silver spheres, no less than 1 inch in diameter, and a silver
pin for each bolt the caster intends to unleash. The fur and the pins
are consumed in the casting, but the spheres are not.
Missile Multiplication II (Alteration, Evocation)
A missile must be fired within the next twelve seconds. This spell makes
3d6 missiles out of one. Unlike the 4th-level version, the 5th-level
version of this spell will multiply "abnormal" missiles, like poison
darts, ballista bolts, catapult rocks and other such things. All other
effects are similar to the spell of fourth level. The possibility of
using lethal poison is at the DM's option.
Mordenkainen's Immediate Discharge (Alteration, Metamagic, Wild Magic)
This spell causes the wizard to immediately discharge all spells that he
currently has memorized forward in a 10 yard radius. All within the area
of effect are subject to the effects of all spells of fifth level or
lower that the caster has memorized. Spells of a level higher than 5 are
discharged without effect. Recipients are entitled to only one saving
throw which protects them from the effects of all lesser-level spells
for which there is a saving throw. After casting this spell, the caster
is knocked unconscious for 1d4 rounds (70% chance) or be driven insane
for 1d4 days (30% chance). Spells requiring material components go off
only if the caster is actually carrying the components, which are
expended. If the caster is not carrying the components for a spell, the
spell goes off in a blast of wild magical energy, inflicting one point
of damage per level of the spell to all within spell range, including
the wizard.
Muier's Flame Sculpture (Evocation)
This spell creates a huge ball of fire that can be shaped into any form
the caster wishes. For example, the flame sculpture could be changed
into a table, ladder, bucket, stilts, or cane, all sculpted from raw
flame. However, all sculpted objects, having been formed from solid
flames, will cause damage and ignite combustibles as normal fires would.
Any creature in contact with a flame sculpture takes damage equal to the
caster's level per round of contact, save for half damage. Any
combustible item must save versus magical fire or be incinerated. Only
the caster himself and any items in contact with his body are immune to
the flames' effects.
The flame sculpture can be as large one cubic foot per level of the
caster. Once an object is formed, it cannot be re-sculpted during the
remaining duration of the spell. The object created must be fairly
rigid, have no moving parts, have no sharp point or edge, and have no
fine details. Therefore, a rope, sword, chariot, or accurate statue
could not be created. No sculpture can be harmed by anything other than
water; to destroy a flame sculpture, it must be immersed in a number of
gallons of water equal to the caster's level.
The material component of this spell is a drop of wine.
Nancy's Improved Silence (Alteration)
Except as noted above, this spell is the same the 2nd-level priest spell
silence, 15-foot radius.
Negate Magic Resistance (Abjuration)
This spell causes all hostile creatures within the spell's range to
suffer a penalty to magic resistance checks of 5% per level of the
wizard. The reverse of this spell, bestow magic resistance, confers
magic resistance of 5% per level of the wizard on all friendly creatures
within the spell's range. Note that "friendly" refers to the perception
of the wizard; thus, a party member who was secretly planning to stab
the wizard in the back would still receive protection from the spell.
The material component of this spell is a bit of gum.
Nightmare (Enchantment/Charm)
This dreadful spell causes its victims to suffer from wracking
nightmares the night after it is cast, robbing them of any benefit of
sleep. A saving throw versus death magic negates the spell's effect.
If the saving throw is failed, the victim must make another saving throw
each following night with a +2 cumulative bonus to avoid recurrences.
Once a successful saving throw has been made, the nightmares cease.
Since the recurring nightmares are non-magical, the victim gets the
equivalent of 1 hour of sleep per 2 hours.
If another nightmare spell is cast on a victim before he has
successfully saved against recurrences, he must save at -4, with this
penalty being applied against his subsequent saving throws. This penalty
is non-cumulative, i.e., additional castings will not increase the
penalty to worse than -4. The material component of this spell is a
black mithril statuette of a nightmare worth at least 100 gp per level
of the wizard.
Noska Trades' Bizarre Insemination (Conjuration, Necromancy)
This spell enables the wizard to impregnate the recipient, be it man,
women, or beast, with either the prodigy of the wizard, or a type I or
type II monster of choice.
The impregnation forms anywhere on the creature, just under the skin.
Over a period of one month the impregnation grows, causing great pain to
the recipient. The damage is 1 HP per day for the first 23 days and 2 HP
per day for the next 4 days. On the 28th day the impregnation breaks
through the skin of the spell recipient, doing 5d4 HP of damage, and
appears as an infant of the creature chosen.
Physically removing the impregnation prematurely instantly kills it but
also does 4d4 HP damage to the recipient. Dispel evil cast in the first
week of impregnation will eliminate the effect.
The wizard needs to know only the name of the recipient and must possess
some material of the type of creature being created and some material
that was possessed by the spell recipient (which includes hair, etc.)
within 24 hours of casting.
Ouija Board (Divination, Necromancy)
By means of this spell the wizard and a co-caster may vocally ask
questions of the spirit of a dead creature and receive answers through
the Ouija board according to the knowledge of that creature. Unwilling
spirits may attempt to fight the power of the Ouija board and may save
versus spell as they would have saved just before they died, and willing
spirits will not be able to find the Ouija board 10% of the time (-1%
for every ten years dead).
The Ouija board is an oval slab of polished wood upon which are carved
the numbers and letters of a writing system. In the first round this
spell is cast, the carvings on the board will change to represent the
letters and numbers of the writing system of the creature being called.
Note that at least one of the wizards will need to be able to read that
language in order to understand the spirits answers. Also on the board
are the words "yes" and "no" for answering simple questions quickly.
These are always in the same location, so a wizard asking a spirit
yes-or-no questions need not be able to converse in that spirit's
language. While both wizards hold opposite ends of a mithril triangle to
the face of the board in which a hollow circle is inscribed, the spirit
pushes the hollowed circle over the desired symbols.
If two or more necromancers use the Ouija board together, the wizard's
level is treated as the sum of both. Otherwise, the co-caster is
ignored, though this individual must still be a wizard.
Occasionally, the spirit may be yanked from the board by another, or may
grow disinterested in the conversation. The chance that a spirit will
"stay with it" for each minute of conversation is (10xlevel)% for the
first minute minus a cumulative 10% for each additional minute. Long
dead creatures will be more difficult to contact and keep "on-line" once
contacted.
Having a part of the skeleton of the creature being contacted or being
at the place of death or main place of living or place of burial also
helps somewhat (+50% for contact and staying).
As a final note, it should be remembered that the Ouija board is a
powerful magical item linking the prime-material plane to the various
spirit domains including the plane of the dead. Powerful spirits have
been known to use such a board as an exit from their final places of
rest.
Paithan's Hot Streak (Alteration, Enchantment/Charm, Wild Magic) and Orlando de la
Cruz
This extremely potent spell gives the target a run of good luck. This
run of luck is accomplished by applying the margin by which each die
roll is succeeded as a modifier to the next. If the first die roll after
the spell is cast is failed, the spell dissipates without effect.
However, if this roll is successful, then the margin of success is taken
as a modifier for the next roll. The spell will expire at the end of the
duration (that is, after 1d6 rounds + 1 round per level), or upon the
first failure of a die roll.
Note that this spell only applies to die rolls which have the concept of
success versus failure. For example, the spell will apply to to-hit
rolls, but will not apply to damage rolls. Other common die rolls to
which this spell applies include thieving skill rolls, saving throws,
and proficiency checks.
Modifiers on d20 rolls are converted to and from percentile rolls at a
rate of 1 per 20 = 5%. For example, if a d20 roll is made by a margin of
six, and the next roll is on percentile dice, the modifier would be 30%.
Conversely, if a percentile roll is made by 36%, and the next roll is an
1d20, the modifier would be 7 (percentile modifiers are rounded to the
closest 5%).
Regardless of the modifiers being applied to the roll, a natural roll of
1 on 1d20 or 01-05 on percentile dice will fail and break the streak. Of
course, if low is good on a given roll, these failure numbers will be a
natural 20 or 96-00.
When a hot streak ends, there is a chance that there will be a
probability backlash. There is a 5% chance per roll affected by hot
streak that the subject will automatically fail on the next die roll
after hot streak is over.
The reverse of this spell, Paithan's cold streak, causes the victim to
have a penalty applied to each roll that is equal to the margin of
failure on the previous roll. A successful roll will break the cold
streak. The victim is allowed a saving throw versus spell which, if
made, negates the spell. However, if the saving throw is failed, the
margin of failure is immediately used as the penalty on the next die
roll. Like its reverse, a cold streak is broken if a critical roll is
made (a 20 on 1d20 or 96-00 on percentile dice). Similarly, when the
streak is broken, the probability backlash may cause the next roll to
automatically succeed.
A cold streak cannot be ended prematurely by dispel magic. A remove
curse has a base 55% chance to remove the spell, modified by plus or
minus 5% per difference in the levels of the casters (cf. dispel magic).
Pentagram (Abjuration)
By means of this spell, the wizard inscribes a pentagram inside which he
cannot be harmed by non-elemental forms of magical energy, though
neither can he attack with such spells. An Intelligence check must be
made to determine whether the inscriptions were made correctly. The
material component for this spell is the dust of three emeralds to be
sprinkled inside the pentagram.
Phantasmal Force II (Illusion/Phantasm)
Upon the casting of this spell, an illusion is generated which may
attack all believing creatures within a five foot per level radius of
the illusion's epicentre which itself must be within 50 feet of the
wizard. Creatures within the radius must make an Intelligence check (at
a modifier ranging from -5 to +5, depending on the plausibility of the
illusion) or believe in the illusion's reality. Creatures which make
their Intelligence checks may save versus spell or suffer the illusions
effects despite their disbelief. The illusion may cause up to 1d6 damage
per creature for every round such creatures are in the radius. The
wizard must maintain concentration for the duration or the magic will
dissipate. The material component for this spell is a bit of fleece.
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Samuli Mattila <zam@vinkku.hut.fi>
Range: 5 yards per level
Components: V, S, M
Duration: 12 hours
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Samuli Mattila <zam@vinkku.hut.fi>
Range: Unlimited
Components: V, S
Duration: 5 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Samuli Mattila <zam@vinkku.hut.fi>
Range: Special
Components: V
Duration: Special
Casting Time: Variable
Area of Effect: Special
Saving Throw: Special
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 80 feet
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One target per bolt
Saving Throw: 1/2
Author: The Ghost <c572909@mizzou1.bitnet>
Range: 0
Components: V, S
Duration: One fifth round
Casting Time: 6
Area of Effect: Missile touched
Saving Throw: None
Author: Jay <krzyston@garfield.cs.wisc.edu>
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: The Wizard <ier101@psuvm.psu.edu>
Range: 30 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 8
Area of Effect: Special
Saving Throw: Special
Author: Calvin (Azrael)
Range: 120 yards
Components: V, S
Duration: 4 rounds per level
Casting Time: 3
Area of Effect: 25-foot radius sphere
Saving Throw: Special
Author: Brian Graham <graham@oyster.smcm.edu>
Reversible
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: 10-metre radius sphere
Saving Throw: None
Author: Unknown
Range: 1 mile
Components: V, S, M
Duration: 8 hours
Casting Time: 1 turn per level
Area of Effect: One creature per 2 levels
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: Special
Components: V, S, M
Duration: 1 month
Casting Time: 6 hours
Area of Effect: One creature
Saving Throw: Negates
Author: Noska Trades
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1d10 rounds
Area of Effect: Corpse touched
Saving Throw: Special
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Reversible
Range: 0
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Gary Dearman <gdearman@umiami.ir.miami.edu>
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 50 feet
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: 5-foot per level radius
Saving Throw: Special
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
D20 Roll | Insanity | D20 Roll | Insanity |
---|---|---|---|
1 | dipsomania | 11 | dementia insanity praecox |
2 | kleptomania | 12 | lunacy |
3 | schizoid | 13 | paranoia |
4 | pathological | 14 | manic-lair depressive |
5 | monomania | 15 | hallucinatory |
6 | catonia | 16 | sado-masochism |
7 | melancholia | 17 | homicidal |
8 | megalomania | 18 | hebephrenia insanity |
9 | delusional | 19 | suicidal mania |
10 | mania | 20 | schizophrenia |
A person affected by this spell will not notice anything different about himself, and - depending on the type of insanity - those around him may not notice any difference. The insanity is permanent until negated by a heal, restoration, limited wish, wish, or a successful dispel magic.
The material component of this spell is a nut shell from a tree standing alone in a field or plain, picked on a new moon, using a clean, white glove.
Level of Recipient | Spells transferred |
---|---|
1-2 | One 1st-level spell |
3-4 | Two 1st-level spells |
5-6 | Two 1st- and one 2nd-level spells |
7+ | Two 1st- and two 2nd-level spells |
Only spells with casting times up to 1 round can be transferred (i.e., find familiar, identify, Leomund's trap, strength, etc. cannot be transferred). The transferred spells variable characteristics (range, duration, area of effect, etc.) function according to the level of the wizard originally transferring the spell.
A wizard who transfers spells to another creature loses the number of spells he has transferred until the recipient casts the transferred spells or is slain. For example, a 9th-level wizard with four 1st- and three 2nd-level spells transfers magic missile, charm person, and invisibility to a 6th-level thief. The wizard now has only two 1st- and two 2nd-level spells, until the thief casts some of the transferred spells. If the thief casts magic missile and invisibility, the wizard now has three 1st- and all his 2nd-level spells (three).
The casting time is 1 turn plus 1 round for every spell transferred. The material components are a drop of the wizard's and recipient's blood.
Plane Shift (Alteration)
This spell is similar to the 5th-level priest spell plane shift. The
caster can shift up to seven other people with himself to another plane,
or can attempt to use it in combat against an unwilling target. If used
in combat, a successful to-hit roll is required and the target also gets
a saving throw against spells to avoid the effect. The spell only shifts
to an adjacent plane. For example, if cast from the prime material one
can only go to the astral or the ethereal. If cast from the astral one
can go to any of the outer planes, but only to the uppermost layer.
Further, unless the caster has actually been to the plane or has scried
it, the arrival point will be random. If the caster has been to or
scried the desired location on the plane, the arrival point will be 0-99
miles from the desired location (this applies when plane shifting home
as well).
Pobithakor's Protection (Abjuration)
This is an improved version of Pobithakor's pacifier. When the wizard is
affected by Pobithakor's placer, this spell can be cast so that the
wizard is not pulled to the wizard's location. This spell simply stops
the effect from occurring at all.
This spell can also be cast to return a scrying portal to one-way only
after it has been affected by Pobithakor's tracer without having to
resort to dispel magic.
Poison (Alteration)
This spell changes a small portion of food or drink into deadly poison.
Anyone eating or drinking even a small portion of the poisoned substance
must save versus poison or die in 3d4 rounds. The spell affects all food
and drink in a 10x10-foot square. If the drink affected is part of a
larger body of liquid (only part of a wine keg is in the area), then the
poison in this item will either have a reduced effect, or no effect
(DM's discretion). This spell cannot be used to create pure poison.
Already poisoned substances are not affected, even if the poison
contained is much weaker than the poison that would be created by this
spell.
Programmable Dispel Magic (Abjuration)
This spell is a more refined version of dispel magic. The spell allows
the wizard to specify the exact conditions under which it will manifest
its effects, much like a contingency, but without that spell's side
effects.
Instructions may contain one word per level of the wizard. Some examples
follow:
The material components are a silver candle snuff, a scroll made of
vellum prepared from disenchanter skin and ink prepared from
disenchanter blood, and the crushed lens from a beholder's central eye.
The cost is 100 gp per word, and the scroll is consumed in the casting.
The candle snuff is not destroyed.
Protection from Cold (Abjuration)
When cast on a subject, this spell will absorb cold damage up to 20 hit
points per level of the wizard. It persists until it has absorbed this
amount of cold damage, after which the spell terminates. The material
component of this spell is a warm vest.
Protection from Electricity (Abjuration)
When cast on a subject, this spell will absorb electrical damage up to
20 HP per level of the wizard. It persists until it has absorbed this
amount of electricity damage, after which the spell terminates. The
material component for this spell is a potsherd of porcelain.
Protection from Fire (Abjuration)
When cast on a subject, this spell will absorb fire damage up to 20 hit
points per level of the wizard. It persists until it has absorbed this
amount of fire damage, after which the spell terminates. The material
component of this spell is a thick glove.
Protection from Poison [1] (Abjuration)
When cast on a subject, this spell will activate the next time an
attempt is made to use any form of poison against the subject. The spell
will cancel out the poison, after which it will be used up. The material
component of this spell is the tail of an adder.
Protection from Poison [2] (Abjuration)
This spell totally protects its recipient from all forms of poison
except the most powerful. The recipient is immune to all poisons except
those with a saving throw modifier of -2 or more. Against these poisons,
the recipient gains a +8 to the saving throw. Against poisons that do
not normally allow a saving throw, the recipient is allowed a normal,
unmodified saving throw. Natural poisons of very powerful creatures
(Lolth, powerful fiends, etc.) are normally not affected by this spell
(at the DM's discretion).
Protection from Psionics (Abjuration)
This spell protects its recipient against all psionic powers. The
material component of this spell is a metal helmet.
Psionic Barrier (Alteration)
This spell allows the creation of a psionic barrier. No psionics can
pass through the barrier. Psionics still function inside. The barrier
stops psionic scrying, teleportation, dream travel, dimension door, etc.
If someone has tangents established, they are broken if they cross the
plane of the barrier. If someone who is contacted crosses the barrier
the contact is broken. Also, someone who is maintaining a power on
himself must make a new power score check for each power as he crosses
the barrier and pay the initial cost for each power. If someone is
maintaining a power on someone else the power is "cut off" and contact
is broken (if established). In order to erect this barrier an inlaid
circle of unbroken metal must be used as the outer edge.
Quentin's Accumulation (Alteration)
While this spell is in effect, the wizard casting it is able to cast any
two spells of first through third level (or the same spell twice) which
are not normally cumulative, and they will accumulate. Only the effects
of the two spells are cumulative - duration and range are determined for
both spells, and the longer and larger of the two are used. This spell
remains in effect until two such spells are cast or until one turn
passes, whichever happens first. The material component is a small flask
filled with oil and water, which is shaken vigorously when the spell is
cast.
Random Spell III (Invocation/Evocation, Wild Magic)
This spell is identical to the 1st-level random spell I, save that it
duplicates the effects of a 6th- or 7th-level spell.
Rathe's Contingency Trigger (Alteration)
The contingency trigger functions identically to the 3rd-level Rathe's
trigger, with one exception: a condition may be applied to the
triggering of the spell (for instance, "trigger only if a man wearing
green enters the area", or "trigger if anything made of gold enters the
area"). Note however that the spell's "perception" is restricted to the
area of effect. The spell cannot perceive intangibles such as class,
level, or alignment. The material component is as Rathe's trigger, but
must be worth twice as much.
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Negates
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1/2
Area of Effect: The caster
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Range: 35 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: One 10x10-foot square
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 2 turns per level
Area of Effect: 10-foot radius
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
The spell must be cast on an object or place and can affect all magic
within 10 feet. Magic cast by other wizards will resist being dispelled
as per dispel magic, unless those wizards collaborate with the wizard in
the spell's preparation.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 10 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>
Range: 20 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Up to 20-foot radius sphere
Saving Throw: None
Author: Brian J. Toleno <brian@opus.chem.psu.edu>
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 5
Area of Effect: One spell
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 3 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One cube foot per level maximum
Saving Throw: Special
Author: Aaron Sher <ars3_cif@uhura.cc.rochester.edu>
Level of Recipient | Spells transferred |
---|---|
1-2 | One 1st-level spell |
3-4 | Two 1st-level spells |
5-6 | Two 1st- and one 2nd-level spells |
7+ | Two 1st- and two 2nd-level spells |
Such failure can be something spectacular (like a wild surge) or it can just do nothing. A successfully cast spell is cast as if the original caster had cast it - not as if the target creature had cast it. Thus, the level of effect of the spell is dependent on the original caster.
It is possible to steal several skills from one or several sources with successive spells to be placed into the same target creature. A target creature can hold a maximum of one additional skill per level maximum.
If this maximum is breached, the creature has to succeed at one saving throw versus spell per round per additional skill with a -1 per additional skill (a 3rd-level target already has three skills and suddenly gets two additional skills, it has to succeed at five saving throws versus spell per round with a -5 per saving throw). If any of these saving throws fail, the target is feebleminded and confused until a heal and restoration are cast on it.
The material components are two magnets (lodestones) which are stoneshaped into the appropriate forms of the source and the target creature (they don't have to pieces of art but they have to be recognisably the same). These lodestones are connected by a mithril rod worth no less than 500 gp. All components vanish during casting.
Retrieve [2] (Conjuration/Summoning, Divination)
This spell enables an item with the wizard's wizard mark inscribed on it
to be instantly summoned. The item may weigh no more than one pound per
level. The item must have a wizard mark of the wizard's glyph inscribed
upon it.
When this spell is cast, the wizard can see in his mind all wizard
marked items that have his glyph. The glyph and the extra six characters
can be read. The wizard concentrates on one set of glyphs, and the item
with that set of glyphs inscribed on it is summoned. Only one object can
be summoned per casting of the spell. During the course of the
spellcasting, the bearer of the item will feel a small tugging sensation
on the item. If no one is in physical contact with the item at the
completion of the casting no saving throw for retrieval is required: the
spell is an automatic success. If someone is in physical contact with
the item, and he rolls a successful saving throw versus spell, the item
will not be retrieved.
The item must be within 1 mile per level of the wizard to be retrieved.
If the item is outside of this range, the glyphs will still be seen and
a general direction of where the item is will be indicated. If the item
is not on the same plane as the wizard then no information will be
given.
Only the glyph and the characters from the wizard mark are seen, not the
item itself. If more than one item is inscribed with the same glyph and
six characters, the DM should randomly pick one of the items and give
the appropriate result.
The material component is a 500 gp diamond which should be gazed through
for the duration of the spell. The diamond disappears at the end of the
casting. The item will replace the diamond.
Reverse Gender Orientation (Alteration)
Under the influence of this spell, the subject experiences
transsexuality, the unshakable conviction that he (or she) is, despite
all biological evidence, of the opposite gender than the true one. The
subject cannot disbelieve or be persuaded otherwise, and will
immediately adapt hair, clothing, manners, speech, behaviours, etc.,
accordingly. Notice that males will behave in a feminine rather than an
effeminate manner, and similarly for females; the subject has no desire
to parody. If the subject's species has more than two genders, the
resulting gender orientation is DM's choice. If the species has only one
gender, the subject is unaffected. The material component of this spell
is a piece of wood with a yin-and-yang symbol carved upon it.
Like embarrassing fetish and reverse sexual orientation, this spell has
no saving throw per se. Upon first consciously realizing that one's
self-identification as male or female has changed, if the subject
strenuously objects, the subject is allowed a Charisma check at -4. A
successful Charisma check leaves the subject confused but no longer
transsexual. A new Charisma check may be made each day, but at a
cumulative penalty of -1 per day. A roll of 1 always succeeds.
Notice that gender orientation and sexual orientation are different
concepts, and that this spell alone will not change orientation.
However, the subject will claim a different orientation based on the
differently perceived gender. Thus a straight female will consider
herself a male who is attracted to men, and therefore a gay man;
likewise a lesbian will consider herself a man attracted to women, hence
a straight man.
Rhuva's Wizard Stomper (Divination, Evocation)
Designed to prevent the casting of spells in the area of effect, the
wizard stomper produces a nearly uncontrollable surge of energy into a
wizard who attempts to draw power for a spell. The victim must save
versus spell at -6. Failure means the spell is aborted and the wizard
takes 1d6 damage per level of the spell attempted. If the saving throw
is made, the spell can be cast at +1 on all damage dice, but at double
normal casting time.
If a wizard has been stomped before, and knows what to expect, the
saving throw is only at -3.
The material component is a handful of ruby dust worth at least 25 gp.
Sarius' Ethereal Transfer (Alteration, Enchantment)
By means of this spell, a wizard is able to cause one creature of his
current size class to enter the ethereal plane. Once there, the creature
is empowered to exit through any border ethereal curtains onto one of
the elemental planes or the prime material plane unless it was an
unwilling victim of this spell and failed to make its saving throw,
although a successful dispel magic cast on the creature (in a border
ethereal curtain) will cause it to exit through the border ethereal.
Otherwise, the creature is stuck in the ethereal plane until it can find
another way to transfer from the border ethereal into an elemental or
prime material plane.
For every 2 levels of experience over ninth level a wizard has, he may
touch an additional person of his size class and transfer him into the
ethereal plane. The classes are tiny, small, medium, large, huge, and
gargantuan. If the wizard is of medium size he has each touch slot equal
to 3 tiny, 2 small, 1 medium, .5 large, .25 huge, and 1/6 gargantuan size
classes. Therefore, he would need 6 slots (i.e., be a 19th-level wizard)
to send a gargantuan creature into the ethereal plane.
Note that a creature's Wisdom bonus or penalty against mind affecting
spells modifies its saving throw when it is an unwilling recipient
against this spell unless it is currently voluntarily allowing another
spell to be cast upon it, in which case it is allowed no saving throw.
The material component of this spell is normally a small piece of
cockatrice flesh, but almost any animal with sensory powers that extend
into the ethereal plane will work.
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One object
Saving Throw: Special
Author: Joe Carl Jr. <jcarl@jabba.ess.harris.com>
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 0
Components: V, S, M
Duration: 4 hours + 10 minutes per level
Casting Time: 5 minutes
Area of Effect: 10 yards per level
Saving Throw: Special
Author: Colin Roald <hobbit@ac.dal.ca>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
Author: William T. South <tsouth@netcom.com>
Wizard's Level | Summoned Scorpions |
---|---|
9-11 | large (3 HD) |
12-15 | huge (6 HD) |
16+ | giant (7 HD) |
This spell has no material components.
Scrybane (Divination, Enchantment/Charm)
For this spell to work, the wizard must cast it when he believes that he
is being watched through the use of spells or magical scrying devices
(ESP, crystal ball, or wizard eye, for example). Immediately after the
wizard being scried casts this one-word spell, the scryer may suffer one
or more of the following effects (roll separate percentile dice for
each):
The scryer must make separate saving throws to avoid each of the effects
befalling him. The material components for this spell are a dark
translucent stone worth at least 500 gold pieces, and a small flame.
Scrybane is one of many powerful anti-divinatory spells. Any wise wizard
should somehow acquire one before beginning magical research of his own.
Selective Fireball (Invocation/Evocation)
This spell is identical to the 3rd-level fireball except that the wizard
can selectively not affect any designated creatures in the area of
effect. Any creature selected by the wizard (which may include the
wizard himself) does not take any damage from the fireball.
Sex Change [1] (Alteration, Evocation)
This spell causes the victim's sex to change. Thus, a male becomes
female and vice-versa.
The wizard can choose to change either only the target's sex, or to
change the target's sex and entire body, as if the target was born the
new sex. The target's clothes may, also at the wizard's option, change
to fit it. The change takes 1 round; to dispel the spell, Dispel Magic
must be cast during this period.
At the wizard's option, the target may be made to actually think and act
as though it was the new sex. The chances of this are the same as for
assumption of a new form's personality when polymorphed (q.v.): if a d20
roll, made each day, is less than or equal to 20 minus the target's
Intelligence, the target no longer wishes to return to its own sex and
finds it natural to act as its new sex.
The material component for this spell is a golden ring.
Shade Link (Enchantment/Charm, Necromancy)
This spell affects one opponent and one friendly creature per 3 caster
levels. It gives the victim's shadow a quasi-real existence (the victim
must be touched), and allows the attackers enchanted by the spell to
attack the shadow for damage that will carry over to the victim. If the
victim makes his saving throw, the damage is halved before it is carried
over to him. The only defense is dispel magic or a continual light to
rid the room of shadows. The material components for this spell are
demon blood and some black silk scrap.
Shadowguard (Illusion/Phantasm)
This spell animates and gives substance to shadows, causing them to
protect the spellcaster. In a 10-foot radius area, shadows distort
vision, giving the wizard a -2 bonus to Armour Class. Any creature which
enters the radius must save versus fear or flee for one round per level
of the priest. Creatures of 10 or more levels or Hit Dice save at +3.
The shadows help to block non-magical missile attacks. All such attacks
inflict -2 on each die of damage (with a minimum of 0). Finally, the
wizard can use the spell to transport himself to the plane of shadow.
This transportation takes 3 rounds, during which the wizard must
concentrate on the spell. If the concentration is broken, the entire
spell fails. Also, this transportation is one-way: shadowguard cannot be
used to move from the plane of shadow to any other plane. There must be
a significant amount of shadows for this spell to operate, although
darkness is a suitable replacement. The shadow created by a large tree
is not sufficient, but that of a large building will do.
Sillvatar's Dragon Claw (Conjuration/Summoning)
This spell conjures a semi-real, shadowy dragon claw anywhere within
spell range. This claw will attack any target as directed by the wizard;
full concentration is necessary to attack with the claw; if the wizard
loses concentration, the claw will hover in place until the wizard again
gains control. The claw's attack uses the wizard's normal THAC0 and
inflicts damage equal to that of the dragon the material component came
from. For example, if the material component came from a black dragon,
the attack inflicts 1d6 points of damage per attack.
For every 5 levels of the wizard, one attack with the claw may be made,
up to a maximum of 4 attacks, although only a single attack may be made
in a single round. The claw dissipates when the maximum number of
attacks is made, or when the spell duration expires, whichever comes
first. The claw may also be dispelled, but may not be harmed by other
attacks.
The material component for this spell is the claw from any type of
dragon; this component is consumed when the spell is cast.
Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation)
This spell will enchant one normal staff with a temporary magical
dweomer. In order to cast this spell, a ruby worth at least 300 gp is
bound to the end of the staff; this gem will glow with a soft light as
long as the spell is in effect. This spell may have one of two effects
as decided at the time of the casting: the staff may be used to
discharge a fireball as per the spell; this will have all the effects
(including dice of damage) as if the wizard had cast a fireball;
discharging the fireball has a casting time of 1. If used in this
manner, the spell expires after the fireball is used, or after 1 round
per level of the wizard has passed (if not used in that time, the spell
dissipates, and has no effect).
Alternately, the wizard may employ a number of lesser effects: if the
staff scores a hit in combat, the staff will discharge a burst of flames
that will engulf the target; these flames inflict 1d4 points of damage,
plus 1 point per level of the wizard (up to a maximum of 1d4+20). A
successful saving throw versus spell reduces the damage by one half; if
the saving throw fails, all possessions must save versus magical fire,
or be consumed. The staff may be used in this manner once per five
levels of the wizard (to a maximum of 4 times). If the staff misses its
targets, no charge is used (nor may the wizard elect to do so); a charge
is used only if a hit is scored. If all charges are not used in 1 round
per level of the wizard, the spell dissipates, and all remaining charges
are lost.
The only material components for this spell are the staff and the ruby;
the ruby is consumed when the spell ends, but the staff is not affected.
Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation)
This spell is identical to Sillvatar's flamestaff, except that it may be
used to discharge a lightning bolt (as per the spell) or electrical
discharges when a hit is scored in combat. Damage, duration, etc. are
identical to that of the flamestaff. Saving throws for possessions are
made versus lightning for both applications of this spell.
Instead of a ruby, this spell has a sapphire for a material component;
it is consumed when the spell ends.
Simon's Superior Spheres (Evocation)
Casting this spell creates up to five one-foot diameter spheres of
electrical energy to appear near the caster's person. The spheres may be
grasped by the caster, and only by the caster, and thrown to attack
with. Any other than the caster who touches the spheres as they surround
the caster is affected as if the sphere had been thrown at him.
The spheres may thus be used as a defense of sorts, but are best used as
an attacking spell. The spheres are thrown as normal missile weapons by
the caster with normal Dexterity bonuses applicable, but no penalties
for range of target from the caster so long as the target is within the
range of the spell. Only two spheres may be thrown per round.
The spheres inflict 4d6 HP of electrical damage, plus 1d6 HP for every
two levels of the caster above ninth (i.e., 7d6 at 11th, 8d6 at 13th,
etc.). Creatures with conducting materials on their bodies, either
partially or totally (for instance, wearing metallic armour) are +3 (for
partial) or +5 (for total) to be hit by the caster with the sphere. A
saving throw must be rolled each round of the sphere's duration; a
successful saving throw means the target takes half damage that round.
The spheres last for 1 round plus 1 round every four levels of the
caster. The spell itself lasts until all the spheres have been thrown or
two rounds per level of the caster. The caster acquires one extra sphere
for every three levels (8 spheres at ninth, 9 at twelfth, etc.). The
caster can choose to generate any amount up to his full capacity.
If a sphere strikes a reflective surface, it will reflect at a randomly
determined angle. Any flat surface struck by a sphere must save versus
electricity or be destroyed. If the surface saves, the sphere is
reflected (note: throwing a sphere into a corner will act as if thrown
directly behind the caster). A sphere may set fire to combustibles,
sunder wooden doors, splinter stone, and melt most precious metals.
Unused spheres follow the caster around, acting as passive defense, as
he moves; and they do not interfere with any auxiliary spellcasting.
The material components of this spell are a glass, crystal, or amber
bead for each sphere created, and a bit of fur.
Skeletal Armour (Conjuration, Necromancy)
This spell conjures into being one of two forms of Armour. One form is
hard bone plating attached to the wizard, this plating can absorb 10
points of damage for every Constitution point that the caster has. The
second form is a bone field (swarm of bones) that effectively lowers the
caster's Armour Class by 4 points. it is possible to cast spells through
either version. The material component for this spell is a warrior's
shoulderblade.
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person in a 300-foot radius sphere
Saving Throw: Special
Author: Unknown
All spell-like effects are at the level of the caster of the scrybane.
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-foot radius
Saving Throw: 1/2
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 5 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: Special
Saving Throw: 1/2
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>
Range: 0
Components: S
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot radius
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 feet per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Allan J. Mikkola (Sillvatar) <allanm@vulcan.med.ge.com>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Allan J. Mikkola (Sillvatar) <allanm@vulcan.med.ge.com>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Allan J. Mikkola (Sillvatar) <allanm@vulcan.med.ge.com>
Range: 40 yards + 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One or more creatures in a 5-foot radius sphere
Saving Throw: 1/2 (but see below)
Author: Bard <s_kmacfiona@pstcc.cc.tn.us>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>
Wizard's Level | Summoned Snakes |
---|---|
9-12 | giant constrictor or poisonous (3 HD) |
13-15 | giant poisonous (5 HD) |
16-17 | spitting (5 HD) |
18+ | giant sea |
The wizard can summon 1.5 HD per level. Only one type of snake can be summoned. All remainders are lost. The material component of this spell is a handful of scales from any giant snake.
Sonic Blast [2] (Evocation)
When this spell is cast, the wizard blows on a conch shell and sends
forth a sonic blast that does 1d4+1 points of damage per level. The
sonic blast issues forth in a 10-foot diameter cylinder with a distance
of 5 feet per level of the caster. Any item, door, etc. caught in the
blast needs to make a saving throw versus crushing blow to remain
intact.
The material component of this spell is a conch shell that is consumed
when the blast is released. The blast of this spell uses the water as a
carrier, making it only possible to cast underwater.
Sonoric's Illusionary Observer (Divination, Illusion/Phantasm)
This spell creates the illusion of a creature, up to medium in size,
through which the wizard gains the advantage of a clairaudience and
clairvoyance spell. The wizard must determine the appearance of the
illusionary observer, during the casting of the spell. If it is a
creature the wizard is not familiar with, observers of the illusion are
at +4 to notice it as such. If the wizard has an accurate drawing or
carving of the illusionary subject, observers are at -4 to spot the
illusion. Those successfully noticing the illusion see it become merely
become translucent, it does not disappear. The illusion is incapable of
making any sounds, and is completely insubstantial, even if someone
touching it is unaware that it is an illusion.
The illusion has a movement rate of 30, and it is capable of passing
through solid objects, all save lead, the touch of which cancels the
spell. The wizard must carefully concentrate on the illusion (i.e., he
is incapable of other actions) to use the clairaudience and clairvoyance
powers, as well as keeping the appearance realistic. If the wizard
breaks concentration for some reason, the illusion freezes in whatever
position it was in, until the wizard resumes concentration or the spell
expires.
The material components for this spell are a bit of fleece, and a
humanoid eye and ear.
Sonoric's Superior Minions (Conjuration/Summoning, Divination)
This spell summons a major etherling from the ethereal plane, to do the
wizard's bidding. Major etherlings are fairly intelligent, although they
still suffer from summoner-awe. The wizard summons one etherling per
five levels, for example two at sixth, three at eleventh, etc. The
summoned etherlings are eager to serve the wizard, and they are capable
of more complicated tasks than their lesser brethren.
A major etherling (AC 0, MV 60, HD 4, #AT 2, damage 1d3/1d3, Int 12) is
a man-sized, transparent, humanoid-appearing creature, formed of the
stuff of the plane ethereal. It has some control over its appearance on
the prime material plane, although, regardless of form, they have blurry
outlines, and are partially transparent. It also moves by flight,
although it is sophisticated enough to give the illusion of walking.
Being mostly on the ethereal plane, it is able to pass through solid
objects, save lead, the touch of which, if it fails a saving throw
versus paralysation, returns it to the ethereal plane, cancelling the
spell. Major etherlings are fairly intelligent, and have a 20% chance of
knowing any specific minor lore, although it will answer such a question
only once. A major etherling will be stricken with extreme respect for
the summoner, and will attempt to follow the spirit of its commands to
the best of its ability. It has the ability to turn small items, of less
than ten pounds in weight, ethereal, allowing it to transport the item.
It may only carry one such item at a time, however. It also has a
photographic memory.
Major etherlings are capable of performing complicated tasks, and can
grasp abstract concepts. Once given a task, it will remain on the prime
material plane until the task is complete, or its time runs out. One
advantage the major etherling possess over its lesser brethren, however,
is its ability to move into the ethereal plane, and return to the prime
material plane, essentially teleporting. It is also capable of
completing tasks on the ethereal plane, as well as the prime material.
Again, an Intelligence check is required for particularly baffling
problems encountered in its task, and if the task is rendered somehow
impossible to complete, and the etherling makes it Int check, it will
return to the wizard, and inform him of the problem, before returning to
the ethereal plane, for good.
Being dual-plane beings, they are only hit by magic weapons, and spells.
The material components of this spell are jade figurines, one for each
etherling to be summoned.
Space Blending (Alteration)
This spell can be cast on a room or open space with an area no larger
than 160 square feet, and which is near another room or space of equal
or lesser area. The second space must be no further than 30 feet away
from the first, and may not contain any extradimensional devices or
gates (if it does, the spell will fail, and there is a 25% chance that
the device or gate will explode, causing 4d10 points of damage to all
within a 20 foot radius; a saving throw versus spell will reduce this
damage in half). After the initial round of casting, the two areas will
begin to blend - that is, the spaces they occupy will begin to overlap.
Occupants of both areas will witness the same thing: 1 round after the
spell is cast, everything from the other area will appear as a vague and
transparent image, possibly even overlapping solid objects and
creatures. During the next two rounds, the images will begin to
solidify, moving aside any objects or people that they are overlapping.
If, for any reason, it is not possible to move an object with a
reasonable amount of force (walls, floors, and ceilings fall into this
category), the overlapping image will remain transparent until the spell
is over. This phenomenon will affect the second area as well, although
objects from the first room will appear to occupy its space. After 3
rounds, all objects and creatures will be solid (within the limits of
the spell) and can interact as if they were in the same space. During
this entire time, the caster must remain still and concentrate deeply,
or the spell will immediately be negated. The two spaces will stay
blended for as long as the caster concentrates on the spell, up to a
maximum duration of 1 turn per caster level. If the caster voluntarily
stops the spell, he will have 1d20 seconds in which to grab an object or
creature from the other space, thereby bringing it back with him into
his space. Otherwise, everything that was in the first space remains
there, and everything that was in the second space returns there. The
material components are two squares of cloth, sewn one on top of the
other, which are consumed in the casting.
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Steve Bartell <stevebar@wordperfect.com>
Range: 100 yards per level
Components: V, S, M
Duration: Special
Casting Time: One turn
Area of Effect: Special
Saving Throw: None
Author: Tim Prestero <ez003387@george.ucdavis.edu>
Range: Special
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Tim Prestero <ez003387@george.ucdavis.edu>
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>
D100 Roll | Percentage Turned | Saving Throw Bonus | Special Saving Throw |
---|---|---|---|
01-05 | 0% | - | - |
06-15 | 10% | +9 | 20 |
16-25 | 20% | +8 | 19 |
26-35 | 30% | +7 | 18 |
36-45 | 40% | +6 | 17 |
46-55 | 50% | +5 | 16 |
56-65 | 60% | +4 | 15 |
66-75 | 70% | +3 | 14 |
76-85 | 80% | +2 | 13 |
86-95 | 90% | +1 | 12 |
96-00 | 100% | - | - |
Spell turning does not apply to spells which affect an area and are not cast directly at the wizard, nor spells which are delivered by touch, nor magic delivered by devices or at-will abilities, such as rods, staves, wands, rings or other items, or monsters' abilities such as a devil's hold person or a storm giant's lightning bolt.
If the attacking wizard also has spell turning, either through ring or spell, the following table applies:
D100 Roll | Effect |
---|---|
01-70 | Spell drains away without effect |
71-80 | Spell affects both equally at full effect |
81-97 | Both spells (or spell and ring) are drained permanently |
98-00 | Both individuals are sent through a rift to the positive
material plane |
The material component of the spell is a small silver mirror.
Spellcrystal V (Conjuration, Invocation)
Except as noted above, this spell is the same as the 1st-level wizard
spell spellcrystal I (q.v.).
Spirit Scream (Necromancy)
This spell creates a low-pitched wail, much like a banshee. The wail
originates at the casters mouth and extends outward in a cone, three
feet long and one foot in diameter per caster level. The wail inflicts
1d4+1 points of damage per two caster levels. Those killed by the wail
cannot be raised. Those who fail their saving throw will also run in
fear for 1d4+1 rounds. Eg., a 10th-level wizard casts spirit scream that
does 5d4+5 points of damage, next to invoking magical fear (no death
ever occurs), with a cone-shape area, 30 feet long and 10 feet in
diameter.
The spell does not affect creatures without hearing organs, such as
plants and puddings, but inflicts double damage versus crystalline. It
automatically shatters all glass and thin crystal in its area of effect.
Magical gems and glass must save versus disintegrate or shatter.
The material components are a pinch of diamond dust and a small ivory
open-ended cone.
Spiritual Triangle (Abjuration, Necromancy)
By means of this spell, the wizard may inscribe a spiritual triangle (a
triangle inscribed in a circle). While within this triangle, the wizard
cannot be magically influenced or controlled by any sort of charm,
suggestion, or hypnosis, nor can the wizard by psychically or
spiritually assaulted. The beneficiary of the spell will likewise be
unable to cast such spells from within the triangle. An Intelligence
check must be made to determine if the inscriptions were made correctly.
The material component for this spell is some incense, worth at least
400 gp.
Stanza's Certain Enchanted Kiss of Disease (Necromancy)
This kiss inflicts one magical sexual disease of the caster's choice.
The reverse, Stanza's enchanted kiss of curing, removes one magical
sexual disease.
Range: 0
Components: V, S
Duration: 5 months + 2 months per level
Casting Time: 5 rounds
Area of Effect: One crystal, worth at least 500 gp
Saving Throw: Special
Author: Kris <simonis@stpc.wi.leidenuniv.nl>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Reversible
Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
Author: A.C. <ac001@freenet.carleton.ca>
Wizard's Level | Fighter | Ranger | Paladin |
---|---|---|---|
up to 15 | 70% | 20% | 10% |
16-20 | 60% | 20% | 20% |
21+ | 50% | 25% | 25% |
Equipment and abilities are determined randomly. The material component for this spell is a dagger of the finest quality, which is consumed when the spell is cast.
Hit Dice of Creature to be Affected | Cost | Maximum Affected | Average Affected |
---|---|---|---|
up to .5 | .5 | 96 | 60 |
1/2+1 to 1 | 1 | 48 | 30 |
1+1 to 3 | 2 | 24 | 15 |
3+1 to 5 | 3 | 16 | 10 |
5+1 to 7 | 4 | 12 | 7 |
7+1 to 9 | 6 | 8 | 5 |
9+1 to 10 | 12 | 4 | 2 |
10+1 to 11 | 24 | 2 | 1 |
11+1 to 12 | 30 | 1 | 1 |
Note: As an additional twist, the particular enchantments of this spell do not allow elves their normal resistance to sleep, but in turn they get a saving throw versus spell to avoid the effects of the spell.
The material components of this spell is sand from a dead sandman which is tossed in the air while the wizard sings a short lullaby.
Switch (Alteration)
This spell causes the wizard and the victim to instantly switch places
via a teleport without error. The victim must be of size Large or
smaller, and is allowed a saving throw versus spell. The wizard has to
be able to see the victim.
Taint Alignment (Enchantment/Charm)
Taint alignment has similar effects to a character as performing a deed
opposite to his alignment, except that this one shows. Casting it
requires knowing the true name of the target, which knowledge can be
obtained by other magic. Casting the spell causes the target to make a
saving throw versus spell with a penalty of 2 on the die roll. If he
makes the saving throw, the spell rebounds on the wizard, who will also
have to save, but with a bonus of 2 on die. The spell will rebound
between the two regardless of distance until one fails a saving throw,
or both have made three saving throws, in which case the spell fails. An
affected true neutral character would get a random alignment of the one
of the corner four alignments.
Effects vary depending on the alignment of the victim. If the affected
humanoid is a paladin, the effects thus far taken for granted are
reversed: laying on hands would cause damage, detect evil turns into
detect good, remove fear into cause fear. However, the paladin will have
no idea what is happening until he tries to ride his mount or draw his
holy avenger, +5. For an anti-paladin, the effects are similar, but
reversed with respect to evil and good, again having the opposite of the
usual effects. A priest would instantly lose the ability to acquire
spells, but not his spellcasting or scroll-reading ability.
For any character, there are a number of standard effects:
If any sign of faltering from the original alignment is given, then the
effect does become permanent. Slight faltering causes prolonged
duration, as the energy of the spell isn't as seriously tried to counter
as it might have been. The material component of this spell is a bit of
India-rubber.
Time Sight (Divination)
Enables the caster to see past events that occurred in the area where
they are when the spell is cast. The caster selects the time that is to
be viewed, which may be from 2 up to (level-1) years ago. Only one time
may be selected per casting. The caster may rotate his sight 360
degrees, but cannot move from his starting position. The caster's sight
is limited by the same conditions that would limit them if they were
physically present (walls, darkness, rain, etc.). The caster cannot
bring a light with him but a spell that gave him infravision would allow
him to see in the dark. Wards that would block scrying also block time
sight. This spell requires an hour glass that runs for 10 minutes. The
caster must be stationary throughout the duration of the spell.
Tonguetwister (Abjuration, Alteration)
When this spell is cast on an enemy wizard, it will cause the target's
tongue to twitch violently, thus disrupting any spell being cast at the
moment, unless the victim makes a successful saving throw versus spell.
The level of the spell being cast by the target determines the modifier
applied to the saving throw as follows: saving throw modifier = spell
level - 5 (i.e., a 2nd-level spell inflicts a -3 to the saving throw, a
7th-level spell earns a +2 to the saving throw, etc.).
The victim must be in the process of casting a spell with a verbal
component. If no spell is currently being cast by the target, the
tonguetwister has no effect. If the opponent's spell goes into effect at
the same time as the tonguetwister, the victim earns an additional +2
bonus to the saving throw. This spell cannot affect a spell that has
already been cast, nor one that is to be cast in the future.
The material component of this spell is a tongue of any creature; this
is consumed when the spell is cast.
Traelanger's Extermination (Alteration, Conjuration/Summoning)
When this spell is cast, it causes all creatures in the area of effect
who have less than 5 HP maximum and less than 8 Intelligence to die. The
spell can affect a total number of hit points equal to seven times the
wizard's level. When determining what creatures die from the effects of
the spell, start with the creatures with the lowest hit points, and then
go from there.
The material components for the spell is a handful of live bugs which
must be squashed as the spell is cast while the wizard yells out "Seven
in one blow!".
Transmute Cloth to Iron (Alteration)
The invention of the crafty shadow-wizard, this spell is a very
effective immobilization technique. It can affect the full garments of
up to 5 small, 3 medium, or 1 large sized being per three levels of the
caster. Enchanted clothing has a 20% chance per enchantment or plus to
resist the spell. Cloth that has been transformed into iron is not
simply woven iron - the strands are partially fused so as to be solid.
A successful Bend Bars roll may, at the DM's option, depending on the
amount of clothing being dealt with, allow one to free oneself (ruining
the garments irrevocably). The transformation is permanent unless the
reverse of the spell, transmute iron to cloth, is cast. The reverse is
also quite effective in neutralizing attacks, but it does so by causing
metal armour and weapons to become ineffective cloth replicas. Cloth
swords will become limp and floppy, cloth plate will hang in folds. This
is far from immobilizing, but tends to ruin Armour Class. It affects the
metal gear of 5 small, 3 medium, or 1 large sized being per three levels
of the caster. Enchanted metal objects, or objects made primarily of
mithril, silver, or other precious metals are not affected at all. When
reversing this effect, take care that the objects in question are held
in their original shape - a floppy sword that is simply reconverted
while flopping will be very oddly shaped and not very useful. Multiple
reconversions may fix such problems. The spell does not affect
iron-based or cloth-based monsters (if, indeed, the latter exist),
including golems. The material component of both this spell and its
reverse is a needle.
Transmute Matter to Alcohol (Alteration)
This spell turns any non-organic object into alcohol. The object must be
at least 10 yards away and in sight. It will turn into the most common
form of alcohol that is in the player's campaign world. Thus if beer is
the most prevalent form of alcohol, the object turns to beer.
Objects can be turned back with the reverse of this spell, transmute
alcohol to matter, but all liquid must be contained together.
After chanting and using motions involving thinking and pointing at the
object to be turned, the caster throws the material components (a drop
of 100% alcohol in a crystal casing and a very simple, small, wooden
carving of the object) at the object, which always magically hits the
object. Any object that is turned can be drunk, and once inside turned
back.
The reverse, when used on normal alcohol, can summon very strange
objects. The DM can decide on what object, or roll on the Magical Item
Table in the Net Alcohol Guide to see what it is (if this is used then
it only looks like the magical item rolled).
Travel Cancellation (Alteration)
This spell prevents travel by extraplanar means, distorting the effects
of spells like blink and teleport. Any time a spell involving such
transport is cast and the victim is involved (either as wizard or
passenger), there is a 5% chance per level of the caster of travel
cancellation that the transport spell will misfire. The spell lasts for
a maximum of 1 turn per level, or for one third the caster's level
(rounded down) cancellations, whichever comes first.
Misfires:
Tryton's Armour (Abjuration)
This 5th-level version of the 1st-level armour spell provides an Armour
Class of -2. In all other respects it is the same.
Tryton's Death Grip (Necromancy)
Any creatures under 6 HD touched by the wizard are automatically brought
to 0 HP. Creatures of 6 HD and above are afflicted with a
double-strength shocking grasp.
Tsugua's Uncontrollable Hiccups (Abjuration, Evocation)
This spell causes the affected creatures to hiccup uncontrollably for
the duration of the spell, during which time they will be able to do
little other than hiccup. Persons entering the area of effect after the
spell is cast will still be affected, and leaving the area will not stop
the hiccups until the spell expires. The wizard and all others in the
area are affected (all fighting is at minus the half the level of the
wizard). The material component for this spell is a wart from a warthog.
Tuan's Electric Fireball (Evocation)
This powerful spell inflicts 1d8 HP per level of the wizard to all
within a 30-foot radius. Half the damage is fire based, and half is
electrical. This allows the spell to be more useful against creatures
that may be immune or resistant to one or more types of energy.
The material component of this spell is a brimstone sphere with a
magnetite core.
Turn Greater Quasi-Elemental (Abjuration)
This spell causes a greater radiance, lightning or mineral
quasi-elemental to flee as fast as it can, for a number of rounds equal
to the level of the caster. The material component for this spell is a
miniature mithril shield, worth at least 50 gp.
Turn Undead [2] (Abjuration)
This spell allows a non-evil wizard to turn undead in the same fashion
as a priest. The spell only turns undead, it does not allow the wizard
to command undead as some evil priest can do. If the wizard is of good
alignment, then turning is done at the wizard's level minus six. If the
wizard is neither good nor evil, then the turning is done at his level
minus ten. This spell is of no use to evil wizards. In all other
aspects, the spell operates as a normal turning attempt, with the wizard
required to roll 1d20 to see if the attempt is successful.
Twilight's Invisible Field (Alteration)
This spell is similar to Twilight's darkness bubble. Instead of
darkness, however, a field of invisibility, similar to the spell
invisibility, 10 feet radius, is created. Unlike the former spell, on
the inside of the field, creatures can see each other, and can see
outside of the sphere as well. In addition, any attack coming from a
creature inside of the field will automatically negate the entire field,
even if the attack fails. Once the spell is cast, those entering the
invisible field will not turn invisible or be able to see those who are.
If someone wanders beyond the 40-foot radius around the focal point of
the spell, he will become visible. The material component of the spell
is a thin piece of clear quartz crystal.
Tyvek's Fabric Fighter (Conjuration/Summoning)
This spell conjures into being a rumpled flowing mass of silken cloth
with a two handed sword wielded by some unseen entity inside the cloth.
The fabric fighter has one Hit Die per 3 caster levels, it attacks 2
times for standard two-hander damage. It cannot be disarmed and moves at
a rate of 12, 8 flying (class B). Its Armour Class is 2, and due to its
flowing and malleable nature, piercing and clubbing weapons do no
damage.
The material components for this spell are a silk cloth and a tiny metal
sword, which are consumed in the casting.
Tyvek's Spatial Rooting (Abjuration)
This spell was researched mainly for the purpose of standing one's
ground. Spatial rooting is much like the psionic discipline
"immobility". Refer to the Complete Psionic's Handbook for further
limitations.
The material component for this spell are some oak roots, bound by steel
wire.
Tyvek's Turtleback (Abjuration, Invocation)
This spell was Tyvek's attempt at creating a defense against wayward
theft of his life from the backstab of the common thief. Turtleback
gives the caster a back of near stone hardness: when it is in place, a
thief must make two attack rolls. If either fails then he did not hit
the caster (and thus inflicts no damage), and he loses surprise. Note
that it only affects the caster. Tyvek has moved on to higher level
spells and never devised an improved turtleback to use on others (lucky
for you thieves).
The material component for this spell is a tiny scrap or a turtle shell.
Undetectable School Casting (Abjuration, Metamagic)
This spell creates a warping effect only for those spells or
proficiencies which can identify which school of spells is cast. Once
this spell is cast, the touched creature gains 3 spell levels per caster
level. With these it can cast spells in such a way that any means that
can determine the kind of school or even the name of the spell are
thwarted in the same manner as a non-detection spell: the creature who
casts the protected spell (not the caster of the detection spell) gains
a saving throw versus spell; if it succeeds, nothing will be detected;
if it fails, the true spell school (or even name) will be detected. This
spell cannot be used to block Rednog's magic tracer nor Rednog's
identifier. This spell can be used multiple times until a maximum of 12
times caster level in spell levels is reached. This spells lasts until
all spell levels are used up. The effects of this spell remain even if
the caster is not present any more or if the spell which was cast with
this spell has a permanent duration (or is made permanent): the caster
casts a permanent illusion with this spell and leaves the area, then
some years later somebody tries to determine what spell was cast to give
the area this beautiful meadow look, the spell would have to save at the
saving throw of the original caster to prevent the detector from finding
out what spell was cast.
The material component is a mithril mirror with many differently angled
polished sides made from diamonds. This mirror has to be worth no less
than 5000 gp.
Some alignment problems have been noted with those who use this spell
often - not due to character actions, but due to the spell: it may cause
the character to forget his alignment as he tends to forget what kind of
spells he casts during this spell's effects. Once per week, he needs to
make a Wisdom check. If he fails, roll a die for the character's
alignment for the next day (when he may try a next Wisdom check to
regain his alignment):
Range: 120 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: Special
Components: V, S, M
Duration: 1 day per level or special
Casting Time: 1 turn
Area of Effect: One humanoid creature
Saving Throw: Special
Author: Unknown
The curse cannot be magically removed with anything less than a limited
wish, until the time is full. Of course, the target wouldn't know that
the effect isn't permanent.
Range: Special
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Ernie Schuler <schuler@vitro.com>
Range: 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One target
Saving Throw: Negates
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 40-yard diameter sphere
Saving Throw: None
Author: Scott Neilly
Reversible
Range: 100 yards
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Reversible
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: One object
Saving Throw: None
Author: Jonathan Salter (Jon) <jrs@occs.cs.oberlin.edu>
Range: 30 yards
Components: V, S, M
Duration: 1 turn per level or until used up
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>
Succour (both versions), teleport without error, astral spell, and any
spells over sixth level are unaffected. It is the DM's option if
extradimensional magic items (bag of holding, well of many worlds, etc.)
are affected by travel cancellation. The material components are two
magnets that are strongly attracted to one another, one of which has the
wizard's sigil painted on it.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Tryton
Range: 0
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Tryton
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 1-foot per level radius globe
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 100 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 30 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: Francois Menneteau <mennetea@acri.fr>
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 yards per level
Components: S, M
Duration: 5 rounds per level
Casting Time: 5
Area of Effect: 40-foot sphere
Saving Throw: None
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Range: 10 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>
Range: 0
Components: V, S, M
Duration: 1 turn per 3 levels
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>
Range: 0
Components: S, M
Duration: 1 day
Casting Time: 5 rounds
Area of Effect: The caster
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5 rounds
Area of Effect: Creature touched
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
D10 Roll | Resulting alignment |
---|---|
1 | Chaotic evil |
2 | Lawful Good |
3 | True Neutral |
4 | Lawful Evil |
5 | Neutral Good |
6 | Chaotic Neutral |
7 | Neutral Evil |
8 | Lawful Neutral |
9 | Chaotic Good |
10 | Truly insane (but only fun, OK?) |
This effect happens only to those characters that have a Wisdom of less than or equal to 16 (thus, most wizards are affected).
Vanquil's Drifting Blizzard (Evocation)
This spell is a cold-based version of cloudkill, creating a light grey
cloud that leaves frost in its wake. It functions just like a cloudkill,
except that damage comes from cold, making fire based creatures more
vulnerable to the spell (treat them as having 2 fewer Hit Dice, and they
automatically take double damage). Creatures who fail their saving throw
by 4 or more are encased in a thin layer of ice (about a quarter of an
inch). Those who make their saving throws still take appropriate damage
(1d10).
Range: 10 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: 40 feet wide, 20 feet high, 20 feet deep cloud
Saving Throw: Special
Author: Joseph Delisle <jdelisle@loyola.edu>
Hit Dice (normal) | Hit Dice (fire-based) | Saving Throw |
---|---|---|
4 or less | 6 or less | None: killed instantly |
4+1 to 5+1 | 6+1 to 7+1 | Saving throw versus spell at -4 |
5+1 to 6 | 7+1 to 8 | Saving throw versus spell |
6+1 or more | 8+1 or more | None: 1d10 damage (2d10 for fire based) |
Cold based creatures are immune to this spell, and some (like white dragons) might even find it refreshing.
Vanquil's Freeze Ray (Evocation)
This is an modified version of cone of cold that affects only one
creature. It creates a beam of intense cold 5 feet long per wizard
level, but only a tenth of an inch wide. If the target fails its saving
throw versus spell, it takes 1d8 points of damage per wizard level (up
to 12d8). If the target makes its saving throw, it narrowly dodges the
beam, but is close enough for its body heat to dissipate the beam. Of
course, that also means the beam cools down the target, causing 1 point
of damage per wizard level (up to a maximum of 12).
Creatures that are cold-based (like white dragons or ice
para-elementals) take no damage from this spell, but fire-based
creatures (like red dragons and salamanders) take +1 point of damage per
Hit Die. Undead take no damage from this spell.
Vanquil's Increased Metabolism (Alteration)
This spell increases the recipient's metabolism and reflexes, improving
performance in combat. The recipient receives a temporary +1 bonus to
Strength, Dexterity, and Constitution, and give a +2 bonus to
initiative. Also, saving throws versus death magic or breath weapon
receive a +1 bonus. Finally, the recipient gets a +1 bonus against being
surprised.
The spell has some drawbacks and limitations. A wizard cannot have more
than one of these spells active per every six levels (2 at twelfth
level, 3 at eighteenth level, etc.). The recipient can have only one of
these spells cast upon him at any time: having another cast causes a
heart attack (save versus death magic with no bonuses, or die
instantly). Only the first casting's benefits applies if the person
lives, but the penalties are cumulative.
The recipient feels energized while the spell is active, but extremely
tired and weak after it ends. For every hour after the spell expires
that the recipient does not get a full night's sleep, he has a
cumulative -1 penalty to Strength and Constitution, plus a constant
penalty of -1 for being surprised and a -2 penalty to initiative.
Also, the recipient cannot fall asleep while increased metabolism is in
effect. Any applicable penalties for sleep deprivation apply when the
spell ends: wizards and priests under this spell cannot rest to re-learn
spells, nor can psionicists regain PSPs. Sleep inducing magics,
psionics, and poisons still work normally, and the recipient can still
be rendered unconscious from damage received. The recipient must also
eat and drink twice as much as he normally would.
The material component is blood from a quickling, or any non-undead
regenerating creature. This spell was created to give higher level
wizards and necromancers a way to empower minions without the use of
animate dead.
Vanquil's Thermal Lance (Evocation)
Thermal lance is a virtual duplicate of Vanquil's freeze ray, except
that damage comes from a beam of magical fire. Fire-based creatures are
immune, and cold-based creatures take +1 point of damage per Hit Die.
Vanquil's Wall of Detection (Divination)
Vanquil's wall of detection creates an invisible, intangible wall that
can mimic the function of several divination spells, and relay that
information to the caster. The wall is immobile, flat and vertical, but
it needs no physical support and works through solid objects (like
floors). However, the caster must have been able to physically see the
area when he cast the wall, and be within 10 feet per level of the area.
After the spell has been cast, the wizard can move up to 50 feet per
level away from the wall and still receive information from it. Moving
outside that range causes no information to be received from the wall
(the information is simply "lost").
The spellcaster gets one "slot" for the wall's powers for every three
levels of experience, rounded down (a 12th-level wizard would have 4
slots available). The wizard can then choose which effects are desired
(until all slots are filled): the effects cannot be changed. The cost
for each effect is listed below.
One slot each:
Without a visual power, the caster will not know how many creatures or
objects triggered the detection effect, or the specific object or
creature that was the trigger. Although the wall can pass through
physical objects, visual powers cannot.
For example, a 9th-level wizard casts a wall of detection, and chooses
detect good, detect magic, and detect undead. The wizard would be
totally unaware if a group of poor assassins passed through the wall
(not good, no magics, and not undead). If ten paladins and one assassin
passed through the wall, the wizard would be aware that something
good-aligned (and possibly having magic) passed through the wall, but
the wizard would not know how many creatures or objects passed through,
nor would he know which ones were good or possessing magic. If the
wizard had chosen detect good and clairvoyance, he would know which
persons were of good alignment, what they looked like, and what everyone
within 30 feet of the wall was doing.
Since the wall is hair-thin, the information last for only a fraction of
a second unless the creature or object pauses inside the wall. In other
words, the DM should only tell the player the information once. Also, it
is nearly impossible to gauge an object's speed unless it comes to a
near stop while in the area of effect. The incoming information does not
"overload" the caster or disrupt spellcasting.
Other spells can detect the wall of detection. Detect magic will show
that there is something in the wall's position (it won't reveal anything
else, except possibly the school), and detect invisible will allow the
caster of that spell to actually see the wall. Detect scrying will
reveal the existence of the wall and its location, but not the wall's
caster. If a wall of detection is inside an area protected by
Mordenkainen's private sanctum, the wizard cannot receive information
from the wall unless he enters the area of effect.
The material components are two different sensory organs from two
different magical creatures. Also, if the central eye of a beholder is
used as a material component, the wall of detection cannot be detected
by detect magic, detect invisibility, or detect scrying.
Warboulder (Alteration)
This creates a similar enchantment as the warstone on a single boulder
(up to large catapult size). The wizard can then make this boulder hurl
itself up to a distance of 10 feet per level, doing damage as if hurled
by a catapult. Upon striking, the boulder shatters and inflicts 2d8
damage in a 30-foot radius. The material component is an unworked
boulder. The shards disappear after the casting.
Whisper's Acidic Destruction (Evocation)
With this spell, the caster gets the ability to breathe a cone of acid
as a black dragon. The damage is twice the number of hit points of the
caster, halved if the targets successfully save versus breath weapon.
The material component is a drop of acid that must be ingested by the
caster, doing 2d4 points of damage to him. Note that for damage
purposes, the maximum hit points of the caster are taken, so the damage
due to the acid does not reduce the effectiveness of the spell, nor any
other damage to the caster.
Whisper's Cold Imprisonment (Alteration)
When this spell is cast, the caster points at a target, and tries to hit
it. Use the THAC0 of a fighter of same level, negating armour, rings of
protection, cloaks of protection, bracers and such. Only Dexterity, and
cloaks of displacement or other such evading magics work against this
spell. If the target is struck, it will be encased in a three inch thick
layer of ice. The encased creature gets one bend bars/lift gates roll to
see if it escapes or not (i.e. breaks the ice); after that, muscle
lethargy sets in. The ice, in order to break or be removed, has twice as
many hit points as the caster of the spell. Only fire or physical
weapons do full damage, acid does half, electric or cold attacks none.
If the creature is not removed in two turns, it will enter suspended
animation. The ice magically maintains itself, thus creatures could be
imprisoned forever.
Whisper's Dark Fury (Necromancy)
This spell brings into being one globe of negative material for every
three levels of the caster. These globes can be targeted at one or
multiple targets (as many as there are globes). Each globe strikes the
target unerringly, like a magic missile, but is unhindered by any
defensive spells. It roars straight through force fields, shields, etc.
Only magic resistance (if successful) or an anti-magic shell or similar
magic stops such a bolt. Each bolt does damage for 3d6+3 points.
Whisper's Fiery Repulsion (Evocation)
This spell is essentially a fireball centred on the caster himself.
However, the caster himself is not affected by the fire or concussion
effects of the spell. It was designed to fend off mobs surrounding the
caster. The fireball will do the usual 1d6 per level hit points of
damage, as well as throw all creatures in the area of effect 1 foot per
level divided by the distance from the caster away from the caster. The
flames and explosion either radiate outwards from the caster in a planar
fashion, or conically upwards depending on the casters will (cone
extending 1 yard per level, 60 degrees spread).
Whisper's Plasma Bolts (Evocation)
When the wizard casts this spell, a fiery glob of plasma forms in the
caster's hand. The caster can throw this bolt at any target as though he
were a fighter of same level. The plasma bolt, when it hits, will stick
to the target inflicting 4d6 points of damage the first round, and 1d6
less each consecutive round, until it burns out. The caster, if
maintaining the spell (i.e., he does not engage any other spell or any
other action with his throwing hand, but can still walk or run around,
even open doors and the like, with his other hand) can grow a new bolt
every round up to 1 bolt per two levels. Note that the bolt is aflame
and extremely warm. It can set flammable materials aflame and those who
are immune to lava and such extreme heats are also immune to the plasma
bolts. The only way to stop the burning is by immersion in a lot of cold
water, or exposure to cones of cold or similar magics (although the
target will still receives damage from those spells). The caster is
immune to the effects of his own bolts. However, if the caster is not
careful he could set his own clothes aflame. Similarly, if the caster is
knocked down while having a bolt in his hand, he could fall on his own
bolt and set himself aflame.
Whisper's Rune of Acid Protection (Protection)
This spell is the same as Whisper's rune of fire protection except that
this one functions against acid-based effects. The colour of this rune
is a glowing black.
Whisper's Rune of Cold Protection (Protection)
This spell is the same as Whisper's rune of fire protection except that
this one functions against cold-based effects. The colour of this rune
is a glowing white.
Whisper's Rune of Fire Protection (Abjuration)
This spell creates a fiery red glowing rune on the body of the target
creature. This rune allows the recipient to better withstand fire of any
kind. It makes the wearer immune to any kind of natural fire.
Furthermore, the bearer will take only half damage from any other type
of fire, none if a saving throw is made (if any is allowed). The bearer
is also immune to the effects of the plane of elemental fire. For more
info on runes see Whisper's rune of protection versus weapons.
Note that runes exist for protection from lightning, acid, and ice or
cold as well. These are essentially exactly the same as above, just
adjusted for the other element. The lightning rune glows blue, acid is
black, ice or cold glowing white.
Whisper's Rune of Lightning Protection (Protection)
This spell is the same as Whisper's rune of fire protection except that
this one functions against lightning-based effects. The colour of this
rune is a glowing blue.
Whisper's Rune of Magic Resistance (Abjuration)
When this spell is cast, a garish green glowing rune appears on the
target creature. This rune gives the wearer a magic resistance of 5%.
However, a creature's body is only able to withstand the magic of up to
one such rune per two Hit Dice or level. Should one cast any more of
these runes onto a creature, every additional rune drains 1 point of
Constitution, 1 point of Strength and 2d4 hit points per hour (those not
rating Strength and Constitution lose 3d4 hit points and have a penalty
of -1 to-hit per hour). For more information on runes see Whisper's rune
of protection versus weapons.
Whisper's Rune of Protection versus Weapons (Abjuration)
Upon casting this spell, a purple glowing rune will appear on the body
of the creature. The rune will have to be traced on the body by the
caster, so the place is up to the caster. This rune can only be removed
if the caster so wishes, someone erases it (cf. the spell with the same
name), or a successful dispel magic or such is cast. While the rune
glows on the body of the caster, the caster is immune to normal weapons
as per potion of invulnerability.
Wiley's Door (Alteration)
Causes a door to appear immediately before the wizard and a matching
door up to 30 yards away. The first door appears framed by glowing blue
lines 5 feet wide by 8 feet tall. The second door is invisible. Living
matter up to 400 pounds or non-living up to 800 pounds may be
transported from the first door to the second door (trade off one pound
living for two pounds non-living). These doors provide one-way transport
only.
Wiley's Teleport (Alteration)
This spell allows the wizard to teleport himself and -70 pounds + 10
pounds per level of additional stuff that he is carrying to a specified
destination at most 150 miles distant. The chances of error are the same
as for normal teleport, except that if the wizard would normally end up
is a solid object, the spell will abort. The material component is a map
of the destination, which is not consumed.
Winthrop's Undead Summoning IV (Conjuration/Summoning, Necromancy)
This spell is like monster summoning, except that the spell is forgotten
when the caster learns a higher-powered version of the spell. This
causes the caster to lose the ability to cast this lower-level version
and it even disappears from his spellbook (this spell is normally
transcribed from a scroll). Any one of the following undead may be
chosen to be summoned: 2d6 skeletons, 2d4 zombies, 2d4 ghouls, 1d6+1
shadows, 1d6+1 wights, 1d4+1 ghasts, 1d4 wraiths or 1d3 mummies.
The undead appear at the end of the casting and fight to the best of
their ability until slain, the duration expires, they are released, or
they are further than 30 yards from the caster (the caster may not
intentionally move out of range, nor may the undead for they are not
free-willed while under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a small bag.
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: Joseph Delisle <jdelisle@loyola.edu>
Range: 10 feet
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5 rounds
Area of Effect: One person
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: Joseph Delisle <jdelisle@loyola.edu>
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: One square with 20-foot sides, thick as a human hair
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>
Two slots each:
When something passes through the wall of detection, the wizard is aware
of it only if one of the detection effects was triggered, or a visual
power (like (limited) clairvoyance or penetration awareness) was used.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10 yards per level long, 5 yards per level base cone
Saving Throw: 1/2
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 60 feet + 20 feet per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 60 feet + 10 feet per level
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-yard per 2 levels radius
Saving Throw: 1/2
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 12 yards + 1 yard per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 2 turns
Area of Effect: One creature
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>
Range: 0
Components: V
Duration: 1 round
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Wiley
Range: 150 miles
Components: V, S, M
Duration: Concentration
Casting Time: 1 turn
Area of Effect: The wizard + additional weight (see below)
Saving Throw: None
Author: Wiley
Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Al Singleton (Isaac Winthrop) <eaay@catcc.bitnet>