This is a compilation of spells, drawn
from various sources. The majority of these spells were taken from Dragon
magazine. Others were taken from various TSR sourcebooks, and a few from
D&D computer games. Those spells written for AD&D have been converted
to OD&D.
The following spells were originally
written by Carl Quaif (these spells were originally written for Vyallia/Calarii
elves; I slightly modified some of them to allow them to be used more
generally): birdcall, dance of the sidhe, deadwood blade, elf mark, enchanted
quiver, grab grass, gremlin's curse, guiding light, healing sap, leafy haven,
menacing gloom, moving path, squirrel climb, woodland spy, and woodshape.
Dwarven cleric chants are cooperative
magics which can be cast by several dwarven clerics working together; see
Dragon #245 for details.
Abeyance
Level: 5 (mage)
This spell is
identical to the clerical spell of the same name.
Adder's Kiss
Level: 2 (mage)
Range: 150'
Duration: 1 round per 6 levels
Effect: 1 creature
This
spell calls forth an acidic bolt to shower an opponent with its vile green
acid. When cast, the caster
chooses any target within 150 ft. and the spell will strike for 2-8 hit points
of acid damage per round.
Level: 6 (mage)
Range: 0
Duration: 1 turn + 1 round/level
Effect: Special
When this
spell is cast, the magic-user is surrounded by an invisible layer of clean air
that moves with him. While it lasts, the airmantle confers several
benefits upon the caster, as follows:
1. The caster is rendered immune to the effects (both
harmful and helpful) of nonmagical gases and gaseous effects (e.g., poison gas
traps, smoke, methane, etc), as the airmantle’s magic continuously
replenishes its oxygen content, effectively filtering out such fumes.
2. When subjected to gaseous effects of a fantastic nature
(e.g., spells and spell-like effects, breath weapons, etc), an airmantle reduces
damage inflicted upon the caster by one-half due to the airmantle’s
filtering capabilities. If the caster also makes his saving throw against the
effect, the damage is reduced to one-quarter. If the gaseous effect produces a
result that is not expressed by hit-point damage (e.g., death, petrification,
paralyzation, etc), the caster receives a +4 bonus to the saving throw instead.
If the gaseous effect does both, then the airmantle’s protection applies
to both.
3. The airmantle provides the caster with breathable
air in an otherwise hostile atmosphere, such as underwater or the vacuum of
space.
Dispel
magic has no effect on an airmantle, but a limited wish or more
powerful spell negates it prematurely, as does the caster’s silent command.
Alter Breath
Weapon
Level: 5 (dragon)
Range: 0
Duration: 1 round/level
Effect: Special
With this
spell, a dragon causes its breath weapon to take on the appearance and
properties of the breath of another type of dragon. For dragons who possess
multiple breath weapon forms, only one is changed by the spell. In any case,
the spell causes an actual change, not an illusion. Furthermore, the amount of
damage caused by the altered breath weapon is the same as that of the dragon’s
true breath weapon; only the type, not the power, of breath weapon is changed.
For example, a red dragon can use this spell to change its fiery breath weapon
into a cloud of chlorine gas (as used by green dragons), but with a damage
potential equal to its usual flame breath weapon. By using this spell, the
dragon is able to harm creatures that are normally immune or resistant to its
fiery breath (e.g., another red dragon). Of course, a creature immune to
chlorine gas or to dragon breath weapons in general is still unharmed by the
attack. Note that the special properties of gemstone dragon breaths are not
acquired or exchanged. Alter breath weapon can be ended prematurely with
a successful dispel magic or similar effect, or by silent will of the
dragon. However, the spell does not permit the dragon to shift through multiple
types of breath weapons; once a particular type of breath weapon is chosen, it
cannot be changed, save to revert back to the dragon’s true breath weapon,
ending the spell. Likewise, multiple alter breath weapon spells cannot
be in effect at the same time. If a second alter breath weapon is
attempted before the first expires, both spells are immediately negated.
Anneal Clan
Spirit
Level: 6 (dwarven cleric chant)
Range: 0
Duration: Permanent
Effect: 1 item
This chant
calls up an ancestor of the dwarven clan to give an item intelligence and
possibly magical power. Each ancestor can be annealed to an item only once, and
dwarven clerics keep careful records of which spirits have been called upon,
and which clan has the right to call upon the next available spirit. If the
chant is completed, the summoned spirit enters the item and grants it the
ability to answer questions (as per a speak with the dead spell). Once
all questions have been answered, the spirit is free to leave the item at any
time. If it has been well-treated, a successful Charisma check by a dwarf of
the spirit’s clan indicates that the spirit remains in the item for another
year. If the spirit is mistreated, it leaves at once. The longer it stays, the
more likely it is that the item will display additional powers. For each decade
that the item is inhabited, the DM either chooses an ability or rolls on the
accompanying table to determine what ability the item gains. If the same result
appears more than once, the effect is cumulative. If the item is abandoned, it
neither gains nor loses abilities until it is again used.
Clan Spirit Abilities
1d100 Ability
1-3 Detect evil at
will
4-6 Continual light once/day
7-8 Prayer once/week
9-11 Sanctuary once/day
12 Cureall
once/year
13-20
Gives advice once/month
21-22
Bearer’s Movement rate increases by 20'
23 Passwall once/month
24 Stone shape once/month
25-26 Bearer never feels fatigue
27-28 Bearer never sleeps
29-30 Bearer’s beard doubles in length
31-35 Bearer gains one additional slot of
blacksmith skill
36-40 Bearer gains one additional slot of
armorer skill
41-45 Bearer gains one additional slot of
weaponsmith skill
46-50 Bearer gains one additional slot of mining
skill
51-55
Bearer immune to poison
56
Bearer immune to
intoxication
57-60 Bearer gains perfect direction sense
61-65 Stone tell once/day
65-70 Bearer gains +2 to attack and damage
against giants
71-75 Bearer gains +2 to attack and damage
against humanoids
76-80 Bearer gains +1 AC bonus
81 Bearer gains
+1 bonus to all saving throws
82-83 Resist fire once/week
84-85 Resist cold once/week
86-90 Bearer cannot lie
91 Bearer gains
true sight
92 Regenerate 1
hp/hour
93 Holy word
1/year
94 Summon
earth elemental 1/year
95 Summon
fire elemental 1/year
96 Assume
badger form once/month
97 Speak
with animals at will
98 +4 to
attack rolls with crossbow
99 +4 to
attack rolls with battle axe
100
+4 to attack rolls with war hammer
Records
describing the use of the anneal clan spirit chant indicate that
annealed spirits have created other effects as well; the preceding table is
only a guide. Each time an item transfers ownership, the new owner must make a
Charisma check. If the check succeeds, the item retains both the annealed
spirit and its powers. If the check fails, the annealed spirit leaves the item
forever, sometimes leaving behind a single minor power as a sign of its long
habitation. Items whose spirits have been bound for long periods of time are
revered as holy relics by many dwarves, and a clan will go to great lengths to
keep such precious objects in the family. They are never sold or bartered away.
Summoning the spirit of a clan ancestor and chanting it into an item requires
the caster to add a bone of the ancestor to the forge’s fire. Casting this
spell takes 1d4 days.
Level: 1 (mage)
Range: 0
Duration: 1 turn/level
Effect: Caster Only
This spell
causes the caster to seem to turn wispy and insubstantial, as if under the
effects of a wraithform spell. The caster’s outline becomes fuzzy and
indistinct, his body becomes translucent, and his features become difficult to
distinguish. This spell is distinct from blur in that it does not afford
any AC bonus or make the caster harder to attack in any way. The caster does
appear very much like a ghost, however, and enemies might flee, attack with
holy water, or raise holy symbols to protect themselves. The caster is fully
corporeal and can use spells, talk, and move normally. The spell can be very
effective if the caster briefly mouths words to strangers, moves away silently,
and passes through an illusory wall.
Level: 1 (mage)
Range: 10 yards
Duration: 1 round/level
Effect: 1 object/round
By use of this
spell, the caster can identify the type and quality of gems and precious
metals. Gemstones are identified by type, relative size, and quality. Precious
metals are identified by type, weight, and purity. This spell does not give
actual values in gold pieces for gemstones, since that varies by location and
availability. The approximate value of precious metals is apparent from their
weights. A caster using this spell can immediately spot fake gems or gilded
coins, and illusionary or conjured valuables are also revealed.
Level: 2 (mage)
Range: 300 yards
Duration: Instantaneous
Effect: Special
This spell
transfers liquid from one vessel to another (either from a full container to an
empty one, or trading the contents of two containers). For the spell to
function, the two vessels (which can be open, like cups or mugs, or closed,
like wineskins, casks, or stoppered jugs) must be identical (or nearly so) in
size, shape, and material. The caster must have touched or handled both
containers at some time previous to the casting of the transfer. The spell
fails if this is not so, or if the caster attempts to move an ignited liquid,
or a liquid containing solid or semi-solid objects larger than the caster’s
thumb (such as meatballs or dumplings). If these conditions are fulfilled, the
spell succeeds. No part of the liquid is consumed or lost by the magic; if
liquid passes from a filled container to an empty one, the formerly laden
container will be left bone dry. Movement of the liquid is silent and
instantaneous; a sudden change in the weight of the container may result,
causing an unsuspecting being holding or carrying it to drop the container or
overbalance. Alcoholic liquids and acids may be moved unaltered by means of
this spell, but enchanted liquids of any sort (such as potions) lose their
magic when affected by a transfer. Poisoned liquids are moved by a transfer,
but on a roll of 1 or 2 on 1d6, they’re rendered permanently inert during their
journey; on a roll of 6, they’re weakened so as to be delayed in taking effect
for 1d4+1 rounds (in addition to any normal onset time delay).
Archon's Tears
Level: 3 (mage)
Range: 90'
Duration: Instantaneous
Effect: 1 target/meteor
Legend says
the archons shed tears when evil is done. These tears can burn even the most
armored of foes. The caster chooses any single target within range. Then, a
stream of small meteors rain down and strike the target and surrounding area -
one 'meteor' for each level of experience, up to a maximum of 10. Each missile
that hits inflicts 1-2 points of blunt damage and 1-4 points of fire damage.
Anyone within 3 feet of the target takes 1 point of fire damage as well.
Level: 7 (mage, faenare
windsinger)
Range: 0
Duration: Special
Effect: 60’ radius
When the
caster begins an aria of peace, sweet calming tunes of many instruments
fill the air. The sound instantly calms any hostile creature, compelling it to
stop fighting. Affected creatures cannot attack anyone while under the spell’s
effect. No hostile moves can be made. Weapons cannot be drawn, those affected
cannot use violent defense modes (like a wall of fire), nor can they
move to position themselves for an attack. Those who were previously engaged in
combat or closing for a fight must stand still. If a creature resists this
spell by making a successful saving throw, he can attack others who can defend
themselves against that creature only. These defenses cannot include
area-of-effect spells that also attack creatures who are not assaulting the
defender. Hostile creatures must resist the spell every round they remain
within the area of effect, making saving throws and/or magic resistance checks
until subdued by the spell, until they leave the area, the caster ends the
spell, or the creature is killed or rendered unconscious. The spell lasts as
long as the caster maintains it, plus one round per four levels of experience
thereafter. Once the caster ceases concentration, he usually uses personal
persuasive abilities or enchantments to avoid further violence.
Arrow Swarm
Level: 5 (mage)
Range: see below
Duration: 1 round
Effect: 90' cone with a 45' base
This spell transforms a
single nonmagical arrow, which must be fired from a bow by a person other than
the caster as the caster touches the arrow and intones the incantation, into a
deadly cone of arrowfire that emerges from extradimensional space somewhere
else in Mystara, at a time of the caster's choosing. The arrow vanishes when
the spell is cast and is consumed by the spell, which creates two short-lived
duplicates of the arrow for each experience level of the caster up to 15th
level. These arrows cannot be poisoned or aflame, nor can they carry a disease
or any other magic aside from the spell they are a part of - such as a curse -
even if the original arrow did. These multiple magical arrows do 1d6 damage
each, but when striking, they race about like excited minnows in a school,
passing through organic material rather than striking and staying, and darting
about with many changes of direction rather than flying once and then falling. At
the end of two rounds of such swirling, they fade away, but until then they
occupy a conical area expanding out 90 feet from an unseen point of origin,
widening 5 feet in diameter for every 10 feet from the point of the cone (in
other words, the cone is 5 feet in diameter 10 feet from the point of origin,
10 feet in diameter 20 feet from the point of origin, 15 feet in diameter 30
feet from the point of origin, etc). This area of flight cannot pass through
walls, ceilings, floors, or other solid, continuous inorganic barriers, and so
can be constricted by surroundings. Constricted or not, the cone of arrows does
the same damage: All living creatures in the cone must make a successful saving
throw vs. spell at -2 or be struck by all arrows; those who successfully save
are struck by only half the arrows. When this spell is cast, the caster chooses
the spot where its point of origin will take effect, which must be no more than
12 feet above a spot on the same plane where the caster has physically stood
within the last 24 hours, and the general direction of the cone (either as a
compass direction plus up or down, or toward a known feature such as a door,
table, or "the large open end of the room"). The caster also decides
if the spell will take effect instantly or be programmed. If the latter choice
is made, the spell is governed by a set of conditions enunciated aloud during
casting - conditions with the same limitations as a magic mouth spell. The presence of a
known, named individual or magical item, either unique or one of a type, can be
part of the trigger conditions. Programmed arrow swarms have waited undetected for years before suddenly
appearing and erupting, but they cannot pass through or form within a minor globe of
invulnerability or any
more powerful magical barrier, and do not trigger if their programmed
conditions are met when such an effect is present at their designated point of
origin. A dispel
magic cast on the point of origin
or a properly worded limited wish or wish spell destroys an arrow swarm without triggering it.
Ashen Steed
Level: 4 (dwarven cleric chant)
Range: 0
Duration: 1 day/level
Effect: see below
This chant
captures and forms the forge’s smoke into a magical steed. The caster(s) must
prepare a smoking fire source to create a plume of smoke, which is then
captured in a bottle or other sealable vessel. This vessel must be opened
within 24 hours per effective level of the chanting group. When the vessel is
opened, the smoke pours out and forms a smoky steed, which takes a form depending
on the caster’s effective level. The type of steed depends on the level of the
caster:
|
Caster Level |
Steed |
|
1-3 4-6 4-7 10-11 12 |
Pony Mule Rockhome Lizard Smoke Wyvern Smoke Dragon |
Each form has
an AC of 5 and 7 hp plus 1 hp per level of the caster. If an ashen steed ever
loses all its hit points, it disappears. The smoke wyvern flies at a speed of
240', and the smoke dragon flies at 360'. None of the ashen steed creatures can
attack, and none has any special abilities; the wyvern cannot sting and the
dragon cannot employ a breath weapon. The pony and mule can carry only the
holder of the bottle, but the lizard, wyvern, and dragon can carry a number of
additional creatures equal to the number of chanters who help cast the chant.
Once it arrives, the ashen steed lasts for a full day or until dispelled. Casting this spell takes 2d6 rounds.
Level: 2 (mage)
Range: 0
Duration: 1 round/level
Effect: Caster
By means of
this spell, the caster greatly increases the sensitivity of his ears. All
sounds around him are greatly magnified - giving him an effective 100% Hear
Noise ability (as a thief). This spell also allows him to hear things at a
greater distance than he would normally be able to detect, but it does not give
him any special ability to filter the new sounds. This spell could be used to
listen to a whispered conversation from across a room, but it would not allow
the caster to separate that conversation from among others in a crowded area.
For the duration of this spell, loud noises have a detrimental effect on the
caster. Any area with a high level of noise, such as a battle or the common
room of a crowded inn causes the caster pain and forces him to make
Constitution checks before taking any strenuous actions, such as spell casting.
Sound-based attacks, such as shout, have twice their normal effect on
someone using this spell, and saves against such attacks are made at a -4
penalty.
Level: 5 (dragon shamans of Diamond)
Range: 0
Duration: 1 turn +1 round/level
Effect: Special
When cast,
this spell outlines the dragon with a sparkling layer of magical power. While
the spell lasts, the dragon may cast any spell of fourth-level or below it has
in memory without the spell vanishing from its mind, as the aura generates
the energy necessary to power the spell (much like the stored energy of a rod
of absorption). Aura of Diamond remains in effect for the full duration
of the spell unless removed with a full wish, a rod of cancellation, or
the like. However, it is temporarily negated if the dragon passes into an
antimagic zone, a protection from magic field, or similar effect,
remaining so until the dragon leaves such an area. Lesser spells and effects
are useless against it. Casting this spell takes one full round.
Level: 1 (dragon shamans of Pearl)
Range: 0
Duration: 1 round/level
Effect: Special
When this
spell is cast, the dragon is surrounded in an aura of bone-chilling cold energy
that extends away from the dragon to a distance equal to 10’ per HD. Creatures
who enter the area must save vs. death magic or suffer a –4 penalty to AC,
saving throws, and attack rolls due to the chilling effect. Even if a victim
immediately leaves the area, or the spell expires, the penalties persist for an
additional 2d4 rounds. Those who successfully save reduce the penalties to -2
and lessen the post-exposure effects to 1d4 additional rounds. These conditions
are not cumulative, so a victim need make only one saving throw vs. a given aura
of Pearl— i.e., a victim is free to enter, leave, and reenter the area of
effect as often as desired without requiring additional saving throws. However,
the effects are cumulative if the victim enters one aura of Pearl,
departs, and then enters a second aura of Pearl before the effects of
the first exposure have worn off. This spell produces a Entropy-energy chilling
effect, so immunity to standard cold attack forms (e.g., cone of cold, ice
storm, freezing sphere, etc) provides no defense against it. Undead
and other creatures of the Sphere of Death, as well as the casting dragon or
another dragon with an active aura of Pearl, are immune to the effects
of the spell. The protection from Entropy spell also provides protection
against an aura of Pearl. Aura of Pearl persists for the full duration
unless removed by a limited wish or greater effect; dispel magic does
not suffice.
Level: 5 (mage)
Range: 30 feet/level
Duration: 1 turn
Effect: activates one magic item
This spell
allows the caster to activate a single magical item from any distance within
spell range, causing it to discharge an attack or perform another usual
function. Control of the item is as exact as if the caster were handling and
wielding the item directly. If the item’s enchantment restricts its use to a
particular race or individual, the spell enables the caster to “be” that
privileged entity for the purposes of item activation. Control continues until
the spell expires or the caster commences the casting of another spell (which
ends the awaken from afar magic), operating the item in any round
desired at its usual rate. The item is made to levitate by the spell, and it
can be aimed or moved about, at MV 140' (MF 5), at the will of the caster.
Picking locks, wielding other magic items, reading maps or complex directions,
and other tasks requiring concentration can’t be carried out in the same round
in which an activated item is controlled. During a round of neglect, such an
item does nothing; it can’t be commanded to “fire and go on firing until
advised otherwise.” The item and the caster must be on the same plane (e.g.,
the caster can’t be ethereal). For control to work, the item must be one that
the caster has previously touched (direct flesh contact) and that is not held
by another creature at the time of casting. In other words, a wand held by an
enemy magic-user can’t be turned against him, but a wand at his belt —if the caster
has previously handled it —could be made to discharge unexpectedly. Only one
item can be controlled by an awaken from afar spell, and if two such
spells are cast so as to control the same item, neither spell will work. In all
cases where control over an item fails (except for the “round of neglect”
previously mentioned), the awaken from afar spell ends instantly, and
the magic is fully expended (unused time of control can’t be used later, or by
another awaken from afar spell). If a creature seizes an item controlled
by this spell and attempts to wield it, the seizer and the caster each roll
1d20, each adding his Intelligence score. If the caster has the higher roll, he
maintains control. The spell ends if the seizing creature has the higher roll.
This roll must be made for each remaining round of spell duration unless the
seizing creature loses possession of the item or the caster gets a lower roll.
Only item functions that the caster is aware of, has witnessed, or that are
obvious can be awakened by use of this spell, though the spell will overcome
lack of a secret command word or special triggering phrase or process. Item
functions that require aiming will be “fired blind” if the caster can’t see the
item or intended targets, and some item functions won’t operate without direct
sight of a target. (The spell won’t overcome this limitation, although it
should be noted that the sighting of targets is always between caster and
target, not item and target; the caster can’t “see through” the item unless
such scrying is an integral part of its powers).
Awaken Magical
Item
Level: 7 (mage)
This spell is
identical to the clerical spell of the same name.
Ax of Torment
Level: 3 (mage)
Range: 50'
Duration: see below
Effect: creates a magical battle axe
This spell
summons a mystical giant battle axe. The axe strikes a specified individual
target once for 1-8 hp damage. In addition, as a final blow, the axe will cause
a magical effect to occur (roll 1d3, or 1d8 if the caster is of 9th level or
above (a successful save vs. spells will negate all damage and effects):
Die roll
Effect
1
Suffer an additional 1-8 hp
damage
2
Suffer an additional 2-16 hp damage
3
Target paralyzed for 1d2
rounds
4
Suffer an additional 5-40 hp
fire damage
5
Suffer an additional 6-48 hp
cold damage
6
Target randomly teleported
1-100 feet away
7
Target turned to stone
8
Suffer an additional 8-64 hp
damage
Level: 8 (mage)
Range: 30 yards
Duration: Special
Effect: One creature
This spell
forces its target (who must be visible to the caster when casting begins) back
into previous body shapes the target has assumed. If it is cast on a creature
that has never changed its shape, the spell is wasted. Purely illusionary
disguises and minor changes to the nature of a target's body such as in growing
and aging do not count as “changes in shape.” The backshift spell forces
its target back into the last three body shapes it has assumed that weren’t the
targets own. If the target has taken fewer than three shapes since birth, the
spell displays all forms it has taken. The target creature appears into these
shapes in reverse chronological order (that is, the most recently-taken form
first) for one round each. If there are fewer than three shapes available, the
spell cycles through them, never including the form the creature was using when
first struck by the backshift. There is no saving throw against this
initial part of the backshift, and this spell can force creatures into
shapes not adapted for survival in the current surroundings (such as aquatic
forms, on dry land). Target activities, such as spellcasting and weapon use,
may be hampered or aided by the forms taken (dropping weapons is common), but
the backshift spell itself doesn’t prohibit them. At the end of the
third round, the victim of a backshift is allowed a saving throw vs.
spell. If the save succeeds, the spell ends, and the creature is instantly
returned to the form it had at first contact with the spell. If the save fails,
the caster of the spell can freely choose any one of the four forms (the
initial one and the three forced “returns”) as the target creature’s new form.
As the magic expires, it puts the target creature into the chosen form. This
change is permanent unless altered by later magics, though the chosen form
isn’t the creature’s “true” form; a simple dispel magic causes the
creature to revert to its true form. Once a backshift has been cast, its
caster is free to undertake other activities during later rounds (while its
victim is undergoing the spell effects). The death of the caster frees the
target from the backshift immediately, but movement out of spell range
does not.
Level: 1 (mage, wokan)
Range: 0
Duration: 1 turn/Hit Die
Effect: 1 creature
This spell can
only be used by scaled creatures. It causes the recipient’s body to grow
barbles, long, semi-flexible spines extending from the creature’s scales. The
barbles have the effect of improving the creature’s Armor Class by 2. In
addition, the creature may attack with the barbles in lieu of its normal attack
mode, causing 1-6 hp damage on a successful hit. Opponents who are foolish
enough to grapple with a barbled creature suffer that damage automatically each
round they are so engaged. Because of the awkward size of the barbles (some of
which reach over a foot in length), the spell recipient may unable to enter
some small openings, such as narrow cave mouths. Also, surrounding objects may
be accidentally caught on the spines, and the spell recipient is quite limited
in his choices of clothing and other equipment worn on the body. For this
reason, most of the users of the spell are creatures who wear little clothing
and live underwater, where they are less likely to jar the altered scales.
Level: 3 (mage)
Range: 120 yards + 20 yards/level
Duration: 1 round
Effect: 20’ radius
This spell can
be quite deadly if used against aerial creatures. With bakarapper, the
caster creates a 1” ball of light that shoots into the sky much like a lightflare.
Upon reaching the designated target point, however, the ball disappears. Six
seconds later, the ball explodes into several balls of light (one per level of
caster) that fly out in random directions from the center and then explode
inward six seconds after that. The initial explosion causes no damage; the
second explosion inflicts 2 hp damage per level of the caster to any creature
within a 20’ radius from the initial explosion. When casting the spell, the
spellcaster can add a thunderclap sound. The thunderclap deafens all in the
area of effect causing them a penalty of 2 on die rolls. This spell must be
cast so that the initial ball of light is fired at a minimum of a 45° angle
from the horizontal plane. It can be triggered at any distance beyond 3”.
Level: 3 (mage)
Range: 60 feet
Duration: Instantaneous
Effect: 10’-radius globe
This spell
brings into being a whirling ball of flashing, translucent magical force. It
actually turns the air momentarily into solid, razor-edged planes. The ball of
fangs flashes (at MV 22) in a straight line to any spot within range chosen by
the caster, affecting all creatures it strikes, and then abruptly fades away.
Targets who come into contact with any part of a ball of fangs are slashed for
3d6+2 hp damage unless they successfully save vs. spell, whereupon damage is
reduced to 1d8+2 hp.
Level: 3 (mage)
Range: 10 feet
Duration: 1 hour per level
Effect: One ship
This spell
causes all the hatches, doors, and windows on a ship to close tightly. If these
have locks or seals, they bolt themselves in place. A magical watertight seal
comes into being around all the hatches. No force of wind or wave can burst the
hatches; however, they are not wizard locked; unless otherwise locked or
barred, intelligent creatures can still open and close the doors normally. This
does not affect the duration of the spell.
Level: 1 (mage)
Range: Touch
Duration: 1 round/level
Effect: Special
This spell
allows its caster to “snare” an existing beam of light (cast through a chink,
narrow opening, or shaft by an existing light source), and bend it to “shoot”
in another direction. The caster can make only one bend in the shaft of light,
but that bend can be adjusted by the caster at any time during the spell
duration, as often as desired, by touching the illuminated path and willing an
adjustment. This spell is usually used to cast light into an otherwise dark
area to allow others to see what they’re doing but it can also be used as a
signal or a means to make sunlight contact a monster. It is rarely capable of
blinding creatures unless their nature or the situation makes it so effective.
It can’t be used to affect gaze attacks, the light in a brightly-lit area (i.e.,
where no definite “beam” of light is present), or magical effects that are
visible beams (such as several spells that bring into being “ruby rays”).
Become Bones
Level: 2 (mage)
Range: 0
Duration: 1 turn+1d6 rounds
Effect: see below
This spell temporarily alters the body of the caster into
the semblance of a human skeleton, causing flesh, tissue, organs (including
eyes), clothing, and gear to become invisible. The skills, mobility, and
functions of the body are unaltered. While in this form, unintelligent undead
creatures ignore the caster.
This spell is normally used
to disguise the caster's identity (or even presence, if used in a crypt). It
can be ended early (and instantly) if the caster commands it to expire. The
effects do not automatically expire if the caster attacks, as in invisibility.
Bellows
Breath
Level: 3 (dwarven cleric chant)
Range: 0
Duration: 8 hours
Effect: 1 fire
By
creating a wind to fan the flames, this chant dramatically increases the size
of any existing fire.
Bellows breath also enhances any other fire spell,
increasing that spell’s damage by +1 point per die.
The chant’s magical wind scatters ashes and might
put out a fire or dispel the target fire spell, as determined by a die roll
(treat as a turning attempt against a lich by a human cleric at the same level
as the highest level cleric participating in the chant). If the check succeeds
(turn or destroy), the fire stays lit and its heat increases to the level
required to forge mithril and adamantite. If the check fails, the fire is blown
out. This spell takes 1d6 turns to cast.
Level: 1 (mage)
Range: Touch
Duration: 1 round
Effect: Special
This spell
causes any one surface directly touched by the caster to become transparent to
the caster’s gaze. The surface may be of any size (such as a wall, or huge
castle door) so long as it is one continuous piece no thicker than three
inches. The magic cannot penetrate two surfaces, so it is foiled by a tapestry
on the other side of a door, or even the two surfaces of a hollow-core door.
This spell is commonly used to allow a caster to see who or what is on the
other side of a door or to look “through” a tabletop for cheating at games or
thievery. The surface seems transparent only to the caster's gaze, not to others’,
and the magical sight provided by a beneath the surface spell cannot
penetrate living things or the secretions of living things (such as spilled
blood, gray ooze, and so on). The caster’s gaze functions normally with respect
to distance, available light, and so on, so staring into a closed, lightless
box shows the caster only impenetrable darkness.
Bind Tabi
Level: 6 (mage)
Range: touch
Duration: Permanent
Effect: binds a tabi to the caster for life
This
spell allows the caster to bind one tabi into service for life. The tabi
becomes absolutely loyal and will carry out all the caster's commands to the
best of its ability, even if the command puts the tabi in danger (morale 12).
This sped' does not work on a tabi already bound to another magic-user, and the
caster can have only one bound tabi at a time. To cast the spell, the
magic-user must have an iron brazier filled with red‑hot coals and at least
2,000 gold pieces worth of rare incense. The final incantation takes less than
a round, but the caster must immediately touch the tabi or the spell fails.
Unless the tabi is caged or tightly bound, a successful attack roll is required
to touch the tabi. Once the spell is cast and the tabi is touched, the caster
must keep the tabi nearby (always within 100 yards) for a full week. During
this time, the caster instructs the tabi about its duties, and the pair
generally get acquainted with each other. During this time the caster can
follow a normal routine or even go adventuring, but he or she is too
preoccupied to undertake intensive tasks such as spell research or enchanting a
magical item. Once bound, a tabi willingly shares any information it has with
its new master. The caster can release the tabi from its bond with no ill
effects. This spell can be cast only once a year.
Level: 9 (mage)
Range: 10 yards per 2 levels
Duration: 9 rounds
Effect: Special
This spell
brings into being a “chain” of shimmering, translucent links of magical force
that forms in a whirling ring above a single chosen target creature, and then
descends, its ends flailing. To the target, the binding chain has physical
solidity; to all others, it’s no more than the vision of a lashing chain and a
clashing, metallic rattling sound. The binding chain whirls above the target
for a full round before descending. It moves to stay above the target during
this time, but doesn’t hamper target actions in any way. It will fall
harmlessly into nothingness if its target can teleport away, become
ethereal, adopt wraithform or otherwise become non-corporeal; or is an
illusion or projection rather than a solid, physical body. It takes instant
effect if the target rises up into or seeks to pass through its whirling ring.
The chain can form and whirl unaffected by magical barriers (even those of the
greatest efficacy, such as prismatic wall), physical barriers (castle
walls or solid rock), and water (even underwater). It is 10 feet high and 10
feet thick, with its length and the diameter of the area it encloses determined
by the size of the creature it’s enclosing, from a minimum of ten feet to a
maximum of 60 feet. A binding chain of fate prevents the operation of
all magic within its ring save its own. No magic can pass through it or take
effect within any part of it, nor can the area of effect of a spell that erupts
or is already in force outside the ring persist within or include the area
occupied by the ring or the area it encloses (A non-target being who stands
within the enclosed area or in the space occupied by the phantom “chain” won’t
suffer the damaging effects of the spell, but is governed by this freedom from
all contact with other magic). A binding chain can withstand even the
mightiest of known spells, even dispel magic or disjunction, and
its caster cannot banish it before the spell has run its course. Once settled
around the chosen target, a binding chain prevents that being from
moving outside its ring; though they are free to move within the enclosed area,
the chain acts as an impregnable ceiling, floor, and continuous wall to them
(that is, to the target only; other beings can pass through it freely and can
launch physical attacks on the target being normally, though the visual chaos
of the chain causes all missile attacks through it to be made at -3 to hit). A binding
chain flails its target being for 4d4 hp damage per round and prevents them
from working any magic, negating any existing enchantments at work upon them
for the duration of its existence. A target aloft due to flying or levitation
magic when enchained would not fall, because the chain’s invisible “floor”
would hold them aloft. If that magic reaches its normal expiration before the
chain does, the target will fall when the binding chain ends, Once
settled, the chain also prevents its enchained target from changing form; a
vampire in solid form can’t become gaseous, a phase spider can’t phase, and a
dragon in human shape can’t revert to draconic form. This prohibition lasts as
long as the chain does.
Birdcall
Level: 1 (elven)
Range: touch
Duration: 1d6+6 turns
Effect: translates target's voice into birdsong
This spell causes the voice of the recipient to be
translated into bird calls for the duration of the spell. All those under the
spell effect, however, are able to understand each other as if they were speaking
normally. The spell was designed to allow those affected to communicate without
others understanding the conversation; it is particularly useful for scouts in
wooded areas, since intruders will hear nothing but the calls of birds. Since
the spell is 1st level, even the lowest-level elven scout can cast it - in the
Vyalia clans, it is the first spell taught to any prospective scout. With
experience, the caster can choose the birdcalls to be emulated; many scouts
have "signature" bird-voices. Some scouts may even take a use-name
based on their birdcall voice, such as the female scout Magpie of
Greenheight.
The elves commonly employ their
version of the spell for secret communication; they have also found it useful
to heighten the mystery surrounding their forests, as lone intruders may emerge
with voices transformed into the croak of a raven or the trill of a robin. The
Callarii, in addition to the uses outlined above, have used birdsong to
develop a new art form, with talented minstrels writing and singing beautiful
melodies especially designed to take advantage of the spell effect. The
Callarii sense of humor occasionally results in the spell being employed for a
mild practical joke on outsiders. Note: the spell cannot be used to prevent
enemy spellcasters from using magic, since they may still speak; although the
sound is altered, the spell is cast as normal.
Blacklance
Level: 5 (mage)
Range: 10' + 10'/level
Duration: Instantaneous
Effect: Special
When this
spell is cast, a pure black spear of Entropic energy visibly streaks from the
caster's fingertips, inflicting 1d4 points of damage on its target per level of
the caster. After it hits the first target, the spell leaps to the next closest
target, inflicting half the damage done to the first. It continues leaping,
halving damage each time, until the damage is reduced to 1 point or less. If
only one target is available, the blacklance discharges into
the ground. It never doubles back to strike the caster unless some other effect
such as spell turning takes place, nor will it strike a given target more than
once.
Blackstone
Level: 9 (mage)
Range: Touch
Duration: Special
Effect: Special
This spell
requires a large black gemstone of any kind worth at least 5,000 gp and a
functional ioun stone of the spell-absorbing, ellipsoid variety. When the spell
is cast, the ioun stone is drawn into the gemstone, thus creating the
blackstone. Once done, the blackstone is capable of absorbing magical energy
from any source, be it a spell, spell-like power, or magical device. Such
energies cast directly upon the blackstone are instantly absorbed. Likewise, if
the blackstone is within the area of effect, magic is absorbed without any
effect. If the blackstone is brought into an active area of effect (e.g. a
previously cast continual light, airy water, etc), touched to the
surface of a magically created barrier (e.g., a force field, shield,
prismatic wall, etc), touched to a creature or object affected or
influenced by magic (e.g., charmed or summoned creatures, held doors, a caster
with active detection magic, etc), or comes in contact with any magic
controlled from afar (e.g., the various hand spells, floating disc,
etc), the contacted magic is absorbed. This absorption does not affect the
enchantments of permanent items, such as rings, armor, weapons, etc., but if
such a device can release a magical effect (e.g., a sword releasing a fireball,
etc), the effect is absorbed if the blackstone is within the area of effect.
Likewise, it does not drain charges from items like a magical staff or wand,
but released effects of those devices are absorbed. All spells, spell-like
abilities, and magic effects are absorbed if employed by anyone carrying or
touching the blackstone. If detect magic or similar magic is cast on the
blackstone, the caster will see a sudden “flash” of magical power before the
divination is absorbed. Analyze and other property-revealing spells show
the caster only that it can absorb magic before that magic is itself absorbed.
While the blackstone may seem useful at first, it is typically used as a trap
for greedy treasure hunters, offered as a “gift” to rivals, or placed so to be
found by an enemy. In fact, the blackstone is quite baneful to its owner,
especially if the user thinks it a defense against magic or probes it too much
with magic. The blackstone can absorb a number of spell levels equal to the
ioun stone used in the blackstone’s creation, regardless of the comparable
level of the effect (the blackstone does not have the spell-level limits of the
ioun stone in this regard). Thus, if the ioun stone was able to absorb 14 spell
levels before burning out, the blackstone can absorb 14 spell levels. If this
number is ever exceeded (absorbed energy cannot be safely released or negated
to allow continued spell absorption), the energy is absorbed, but the
blackstone instantly explodes in a wave of raw magical energy. All creatures within 60’ of the
blackstone suffer 1 d4 hp damage per spell level absorbed (including the excess
levels that caused the explosion). A save vs. breath weapon reduces the damage
by half, but all inanimate items within the area (including carried items) must
check for damage or be destroyed. Any creature actually holding the blackstone
when it explodes suffers a -4 penalty to the saving throw.
Level: 1 (mage)
Range: 0
Duration: Special
Effect: Special
This spell can
take effect at any time after casting (unless the caster dies, is affected by a
dispel magic enchantment, or wills the spell to lapse so as to memorize
another one in its place). It requires an edged weapon that the caster has the
strength and reach to wield one-handed (the weapon is consumed by the spell).
Skill in the weapon is not necessary. At any time after casting the caster can
activate the blade of memory spell by speaking a single trigger word,
which brings a ghostly replica of the weapon into being in the caster’s hand.
This translucent “phantom” blade can be seen by all, but it is intangible. It
can’t be felt or dropped, won’t conduct electricity or magnetic forces, can’t
cut objects of any sort, and can’t parry or even bump into things. It is solid
only against one intended target, chosen by the caster at the time of
activation. Against its target, a blade of memory is +4 to hit on the
round of activation, +3 on the next round, +2 on the third round, +1 on the
fourth, and then it vanishes. It causes normal damage for its weapon type, and
it can’t leave the caster’s hand—it can’t be thrown, changed from hand to hand,
or given to another. The caster of a blade of memory can will it out of
existence instantly at any time but cannot cause it to “wink out” and then
reappear.
Level: 4 (mage)
Range: 0
Duration: 1 round/level
Effect: Caster
Upon casting
this spell, the magic-user’s skin gains a silvery, metallic sheen. The caster is
now protected against all types of slashing and piercing melee weapons. Any hit
from such a weapon inflicts only half damage, and the weapon must save vs.
crushing blow, or its blade breaks. Magical weapons and weapons of exceptional
quality are merely deflected. This spell offers no protection against other
forms of attack (e.g., bare knuckle attacks, etc).
Level: 4 (mage)
Range: 60 yards
Duration: 3 rounds
Effect: One bladed weapon
This spell
transforms any visible bladed weapon chosen by the caster into a sharp-fanged,
smooth-bodied serpentine form (the cutting edges of the weapon disappear). This
“blade serpent” strikes at any living creature it can reach, biting twice per
round for 1d4+1 hp damage a time (Usually this spell is cast on a drawn weapon
in the grasp of a foe of the spellcaster). A blade serpent is AC 4, is MV 50’
if free to move on a horizontal surface, and can be shattered (turning the
weapon it is made of into metal shards forever) by dealing it 22 hp damage. If
the affected weapon is held by its wielder (who is forced to suffer its
attacks) throughout the entire duration of a bladebite, it shifts back
into sword form when the spell ends. If the weapon is released, however (or
wasn‘t in the grasp of anyone when struck by the spell), it lapses into a
twisted, edgeless bar of metal when the spell expires and must be re-forged to
regain useful bladed weapon shape. Enchanted weapons aren’t changed into
twisting, biting serpents by this spell, or altered in shape in any other
manner, but their bonuses and special powers are negated for the duration of
the bladebite.
Bladechill
Level: 4 (mage)
Range: Touch
Duration: 3d4 rounds
Effect: One target weapon and
10’-radius globe
Bladechill is a highly specific and localized
weather-affecting spell developed for fighting dragons and other cold-blooded
creatures. Cast on a sword or other slashing weapon, the spell causes both the
temperature of the weapon and a 10-foot radius around it to drop 2d20 degrees per round until reduced to -40 degrees. The cold generated within the radius forces all those within the
area to make successful saving throws vs.
paralyzation to fight and move normally; failed saves result in -2 penalties on
all rolls and Armor Class. Rings of warmth and boots of the North provide
complete protection from this spell and all its effects, but even the heaviest
of furs are penetrated by the cold created by this spell. In addition,
creatures struck by this enspelled weapon must also make a successful saving
throw vs. spell or suffer 1d6 points of additional cold damage; creatures
vulnerable to cold attacks receive no saving throw against this effect. Note
that the caster is also affected by the cold aura, though he suffers no damage
from wielding the weapon, unless he has other protection. The bladechill lasts for 3d4 rounds only,
and then the target weapon returns to normal temperature instantly with no ill
effects or saving throws needed; any ice or snow generated within the bladechill’s radius area melts as normal for the season and the
climate. Keep in mind that the magical cold generated by this spell is limited
to the weapon upon which it is placed, the reduced temperature radius is actual
cold. Thus, magic-resistant creatures only gain a bonus against the additional
cold damage dealt by successful strikes. The cold generated by the enspelled
weapon is not inherently magical and thus gets past many defenses.
Level: 8 (mage)
Range: 0
Duration: 2-6 hours
Effect: 2-5 mile radius
This variant
of the control weather spell allows the caster to more reliably bring
about chilly, snowy weather, for it summons magical cold through a temporary
conduit connected to the elemental plane of water. In the first half-hour black
and gray clouds begin forming and the temperature drops by 2.5°C per turn. The
winds, meanwhile, start picking up within 3 turns of casting the spell,
increasing from a strong breeze in the first hour to a gale by the second hour.
Snow begins to fall within 1 turn of the spell’s casting, very light at first,
but increasing to a blinding fury at the end of the second hour (1’ of snow
drops to the ground per hour). Creatures caught within the blizzard’s 2-5 mile
radius can move at 1/6 their normal rate at best, will have their vision
limited to 10’ in front of them, and must either have very thick clothing or be
impervious to the cold or else suffer a –1 penalty to attack and damage rolls
as well as 1-2 hp cold damage per turn (Those with heavy armors with AC values
of 4 and below suffer 1-2 hp damage every other turn, but the attack penalties
remain). NPC’s without adequate protection must make Morale checks before
attempting to enter the blizzard’s area of effect. The caster, meanwhile, is
protected from the blizzard’s effects in a 15’ radius, his vision unhampered,
and can move through the snow at his normal movement rate (these benefits also
accrue to his companions, if they’re within the 15’ radius). The blizzard
begins to lessen only during the last half-hour of the spell, and if the
conditions were already favorable then the snow continues (lightly) for another
2-3 hours. Lastly, there is a 10% chance per hour that an water elemental or
some other cold creature is encountered. This spell takes two full rounds to
cast.
Block Ship Flight
Reversed form
of ship flight.
Bloodbriars
Level: 4 (mage)
Range: 1 mile + 100
yards/level
Duration: 1 turn + 1
round/level
Effect: One target creature
By manipulating and enchanting a mere drop of the target
creature’s blood, the caster can entangle the target in invisible brambles and
briars, intangible to all spells and physical attacks yet still greatly evident in the target’s painful wounds and immobility.
When cast, the target creature need not be in sight, though the blood of that
creature must be at hand. When cast, effects are instantly felt by the target
if within the spell’s range. Likewise, the caster feels a tingling that
continues to grow stronger the closer he moves to the target, allowing the
caster to catch the target. The target creature feels as if its body were
tightly bound by razor-sharp briars, brambles, and thorns. Any attempt to move
beyond simple breathing or speaking inflicts 1d8 points of damage
automatically, leaving deep scratches and cuts, as if the creature had stumbled
through a thick hedge of thorns. A successful saving throws vs. spell allows
the target creature to reduce the damage by half. Keep in mind the simplest way
to negate the damage of this spell is to immediately cease movement entirely,
limiting its effects to the initial onset. The spell lasts for exactly one turn
plus one round per level of the casting magic-user. The brambles and briars are
intangible and invisible to all things and magic, including the target’s armor
and magical items. Thus, the target could be walking along and suddenly gashes
and scratches from unseen bloodbriars instantly appear. Only a natural Armor Class of 3 or
better or magic resistance allows the target to escape damage. Note that
magical rings of protection and other defensive magic are ineffective against the
offensive effects of a bloodbriars spell, though any benefits they might have for saving
throws still apply. Characters bound within bloodbriars can still move if they so
choose, but they must take damage (halved by saving throws). If they incur only
one point of damage in a round, there is a 40% chance that a spell cast by the
target creature will be successful, but any greater damage hinders even this
slim chance to cast any spell. Dispel magic will negate this spell only if cast by the target
creature, and bloodbriars is usually effective enough to at least leave a slight
trace of blood by which the creature can be tracked. Often, spellcasters
wrapped in bloodbriars either fly or teleport out of the spell’s range. However, the unexpected nature
of the bloodbriars’ pain and injuries make many
cry out.
Bloodburn
Level: 3 (dragon)
Range: Touch
Duration: 5 rounds
Effect: 1 creature
Also known as bloodboil, this spell is employed only by the most diabolical
dragons, as it inflicts an agonizing death on its unfortunate victim. Red
dragons in particular enjoy casting this spell on presumptuous wizards and
arrogant knights. When cast on a living creature, this spell causes any liquids
in the creature's body to become very hot in a matter of seconds. When cast
against animals, bloodburn
causes the
target's blood to actually ignite within the creatures arteries and veins,
inflicting 2d4 points of damage per round (This makes spellcasting impossible
while the spell effect continues). Water stored within plants begins to
immediately boil, dealing 1d4 points of damage per round. Slimes, jellies, and
oozes immediately dissolve due to this spell and are instantly slain (provided
they do not succeed at their initial saving throw). Undead creatures and
creatures immune to fire or heat damage are unaffected by this spell. If the
target of this spell succeeds at a saving throw vs. spell, it is unaffected.
Targets that fail their saving throws can attempt another saving throw at the beginning
of
round three of the spell's
effect (after having taken a total of 4d4 points of damage) and every subsequent round at a -3 penalty. When
such a target succeeds at one of these subsequent saving throws, the spell ends
and no further damage is inflicted. (However, in the round the saving throw is
successfully made, affected targets may still not cast spells as they are
recovering their wits for the remainder of the round.) Otherwise, the only way
to halt the effect before the spell expires is to successfully cast dispel magic (or a similar incantation)
upon the spell's target or to cast some form of cold spell, such as cone of cold, that totally envelops him or
her. (Note that the cold spell does not inflict its normal damage). If the cold
spell is only partially enveloping (such as frost fingers spell or a cone of cold cast too closely), the bloodburn effect dies down for that round (no fire damage is
inflicted), but then immediately spreads throughout the victim's fluids once
again, inflicting regular damage the following round.
Bloodiron
Level: 3 (dwarven cleric chant)
Range: 0
Duration: Special
Effect: 10 cn metal/level
This spell
creates a magical thirst for blood in a weapon, giving it the ability to
inflict great wounds on any creature it strikes. Whenever a blow is struck with
a bloodiron blade, it inflicts an additional +2 hp damage by keeping the
wounds it causes from closing properly. The spell lasts until the weapon is
blooded in combat and then resheathed; if not resheathed after a battle, the bloodiron
weapon requires
the user to make a Wisdom check every round it is held. If
the check fails, the wielder is compelled to attack the nearest living
creature, friend or foe. Wounds caused by bloodiron do not regenerate
(giving the chant its other name, “trollsbane”). Bloodiron chants have
no effect on blunt weapons or on magical weapons of any kind. Dwarves often
cast bloodiron on crossbow bolts, creating deep wounds that are
difficult to heal. Casting bloodiron takes 3d4 turns and requires the
cleric to cut himself with the weapon to be enchanted; giving his blood to the bloodiron
magic causes 2d8 hp damage to the cleric. This damage can be healed
normally.
Blue Earth
Level: 8 (mage)
Range: 0
Duration: Instantaneous
Effect: 20’ radius/level
When the
magic-user casts this spell, the ground upon which he stands is blighted with a
deadly supernatural chill. The chill affects only a 20’ radius around the
caster the first round; however, the edges of its effect begins to spread
outward in a slow ripple at a movement rate of 120', until the maximum area of
effect is reached (20’ horizontal radius/level). In the wake of the expanding
spell effect, the ground and everything standing, growing, or constructed upon
the ground is sheathed in a thin layer of deadly cold ice, excepting the
caster. The caster must remain still during the initial casting; however, once
the spell is cast, he may move behind the dangerous “cold front” of the spell
in perfect safety, allowing for the slippery surface that must be navigated.
The contents of structures with solid walls of two or more feet in thickness
are unaffected (unless a door is open), and the heights of structures or trees
30 or more feet tall are also unaffected by the icy coating. Brittle inanimate
objects within the area of effect must check for damage at the DM's discretion
or shatter with the sudden plunge in temperature. Plants are killed outright,
trees taller than 30 feet survive, and plant monsters suffer 6d6 + 6 hp damage.
Living beings that fail to outrace the spreading area of effect also take 6d6 +
6 hp cold damage with no saving throw. Living beings (and plants) killed by
this cold front stand frozen, and have a 25% chance of shattering if treated
roughly within one minute of the wave’s passage. Once the initial wave of cold
has passed, the danger of freezing is gone. Those venturing into the slowly
melting area of effect need only take precautions against slipping upon the
incredibly slick surface. (A successful Dexterity check is required to maintain
footing for each round of melee that
occurs upon this icy surface).
Level: 4 (mage)
Range: touch
Duration: permanent
Effect: one item of a volume less than the caster's
This spell serves to alter
and protect metals. The caster touches one item, which may be crafted of any
number of inorganic substances joined together but must not be larger in total
volume than the caster's body, and the blueshine instantly takes effect Organic substances, such as glues, can be present in the
object, but if they make up more than a tenth of its total volume, the spell
fails. Any fractures or weaknesses existing in the item are purged, so that
they are whole, look like new, and are free of blemishes. In addition, the
metals are made more resistant to acids. An item treated with blueshine gains a bonus of + 1 on all
item damage checks vs. acid and all corrosive effects, from venom to various
bloods to ochre jelly secretions to black dragon acid. A blueshine spell also prevents future
rusting and purges the metals of all oxidation, causing affected metal to
revert to its former state, not merely melting rust away and leaving the item
thinner or with gaps and holes. All metals treated with a blueshine spell glow with a deep blue
sheen when they catch available light.
Level: 4 (mage)
Range: 10 miles/level
Duration: see below
Effect: see below
This spell must be cast on a
piece of an individual’s body that is no longer attached to that individual
(e.g. a lock of hair, a severed hand, a dragon’s scale, etc). At the end of the
casting (which takes 1 full turn), the body part hovers 3’ above the ground and
travels at a movement rate of 20’/round in the direction of the individual from
which it was taken, provided it is in range at the time of casting. This spell
cannot track across a planar boundary. The body part will move in a straight
line towards the target; it is up to the caster to keep it in sight. It cannot
be stopped short of dispelling the spell. When it reaches the target, it goes
up in a burst of flame, doing no damage but alerting the target.
Level: 2 (mage)
Range: 0
Duration: 4 rounds + 1/level
Effect: hardens one bone item
or affects one creature
When this dweomer is cast, it causes bone to harden and
become less brittle. Bones under the affect of this spell are harder to break
then normal. If used on a bone weapon, boneharden improves it, in effect
removing the penalties the weapon would normally receive. Boneharden spells
are exclusive. Because they remove penalties rather than adding improvements,
casting two boneharden spells has no more effect than casting one. The
spell can’t be used to add enchantments to weaponry. When cast on a creature,
the recipient gets a saving throw to avoid the effects the spell. If the saving
throw fails, the creature’s bones harden, causing them to ache and joints to
swell. This gives the creature a –2 penalty to its initiative and its attack
and damage rolls as it moves more rigidly and slowly. It also improves the
creature’s Armor Class by 2,however,since it effectively makes the creature
tougher. Casting a second boneharden spell while the first is still in
effect has no affect on the creature.
Level: 8 (mage)
Range: 10 feet + 10 feet/level
Duration: 1 day/level
Effect: One creature
This spell transforms the bones of a
living mammalian creature to jelly, causing the victim to collapse (at the end
of the next round) into a helpless, amoeba-like slithering blob. Breathing and
movement (by creeping, at MV 4) is possible, but climbing, flying, wielding
items, and the like becomes impossible. Death won’t directly occur from this
alteration but it often results from the lack of swift mobility the spell
causes. “Boneless” creatures do not need to eat, sleep, drink, or breathe, but
they suffer 4d4 hp damage per day if subjected to full sunlight for more than
seven continuous hours. A full day after the spell affects them (24 hours, or
144 turns), they are allowed a Constitution check. If the save succeeds, the
victim changes in 1 turn to the same state as if he had saved against the spell
originally (see below). If a target of this spell successfully saves against
the bonemelt attack, only one limb is affected (determine randomly
between arms and legs; heads and tails —if any — are not targeted by the
magic). It turns to a dangling, jelly-like mass lacking the strength to hold or
carry things. If the limb is used for locomotion, the creature’s movement rate drops by three-quarters
(round up), and spellcasting or
activities requiring careful balance or deft manipulations typically become
impossible. Worn or held items may or may not be dropped, depending on the
situation and the actions of the victim.
Border Guard
Level: 4 (mage)
Range: see below
Duration: 1 month
Effect: wards a 10'x10'
square/level area
This
spell creates a border guard around a warded area. The border
discourages interlopers by informing them (via a magic mouth type
dweomer)that they are trespassing on warded ground. If the creature so informed
doesn’t vacate the area within one round, border guard calls into being
a specific spell known to the caster and centers it on the trespasser. The
spell to be evoked must be 3rd
level or lower. Any damage
caused by the spell affects the trespasser only; the ground itself takes no
damage regardless of any elemental effects which may accompany the evocation.
Thus, the interloper might be targeted by a magic missile, flaming
sphere, stinking cloud, web, fireball, lance of
disruption or lightning bolt, all without harming the land around him.
Brambletangle
Level: 1 (mage)
Range: 30'
Duration: Permanent
Effect: 90 cubic feet
By means of this spell, the spellcaster transforms a region
of briars and/or brambles into a densely tangled and thorny coppice through
which movement is nearly impossible. Within the area of effect of brambletangle, creatures of large or greater
size cannot pass without suffering 1d8 points of damage per round or move at a
rate greater than 10'/round
without some form of magical protection or facilitation. Man-sized and small
creatures cannot move at a rate greater than 10' per round without taking
damage unless using some form of magical protection or facilitation. Such
creatures can choose to move at a rate of up to half their normal movement
rate, but they suffer 1d6 points of damage per round if they do so. Tiny
creatures can move at a rate of up to half their normal movement rate without
taking any damage if they use some form of magical protection or facilitation.
If they choose to move at their normal movement rate, however, they take 1d4
points of damage per round. This spell is a favorite of green dragons
Brannart’s
Conflagration
Level: 5 (mage)
Range: 0
Duration: Instantaneous
Effect: 30’ radius
When this
spell is invoked, an explosive wave of force and fire erupts from the caster,
affecting everything within the area of effect, save for the caster, who is not
harmed. All creatures in the area of effect must save vs. spells. Those who
fail suffer 2d10 hp fire damage and are thrust away from the caster to a distance
of 30’, suffering an additional 3d6 hp damage due to the concussive force.
Inanimate objects in the area of effect must check on 1d6 to avoid destruction.
Creatures who save suffer no fire damage but are still thrown, and items
carried by them must check. Inanimate objects that are not carried or held by a
creature, but that are held securely in place (e.g., a tree or a half-buried
boulder) will not be pushed away from the caster, but may suffer fire damage if
the check fails. Unsecured objects (e.g., rocks, logs, furniture, etc). suffer
the full effects of the spell, regardless of size or weight, if the saving
throws are failed. Creatures 30’-60’ away from the caster must save vs. death
magic to avoid being hit by objects thrown out of the spell’s area of effect.
Those who fail suffer damage from being struck by flying objects. Objects at
that range must save vs. crushing blow to avoid impact damage.
Level: 6 (mage), 4 (dragon)
Range: 100 feet + 10 feet/level
Duration: Special
Effect: 30’ radius
This spell is
most often used by dragons. It brings into being a 10’-diameter sphere of
roiling, rushing, opaque whirling air that appears floating in a chosen spot
within spell range. If a locale beyond spell range is chosen, the breathball
appears as close to it as spell range allows. A breathball hangs in
its chosen spot until its caster wills it to detonate (usually when a foe is
nearby), a living creature other than the caster makes contact with any part of
it (missile weapons and probings with weapons have no effect on it), or 10
rounds elapse from casting, whichever comes first. When any of these conditions
is fulfilled, the breathball bursts, explosively spraying its contents
throughout a 30’-radius sphere of effect. These “contents” are any chosen
breath weapon the caster can employ (human spell-casters able to use spells
such as cone of cold, by use of the “linking” spell dweomerflow,
can substitute such magics for the breath weapon they lack). Breath weapon
damage and effects are unaltered by breathball; whenever the nature of
the breath weapon allows, target creatures are allowed a saving throw for half
damage. Breathballs are typically set in narrow passages in a dragon‘s
lair, where they can’t be circumvented. Their edges can be in contact with
walls or other solid, non-living objects without altering their operation (or
distorting their spherical area of effect). They don’t create rushing winds but
whirl only within the confines of the magic. This spell takes a full round to
cast.
Level: 3 (dragon)
Range: 12 feet
Duration: Varies
Effect: Special
This spell
requires a use of the dragon’s breath weapon immediately after casting and
transforms its cone of effect into a glittering, many-faceted, spindle-shaped
crystal five feet long and just over a foot in diameter (like a gigantic,
colorless gemstone) that whirls out to the full extent of the breath weapon’s
affect. If the crystal strikes anything solid during this flight, it will
shatter amid spectacular sparks but inflicts no damage, and both this spell and
the breath weapon effect are lost. Otherwise, it reaches the full extent of the
breath weapon, halts, and floats in midair, spinning and whirling. The breathbarb
can freely be handled and moved by its caster without being affected in any
way, but if touched by any other creature, it vanishes with a flash, visiting
its effects (the normal manifestation—and usual damage—of the breath weapon) on
the creature that disturbed it. Any number of breathbarb crystals can be
created and positioned so as to block doorways or other areas, but they can’t
be made to strike each other, mesh together, or occupy the same space. Various
spells concerned with radiance (such as light, faerie fire, and continual
light) can be cast into breathbarb crystals to make them glow, but
no other spells have any effect on these crystals except dispel magic (which
causes a breath weapon cone discharge from the disintegrating crystal in the
direction that the dispel was cast from). Missile attacks on the crystals
and contact with solid items that aren’t (or aren’t wielded by) a living or
undead creature have no effect on breathbarb
crystals. Crystals created by means of this spell last for one month per HD
of the caster, and in the final month of their existence slow their whirling
and grow visibly smaller; if activated during this time, they deal only half
damage. They vanish silently and abruptly at the end of their last month of
existence, dissipating without effect.
Level: 8 (mage), 5 (dragon)
Range: 100 feet + 10 feet/level
Duration: Special
Effect: 30’ radius
This spell
brings into being a 10’-diameter sphere of whirling air floating in a chosen
spot within spell range (If a locale beyond spell range is chosen, the breathdoom
appears as close to it as spell range allows, but physical constrictions or
obstacles have no effect on its formation or performance). The caster can make
this sphere invisible, but its presence is always betrayed by a continuous
shimmering or rippling of the air. A breathdoom waits in place until
conditions set forth by its caster are fulfilled. These conditions can be as
detailed and extensive as the caster desires, as per the conditions that govern
the operation of a magic mouth spell (e.g., “Take effect when any humanoid, or
any human bearing drawn bladed weapons or wearing the vestments of the Immortal
Karaash, passes through this archway.”). Once casting is complete, the
conditions can’t be augmented or altered. (The usual solution to desired
changes is to employ another breathdoom in an immediately adjacent
locale, though it should be noted the 30’- radius “blast areas” of breathdoom
spells can’t overlap; casting a second one so as to intrude on the
potential area of effect of an earlier breathdoom causes both spells to
silently and harmlessly dissipate and be wasted). Whatever the wording of the
conditions, actions of a caster can never trigger his own breathdoom.
Attempts to destroy, negate, or move a breathdoom cause it to take
immediate effect (in the process nullifying dispel magic or any other
enchantment intended to nullify it). Otherwise, nothing can cause it to be
unleashed save the preset conditions; it can wait for years or centuries until
they are fulfilled. When “triggered,” a breathdoom bursts, spraying its
contents throughout a 30’-radius sphere of effect. These “contents” are one
discharge of any chosen breath weapon the caster can employ (see breathball).
Saves (for half damage) are allowed whenever the nature of the breath weapon
permits, but the effects of the breath weapon are otherwise unaltered. This
spell takes a full round to cast.
Level: 6 (mage)
Range: 60 feet
+ 10 feet/level
Duration: Special
Effect: Special
This
spectacular spell brings into being a glowing ring around the caster or a
chosen focal point. Such a point must be something solid, like a door, throne,
or plinth, but it need not be stationary — so a willing creature could be
chosen. The magic fails, collapsing into fading, harmless motes, if cast around
a hostile or unwilling creature. The intangible bright and deadly ring gives
off light equal to a faerie fire spell of blue-white hue. (One can see
to read by it, and/or unlock doors and perform other exacting tasks). The ring
lasts indefinitely until triggered. It collapses harmlessly if the caster dies
or leaves the plane of existence in which the spell was cast, but not if the
caster merely sleeps, falls unconscious, or undertakes other spellcasting. It
may be of any size, is unaffected by intervening solid objects or the limbs and
movements of a focal point creature, and moves about with the focal item upon
which it has been cast. Once triggered (by the caster’s silent act of will), a
bright ring emits one pulse of magical energy for each level the caster possesses
on its first round of awakening, one fewer on the next, and so on, until it can emit no more. All
of these emissions of the ring behave as magic missiles; they are
glowing blue-white pulses of flying light that deal 1d6+1 hp damage when they
strike and can’t miss opponents the caster can see, within range, and on the
same plane of existence. Bright ring missiles strike silently but with
bursts of light; they may swoop at multiple targets if the caster desires. Even
if a bright ring is cast to appear around a living creature, the
missiles remain under the caster’s control — not that of the protected
creature. The caster may choose to end the spell early by willing it into
dissolution and may choose to strike with fewer missiles in a round than need be
— but may not “hoard” unused missiles for subsequent rounds; the “one less”
countdown continues regardless of actual performance. (Note that it is possible
to allow no missiles to fly during a given round, or even for several rounds,
without ending the magic). The caster may not hurl extra missiles in any round
and may gain additional harmful power in only one way: if a hostile creature
blunders or charges into contact with the bright ring itself, the caster
can choose to let it pass through without suffering harm or may end the spell
instantly and blast the victim with all of its raw unused magical energy. This
blast causes damage equal to 1d12 hp per unused round remaining in the spell
(not counting the round of contact). If the charging creature was already the
chosen target of bright ring missiles sent flying on the round of
contact, those missiles still hit and cause their normal damage, in addition to
any damage their target may suffer from a collapsing bright ring. If
multiple hostile creatures strike a bright ring at the same time (and
its caster decides to let it collapse and harm them), divide its collapsing
damage between them. Otherwise, the first being to come into contact with the
ring suffers all of the damage. Any creature within range who desires to strike
a bright ring can do so; it has no Armor Class.
Level: 3 (mage)
Range: 150 feet
Duration: 1 hour + 1 turn per level
Effect: One creature per level
This spell
causes affected creatures to float to the surface of the water as if they were
buoyant. Even the most heavily armored knight can thus be suspended on the
surface. Similarly, underwater creatures can be forced to surface in this way.
The spell does not affect creatures more than twice the size of the average
man. It affects only living things. Unwilling creatures can save vs. spell to
avoid the effect.
Burnishing Hand
Level: cantrip (mage)
Range: Touch
Duration: 1 turn/level
Effect: Special
This is a
specialized cantrip spell used for removing caked debris, corrosion, and even
barnacles from a material. When the spell is intoned, the caster’s hand takes
on a slight shimmering aura. For the duration, any ceramic or metal object
touched by the burnishing hand is cleaned and polished to an attractive
state. Note that the spell does not restore the material, so any structural
defects are only uncovered. A metal shield found lying under inches of water
might have had holes eaten in the surface from rust. The burnishing hand would
remove the corrosion and shine the metal, but it would leave the pitted surface
obvious. A mending spell cast after this cantrip helps repair such
damaged goods to their original state.
Call Blizzard
Level: 3 (mage)
Range: 0
Duration: Special
Effect: summons a blizzard
This spell can
be cast only on a glacier or a similarly vast expanse of ice, such as a huge
iceberg. Call blizzard allows the caster to use the unique micro-climate
of the glacier to attack his enemies. Even in summer, it is possible to have
wintry conditions on mountain
glaciers and similar terrain. This spell generates high winds that drive
frozen precipitation in a blinding storm that makes travel virtually
impossible. Wind-chill effects make the temperatures seem even lower than they
already are, and the powerful gusts make walking difficult. After the spell is cast, the blizzard
arrives in 1d6 hours. The spell can be interrupted only during the actual
casting period, not between the casting and the blizzards arrival. Signs of the
ensuing change in the weather are visible any time after the first hour. Once
summoned, the blizzard cannot be dispelled by anything less than a weather
control or wish spell. The blizzard affects the entire area of the
glacier. In warmer seasons, the blizzard is composed of sleet lasting 1d4+1
hours, soaking the clothing of travelers and coating the glacier in a sheath of
slippery, wet ice. The soaking effect of the sleet ruins the insulating effect
of the victim’s clothing, bringing on hypothermia if a fire and dry clothing
are not found within two hours. Hypothermia causes a loss of coordination
represented by a loss of 1d4+1 points of Dexterity and requires a successful
Constitution check each turn until warmth and shelter are found for the victim
to remain conscious. Once unconscious, a victim dies within a number of hours
equal to half the victim’s Constitution (rounded up). In fall and spring, there
is a 50% chance of sleet and a 50% chance of a true snow blizzard, either of
which lasts 1d6+6 hours. In winter, the spell always causes a snow blizzard
that lasts for 2d10+4 hours. Vision is reduced to 10’, and victims must make a
successful Intelligence check each round to stay on course when traveling.
Movement is reduced to one-third normal, and after four hours, each character
in the blizzard must make a successful Constitution check to avoid hypothermia,
as described above. Exhaustion caused by walking through the powerful blizzard
winds sets in after four hours of travel. Afterward, characters must make a
successful Constitution check each with a cumulative -1 penalty per hour. Thus,
on the fifth hour of travel, the check is at -2, on the sixth -4, and so on.
Once exhausted, characters cannot erect a shelter or build a fire. The high
wind-chill factor during a blizzard adds another peril: frostbite. This freezes
exposed skin and extremities, so noses and ears are especially vulnerable as
well as fingers and toes. Frostbite may occur after one hour of trying to move
about in the blizzard. Roll 1d4 to determine whether a character suffers
frostbite. A roll of “1” indicates that superficial frostbite has occurred. If
the victim is not informed by a companion that his skin is beginning to turn
pale, there is a 50% chance that he notices the frostbite himself. If not
treated, superficial frostbite becomes serious in one hour. If not treated for
a second hour, serious frostbite turns to extreme frostbite. Superficial
frostbite heals in 1d4 weeks. It is painful and causes unpleasant hardening and
breaking of the affected skin, but it causes no damage. A cure light wounds spell
eases the discomfort and heals the visible damage. Serious frostbite takes 1d4
weeks to heal naturally, and it is more painful and unpleasant-looking than
superficial frostbite. Victims suffer a temporary loss of 1d2+1 points of
Charisma until the condition is healed naturally or by a cure serious wounds
or more powerful healing spell. Extreme frostbite has the above effects and
has penetrated far enough to cause the loss of the affected portion of the
body. At the DM’s discretion, the victim may lose one or more toes and or
fingers, one or both ears, or even his nose. Frost-bitten fingers cannot, of
course, perform fine tasks such as untying knots or making spell gestures. Only
a regeneration or more powerful healing spell can cure extreme frostbite.
Casting this spell takes a full turn.
Level: 5 (mage)
Range: 0
Duration: 1 day + one hour per level
Effect: Special
This spell has
two effects. The first increases the force of the prevailing wind by one factor
for every 4 levels of the caster. Thus, a calm can become a light breeze or a
brisk wind. The caster can choose how much of an increase he desires. It is
important to note that this affects only the vessel in question; other ships in
the area are not affected. Alternatively, the caster can change the direction
of the wind for one vessel. He can affect the wind’s vector by 5’ per level.
The navigator of a ship who would not desire to be affected by this wind must
save vs. spell to avoid the effect. The reverse of this spell, calm wind,
reduces the ferocity of the wind in respect to a vessel.
Calm Wind
Reversed form
of call wind.
Level: 2 (mage/clerical)
Range: Touch
Duration: 1 turn/level
Effect: One creature
Ship captains
are often recipients of this spell, cast by an associate magic-user. Captain’s
voice allows the target to speak in a normal voice (or louder, if desired)
and be heard clearly in a 90’- radius area, as if the listeners were standing
beside the speaker. Ship captains and military commanders often use the captain’s
voice spell for giving commands to large groups of people simultaneously.
The speaker’s voice carries through wooden walls without restriction, but stone
walls greater than 6” thick stop the speaker’s voice from carrying. Obviously,
this spell can be used effectively within wooden homes, towers, or
fortifications as well. Willing subjects of this spell need make no saving
throw. An unwilling target can be affected by the spell, making his words
easily heard throughout the area. A person so affected notices that his voice
is magnified on a successful Wisdom check, made once each turn. The clerical
version of this spell is known as priest’s sermon, because some
priesthoods allow it to be used
during religious ceremonies or worship in large temples.
Cerulean Shock
Level: 2 (mage)
Range: 30'
Duration: 1 round + 1/level
Effect: One creature
The victim of this spell turns a bright, glowing blue, and
tiny electrical discharges spring from his body. The person is literally imbued
with static electricity. If the victim stands utterly still, touching nothing
and making no movements, he sustains no damage and can move again at the
expiration of the spell. Should the recipient move (wielding a sword, casting a
spell, or walking, for example),the built-up electrical charge is released,
inflicting 2d6 points of damage to the creature (save vs. spell for half
damage). Any object or creature the victim touches while in this state likewise
suffers. If the affected creature touches someone or something (such as a wall
or a weapon),both the recipient and whatever he touched receive 2d6 damage from
the electrical charge. Again, a successful saving throw vs. spell reduces the
damage by half. Potentially, the recipient of this spell could receive 4d6
points of damage per round if he should both move and touch something.
Chain
Invisibility
Level: 3 (mage)
Range: 20'/level
Duration: 30 rounds/level
Effect: causes items to become invisible
This spell is
use primarily as a distraction in battle. When cast, a number of individual,
nonliving items in a 10'/cube are made invisible in sequence, over the course
of a round. This spell can only affect loose, stationary objects. As far as
illusions go, this one is rather convincing - instead of an entire pile of
treasure vanishing at once, the individual items wink out one at a time, and
the effect spreads rapidly like a runaway virus. Anyone seeing this spell's
effects may make an Intelligence check to disbelieve it (with a +2 bonus if he
is touching one of the "vanished" items). Disbelieving the spell
takes a full round, during which nothing else can be done. This spell is often
used to distract dragons in battle by causing their hoards to disappear, but
can also be used in other ways, such as casting the spell on dry leaves over a
floor to create an alarm, or on a pile of caltrops, nails or broken glass.
Chameleon
Level: 1 (mage, wokan)
Range: Touch
Duration: 2 rounds/level
Effect: Creature touched
This spell
alters the coloration of the recipient to match that of the surrounding
background. When
moving through areas where the background changes gradually
(such as stepping from the edge of a forest to a green field), the coloration
changes automatically. When the background changes abruptly (from forest to
gray stone wall), one round is required to effect the change in coloration. The
coloration allows the character to blend in with his surroundings, making him
difficult to stop and attack. At ranges greater than 100 yards, the affected
character cannot be spotted (although he can be seen if pointed out by another
standing closer). At closer ranges, the character is treated as if he had a 20%
chance to hide in shadows, although he is not required to remain still. In
addition, characters who can hide in shadows gain a bonus of 20% to their
normal chance of success if they remain still. Missile weapons suffer a -4
penalty on their chances to hit a character affected by a chameleon spell.
Level: 3 (mage)
Range: 0
Duration: 1 round/level
Effect: The caster
This magic protects its caster against enchantment/ charm
magic. The caster receives a normal saving throw vs. spell against all
enchantment/charm spells that normally allow no saving throw and a +3 bonus on
saving throws against enchantment/charm spells that do allow a saving throw. A
faint, high-pitched, continuous singing sound surrounds the head of a being
protected by charmthwart. The sound is audible 20 feet away
in quiet conditions and about 10 feet away in conditions of average or normal
noise. Charmthwart can be ended instantly before
its expiration by the silent will of the caster.
Level: 1 (mage)
Range: 30’
Duration: 2-5 rounds
Effect: One creature
This spell
creates an area of intense cold around the target, causing it to shiver
regardless of how much clothing or
fur is worn. For the duration of the spell, the target moves at half-speed and
suffers a -2 penalty on attack and damage rolls provided he fails a saving
throw vs. magic. An interesting side-effect of the chill spell is that,
if it is cast on a target under the effects of a chill metal spell, the
target suffers a -2 penalty on Armor Class as well. Note that a resist cold spell
(or any other related protective magic) prevents this from working.
Level: 5 (mage)
Range: 10 feet/level
Duration: 5 rounds
Effect: Special
This spell
creates a black, taloned claw of translucent, shimmering magical force that
appears in midair near a chosen target and slashes at that being. A choking
claw can’t strangle, grapple, or stab, only rake, and it makes one attack
per round. Its caster can choose to change targets, causing the claw to wink
out of visibility for one round and then reappear adjacent to the new target on
the next round. A choking claw disappears permanently if the caster undertakes
the casting of any other spell, but otherwise it attacks by itself, moving and
striking without the caster’s attention, for round after round. On each round
in which the claw attacks, the target rolls 1d6 and the claw rolls 1d8. If the
scores are equal or the target rolls higher, the claw misses; otherwise, it
deals 2d6 hp damage and disrupts any target spellcasting during that round. In
addition, struck targets who are climbing or attempting other delicate or
dangerous tasks may have to make a successful ability check to avoid a fall or
other mishap, as the DM decrees.
Level: 2 (mage)
Range: 0
Duration: One round/level, up to one turn
Effect: 30’ radius of caster
This spell is
unusual in that those who wish to be benefit from the magic must sing along
with the caster. The caster sings for one round alone, and any who wish to join
may participate in subsequent rounds for as long as they are within the area of
effect. The lyrics are easy to follow, and even those without the singing skill
are able to sing along for the purposes of gaining the spell’s benefits. The
spell allows those in the chorus to resist fear spells, giving them a +3 bonus
on all saves vs. magical fear for the duration of the spell. Furthermore, the
morale of NPCs increases by 2. Each member of the chorus can also attack
courageously, using the THAC0 of a character (or monster) three levels higher.
A 7th-level thief, therefore, temporarily gains the THAC0 of a 10th-level
thief.
Level: 1 (mage)
Range: Touch
Duration: 1 round/level
Effect: One creature
The popular
first-level spell chromatic orb has given rise to many variations, some
more common than others. Chromatic crown creates a sparkling headpiece
adorned with gems of every color, which appears on the head of the targeted
creature. Depending on the caster’s level and desire, one gem predominates over
the others. The crown offers a bonus of +4 against one class of attacks,
depending on the primary color of the crown selected at the moment of casting.
See below for a summary of the chromatic crown effects by caster level and
predominant gem color. As with the chromatic orb spell, a caster can
choose a lesser-level effect if he so desires. The chromatic crown does
not function if any headgear other than non-magical wool or cloth is worn.
Caster Level Predominant Color Protects vs.
1
White (clear)
Cold
2
Red
Fire/Heat
3
Orange
Acid
4
Yellow
Petrification/Paralyzation
5
Green
Rod/Staff/Wand
6
Turquoise
Poison/Petrification/Polymorph
8 Blue
Breath Weapons
10
Violet
Spells
12
Prismatic
All saves
Level: 1 (mage)
Range: 0
Duration: 6 rounds
Effect: Special
This spell
creates a 2’-long scintillating rod that appears in the caster’s hand. The rod
can be used to touch an opponent, who must make a successful saving throw vs.
spell or stand motionless for 1d6 rounds while myriad colors dance before his
eyes, completely blocking out all other sight. The target is effectively blind,
with a -4 AC penalty and –4 THAC0 penalty. During the four rounds the rod is in
existence, it can affect as many targets as the caster can successfully attack.
Note that the caster might gain extra attacks for employing a haste spell.
Like the chromatic orb spell, the chromatic rod bypasses metal
armor; only magical bonuses and Dexterity adjustments apply to the AC of a
target in metal armor. Also, the caster is not considered to be attacking
without a weapon, making this spell much more effective than shocking grasp or
other touch spells. A light source must be present for this spell to function;
it does not work in total darkness.
Circle of Swords
Level: 6 (elven)
Range: 60 feet
Duration: 1 round/2 levels of
caster
Effect: One target creature
When this spell is cast, the target creature’s weapon (or
hands) glows and weaves a glittering swath of magic while in motion. Within a
few seconds, the magic sketches out a perimeter 20’ in diameter around the
target, and illusory swords of dancing materialize along that perimeter. The
images defend the target until dispelled or the duration expires. The number of
dancing blades whirling within 10’ of either side of the target depends
on the caster; for every three levels of experience, one dancing
blade appears.
The images are enspelled to surround and defend the target creature, and they
move quickly enough to both parry up to their number of hand-to-hand or missile
attacks (and suffering damage thusly) and attack opponents within 14’ of the
target creature (a 10’-radius perimeter plus reach
of weapon). Each dancing
blade image
chooses a separate target unless the caster distributes the images otherwise
(focusing defense and attacks on a weaker flank). Each image can intercept and
absorb incoming physical attacks as if the dancing blade were wielded by an invisible person of AC6 and 18 hit
points. If an attack is parried or intercepted, the damage is taken by the
image. Once its hit points are spent, the image dissolves at the end of the
round. Each dancing blade image also attacks with the target’s unadjusted THAC0,
though they affect targets as if they were +2 silver weapons. The blades always deal 1d6+1
hit points of damage to those foes struck. The circle of
swords images
can be altered visually by either the recipient or the caster. They can mimic
any weapon ever seen by either manipulator. None of these cosmetic changes
alter the spell’s effects or damage, and simply serve to impress or frighten
onlookers.
Level: 5 (mage)
Range: 0
Duration: 1 week/level
Effect: 20’ cube/level
This spell
works on an enclosed area such as a cave or a building. It coats the entire
area in ice (roughly an inch thick), covering any objects in that area and
keeping the area constantly cooled, despite external weather conditions.
Cold-dwelling creatures are not hindered by the cloak of winter, and it
can serve more mundane purposes (e.g. keeping perishables fresh). Movement
rates are cut by two-thirds in the affected area and Dexterity-related bonuses
are negated for those not used to movement in such conditions. Cold spells
function with greater effectiveness in the area (+1 per die of damage and -1 to
saves), while the opposite is true for heat-based spells. Fire can melt one
square foot of ice per 5 hp damage rendered, negating its effects in that area.
The ice reforms in one day, duration permitting. The spell is best cast on
stone surfaces because of the effects of damp. The caster can place this spell
over any size of area, up to the maximum area of effect. It can, for instance,
merely be cast on a single stretch of dungeon or inside a one-room larder.
Level: 1 (mage)
Range: 10’/level
Duration: 1 round/level
Effect: 10’ × 10’ × 5’
This spell
creates a 5’ thick, 10’ square mass of billowing, semi-solid fog that serves as
a cushion for falling creatures. The caster may place the cloud cushion anywhere
within the spell’s range, but it must rest on a solid surface. Once placed, the
cloud cushion cannot be moved. The cloud cushion negates the
damage inflicted by falls of up to 10 feet per level of the caster. Falls of
greater distance cause damage to the victim for only the additional distance
fallen. For example, a cloud cushion created by a 10th-level magic-user
negates all damage from a fall of 100 feet or less. However, a victim falling
120 feet before landing on the cloud cushion suffers falling damage for only
the additional 20 feet (2d6 hp damage in this case). Note that the actual
distance fallen counts against the 200 feet/20d6 maximum falling damage rule.
Therefore, if a victim falls 300 feet before hitting a 10th-level magic-user’s cloud
cushion, the victim still suffers only 10d6 hp damage, as any distance
greater than 200 feet does not increase falling damage beyond 20d6. However,
individuals who fall from heights of 300 feet or greater must save vs. death
magic (with a -1 penalty for every 100 feet above that) or miss the cloud
cushion altogether and suffer falling damage as usual. Cloud cushion can
be negated with a successful dispel magic or similar effect, or by the
caster’s silent act of will. Otherwise, it remains in place until its duration
expires.
Cloud Messenger
Level: 1 (mage)
Range: 0
Duration: Special
Effect: Special
This spell,
based on a classical panegyric poem, can be cast only on a day with cloud
cover: mist, rain, snow, and so
on. The spell summons a small cloud to act as a messenger for the caster. The
caster can impart a message of up to five minutes length to the cloud, which
then hurries across the sky to the intended recipient. Its maximum Movement is
960'/turn, though favorable gales might increase this. The cloud messenger must be told the
location and general appearance of the recipient; it is incapable of asking for
directions. It is not entirely substantial and so can go through tiny openings
and survive heavy winds. It can carry objects weighing up to 10 pounds for
delivery. When it reaches its recipient, it relates the entire message including
whatever emotion it heard in the caster’s voice. The cloud messenger then
returns to its caster; one may follow it to the caster’s location.
Clutch Ward
Level: 4 (dragon)
Range: Touch
Duration: Special
Effect: Special
This simple
yet highly useful spell utilizes teleportation magic to protect the unhatched
eggs of the dragon. During casting, the dragon handles each egg in the clutch,
the entire process requiring 1 round of casting time per egg. Thereafter, the
spell lies dormant until activated. Upon completion of the spell, no creature
other than the casting dragon may so much as touch a single egg within the
clutch without triggering its magic. When the spell is activated, all of the
eggs immediately teleported (as the spell, but no chance of error) to
another location known to the dragon, which is determined during the spell’s
casting. If each egg is subjected to a separate casting of the spell, however,
an individual egg can have its own destination point (though this is rarely
done). In addition, the casting dragon is immediately aware that the spell has
been triggered, regardless of distance between the dragon and the eggs
(including planar boundaries). If the dragon was asleep at the time, it is
instantly awakened and alert. The duration of the spell is indefinite, lying
dormant until activated. Once activated, the spell must be cast anew if the
eggs are to remain protected. Otherwise, nothing short of a limited wish can
negate the spell. If an egg hatches prior to the spell’s activation, the newborn
dragon does not trigger the magic, though the hatchling itself is no longer
protected by the clutch ward and is left behind if the spell is later
activated.
Coalstone
Level: 1 (druidical)
Range: touch
Duration: see below
Effect: creates a magical stone
This spell
creates a magical stone — diamond-hard but black —that burns as a glowing coal
at the bearer’s command. This spell requires a diamond of any size (which is
consumed in the spell’s casting). Even when cold, the stone has a dull, crimson
glow, deep within it, and has a natural value equal to the original value of
the diamond used, plus 20% (in addition to any magical value). The coalstone
gives a dim radiance within a 5’-radius circle, and burns anyone (including the
bearer) for 1 hp damage per round held if no protection against fire is used.
Whether used or not, the coalstone burns out in time, crumbling into a fine
black dust. The length of time the coalstone burns depends on the size of the
diamond. In any case, the coalstone burns at a rate of 1 day/gp value of the
original stone, with a maximum of 1 year/level of the caster. Coalstone can be
used to ignite any commonly flammable material in one round (e.g., oil, tinder,
candles, and torches). Such stones can also be dropped into a pot or cup for
cooking purposes (the stone is not extinguished by immersion in liquid), or be
carried in a fireproof container for warmth.
Cognitive
Conveyance
Level: 4 (mage)
Range: 5 feet/level
Duration: Special
Effect: 1 Creature
Similar to a
magic jar spell, the cognitive conveyance allows one’s mind to enter the body
of another creature, but unlike that other spell, it does not remove the
original “occupant” from his position. Instead, the caster “shares” the
victim’s body, seeing through its eyes, hearing through its ears and even
thinking with its brain to a certain extent. This effect is put to a number of
uses by spies, scouts, and even the simply curious. The victim of the spell
must be within the listed range at the time of casting, and as long as the two
bodies are both within the casting range, the caster will be able to see
through both sets of eyes at one time, and can control his own body with some
minor difficulty. The caster and his host can move any distance away from the
caster’s body without negative effect, but if separated by more than the
spell’s range, he loses all sensory or control contact with his own body (which
goes into a deep coma but is otherwise unharmed) until such time as the bodies
re-enter the spell’s range. The duration of the spell is unlimited, but this is
not an unmixed blessing. As time goes on, the caster slowly loses touch with
his own body and becomes more attuned to the body he “rides in”. Every hour
spent sharing another’s mind and body removes the caster 5% from his own body,
so that he will have lost 25% control of his body’s actions after 5 hours, and
after 20 hours, he will not have any contact at all with his original body,
being fully integrated within his hosts consciousness. The subject/victim of
the spell gets no saving throw to resist it, but in order for the caster to
sever the spell and return to his own mind and body, the caster must make a
saving throw, rolling the percentage of control he retains of his own body or
less to return to normal. Thus, after 5 hours in the host's mind, the caster
must roll 75% or less to return to his own body; after 20 hours he will find
himself irrevocably trapped. If this should happen, the caster will find that
he slowly (at a rate of about 1% per hour) gains control of his hosts mind and body. The host
will likely have been unaware of the casters intrusion until this point, but if
the trapped caster attempts to flex his mental muscle, forcing the shared body
into actions the host hadn’t intended, there may be a struggle for control,
with the caster having to roll the amount of control he has or less to take
over the body entirely. If he fails, he loses all control and must begin
working at control from 0% again. A patient prisoner will wait over four days
(i.e. 100 hours) without attempting a takeover, thus virtually assuring himself
victory with a 99% chance of taking over (as a roll of 00 always results in a
failure). If control is established, the hosts mind is not eliminated, it is
merely locked securely within the mind of the new controller, and the
host-turned-prisoner can begin his own attempts to overthrow the caster,
starting at 0% chance, and working his way up 1% an hour until he makes his own
attempt at control. The flip-flop cycle of owners can continue until either one
gives up, or the caster is finally returned to his own body. To lose control of
your body to an invading mind is a traumatic occurrence. Thus, any time
complete control is wrested by one of the two minds, the loser must roll his
Wisdom or less on 1d20, or else be driven insane by the shock. If one of the
two combatants goes insane, the other gains uncontested control of the body,
until such time as the insane mind is restored to sanity. Once a caster has
become trapped in the subject’s body, the spell cannot be cancelled by any
simple means such as a dispel magic spell, and the subjects lifeforce
becomes so attached to the host body that it is curiously resistant to even a magic
jar spell. It takes at least a limited wish to free the conjoined
minds. If the caster manages to gain complete control of the body, he can treat
the body as his own in all ways; he will be able to cast spells as per normal,
and will possess all his own mental facilities, along with the physical
capabilities of the body.
Coinsharp
Level: 1 (mage)
Range: Touch
Duration: Special
Effect: Special
This spell
turns a bladed weapon into a gleaming gold coin—or a gold coin into a sharp,
pristine dagger (suited in size to the caster of the spell, with its
appearance, hilt hue, and so on as envisioned by the caster). The
transformation is complete and undetectable by normal means (though the changed
item radiates magic), but the effect lasts for only one day per level of the
caster, whereupon the item returns to its former shape. Only a mage of very
clear wits and concentration (Intelligence 15 or higher) can use this spell to
create a coin or dagger that is an exact duplicate of a preexisting item, and
then only if that item can be examined by the caster immediately prior to
casting. A blade or coin produced by a coinsharp spell that breaks or is
melted isn’t destroyed in the usual manner but instead returns to its true
shape in pristine condition. (Continued exposure to whatever endangered its
transformed shape can, of course, damage this true form).
Level: 3 (mage)
Range: 0
Duration: 3 rounds + 1/level
Effect: Special
Use of this
spell creates a 10’-long, flexible tendril of magical energy that is comprised
of sparkling snowflakes. The caster uses this coldlash as a weapon, inflicting
1d6 hp damage plus 1hp damage per caster level. An opponent struck must also
save vs. spells or be unable to take any action the following round due to
their body being wracked with uncontrollable shivers. Additionally, if a coldlash
comes into contact with a mage protected by a warm fire shield or a fire
aura, both magics are cancelled with a (harmless) burst of orange light. A
magic-user can will the coldlash spell to dissipate at any moment.
Level: 5 (mage)
Range: 0
Duration: Instantaneous
Effect: Special
This spell
lets the caster shoot forth from his fingers a cone of earth five feet long and
one foot in diameter per level of the caster. The cone inflicts 1d4 + 1 hp
damage per level of the caster, to a maximum of 20d4 + 20 hp at 20th level.
Creatures of up to Large size struck by the cone are partially buried and must
spend 1-2 rounds digging out. During this time, victims are +3 on their
initiative rolls and considered held as by a hold person spell or
similar effect. Those victims who make a successful saving throw vs. spell
suffer half damage and are not buried. Huge-sized creatures cannot be buried by
this spell. The caster must be standing on earthen ground, not rock or sand,
for this spell to function.
Conflagration
Level: 6 (clerical)
Range: 0
Duration: Special
Effect: 100' radius + 10' radius per caster level
This spell is
a variation of the 5th-level spell flame strike. Upon completion of this
spell, the caster unleashes a 10' high, scorching wave of fire that quickly expands
from the caster's present location to the spell's maximum area of effect. Every
flammable object that passes through the ring is ignited. Paper, cloth, and
wooden items are instantly consumed and reduced to ash, while glass is
instantly liquefied. Nonmagical metal is set aflame and melts in 1d4 rounds
unless doused. Stone and magical metal items are scarred by fire but otherwise
unaffected. The fire created by this spell is can affect creatures normally
impervious to magical fire. The spell originates at the caster, but the caster
is not engulfed by the flames. The caster can choose up to one target or
creature per level that is likewise unaffected by the conflagration. Thus, a
15th-level caster can grant immunity to as many as fifteen items or creatures
caught in the area of effect; this allows the caster to protect allies from the
spell's fury. Anyone caught in the
conflagration suffers 1d8 points of damage per level of the caster. Until the
fires are doused or snuffed, affected creatures continue to suffer 1d8 points
of damage per round. If left unattended, fires continue to burn for 1 round per
caster level.
Conjunction
Level: 9 (mage)
Range: Special
Duration: Special
Effect: Special
This powerful enchantment has two forms:
Combined: The combined form brings into being a 70-foot tall ovoid
of glowing blue light directly in front of the caster. On the two rounds
following his or her casting of the conjunction, the caster must cast two additional spells (both of the
7th level or less). If one of these additional spells is an evocation attack
spell, the caster remains outside the ovoid and casts the spell into it; the
caster moves into the ovoid to cast all other sorts of spells. Both spells are
swallowed by the conjunction,
which then fades
from view, having been charged with the two spells. Thereafter, when the caster
repeats the last word uttered in his or her casting of the conjunction, both of the stored spells
instantly and simultaneously take effect, operating normally, with the conjunction empowering the caster to
achieve normal control over both simultaneously. For example, the caster could
launch a fireball spell and at the same time
teleport away using a teleport spell. This form of the spell allows the caster to
memorize other spells in place of the two absorbed by the conjunction.
Conjoined: The conjoined form of the spell allows the caster to
choose any two memorized spells she or he is carrying as conjunction is cast. On the next round or
on any later round in the same turn, if the caster undertakes the normal
casting process for the simpler, or lower-level of the two spells selected,
both take effect at once, with the caster's control over them as unimpaired as
if she or he were devoting all due concentration to one spell alone (For instance,
casting magic
missile would unleash both it and fireball, or casting invisibility would also hurl lightning bolt at one's foes). These spells
are discharged from memory in the usual way. If the simpler spell is not cast
during the turn, neither of the two selected spells takes effect, but the conjunction (and its link between the
spells) is lost. The caster is free subsequently to use the memorized spells
separately in the usual manner.
Level: 4 (mage)
Range: 0
Duration: Instantaneous
Effect: Caster
When cast, correlate
data allows the caster to bring together every detail that he has
experienced in the last 24 hours-every sight, every sound, every bit of chant
that he’s heard . . . everything. Not only is this information then stored away
in his memory so that he can recall any of it with perfect clarity but also he
can gain insights about what he has experienced. When the spell is finished,
the caster should make an Intelligence check. If successful, he learns
something from what he has perceived. The actual revelation is up to the DM.
The DM should feel free to provide the caster with whatever he wishes, but the
amount by which the caster made the Intelligence check by should indicate the
amount of information (roughly). For example, if the caster has just spent the
last 24 hours locked within a prison cell in a mighty fortress, watching the
guards come and go, he might learn that the cell that he is in has a structural
weak spot on the floor (perhaps he observed that his captors avoided this spot
when they brought him his meals). Just the right amount of pressure in just the
right spot might be what he needs to escape. Or, if traveling through a wild
woodland, the caster might observe that there are just a few too many birds and
other small animals than there should be in this forest. The exact percentage
of increased animal life indicates that a black dragon must have recently moved
into the area (probably making its lair near the river the caster saw a few
hours ago, which was almost certainly the type which would create an underwater
cave system upstream about two or three miles), making some of the area’s large
predators its own prey. Basically, the information can be as detailed as the DM
wants and can assume huge leaps in logic (and even knowledge that the caster
doesn’t know or doesn’t remember learning, like what sorts of rivers create
underwater caves). Alternatively, the DM can limit the information to just what
the caster directly observed. The spell can only be cast by Lawful beings.
Create Volcano
Level: 9
Range: One
mile/level
Duration:
One year
Effect:
Special
Casting this spell would produces a minor earthquake in the effect’s
area. Within a week, ash and steam is seen pouring through the earth. Within a
month, a complete, erupting volcano will be present. This spell requires
several items for the casting (which are consumed): mantle of sewn diamonds
enchanted as a ring of fire resistance, a helm of brilliance, and a mythallar,
which is placed at the site of the volcano. Casting this spell requires a full day.
Crown Meld
Level: 6 (mage)
Range: touch
Duration: permanent
Effect: one item
This spell is used by
magic-users to securely bind together either the melded pieces of an item that
will later be made into a magical item or - more rarely - to securely bind a
fragile item (a repaired boat, for example) upon whose wholeness lives will
depend. A crown
meld is necessary whenever more
than four different substances are used in the making of a magical item or
whenever four or more Merald's meld spells are used in the construction of such an item. A crown meld links multiple preexisting
melds together into a resilient whole, fusing disparate pieces into a single
item so that they are one whole, unflawed, continuous piece. If the item is
later subjected to stress - for instance, placed in a situation where it must
make a damage check - the item makes a single damage check and is considered,
for the purposes of the result, to be made entirely of whichever of its
component substances is most resistant. For instance, a ceremonial scepter made
of wood topped with a glass figurine crown melded to it would be considered as thin wood when checking
regarding a fall, but as glass against fire.
Dance of the Sidhe
Level: 3 (elven)
Range: touch
Duration: sunset to sunrise
Effect: polymorphs an elf into a sprite
This is a very specific polymorph
self/other spell, originally designed for celebration, which has since been
put to several other good uses. It is an ancient spell, taught to the elves by
the sidhe long ago, and is considered one of the great treasures of the elves.
The spell transforms the chosen elf into a sprite, granting both small size and
winged flight; however, like the polymorph self spell, this enchantment
grants no magical powers - the transformed elf lacks either the innate curse
magic or the invisibility to mortals ability of a sprite, although he
retains his own magical powers. The spell must be cast at sunset, and lasts
until the first rays of dawn.
The elves use this spell to join the sprites and pixies in their
twice-yearly celebration dances; at other times of the year, it allows them to
travel considerable distances in a single night, gain access to
otherwise-inaccessible places (like offshore islands, high cliffs, second-story
windows, etc) and eavesdrop on private conversations.
Dark Alloy
Level: 3 (dwarven cleric chant)
Range: 0
Duration: instantaneous
Effect: 1 cn metal/level
This spell
transforms an ordinary piece of iron into metal with a number of unusual
properties. The material becomes invisible in sunlight and glows when
unsheathed in conditions of darkness, whether that darkness is magical or
natural. The metal created by a dark alloy chant, called dunchalcor
(also known simply as “dark steel”), is often used to make secret runes for
dwarven shrines. The metal is also used as filigree in special weapons,
denoting a weapon’s maker, its bearer, or even its special powers. Casting this
spell takes 3d4 turns.
Level: 1 (mage)
Range: 5 yards
Duration: 1 hour/level
Effect: 1 creature
By means of
this spell, the caster may dull the senses of an opponent. The victim, failing
a save vs. spell, becomes lethargic, slightly unaware of his surroundings, and
is slow to react. While thus affected, the victim subtracts 10% (or a -2/1d20
penalty) from his chances to detect noise. More importantly, he must make a
Constitution check each round or automatically loses initiative in a round of
combat. Additionally, he suffers a –2 penalty to surprise rolls.
Deadwood Blade
Level: 3
(elven), 4 (druidical)
Range: touch
Duration: permanent
Effect: 1 piece of wood
This spell was designed to enable an elf to rearm himself in
the forest should he be deprived of his weapons. The spell reshapes any single
piece of dead wood (a broken branch, a plank, etc) into a bladed weapon. The
size of the weapon is dependent on the amount of wood available; a normal sword
requires more wood than a dagger, for example. Excess quantities of wood are
consumed during the transformation. The deadwood blade is equal to a
normal bladed weapon of metal. A deadwood blade may receive further
temporary, or even permanent, enchantment - an enchanted weapon spell,
for example - and will remain useable until destroyed. Living wood, or wood especially
cut from a tree for the purpose, cannot be transformed by this spell.
Death Matrix
Level: 5 (dragon)
Range: 0
Duration: Permanent
Effect: Special
All dragons
know that, eventually, they will die. Many dragons, however, believe that death
will come in battle. Because of this, death matrix was developed to serve as
the ultimate contingency against would-be dragon slayers. When this spell is
cast, an extremely powerful and complex pattern of magical energy is woven into
the dragon’s lifeforce, and it cannot be negated (or even detected) by any
means short of a full wish. Thereafter, the magic lies dormant until
activated, but it grows in strength as the dragon ages, due to its connection
with the dragon’s lifeforce. Upon the dragon’s demise, the death matrix is
triggered, causing the dragon’s corpse to blow apart in an enormous explosion
that showers a 50-yard radius sphere with gem-encrusted scales, muscle and
sinew, bones, claws, fangs, innards, and blood — and the raw, unrestrained
might of the dragon’s breath weapon. All creatures within the radius must
immediately save vs. breath weapon. If the save is successful, the damage
caused by the explosion is reduced by half. Otherwise, the explosion inflicts
an amount of damage equal to the breath weapon of the dragon. Note, however,
that since the explosion includes the hurled body parts of the dragon and basic
concussive force in addition to the dragon’s breath weapon, immunity to that
breath weapon does not necessarily provide immunity to damage. Roughly 1/3 of
the total damage is caused by the breath weapon energy, so immunities to that
breath weapon apply only to 2/3 of the damage.
Finally, objects exposed to the blast must check for damage
on 1d4 or be destroyed. Any creatures or objects killed or destroyed by the
explosion are completely obliterated. As noted, only a full wish can
remove a death matrix. Beyond that, there is only one method to avoid
triggering a death matrix, and that is the instantaneous annihilation of
the dragon. If even so much as a scale remains of the dragon,
the death matrix is triggered upon its death. (The
damage inflicted is considerably lessened if only a fraction of the dragon’s
body remains. DMs must use their own judgment in modifying the damage in such
cases). Therefore, a spell like disintegrate is necessary to obliterate
the dragon instantly and completely. Without the dragon’s corpse (or a fraction
thereof), the death matrix cannot cause an explosion and simply
dissipates in a wave of magical energy noticeable by creatures in the radius as
a tingling sensation. It is otherwise harmless and cannot be absorbed or
harnessed in any way. This spell takes a full turn to cast.
Level: 3 (mage)
Range: 30'
Duration: 3 rounds + 1/level
Effect:1 target
This spell marks a target for
death. When cast, it creates a gray pall to the skin, which feels clammy,
rubbery, as if the victim were in shock. Unless the target of the spell
successfully saves vs. death magic, he feels hopeless and ill. The recipient is
at a –2 penalty to all attack, damage,and saving throw rolls. The victim’s
Armor Class becomes wholly dependent on any armor he is wearing, as all
Dexterity bonuses are lost. The target of a death mark spell literally
feels as if he has one foot in the grave. The feeling of illness and
hopelessness leaves after a few rounds, but the skin remains gray and clammy
for an additional hour. The creature might be mistaken for some kind of undead
during this time.
Level: 8 (mage)
Range: 10 yards
Duration: Special
Effect: Special
This spell is
a highly specialized version of the sixth-level spell invisible stalker.
The two spells are identical, with differences as follows:
1.
The death stalker is a special
12-HD variety of invisible stalker that possesses maximum hit points (96).
2.
The only task a death stalker may undertake is one that calls
for it to track down and slay a specific individual determined by the caster at
the time of casting. If the death stalker succeeds in its mission, it is freed
from service and immediately returns to its home plane. If the death stalker is
defeated, it reforms exactly 12 hours later at the location where it was
“slain” and resumes its mission. The death stalker can reform in this manner
one time for every three experience levels the caster possesses. Thus, a death
stalker summoned by an 18th-level magic-user reforms up to six times if it
fails to complete its task. If it is slain after reforming the final time, the
spell ends. Note, however, that this spell poses a slight risk to the caster.
Each time the death stalker reforms, there is a 2% cumulative chance that it
breaks free of its bond and immediately returns to slay the caster, using
whatever remains of its reforming ability to do so (though this still occurs at
12-hour intervals).
Casting this
spell takes 5 full rounds
Death Whip
Level: 5 (mage)
Range: 50'
Duration: see below
Effect: see below
This potent dweomer uses a
normal whip as a conduit for energy the Sphere of Entropy. Each hit from the death
whip causes the loss of 1 point of Strength and numbs the area that was
hit, turning it a dead, gray color. If the target is entangled, treat it as if
he has been hit in the same area every round he is entangled. Roll 1d100 to
determine the body part hit:
|
1d100 |
Area hit |
|
1-5 |
Right leg |
|
6-10 |
Left leg |
|
11-88 |
Torso (no
special effect) |
|
89-94 |
Right arm |
|
95-99 |
Left arm |
|
100 |
Head (victim
takes 1 point of damage and his mouth goes numb |
If the area is a leg, that is numb. The victim loses 2
points of Dexterity when his leg is rendered numb. His movement rate is cut in
half as he must be careful not to trip over uneven ground or misstep and fall.
If both legs are hit, Dexterity is reduced by 4 points and movement rate
becomes only one quarter normal. Any other damage done to the victim’s legs
(such as by sword cuts and the like)are not felt and the character notes no
damage so inflicted. The DM must keep track of lost hit points for the
character. If arms are targeted, anything the victim is holding is dropped
unless he can make a successful saving throw vs. paralyzation. Individuals who
have had both arms numbed are unable to use their hands and can’t fight with
melee weapons or cast spells. Should the victim survive, lost Strength points
return at the rate of one per turn. As the victim’s strength returns, the
grayness of the skin disappears and feeling returns, canceling any penalties
that might have been sustained. Victims reduced to 0 Strength are slain and
become undead zombies under the control of the whip wielder. The spell lasts as
long as the caster maintains concentration on it .Stopping to do anything
else—casting another spell or moving will cause the spell to end.
Deathbane
Fireball*
Level: 8 (elven)
This spell duplicates the statistical (range, damage, etc.)
particulars of the fireball spell, though its visuals are different; the
flames are black and purple, rather than the standard orange and red blossoming
blaze. Its major differences lie in its effects: The magical flames and blast
of a deathbane fireball affect only undead beings. In fact, this fireball variant is less a physical
explosion of flame and fury and more of an explosion of power of the Sphere of
Energy that burns away at the undead creatures’ links to the Sphere of Entropy.
There are no lingering fires after a deathbane fireball; the spell’s fiery explosion
implodes as quickly as it explodes, drawing and snuffing its own heat and flame
out at the end of the round in which it is cast. Given its unique effect, no
nonliving items that might normally shield an undead person from the effects
(such as a ring of fire resistance or a ring of
spell turning) have
any effect, since the flames and effects of a deathbane fireball occur more on a life-energy
level rather than a physical level. Innate powers of flame resistance or magic
resistance still apply, as do saving throws and other defensive spells active
when the deathbane fireball was cast, but items offer no protection against this.
Declaw
Level: 3 (mage)
Range: touch
Duration: 1 round/level
Effect: neutralizes one creature's claws
This spell
forces a physical transformation in the affected creature, which must be a
mammal of size S or M, temporarily depriving it of all claw attacks on its
hands, feet or paws. When the spell is cast, the creature makes a saving throw
vs. spells; failure indicates that all of the creature's claws, nails or other
raking appendages vanish as if they had never been there. The affected limbs or
digits are still fully functional, and the creature can use a weapon or
bludgeon with its fists, but gains no claw attacks until the spell expires or
is negated.
Dedication
Level: 3 (mage)
Range: 30'
Duration: 24 hours
Effect: one creature
This potent dweomer provides
benefits for a single target who is engaged in an ongoing activity which is
named at the time the spell is cast. The spell allows either the caster or a
creature designated as the spell recipient to be endowed with the following
benefits. The target needs no sleep for the duration of the spell and can push
on, traveling farther or working beyond what would normally be possible. At the
end of this time, the target must rest normally or become exhausted and unable
to do more than move at half speed for the next 24 hours. Additionally, the
target needs only half his normal allotment of food and water, even though he
is expending more energy. At the end of the 24 hours, he must resume at a rate
of one per day of complete rest. Finally, the recipient receives a +1 bonus to
all attack, damage, and saving throw rolls so long as he is still engaged in
the task for which he was dedicated. Dedication may only be cast once
every 72 hours. Humans, demihumans, and humanoids can’t withstand the
punishment such a spell inflicts more often than that. If a second dedication
spell is cast on the same target before the 72 hours are up, the recipient
collapses just as if he had failed to eat, drink and rest at the end of the
spell. Only willing targets may have the dedication spell cast on them.
Defend Distant
Ward
Level: 5 (mage)
Range: see below
Duration: see below
Effect: see below
By means of this spell, a
magic-user may choose a single spell of up to 4th level which he knows and cast
it to protect a previously warded area or creature. When the spell is cast, the
magic-user chooses a location or being he has cast the 1st-level spell ward upon
and ties the spell into it. If the ward is threatened, the spell then takes effect, targeted on
whatever has disturbed the caster’s ward, but protecting the ward from any
damaging area effects which might occur as a result of the spell. The spell
remains in effect until something triggers it by disturbing the ward. Minor
grazing by herd beasts would not threaten warded land, so long as they were not
too greedy, but someone trying to burn it (as in setting the area ablaze,
rather than a campfire) would be a threat and would set off the spell. Once
activated, the spell is used up. If the caster wishes to keep protecting the
land, another defend distant ward spell must be cast for each additional
spell tied into the ward.
Degenerate Breed
Level: 4 (mage)
Range: 0
Duration: See below
Effect: 1 creature
This spell
allows a magic-user to degenerate a monster back to its source stock. Only
those creatures that are based on a normal animal can be affected. Familiars
and companions are immune to the effects of degenerate breed. Should a targeted
creature fail its saving throw against magic, it degenerates that round. Ice
wolves transform into normal pale wolves. Giant-sized versions of a normal
animal, such as spiders or snakes, simply shrink down two steps in size (so
from L to S, and so on). The DM has final say when considering if some monsters
may appear to be altered animals in form but are truly supernatural (such as
spectral hounds) and thus unaffected by this spell. The duration of the spell
is dependent on how tough the affected creature is. Should the caster be of
higher level than creature has Hit Dice, then the change is permanent until
dispelled. Otherwise, the effects last for a number of rounds equal to the
caster’s level.
Delicate Disks
Level: 7 (mage, elven)
Range: Touch
Duration: Permanent
Effect: Special
This spell creates a number of pellucid disks of magical
energy, each about 1’ in diameter and an inch thick. The disks are fragile, appearing physically
as formidable as rose-and-ivory tinted eggshell; while they can easily be
broken, they can contain powerful magics. Their purpose among the elves was in
laying spelltraps within them and hiding the disks where prey would break them
and unleash the spells within. Casting delicate
disks creates
one disk for
every three levels of the caster’s experience. During the casting process, the
caster first prepares a cleared, flat area upon which to summon the disks. The casting occurs in three
stages, though the delicate disks conjuration flanks only the central stage. First, this
spell is cast, and the appropriate number of glowing circles appears before the
caster within a 3’ radius. Next, the caster (or another attending caster or
casters) separately casts one spell within each glowing circle; the spells
placed within the disks can be either magic-user spells of up to 5th level or
cleric spells of up to 4th level. No matter the standard effects of the spell
being cast, the caster places his focusing hand into the circle, and the magic
is stored within by the delicate disks’ magic. Lastly, the original caster completes the disks spell’s casting, which causes
each magical circle to seal itself and harden into the thin, rosy shells that
are delicate disks. The spell lasts indefinitely until the disks are broken. Once the casting
is complete, a delicate disk can be handled by anyone, and it can be moved to any
locations whether by physical or magical mobility, now that its magic is not
tied to its casting place. Contact with a disk of more than 10 kilograms of
pressure or 1 hit point of damage breaks it and releases the spell stored
within it. The broken disk acts as the spell’s point of origin, and the spell
within reacts as set by its caster. Touch-oriented spells take effect
immediately upon the being or object that breaks the disk; thus, shocking
grasp or chill touch
work to great
effect on whomever contacts the disk. Ranged spells that require no line of sight to targets
are either set to use the disk as the center point (turning a fireball into more of a hemispherical
effect) or they fire straight up from the disk (limiting the effectiveness
of a lightning bolt to the target who breaks the disk and any creatures that happen
to be flying directly overhead). Obviously, the DM (and the NPCs or PCs who
cast the spells) can set particular conditions to alter how the spell unleashes
itself from the disk. For example, a dig
spell could be set
within a disk and be set to affect the
ground 10 feet south of the disk to deter pursuers (this sort
of tactic worked well for many elves with the time to prepare a site for battle
on their terms), just as a phantom steed might be stored within a disk, waiting for someone to release the magic so it might
appear instantly beneath the contacting being. The delicate disks themselves can be affected by magic as well.
Damage-causing spells will shatter them as easily as the crunch of a heel,
unleashing their magic either ineffectually or at least prematurely. Casting dispel
magic on a disk negates only the disk itself, releasing the
spell contained within. They also can be cloaked with illusions to hide them or
gifted with levitation, spider
climb, or cling spells to place them where they might not normally go,
since they are as subject to gravity as mundane things. This spell is not
always used for offensive purposes; disks
set with hold spells can trap game or prisoners, they can be filled
with create water during droughts to provide a
forest with needed moisture, or even hidden within tree hollows known to the
scouts so they might break them to fly
out of danger to
home, etc.
Desert Hell
Level: 5 (mage)
Range: 50'
Duration: Instantaneous
Effect: 50 x 50 ft.
"Hell" is an oft-debated term. This spell proffers that
nothing could be worse than the endless dunes and scorching heat of the desert.
This spell summons the scorching heat of the desert to scorch all enemies
within sight. Enemies within range spontaneously combust for 4-40 points of
damage (save vs. spell for half damage).
Level: 4 (dragon shamans of Diamond)
Range: 0
Duration: Special
Effect: Special
When cast,
this spell enables the dragon to select magic-user spells in place of cleric
spells of equal level. There is no limit to the number of magic-user spells
that can be memorized via this spell, so long as the dragon’s normal allotment
of spell slots is not exceeded. This spell takes one full turn to cast.
Level: 6 (mage)
Range: 3'/level
Duration: instantaneous
Effect: one being
This spell transports a
single being (who may be unwitting or hostile) a short distance in a desired
direction. Arrival is always precise and safe but may place the transported
being in a trap, prison, or other peril. Unwilling targets are entitled to a
saving throw vs. spell. If the saving throw is successful, the target is not
effected, and the spell is wasted. If the saving throw is failed, the spell
takes effect as described below. The caster must be able to see the target
creature as the spell is cast; the spell range refers to how distant that
creature can be for the spell to work, not how far it can be moved. The caster
need not touch the target, and casting is a simple matter of making a gesture
while concentrating on the intended destination, which must be within 150 feet
of the target creature and can either be a specific locale (for example, a
room) that the caster has previously viewed or been in or an unknown spot that
is approximately a specific distance and compass direction distant from where
the target is now. If the chosen destination is a body of water, the magic
relocates the target away from it, but it can place the target high on a
mountain ledge or pinnacle or at the depths of a well or ravine - so long as a
dry, solid surface can be found to land on and the 150-yard distance of travel
is not exceeded.
Level: 3 (mage, faenare windsinger)
Range: 90 yards
Duration: 1 round/level
Effect: One 10’-cube per level
The dirge
of despondency creates mournful tunes that seem to come from deep string
instruments. The sound affects all intelligent creatures within the area of
effect, overwhelming them with deep hopelessness, as the fourth-level spell emotion.
Targets who fail their save vs. spells submit to the demands of any opponent—surrendering,
fleeing, etc. If not commanded to surrender or leave, the creatures are 75%
likely to do nothing each round and 25% likely to retreat. As with the hopelessness
effect of the emotion spell, this effect is countered by the emotion
spell’s hope effect.
Level: 1 (mage)
Range: 0
Duration: 3 turns
Effect: see below
When this spell
is invoked, the caster begins to radiate an aura of unremarkability. Any person
viewing him for the duration of the spell sees nothing unusual about him and,
if questioned later, retains only vague recollections of seeing someone. He is
unable to identify the caster or put any specific features to him. In order for
the spell to be effective, the caster must be in or near a group of four or
more people. (The caster could sneak into a guarded area if he tagged along
with a group on legitimate business, but not unaccompanied). This spell is most
effective when used in crowded areas, such as city streets or marketplaces.
The caster may
be wearing or carrying anything he desires; the spell renders him inconspicuous
no matter what his appearance, so long as it is not unusually frightening or
strange. (A heavily armed character or a character carrying a bag of loot is
fine; a character drenched in blood will be noticed). Otherwise, only the
caster’s actions determine whether the spell is broken. The spell ends
instantly whenever the caster takes a hostile action or does anything to call
attention to himself. The use of abilities such as Pick Pockets (for thieves
using scrolls) is acceptable, so long as the caster does not fail a roll.
Speaking with any person for any reason during the course of the spell negates
its benefits.
Discern Sire
Level: 2 (mage)
Range: 0
Duration: 2 rounds
Effect: 1 creature
This spell is
very important to the breeding of new monsters, as it allows the mage to
determine the origins of the most strange hybrid creatures he encounters. It is
a dangerous spell to cast, as the target must be well within view; often it is
performed on the remains of truly fearsome beasts. When cast, discern sire causes
spectral images to rise from the body of the creature. These phantasms are of
the original source stock used to create the monster or found in its evolution.
For example, when the spell is cast upon an owl bear, the magic-user would see
hovering over the creature a great horned owl and a grizzly bear. If the
magic-user makes a successful Intelligence roll, he also learns some of the
secrets in the creation of such a creature. In the above example, he might
discern that the images slowly coalesce into a scene wherein an owl’s egg is
bathed in the blood of the bear, then wrapped in the pelt, all the while kept
in total darkness. Now such practice alone will not hatch an owlbear, but with
the right magic, a magic-user may well succeed in generating such a creature.
Dispel Possession
Level: 6 (mage)
Range: touch
Duration: 2 rounds/level
Effect: Temporarily frees one
creature from possession
By means of this spell, a spellcaster can temporarily free a
recipient creature from the effects of any charm-type spell (or other magic-based mental dominations and
controls), psionic attack or domination, or ESP or similar eavesdropping magics. If dispel possession is cast upon the body of the
victim of a prior magic
jar spell, the life force
controlling the victim's body is driven out of the stolen body back into jar. If the jar is not within range of the
body when the dispel
possession is cast, the life force is
merely quelled for the duration of the spell, allowing the mind of the true
owner of the body to reassert itself and temporarily regain control of its
body. By application of this spell, a charm is forever broken, but other mental attacks and controls
resume at the spell expiration.
Level: 7 (mage)
Range: 300 yards
Duration: 1 turn/level
Effect: Special
This special
spell binds several spells together into a single display or show. Display
takes 1 round to cast for each spell that is bound. The caster must have all
spells to be displayed memorized or immediately available on a scroll. The
caster actually casts the spells during the casting of the display spell. This
spell has the following effects:
• The timing, direction, areas of effect, and color of all
spells bound are dictated by the caster. Spells do not have to be cast within
the display spell in the same order that the caster desires the outcome
of the display to be.
• All spells, other than those cast from scrolls or items,
can be designated as harmful or nonharmful. If nonharmful, then only the light
or noise effects causes anyone undue distress.
• The following spells can be bound by this spell: affect
normal fires, cantrip, light, dancing lights, phantasmal
force, sparkler, firecracker, improved phantasmal force, lightflare, goblin chaser,
pyrotechnics, dragon whirl, Roman candle, spark
fountain, starburst, bakarapper, fire burst, continual
light, darkness 15’ radius, fog cloud, magic mouth, audible
glamour, wall of fog, special effects, and sense shifting.
Spells that manipulate the characteristics of another spell (range, duration,
etc). can also be bound if cast within the display spell.
Bound spells activate according to the program designated by
the caster regardless of their original spell duration.
Distract
Level: 3 (mage)
Range: 0
Duration: 2 rounds/level
Effect: Special
A mage can use
this spell to distract all within hearing distance who are trying to do any
sort of work other than combat. The material component of the spell is a flute.
While the caster plays the flute (no skill necessary), those wishing to
continue in their work must make a Wisdom check each round to concentrate on
their task at hand. Wisdom checks are at +4 if stopping work would result in
imminent harm (failing to shore up a seawall during a monsoon, for example).
Distracted persons cannot formulate strategies, instruct others, write, draw,
or otherwise do complex work. However, the spell does not pacify those present,
so they may attack the caster if they desire. If the caster stops playing the
flute before the duration is over, the effect ends.
Level: 3 (mage)
Range: 60 yards +10 yards/level
Duration: 1 round/level
Effect: 5’ radius
This spell
creates a 1’ diameter circle of whirling sparks at the caster’s feet. The whirl
sheds light in a 10’ radius. It shoots out in an arc to a target point
designated by the caster and explodes into a sphere with a 5’ radius and
inflicts 2d4 hp damage. A successful save vs. spell halves the damage. It acts
like minute meteors in that
after the first whirl is created and sent out, subsequent whirls are created
automatically each round thereafter. Each successive whirl is created and fired
in the first few seconds of a melee round. The caster can fire the whirl and
then cast another spell that round. The caster must designate a target each
round or the spell stays in place, exploding at the end of the round. The spell
can be discontinued by the caster before the duration expires naturally. The
spell flies out at a range of 1” per second.
Dragonbane
Level: 2 (dragon)
Range: 10 feet per level
Duration: 1 turn +1 round per HD
Effect: 10-yd. wide path
This highly
specialized spell combines detect magic and analyze spells in
such a way that the dragon caster can determine whether any object within the
spell’s area of effect carries a dweomer specifically related to dragons and
dragon magic. Thus, any magical item capable of discharging dragon magic spells
(or that were created with dragon magic), weapons of dragon slaying, potions of
dragon control, even an Orb of Dragonkind, are noted by the dragon. Likewise, dragonbane
detects active spells (including dragon magic spells) that produce such
effects. The dragon does not learn the exact properties or power of any
enchantment so noted. For example, a simple sword +1, +2 vs. dragons appears no
more or less dangerous to the dragon than an intelligent sword +5, dragon
slayer with the special purpose power enabling it to slay dragons with a single
stroke. The only thing the caster knows is that both weapons are more powerful
against dragons than against other creatures. In any case, this spell is not a
replacement for detect magic or analyze. Its primary function,
and the reason for which it was created, is to use during battle, as it allows
the dragon to determine whether its foes are using magical items and spells
that are especially dangerous to dragonkind. This way, the dragon knows whom to
concentrate its attacks against or whom to avoid if things get sticky.
Dream of the
Earth
Level: 5 (mage)
Range: 60 feet
Duration: 1 hr./level
Effect: One creature
By means of
this spell, the target (whose HD or level does not exceed twice the caster’s)
believes that it has just been slain by a power word kill. The target
falls to the ground as if dead and, to all outside appearances, is dead. In
actuality, the target enters a cataleptic state that is impossible to
distinguish from death. The target is unaware of the events that occur while
the effects of the spell last, and instead is treated to a convincing illusion
of being buried dead beneath damp, worm-ridden soil. While under the influence
of the spell, the target is particularly vulnerable to wounding or mistreatment
of its body; what only seems to be true could really come to pass if the
target’s compatriots are too hasty in disposing of the “body” To cast the
spell, the caster points his index finger at the target and silently mouths the
word, “die,” lending credence to the spell’s imagined effect.
Level: 1 (mage)
Range: 0
Duration: 5 rounds/level
Effect: protects the caster from dust
Dust shield
is a variation of the shield spell. It surrounds the caster by a force
with a radius of 1’ that moves with him. Within that area, dust, dirt and sand
particles are deflected from the caster. Thus, the magic-user has o fear of
being blinded or choked from sandstorms or dust storms. Note that the dust
shield also makes the magic-user immune to the effects of magical dusts,
whether harmful or beneficent. The dust shield does not affect missile
weapons or gas.
Level: 3 (mage)
Range: 30 yards
Duration: 4 rounds + 1 round/level
Effect: 1 creature
When this
spell is cast, the victim acquires a “magnetic” field that attracts dust and
any nearby loose earth, sand or gravel. If the victim fails a saving throw, he
suffers the full effects of the spell. On the first round, he is covered by a
film of dust. In the second round, enough particles accumulate to add a +2
penalty to the victim’s armor class and a -2 penalty to his attack rolls. In
the third round, the victim suffers the effects of a slow spell. On the
fourth round and thereafter, the victim is immobilized until a successful dispel
magic is cast upon him or the accumulated particles are washed away. Three
gallons of liquid per size category of the victim (nine gallons for man-sized
creatures) can wash the matter away. If the victim saves, the dust causes him
only to sneeze once, ruining any spells he might be casting and otherwise
disrupting his concentration.
Dweomer
Divination
Level: 8 (mage)
This spell is
identical to the clerical spell of the same name.
Level: 7 (mage)
Range: 5 yards/level
Duration:, 1 round/level
Effect: 1 creature
This insidious
spell is effective against enemy spell-casters (creatures with spell-like
abilities are not affected). The caster simply points her finger at an enemy
spell-caster and a green ray unerringly shoots from her hand, enveloping an
opponent in a coruscating emerald field (with radiance equal to a faerie
fire spell). While this field is in place, the affected spellcaster will
find that the way he channels spell energy is strangely affected. There is a
90% chance (-2% per level of the enspelled caster) that the spell energy is
warped and the intended spell is bent, wasting the spell and causing the
victim’s body to be ravaged by magical flames (1d6 hp damage per level of the
intended spell). An affected mage can use magic items normally, and the magical
flames can cause no damage to equipment, clothing etc. The spell has no effect
whatsoever on non—magic-using creatures.
Dweomerburst
Level: 6 (mage)
Range: 10'
Duration: Instantaneous
Effect: Special
This spell causes any one magical barrier within range that
was created by a spell of 5th level or less to explode in a burst of magical
force. The barrier is destroyed, and the destructive energy of its blast
streams directly away from the caster, dealing 1d6 hit points of damage per
level of the spell that created it (save vs. spell to suffer only half damage)
to all beings within 20 feet of the point of ignition.
All beings caught in the area
affected by a dweomerburst
must also make a
saving throw vs. spell. Failure indicates they are stunned (reeling, unable to
think coherently or perform any deliberate act) for 1d4 rounds and, if
spellcasters, lose a randomly chosen spell from any spells currently memorized.
Success indicates that they are merely stunned for 1 round.
Level: 4 (mage)
This spell is
identical to the clerical spell of the same name, except that it cannot affect
a holy water font, altar, shrine, temple, or the like. In OD&D, neither
version of the spell can affect artifacts.
Level: 2 (mage)
Range: Touch
Duration: 1 hour per level
Effect: One creature
This spell
gives the recipient an especially keen distance vision, effectively doubling
the range at which he can see things, as well as enhancing the details that he
can make out. The effect can be disorienting at first, and the recipient must
make an Intelligence check or become dizzy and confused for 1d10 minutes.
Level: 5 (mage)
Range: 10’/level
Duration: 1 round/level
Effect: prevents a creature from moving
This spell
creates an attraction between the target and the ground immediately below it.
If the target is on the ground, its movements rate is slowed by 60’(20’)/per
round, until it reaches a movement rate of 0, at which time it is fixed in
place, unable to lift its limbs from the ground. Once this occurs, the victim
is affected is if by a slow spell for the duration. It can attack only
with appendages not touching the ground. If cast on a creature in flight, the
targets MF is lowered by 1 for each round as it is pulled to the ground at half
its flight speed (if it attempts to resist) or twice its flight speed (if it
does not try to struggle, or if it was already diving at the time the spell was
cast). Only targets in flight receive a save against this spell. This spell
cannot affect creature from the plane of Earth.
Earthfast
Level: 9
Range: one mile/level
Duration: one year/level
Effect: 1 mile/level
This
spell was initially created to allow further mining of areas that were too
dangerous to work otherwise. By casting the earthfast spell, large areas
of underground tunnels become impervious to cave-ins and other similar
catastrophes, the magic supporting the ceiling so that additional mining can
continue. The spell has also been used for other purposes, since it also
drastically halts the weathering of city streets and buildings. This spell
requires several items, consumed in its casting: a stone of controlling
earth elementals, six chardalyns (each of which must be enchanted
with a harden spell), and an earth elemental.
Level: 2 (mage)
Range: 0
Duration: Special
Effect: Special
An echo spell
“records” all sounds heard by its caster in the round immediately preceding its
casting. These sounds can be “replayed” aloud twice, at any time after the echo
spell is cast, by the speaking of a single secret activation word chosen by the
caster. A caster can have multiple echo spells in use at the same time,
but once one is cast, the caster loses the use of the second-level spell slot
it occupies until both replays have occurred. The spell can’t be ended without
replays by act of will; the replays must occur to end the magic. Replays occur
at the same volume level that they were heard by the caster, and they survive
unconsciousness or intervening charms or feebleminded states of
the caster (but not the caster’s death and subsequent resurrection). This spell
is normally used to incriminate loose-tongued conspirators, or to preserve
important or complex instructions, proclamations, or agreements.
Level: 5 (mage)
Range: Touch
Duration: 1 turn/2 levels
Effect: One creature
Echolocation
allows the caster or other
spell recipient to emit a constant high-pitched sound that reflects back
to him like a bat’s sonar. The magic of the spell allows the caster to hear and
interpret these reflected sounds, allowing him or her to “see” up to 60 yards.
This mode of finding one’s way is superior to normal vision in several ways.
Gaze attacks do not affect the recipient who closes his eyes and relies on the echolocation
spell entirely. Darkness, fog, and steam can be pierced without inhibiting
the recipients ability to find things. Illusions that are not also phantasms
are unseen. The sense is good enough for the spell recipient to cast targeted
spells like magic missile. The spell carries several disadvantages as
well. The spell recipients “line of sight” is only a 60-degree arc. Magical
deafness or silence renders this sense useless. The acuity of the echolocation
is not great, so the recipient can identify people he or she knows within
10 yards, but only general shape sand sizes can be determined beyond 10 yards.
Any missile weapons used by the spell recipient are -1 “to hit.”
Level: 7 (mage)
Range: 0
Duration: 1 round/level
Effect: Special
This is a
collective name for four separate spells, which must be researched and
memorized separately (wind conduit, earth conduit, flame conduit,
and water conduit). When this spell is cast, a temporary conduit
is opened that creates a direct link between the caster and the appropriate
Elemental Plane. The conduit can
be used by the caster in one of two ways, determined at the time of casting;
once chosen, the method cannot be changed. The first version of the spell
enables the caster to manipulate the energy derived from the conduit to
boost the effectiveness of his spells based on that element. Essentially, the
caster’s spells perform at maximum potential while the conduit remains
in effect. Each time a spell is cast, however, the caster must make a save vs.
spell (adjustments for magical protections and the like apply). If the save
fails, the conduit benefits the spell as intended but closes immediately
thereafter, ending the spell. The second version of the spell enables the
caster to use the conduit’s energy to power spells of the chosen element
without losing them from his mind. When used in this fashion, however, the
caster must make an unmodified saving throw vs. spells each time a spell is
cast. If the save fails, the caster suffers a magical backlash that wipes clean
all spells based on the element from his mind (including the spell that caused
the backlash), and the conduit ends. Lost spells can be rememorized
normally, of course. In either case, there is a 10% non-cumulative chance each
round that the conduit closes on its own, causing no harm to the caster.
Otherwise, the conduit remains in effect for the full duration unless
the above conditions are met, the caster dies, is rendered unconscious, or
wills the spell to end, or it is negated with a limited wish or wish;
dispel magic has no effect on a conduit. In addition, a conduit
does not open within a protection from magic field, antimagic zone,
or similar area. If the caster has an active conduit and moves into such
and area, it closes until the caster exits. Casting this spell takes a full
round
Elf Mark
Level: 1 (elven
Treekeeper)
Range: touch
Duration: permanent (but see below)
Effect: creates invisible sigil
This spell is used to affirm the
status of an outsider amongst elven society. It allows the caster to draw a
complicated, magical rune on the recipient's forehead, which fades into
invisibility once finished. The rune is magical, and shows up under a detect
magic or detect invisible spells; it is clearly visible at all times
to elves, sidhe, pegataurs, and Eusdrian half-elves. The elf mark is
often used to denote either an elf-friend, causing a +1 to response rolls, or
an enemy or criminal to the elves, which causes response penalties of anywhere
from -1 to -3, depending on the severity of the crime. No matter their origin
or ethos, all elves will take their first impressions of non-elves from such a mark.
An elf mark is usually permanent, fading only at the death of the
recipient, but it can be set to fade upon a certain date, or on the performance
of a particular action (or series of actions). This spell is never used on
elves; the anathematize version of ceremony is used instead. Most
elves in the Known World know some version of this spell; the Vyalia variant is
unique, in that the elf mark also radiates an emotional pulse which
affects animals in the Vyalian forests. Animals will remain calm in the
presence of an elf-friend; an enemy mark will make large beasts attack
the bearer and timid creatures run away.
Empower Skeleton
Level: 4 (mage)
Range: Touch
Duration: Until activated
Effect: One undead skeleton
This magic imbues a skeleton (which must already be undead,
though it need not be under the control of the caster) with the ability to cast
a single 1st- to 3rd-level magic-usr spell when specific conditions outlined by
the caster during bestowal of the empowerment are met. Years may pass before
the conditions are fulfilled, or they may be met at once (Careless casters have
been attacked by their own
spells because their presence
fulfilled the conditions they set!) The skeleton only unleashes the chosen
spell once before the empowerment is discharged. In situations when it is
unclear if the conditions have been met, the skeleton does not launch the
magic. The spell to be unleashed by the skeleton must be cast by the caster of
the empowerment on the round immediately after the empower skeleton spell is cast. The caster need
not be touching the skeleton during this second spellcasting, but must be able
to see it. This second spell vanishes without apparent effect into the skeleton
to be launched later when its casting conditions are met. It operates as if
cast by the caster and strikes at a random target if more than one is present
and a valid target when the casting conditions are met. The magic-user loses
the spell slot of the imbued spell until the skeleton casts it or is destroyed.
Multiple empower
skeleton spells
cannot be cast on the same skeleton. Casting this spell takes a full turn.
Enchanted Quiver
Level: 2 (elven)
Range: touch
Duration: 1 turn
Effect: 1 quiver of arrows
This spell enchants up to six normal arrows. Although they
gain no plusses to hit or damage, the spell lets the arrows damage foes who are
only affected by magical weapons. At 3rd level, an elf can enchant the arrows
to hit creatures affected by +1 enchantments or greater; the plus-effect
increases by +1 for every 2 levels of the caster, to a maximum of +4 at 9th
level. Once an arrow is fired, the enchantment is lost whether the shot was
successful or not. Any arrows unused by the end of the spell's duration lose
their enchantment, but may be reused as part of a later spell.
Enhance Trait
Level: 1 (mage)
Range: Touch
Duration: 1 turn + 1 turn/level of caster
Effect: 1 animal
By means of
this spell, a magic-user can enhance one aspect of an animal. This trait can
range from its ability to run fast, to the size of its claws, to its talent for
stalking prey. This spell works only on normal animals. The following traits
can be enhanced: the animal can gain one of the following bonuses: an
additional Hit Die; +1 to THAC0; +1d3 to damage inflicted; +21'(7') to any
single MR; +1 to a single saving throw; +1 to surprise rolls; +2 to
Intelligence. Other special traits of an animal can also be enhanced, but these
require adjudication by the DM. By using this spell, the magic-user could
induce his horse to run faster, his guard dog to be more ferocious, and the
like. Several traits can be affected at once with additional castings of the
spell. For the magic to be made permanent, a teratism spell must be
used.
Enlarge Skeleton
Level: 1 (mage)
Range: Touch
Duration: 1 turn/level
Effect: Enlarges one skeleton
This spell can be applied to all or part of a human-sized or
smaller skeleton, but fails if used on bones of different individuals. It is
effective on both undead and normal skeletal remains; if applied to an undead
creature, it has no effect on controls or commands already in existence
affecting the creature but does not itself establish any such control. An enlarge skeleton can turn an animal skeleton
into a monster skeleton (3HD) and a normal human skeleton into a giant
skeleton. When applied to nonanimated remains, it is usually employed to make a
bone longer and heavier for use as a prop, tool, or weapon. This spell can be
applied to only part of a skeleton, lengthening it to a maximum of twice what
it was before the spell was applied. This is usually employed to lengthen the
stump of a missing arm into a longer limb, but can also be used as an attack
(for example, to make a hostile skeleton fall over by making one leg twice the
length of the other). The spell has utterly no effect on the bones of living
creatures.
Level: 6 (mage)
Range: 30 yards
Duration: Instantaneous
Effect: One creature or one object of 1 cubic foot/level
This spell
causes the ground beneath a creature or object designated by the caster to
collapse. A victim who fails a saving throw tumbles into the hole so created
and is buried alive. The victim cannot move and eventually suffocates unless
freed. A victim who makes a successful saving throw vs. spells can leap clear
of the hole and is not entombed. An entombed victim must make a second saving
throw to determine whether he managed to get a good gulp of air while falling.
If the saving throw succeeds, he can hold his breath for a number of rounds
equal to one-third his Constitution score, rounded up. If the second save fails,
the victim was too startled to fill his lungs with air and can hold his breath
for only one-sixth his Constitution score, rounded up. The ground upon which
the victim formerly stood is immediately safe to walk upon but has obviously
been disturbed, marking the site of the entombment. Regardless of the
victim’s size, his head is always located ten feet beneath the surface. In the
case of entombed objects, the top of the object is always ten feet beneath the
surface. The reverse of this spell, exhume, causes the ground to shift,
gently raising to the surface any single buried creature (dead or alive) or
object designated by the caster. The caster must know that such a creature or
object exists for the spell to work, although he need not know its exact nature.
For example, the caster may elect to exhume a body buried in a grave plot
without knowing its identity or how long it has been interred. If the creature
or object to be exhumed is buried deeper than ten feet, the spell fails. Entombment
has been known to deposit victims in underground caves or chambers that
happened to exist 10 feet beneath the surface, unbeknownst to the caster. This
spell should not be confused with the 3rd-level spell entomb.
Eternal Flame
Level: 5 (mage)
This spell is
identical to the clerical spell of the same name.
Eversharp
Level: 2 (dwarven cleric chant)
Range: 0
Duration: Permanent
Effect: 1 weapon
This chant
magically enhances and maintains the sharpness of a single edged weapon, which
must be kept on the anvil for the entire duration of the spell’s casting.
However, the spell does not provide any other benefit; the weapon can still
rust, break, pit, crack, and melt, and eversharp chants do not grant any
bonuses to attack or damage rolls. Once protected, the weapon need never be
sharpened. Casting this spell takes a full hour.
Exhume
Reversed form
of entombment.
Eye of Pflaar
Aka Eye of
Mystra.
Level: 2 (mage)
Range: 30'
Duration: 1 turn
Effect: see below
When this spell is cast it creates a pocket of calm in a
30-foot radius centered on the caster. The circle moves with the caster. Within
the circle, the air is calm and people may converse at normal volume. Outside
the circle, there may be a raging sandstorm. Like the eye of a hurricane, the
area affected by the spell remains unharmed. For as long as the spell remains
in effect, the storm roars by, but has no effect on those within the sheltered
eye. Because sandstorms may blow for days and storms for hours, this spell is
not proof against their fury for long. What it does provide is an opportunity
for people to construct the best shelter they can or to get under nearby
cover.
Level: 1 (mage)
Range: Touch
Duration: 1 round/level
Effect: Special
This spell
animates and alters a stone or stones to make them outwardly perfect copies of
the magical items known as ioun stones. One to three false stones can be
created by this spell. A raw stone takes on whatever forms of ioun stone the
caster desires (so long as the caster has in the past actually seen a real
stone of the sort desired). If not, the spell produces either a vibrant purple
prism (even die roll) or a dusty rose prism (odd die roll) as its first stone,
and a pearly white spindle (even) or a lavender-and-green ellipsoid (odd) as
its second stone, the third stone being any sort of ioun stone. Like real ioun
stones, the transformed stones spin continuously and take up an orbit around
the caster’s head. They can be grasped and repositioned (e.g., to orbit at a
different radius) by the caster without ending the spell. Any stones touched by
other beings vanish instantly but don’t affect remaining stones. False ioun
stones radiate a dweomer but have no actual magical powers. Their major use is
to impress gullible onlookers.
Level: 1 (mage)
Range: 0
Duration: 1 hour +1 turn/level
Effect: 30’ radius
This spell
creates a specialized type of unseen servant. The sole purpose of the fantastic
famulus is to prevent flames from spreading within the area of effect. Any
flame of campfire size or less that begins to spread beyond its usual confines
is immediately snuffed by the famulus, before any extensive damage can occur. For example, the
flame of a candle would not be put out by the famulus, but if the candle fell
over and ignited a stack of papers, the famulus would extinguish the resulting
fire before it could grow into an inferno. Fires that are larger than a
campfire are not affected by this spell, but small fires touched off by such
blazes are extinguished. The famulus cannot affect magical fire. When cast, the
area of effect is centered on the caster, but he has the option to make the
area remain stationary or move with him. Once the decision is made, however, it
cannot be changed. The fantastic famulus cannot undertake the tasks of a normal
unseen servant; it is capable only of extinguishing flames. As such, it
is typically used to protect the caster’s library or a similar location where
combustible items are stored. Otherwise, it conforms to the characteristics of a
normal unseen servant.
Level: 2 (mage)
Range: Touch
Duration: 1 round/level
Effect: Creature touched
This spell
grants the recipient the ability to move unnaturally quickly and quietly. For
the duration of the spell, anyone affected has their movement rate doubled and
has their Move Silently rolls improved by 50%. If the recipient of the spell is
not a thief, he has a 50% chance of moving silently during the course of the
spell. This spell does not impart any ability to jump higher than normal,
although leaping horizontally is obviously easier for a person moving at
increased speed. (Assume the character can leap as far horizontally as a
character using a jump spell could).
Level: 2 (mage)
Range: 0
Duration: 1 round/level
Effect: Special
This spell
brings into being an invisible, razor-sharp, weightless blade extending from
one of the caster’s fingers. A fingerblade
can be willed out of existence by its caster at any time. It strikes as a
+1 short sword, and the enchantment protects the wielder’s hand from breakage
due to impacts of the sword against opposing blades, walls, and the like. The
caster of a fingerblade can choose to destroy any one non-magical bladed
weapon that the fingerblade touches (specific and successful attack roll
required). There is no saving throw against this power of the spell; the
touched weapon and the fingerblade both vanish, instantly and silently.
This power can’t affect magical weapons, or non-magical weapons bearing any
sort of temporary dweomer (e.g., a normal sword upon which a light spell
has been cast).
Level: 1 (mage)
Range: 90 yards
Duration: 1 round
Effect: 10’ radius
With this
spell, the caster creates small, firecracker-type explosions within the area of
effect. One “string” of 10 firecrackers is created per level of the caster. The
strings appear 10 seconds after each other. The firecrackers appear in a 10’
radius and inflict 1 hp damage per string to all in the area. The firecrackers
are loud and create quite a bit of acrid smoke that, unless dispersed by a
strong wind, remains in the area for 1-3 rounds after the spell is finished.
Any creatures in the area must successfully save vs. poison, or the smoke makes
their eyes smart and water, giving them -1 on attack rolls. If the spell is
used in a surprise situation, the party being surprised has a +4 penalty to the
die roll.
Level: 4 (mage)
Range: 300 yards
Duration: 2 rounds
Effect: Special
This spell
brings into being one fiery dagger per level of its caster. These look like
4”-long knives whose blades are wavering tongues of flame and which flicker
into existence around the casters head and shoulders. They can’t harm the
caster who creates them or cause harm to any non-living material (they can’t
ignite wood, cloth, paper, or anything else) but are deadly to living and
undead targets. These firedarts fly at targets chosen by the caster.
They must be visible to the caster as spellcasting begins, but they need not be
so after; the firedarts follow and seek them, at MV Fly 210'(30')/MF 5,
THAC0 4, two attacks allowed (the second only if the first misses). Contact
with any magical barrier or spell effect, or passing out of spell range, causes
a firedart to vanish instantly and harmlessly. A firedart that
misses on both its attack attempts fizzles out and vanishes, harmlessly,
wasted. One that strikes deals 1d4 hp piercing damage and is quenched, its
magic expended. The target is allowed a saving throw vs. spell, and if (and
only if) that save fails, the dart also inflicts 1d4+1 hp fire damage. A caster
can elect to hurl each firedart at a different target, or group them in
attacks against various targets, or even “save” some to attack on the second
round of the spell. All of the firedarts vanish when they miss or hit,
or if they haven’t been fired when the spell expires (the firedart spell
ends instantly if the caster casts another spell during that second round).
Decisions about the targets of firedarts saved until the second round
need not be made until that second round, but the targets are still limited to
creatures visible to the caster when the spell is first cast. A common use of
this spell is to strike out at a group of warriors attacking the caster, saving
some firedarts to send against warriors who are still attacking after
the first “wave” of firedarts have struck.
Fish Summoning
These spells
are identical to the monster summoning spells, but only aquatic
creatures are summoned.
Level: 3 (mage)
Range: 10’/level
Duration: see below
Effect: blocks a creature’s breath weapon
The fizzlebreath
spell was specifically designed to combat creatures with breath weapons. It
affects a single creature, which does not receive a saving throw; the next time
the creature attempts to use its breath weapon, nothing happens. Note that a
creature has no advanced knowledge that something is “wrong” with its breath
weapon until it actually tries. A ‘fizzled” breath attack does not count as a
breath attack for the purpose of limits of use per day. For each attempted use
of the breath weapon after the first, the creature makes a save vs. spell to
see if it works. The first spell is made normally, and subsequent attempts gain
a cumulative +1 bonus until a save succeeds, at which the spell is broken.
Multiple castings of this spell are ineffective against a single target; the
spell must expire or be broken before it can be cast again on the same
creature.
Level: 2 (mage)
Range: 20 feet
Duration: 1 day + 1 hour per level
Effect: One ship
This spell renders
one ship resistant to normal and magical flame. Sails, rigging, and wood are
essentially immune to normal, non-magical flames and sparks for the duration of
the spell. Against especially intense or magical flames, the ship receives a
saving throw bonus of +1 for every 3 levels of the caster. Flames cause half
the damage as normal and spread half as quickly. (Note that this protection
affects only the ship itself and does not extend to the crew or cargo).
Level: 4 (mage)
Range: 30 feet
Duration: 6 rounds
Effect: Special
This spell
enables its caster (who may be an automaton such as a gargoyle affected by an imbue
with spell ability enchantment) to vomit forth sand in a thin, forceful
stream at the creature’s usual THAC0 (one stream per round). The sand is almost
molten, and its heat bums living things for 2d4+2 hp damage per stream. Its
impact automatically shatters all glass, ruins all reflective (mirrored)
surfaces, and clings to (cloak the appearance of) all gemstones and other
crystals, which must be carefully heated and scraped to restore them to their
former condition. (Re-heated gems are usually altered in hue regardless of how
much care is taken over their restoration). Flame sands that strike water send
forth scalding jets of steam in all directions (to a distance of about 6
yards). Any creature struck by these steam-spouts suffers double the damage of
a sand stream (4d4+4 hp damage). Saving throws are allowed against both sand or
steam strike, representing dodging or finding cover to lessen damage to half.
Flamsterd's
Flamestrike
Level: 4 (mage)
Range: 10'/level
Duration: see below
Effect: see below
This specialized fire spell
can be used both as a direct attack and as a guardian trap. In either case, it
affects one creature only, and its flames appear in a roaring spiral around the
victim. A Flamsterd's
flamestrike does 2d6 points of damage
plus 1 point of damage per level of the caster and is a menace to clothing,
carried items, and other flammable materials adjacent to the victim, requiring
successful item damage checks from them (or they are destroyed). Unlike a fireball, a Flamsterd's flamestrike does not explode outward to
affect all beings in an area. A Flamsterd's framestrike ruins any ongoing
spellcasting its victim is attempting and endangers any unprotected
accouterments (in the aforementioned manner). When used as a trap, a Flamsterd's flamestrike must be cast on a small piece
of metal (typically a copper piece is used) and a series of specific triggering
conditions equivalent to those of a magic mouth spell uttered over it. The trap is then set to activate
when the conditions are met, a waiting spell that can be detected as magic but
not as a trap. The conditions typically involve disturbing the focal item, and
the Flamsterd's
flamestrike can wait indefinitely until
the conditions are fulfilled. The conditions cannot include anything involving
detection of actions at a distance - in other words, casting a specific spell
or entering an area - if the coin is not disturbed by doing so. If a dispel magic is cast on the focal object
before it is disturbed or other conditions triggering the Flamsterd's flamestrike are fulfilled, the flamestrike is dispersed without taking
effect. There is no time limit between casting and activation if a Flamsterd's flamestrike is set as a trap. If one or
more beings fulfill the conditions of a set Flamsterd's flamestrike, the first one to do so is
affected. If they do so simultaneously, the spell still affects only one being,
and its target should be determined randomly.
Level: 5 (mage)
This spell is
identical to the clerical spell of the same name.
Footsteps of the
Quarry
Level: 2 (mage)
Range: 0
Duration: 1 hour/level
Effect: see below
When cast upon himself or a
chosen target, this spell allows the caster to follow tracks of a specific
creature or person named at the time of the casting. The person so named must
have traveled through the area within the last 24 hours. The spell creates a
line of footprints that lead in the direction taken by the person being
tracked. The footprints fade into invisibility once the tracker has passed. The
spell lasts for one hour per level of the caster and continues tracking the
quarry for the full length of time regardless of whether or not the quarry for
the full length of time regardless of whether or not the quarry is still within
an area that could be reached within 24 hours. Even if the quarry is riding,
the footsteps appear just as if he had walked across the land himself. If the
quarry crosses through water along the path, the footsteps stop and resume on
the other side. Should the quarry not leave the water directly opposite where
he entered, the tracker may have to spend some time locating the place where
the quarry left the water. Should the quarry leave the ground by levitating or
flying, the trail is lost and the spell ends.
Level: 9 (mage)
Range: 30 feet + 30 feet/level
Duration: Instantaneous
Effect: One creature
This spell
unleashes a glowing cylindrical bolt about six feet in diameter and 12-20 feet
long, that bursts forth from the caster to strike at a single foe, at THAC0 2.
If it misses, it fades away at the limits of spell range and is wasted, though
it may well strike an unintended target along the way. A force burn’s
strike disintegrates flesh and tissue for 4d6 hp damage and forces four saving
throws vs. spell on the target. For each save failed, the target (if a
spellcaster) forgets one (randomly-chosen) spell. A force burn spell has
no effect on non-living things, but does harm undead just as it does living
targets.
Level: 5 (mage)
Range: 10 feet
Duration: 1 turn + 1 round per level
Effect: One vessel (or a sphere of 10 feet, + 1 yd. per
level radius)
This spell
creates an invisible screen of energy that surrounds the ship, even below the
waterline. Solid objects - water, projectiles, fish, etc. - can pass freely
through the screen, while any magical energy that strikes the screen (firebaIl,
lightning bolt, etc). is absorbed and dissipated. The screen is able to
absorb 1d8 hp damage per level of the caster before being disrupted. (Divide
this number by 10 and round up to determine the number of hull points the
screen can absorb). If cast somewhere other then on a ship, e.g., on land, the
screen is immobile but has virtually the same affects.
Forcefend
Level: 4 (mage)
Range: 30 yards
Duration: 1 round
Effect: Special
This spell cloaks its caster with a temporary protection
against all hostile spells and magical item discharges that have a specific
target when the intended target is the caster. A forcefend enables the caster to
redirect all such magics at another suitable target within spell range. The new
target can never be the original source of the attack (for example, this spell
does not allow direct reflection of spell attacks) and cannot be a target not
valid under the terms of the spell attack. The new target is allowed a saving
throw vs. spell; if failed, the magical attack takes its full effect on the new
target rather than on the forcefend caster. If the new target's saving throw succeeds, the
magical attack rebounds to strike at any valid target (except the original
source and the forcefend
caster) within 30'
of the intended new target. This secondary target cannot be chosen by the forcefend caster, and if more than one
valid target exists, the actual target affected is chosen randomly. The
secondary target is allowed a normal saving throw vs. spell; if failed, the
secondary target takes the full brunt of the original attack. If the secondary
target's saving throw also succeeds, the spell attack fades harmlessly away and
is lost, harming nothing and no one. A forcefend protects its caster against all hostile magics during
its round of existence; the caster can redirect multiple attacks against
various targets without penalty for "being so busy". Any spellcasting
on the part of the forcefend caster while the forcefend is in effect instantly
negates it, but the caster can employ magical items and undertake strenuous or
demanding physical activities, including combat, climbing, etc.
Forest Fireball*
Level: 5 (elven)
Range: 10' + 10'/level
Duration: Instantaneous
Effect: 20-foot-radius globe
Identical in visual and casting effects to a standard fireball
spell, this
spell alters the effects of the
said spell’s magical flames
and explosion so they are utterly ineffective against plant and vegetable
matter of all kinds. The only distinct difference between the forest
fireball spell and its parent spell is the lack of lingering fires; the
explosion and blossoming fire of this spell implodes, drawing in and snuffing
out its own fires at the end of the round. In other words, the caster points a
finger, speaks the range in distance and height, and a streak of flame arcs
from the pointing digit to the range at which the spell is to detonate. Once it
explodes, the forest fireball deals 1d6 points of damage per experience level of the
spellcaster to all animal and mineral matter within its area of effect (save
vs. spell for half damage). All trees, grass, wood (including wooden weapons,
axe handles, wands, and even parchment from wood pulp or leaves) is unaffected
by either the explosion or the flames. All vegetable-based beings (treants,
dryads, etc.) are immune to the effects of the forest
fireball, as are
any items they carry. If the spell
is memorized and the casting is reversed, the forest-raze fireball harms only plants,
plant-based material, vegetable matter, and plant- and vegetable-based beings.
All plant material must make item saving throws against magical fire or be
consumed. Plant-based creatures suffer damage (or half-damage, if they save) as
normal characters.
Reversed form
of forest fireball.
Level: 2 (mage)
Range: 0
Duration: 5 rounds/level
Effect: 1 page/level
This spell
allows the caster to make altered copies of official documents. In order to
cast the spell, the mage must possess a sample of the handwriting he is
attempting to duplicate. The sample used must be at least a full page document
(approximately 250 words); it is destroyed at the end of the spell’s duration.
For the duration of the spell, the mage’s handwriting perfectly mimics the
handwriting on the sample document. There is no restriction upon the meaning of
the document that the mage writes; only the style of the writing is copied, not
the content. Documents made by this spell are indistinguishable from documents
written by the author of the handwriting sample used. Any signatures or seals
on the sample are magically duplicated on any page the caster desires, to a
limit of one page per level of the caster. It is not required that duplicated
signatures be in the same hand as the rest of the document; the spell
reproduces the signature as accurately as it does the other handwriting. A dispel
magic spell causes the writing created by a forgery spell to revert
to the casters own handwriting.
Fortitude
Level: 9 (mage)
Range: Touch
Duration: Permanent
Effect: 10 cubic feet/level
By means of
this spell, the caster can alter the molecular structure of nonmagical,
inorganic matter so as to make it impervious to harm from both physical and
magical attacks. The caster is able to affect up to 10 cubic feet of material
per level of experience, though the matter in question must be of the same
general type. For example, a stone wall could be rendered invulnerable to
damage, but not an iron door set into the wall. A second casting would be
necessary to include the door. Note that if several doors exist in the same
wail, several fortitude spells would be needed. Furthermore, the frame,
hinges, locks, etc., are protected only if they are of the same material as the
door. Fortitude can be removed only by a full wish. However, more
than one fortitude can be cast on a single area so as to make it more
difficult to bring down. Thus, a wall that is under the effects of three fortitude
spells requires three separate wish spells to return it to a normal
wall. No other spell or force can harm such a protected area. Materials
subjected to this spell are impervious even to spells like disintegrate or
earthquake. An area affected by fortitude spell will radiate
strong magic if detected. To cast this spell, the caster must scatter a powder
made of the following materials on the affected area: a diamond of at least
1,000 gp value, one ounce of powdered steel or other strong and hard metal, and
a drop of water. These amounts are for every 10 cubic feet to be fortified, but
the quantity of components should be modified if lesser amounts of material are
to be affected. This spell takes a full round to cast.
Level: 1 (mage)
Range: 100 feet + 10 feet per level
Duration: Instantaneous
Effect: Special
When this
spell is cast, the rigging of the affected ship becomes tangled, jumbled, and
otherwise unmanageable, unless the ship makes a saving throw of 14. In game
terms, the ship is slowed by one mile per hour per level of the caster, to a
maximum penalty of one-half its movement. The rigging takes two hours per level
of the caster to unfoul. The reversal of this spell, unfoul rigging,
counters this effect.
Level: 7 (mage)
Range: see below
Duration: 1d4 rounds
Effect: see below
This spell
allows its caster to teleport his body between two closed wooden frames of any
size that are any distance on the same planet. The caster must touch one frame
directly as the spell is cast and must visualize the other (i.e., it must be a
frame the caster has either touched or seen previously, though such viewing may
have been by means of a scrying spell or similar means of remote scrutiny). If
either of the frames has a gap or break in it, the spell simply won’t work and
is wasted. If either of the frames bears an enchantment, or arrival through the
far one is into an area filled with an operating magical ward or barrier, that
remote magic is unaffected, the frame teleport fails, and its caster
suffers 2d6 hp damage from a magical backlash. The spell otherwise operates
safely, silently, and without peril to its caster, allowing his body to emerge
from frames much too small to allow its physical passage. Arrival is safe
regardless of what is occupying a frame (such as a picture, mirror, or closed
door), and it causes no harm to the material within the frame. The spell
doesn’t guarantee safety thereafter, however, if the area on the far side of
the far frame is (for instance) underwater, or filled with a raging fire, or
being used for target practice. The user of this spell can pass entirely
through the far frame (ending the spell instantly) or pass only partially
through it, leaving part of his body behind by the original frame. This second
option allows the caster to withdraw to the original location at any time
during the three rounds after the round of casting. Before that time, the
caster can take or leave items, observe, speak, reach, grasp things, and even
cast spells or launch attacks in the new location (on the far side of the far
frame). If the caster remains in “both places” when the spell expires, he is
catapulted through both frames into the “new” location, suffering 4d4 hp
damage, and the link with the old frame vanishes. While the caster is “in both
places,” he is vulnerable to attacks at both locations and suffers double
normal damage from all harmful occurrences in the "new" location. A frame
teleport protects its caster against any need for Constitution checks (for
whatever reason) while it is operating.
Level: 3 (mage)
Range: 5’ per level
Duration: Special
Effect: Special
Freezefire is
an unusual spell that allows the caster to freeze one or more fires within
range, whether natural or magical, into inert blue ice, thus allowing it to be
touched or handled without harm. Up to one 5’ x 5’ sphere of flame (normal or
magical) is transformed into blue ice for every four experience levels, and its
duration is permanent with regard to normal fire. As for magical fire, it is
affected in the following ways: If it hasn’t manifested yet (e.g., a fireball
flying through the air), it stays inert for 3-5 rounds (the aforementioned fireball
would fall to the ground as a lifeless lump of ice and sulfur); If the
magical fire is already in effect (e.g., a wall of fire), the spell
causes it (or a part of it, if it is too large for the caster to affect
completely) to turn to blue ice for the space of 1 round per level of the
caster. While frozen, it can be physically touched, even broken, without
ruining the spell. Thus, part of a wall of fire that has been frozen
could be broken down and one could pass through unscathed, while the frozen
lump that was a fireball could be picked up and thrown a few rounds
later for the usual effects. It doesn’t affect fire-based spells of 5th level
or higher, nor does it prevent a dragon or chimera from breathing flame unless
it was cast 1 round previously. In that case, the creature is allowed a saving
throw vs. spell to resist its effects, and, if the save is failed, it is unable
to breathe flame for 2-3 rounds.
Fresh
Surroundings
Level: 5 (mage)
Range: 0
Duration: 1 turn + 1 turn/level
Effect: 10’ radius/level
For the
duration of the spell, the waters in the area of effect are turned to fresh
water. Corrosion of submerged goods also halts, allowing better recovery.
Nearly all ocean creatures cannot survive in fresh water and instinctively
refuse to enter the area of effect of a fresh surroundings. Fish and
other salt water organisms already present begin to die off and try to flee the
area as quickly as possible. This spell can quickly kill sea worms infesting
any wreck. This spell has also been used to drive away vicious creatures, but because
it cannot be moved once the spell has been cast, its area of effect is limited.
Friendly Fireball*
Level: 8 (elven)
This spell duplicates the statistical (range, damage, etc.)
and visual particulars of the forest fireball spell. Its differences lie
in its effects: The magical flames and explosion of a friendly fireball
are utterly ineffective against one specific type of animal type or race (and
any derivative matter) stated during casting. Like with the forest fireball
spell, there are no lingering fires after a friendly fireball; the
spell’s fiery explosion soon implodes, drawing and snuffing its own heat and
fires out at the end of the round in which it is cast. This spell cannot be
discriminatory to singular beings or ethnic types (i.e., an elf cannot name
himself the sole immune character); the recipient of the immunity must be a
distinct race or racial type. While whole racial types are protected as named
(elf, dwarf, etc.), half-breeds suffer half damage (or 1/4 damage with a
successful save).
The reversed spell, unfriendly fireball, makes the stated animal/race
the sole target(s) affected by the spell. Nothing else, from paper to grass and
flowers underfoot, is damaged in any way by the spell. In fact, an unfriendly
fireball set
against humans will visit full effects on them, but leave no effect on their
items or environs; thus, opponents can be killed, but their treasures and
weapons remain intact.
Level: 4 (mage)
Range: 60 feet
Duration: Special
Effect: 20’-radius sphere
This spell
creates a tiny dustflake that either races toward a target creature or hangs
motionless in a chosen spot, as an indefinitely-waiting trap (depending on the
wording used during casting). The moving dustflake requires a successful attack
roll (using the caster’s unmodified base THAC0) to hit its intended target, but
either form of the spell is triggered whenever any living creature larger than
the caster’s eyeball comes into contact with the dustflake. When this occurs,
the frost vortex takes effect. The air in a sphere centered on the
dustmote whirls violently about with a harsh hissing noise, then grows very
cold, coating all solid objects within it with thick frost, forcing item saving
throws vs. cold. Living creatures within the vortex suffer 6d6 hp damage and
must make a Strength check and a Constitution check. If one check fails, the
creature is slowed to half movement rate for 1d4 rounds; if both checks fail,
the creature falls (if on foot) or crashes (if flying) due to the spell’s icy
coating, suffering an additional 1d4 hp damage (no saving throw), forcing
damage checks on all fragile items. Once activated, a frost vortex is
gone within a round, leaving no moisture, ice, nor rushing of air behind.
Level: 4 (mage)
Range: 15 yards
Duration: 8 rounds
Effect: 1 creature
This nasty
spell causes the caster’s hand to glow dimly with bluish radiance for a split
second. The full effects are then launched at an opponent. If the opponent
saves vs. spells, he is affected as per a chill touch spell (undead,
however, do not suffer the “special effect” of that lesser spell). If the
opponent fails to save, then the following effects occur:
Round Effect
1
Victim’s feet “burn” with the
pain of cold. Half movement rates thereafter. The victim suffers 1d4 hp damage.
2
Victim’s hands “burn.”
Constitution check to cast spells or use a weapon The victim suffers another
1d4 hp damage.
3
Victim’s hands “bum.” As above
and a -2 to hit in combat. The victim suffers another 1d4 hp damage.
4
Victim’s hands “burn.” As
above and a -4 to hit in combat. The victim suffers another 1d4 hp damage.
5
Victim’s hands “burn.” As
above but unable to cast spells. The victim suffers 2d4 hp damage
6
Victim’s hands “burn.” As
above but now totally unable to use weapons. The victim suffers another 2d4 hp
damage.
7
Victim’s face “burns.” The pain increases. The victim suffers 3d4 hp
damage.
8
Victim’s face “bums.” The victim is now unable to stand. The victim
suffers another 3d4 hp damage.
During each
round, the victim may save vs. spell to suffer only half the noted damage. This
spell obviously requires an opponent to possess recognizable hands, feet and
facial features. A dispel magic can halt the spell’s effect, and exposure to a large fire
source can also stop the full onset of the spell (but the victim must
concentrate solely on ridding himself of the chill in his body, allowing 1d4
rounds to recover). The caster can stop the spell’s effects with a word, making
it a good tool for interrogation.
Full Moon*
Level: 4 (mage)
Range: touch
Duration: 1d8 hours
Effect: see below
This potent
and dangerous spell temporarily causes any lycanthrope to change form as if
there were a full moon in the sky, regardless of the lunar cycle or time of
day, for as long as the spell is in effect. A saving throw is allowed to avoid
the spell; if failed, the lycanthrope may still attempt to resist the change
normally.
The reverse of
this spell is new moon, which prevents a lycanthrope from changing into
were-form for the spell's duration (save vs. spells to avoid).
Level: 2 (dragon)
Range: 0
Duration: 2 rounds
Effect: See below
This spell
allows the dragon to breathe out a cloud of colorless, odorless vapors that
rush out in a cone 6’ across at its source and 30’ across at its end, 60’
distant. Any creatures that fall or fly into this area of effect (which
dissipates to powerlessness at spell expiration) are brought to a gentle but
firm halt without harm. The spell affects unwilling creatures, even if they are
dragon-size or larger (ruining swoop and similar attacks). When the gentle
breath expires, affected beings fall from where it brings them to a
hover —but the caster of the gentle
breath typically reaches up to take hold of them before that occurs. The
“hover” afforded by this magic is as stable as if affected creatures were
standing on a floor (i.e., it can be walked on, to the limits of the cloud,
where the “floor” abruptly ends, and used as a platform for spellcasting).
Physical items from missile weapons to ropes can be passed, dropped, or hurled
through the “floor,” but affected creatures can pass through it only while in
contact with another item, such as a reaching creature’s limb, a tree branch,
or a rope. A rope trick spell can penetrate the floor of a gentle breath
without harming either magic. If a creature casts dispel magic on a gentle
breath cloud, it collapses into a violent beam of force that smites the
source of the dispel for 4d4 hp damage and subjects all worn or carried
to check for damage on 1d6.
Level: 3 (mage)
Range: 10 yards/level
Duration: 3 rounds
Effect: 1 creature/4 levels
This spell
conjures a pale, ghost-like garrote that wraps itself around the neck of the
target creature as if it were pulled by an invisible being from behind. The
garrote inflicts no damage but causes the target to lose the capacity for
speech for three rounds. In the first round, the victim is allowed a save vs.
death magic; if successful, the victim is rendered incapable of speech for the
first three rounds but can still perform actions, with a penalty of -2 to any
attacks, and suffer no other ill effects. If the save is failed, the victim
spends the next three rounds pulling at the insubstantial garrote in panic; at
the end of the three-round period, the victim collapses into unconsciousness. A
successful dispel magic cast during the three-round duration terminates
the spell’s effects immediately; It does not wake a victim who has been
rendered unconscious.
Glamour Glove
Level: 2 (mage)
Range: 0
Duration: 4 rounds +1 round/3
levels of caster
Effect: Protects caster’s
hands
This spell wraps the caster’s hands in glistening magical
fields that protect them from contact with any fell substances, be they poison
or magic. While the spell is in effect, the glamour glove spell allows
the caster to touch places and things without incurring any ill or beneficial
effects, since nothing comes into contact with his hands. He can touch portals
coated with contact poison and open them safely; this doesn’t apply if the
trap’s damage is not limited to the hands of the intruder or if the poisons are
injected by a puncturing needle trap (Gloves protect only the surface of
the hand). Cursed magical items can be touched or worn (and identified with
other spells) without affecting the glamour glove wearer, unless the items remain in contact with the
wearer after the duration expires. This spell makes it safe to handle any
magical items, but without other magic, the caster cannot determine if the
item’s effects are good or ill. Magical items worn on the hands at the time of
or previous to the casting of this spell continue to operate normally (gauntlets
of ogre power or a ring of
protection and the
like), but if removed and placed on while glamour gloves are in place, they too are
negated and do not affect the wearing caster. The only drawback of this spell
is the delay in casting other spells while this continues. All spells cast by a
caster using glamour gloves require an additional round
to cast (most spells thus take effect at the beginning of the next round) due to the careful castings
needed to not have both spells disrupted. The caster can cancel the gloves any
time before the spell’s duration expires.
Glasshields
Level: 9 (mage, elven)
Range: Touch
Duration: Permanent
Effect: One magical
field/spell
With a touch, a magic-user can transform the most powerful
of magical fields into common glass! Any constant field of magic, be it a wall
of fire, shield, or globe of invulnerability, becomes
nonmagical glass. The effect looks like ice crystallizing at the touch of the
caster, and swiftly spreading and encompassing the entire field until it
becomes regular glass. Only abjuration or evocation spells are susceptible to
this spell, though one type must be chosen at the time of casting. Of those
schools, only spells with a set, independent field effect are affected, since
the field must be touched to work the transformation. The caster must cast the
spell and physically touch the barrier or spell effect to change it; the caster
suffers all effects of contact with the magical field for one round and then
the glasshields transforms
the field (even if the caster is killed by contact with the field). This spell
only affects an external magical effect; it cannot affect active, pre-set
spells such as contingency or invisibility, though it can touch
one of the hand spell and change the magical hand to glass. Once the
magic changes to glass, any magic used to maintain their mobility fail. Hands fall and shatter, while globes
of invulnerability merely become glass domes
surrounding their casters. While this spell usually only affects a single
magical field effect, it also has been designed to affect spells with multiple
field effects, such as prismatic wall. Glasshields can affect all seven layers
of this particular spell (and any similar workings that link one field within
another) with one spell, and the transformed glass spheres effectively create a
prison around that whom they once protected. Even the magical field generated
by bracers of defense and a ring of protection can be turned to glass; if
this occurs, the person wearing the item is surrounded by a very thin layer of
glass (though it thickens depending on the AC bonus or rating). The magic is
temporarily disrupted for 1d3 rounds, during which the glass field provides the
wearer with an AC of 8. No Dexterity penalties apply to the glass-encased
character, since the stiff glass prevents any major movements. When this field
is shattered (either by the target’s movements or attacks), the wearer incurs
1d3 points of damage from glass shards (unless natural AC without Dexterity
exceeds AC6). Once the glass shatters or the spell wears off, the wearer’s
normal magical defenses immediately shore up and restore the character’s normal
AC. Curiously, while this spell affects nearly any other magical field effect,
the glasshields spell does not function on these spells and effects: mantle,
improved mantle, queenmantle, eye of Pflaar, moonlight, spell sequencer, and spell
trigger. It also
has no effect on mythals or wards that cover more than a 40’ radius, and even
those are only transformed and negated for 1d3 rounds.
Level: 2 (mage)
Range: Touch
Duration: Special
Effect: 1 creature
This spell
combines certain aspects of the magic user spells feather fall and fly.
Like feather fall, this spell allows the caster (or another recipient
touched by the caster) to descend from high altitudes at a decreased rate of
speed (two feet per second, 120 feet per round), though the spell does not reduce
the recipient’s mass. Like fly, however, glide enables the
recipient to perform directional changes (maneuverability factor 5) during the
descent, thus providing limited horizontal movement. The recipient can travel a
linear distance equal to twice the height from which he began to glide.
For example, a recipient gliding
from a 100’ cliff descends at an angle that places him 200 feet away from his
starting point upon landing. On the other hand, the recipient could descend 100
feet in one direction, make a 180-degree turn, and descend the remaining 100
feet so as to land at the base of his launching point. Note, however, that the
recipient must glide the full distance. If the recipient wants to land at the
base of his launching point but has no desire to expose himself via the glide
out, turn, and glide back routine, he can opt to perform a spiraling “dive” in
order to maintain a constant close
proximity to his launching point. Under no circumstances does the glide
spell enable the recipient to gain altitude, nor can the recipient increase
or decrease the rate of descent, though certain magical and mundane effects
(e.g., powerful winds, a windshear spell, etc). can be factored in, as
appropriate to the effect in question. In any case, the spell lasts until the
recipient lands, though he must begin gliding within one round of the spell’s
casting or the magic is wasted. Dispel magic does not end the spell
prematurely, but if the glider enters a protection from magic effect or
anti magic zone, or if a wish or limited wish is used to negate
the spell, the recipient immediately plummets to the ground and suffers falling
damage as usual.
Level: 1 (mage)
Range: 30'
Duration: 1 round/level
Effect: extends the caster's tongue
This spell
transforms the caster’s tongue into a long thin, flattened cylinder of flesh
that retains all of its normal functions but also gains the ability to “float”
in air and respond with deft precision to the caster's existing tongue muscles.
It can thus be used to deliver touch-related spells or to perform such
activities as turning keys, toppling small objects, or moving items about from
a distance. The possessor of a glorytongue can retract it completely
into his or her mouth in a coil or stretch it out to the limits of the spell
range. The tip of the tongue can even “see” in a hazy manner; that is, it can
sense the presence, outlines, and distance of all solid objects or bodies
within a radius of 3’. It can cling to surfaces, allowing it to climb along a
rope, for example) or become very slippery, as desired by the possessor. Such
slipperiness can’t win free of magical effects such as a web spell or
specialized entrapments such as roper strands or cave fisher filaments, but it
can allow the tongue to escape natural effects, such as clinging spider webs
and sap or gum. A glorytongue can wrap around objects to move them, but it
can’t pull something forcibly away from the grasp of a creature or hang on to
carry the weight of its possessor. It can’t carry objects heavier than 10 cn. Glorytongues
are AC 6, MV Fly 90'(30') (MF 5), and can suffer only 12 hp damage before
collapsing into dust. If such a failure occurs due to wounding, the possessor
of the glorytongue suffers 1d4 hp damage and suffers bleeding from his
or her own real tongue. A glorytongue has surprisingly little taste sensation (as itdoesn’t supply a
sense of smell), but it can distinguish bitter, salty, spicy; and the like, and
can recognize specific tastes its possessor has sampled before (a particular
wine, for example). The caster of a glorytongue can make
it vanish before spell expiration. This is the typical
response if a foe grabs the elongated tongue or if the glorytongue
becomes trapped. Despite its length, its caster can still speak clearly and can
choose to have such speech be emitted from the distant tip of the tongue, if
desired.
Level: 2 (mage)
Range: 60 yards + 20 yards/level
Duration: 1/10 round/level
Effect: Special
Goblin
chaser sends a 3” diameter ball of light whistling along the ground in a
direction indicated by the mage. The ball of light can travel either in a
straight line (“shoot and forget”) or any course (“actively directed”) by the
caster. The goblin chaser travels 100 yards per round. At the end of the
spell’s duration, on impact, or sooner if so designated by the caster, the ball
explodes with a brilliant flash of light inflicting 1 hp damage per level of
the caster to any creature within a 5’ radius. The ball must travel along a
solid surface or it fails. As the ball travels, it emits a shrill, downward
glissando whistle.
Grab Grass
Level: 2 (elven)
Range: 10'x10' area
Duration: 1d6 hours
Effect: animates area of grassland
This spell works best when cast
on sleeping or otherwise unsuspecting victims, and requires an area of grassy
soil (as found in a clearing, for instance). All grass in the area of effect
animates and binds any object, living or otherwise, in a steel-like grip. Those
caught lying down within the area must make a save vs. Spells to avoid being
utterly pinned and helpless by the Grab Grass; success means that they managed
to stand in time, so only their feet are caught. Those with trapped feet must
make a successful open doors roll at -2 to snap their bonds. Sleeping victims
have no saving throw. Anyone completely bound is vulnerable to attacks as if
under the effect of a Sleep spell, whilst those with bound feet are at +2AC vs.
missile attacks, reflecting their inability to dodge. Elves use this spell to
safely entrap and capture potentially dangerous intruders. The spell is
partially responsible for the many stories concerning the "haunted
forest", which do as much to keep people away as any efforts by the elves
themselves.
Gremlin's Curse
Level: 4 (elven)
Range: 5'
Duration: 72 hours
Effect: bad luck
This capricious spell is used both
as a punishment for those who prove false to the elves and, more innocently, to
test the good humor of a stranger. The spell enchants the victims with bad
luck; everything they touch goes awry, and they become clumsy and forgetful at
the worst possible times. The effect is much like the chaos aura of gremlins
(see PC2, Top Ballista), from which the name is derived. The effects of the
spell are usually annoying, but not dangerous; however, it is inadvisable for
the victim to place herself in situations where luck can have an important
effect on the outcome, such as fighting or adventuring - elves sometimes use
the spell to help them defeat enemies, although it is considered
"unsporting". The actual effects of this spell are up to the DM, who
can use it for either comic or dramatic purposes.
Note: as stated above, elves often use this spell to as part
of a test of character for promising newcomers; if they pass the test, they are
welcomed friends. DMs wanting to role-play this situation are advised not to
let the players know they are either under a spell or being tested; let the
actions of the players (and their characters) determine the outcome.
Level: 5 (mage)
Range: 60'
Duration: 5 rounds + 1 round/level
Effect: protects an area with a 10' radius from energy
draining
Guard life protects those within the
area of effect from the life draining effects of the undead. Those subjected to
attacks by undead that would have drained them of levels receive a saving throw
vs. death magic with a +4 bonus to avoid the effects. The spell grants
subsequent saving throws against the same thing for every round it remains in
effect. Even if someone were drained before, they receive a new saving throw
against each one. Any attacks against which the character successfully saves do
not drain him, though any physical damage inflicted by such saves do not drain
him, though any physical damage inflicted by such attacks is still applied.
Level: 7 (mage)
Range: 300 yards
Duration: Special
Effect: Special
This spell protects a chosen area of fluid dimensions but a maximum volume of 40 cubic feet (typically placed to fill the floors, walls, ceiling, and intervening air at a door, landing, window, or narrow section of passage). It can be set to end at wall surfaces or, if volume permits, to penetrate behind them, and so catch burrowing creatures, or those that try to pass within the thickness of a wall. A guardian trumpet doesn’t activate until a creature other than the caster or a single other specified being (who must be touched during the spellcasting) enters its protected area, though its caster can deactivate and reactivate it an unlimited number of times by uttering a secret word while within its confines. The first time an intrusion occurs, the guardian trumpet activates. There is no known way to make a guardian trumpet spell that protects against multiple intrusions, and only one such spell can affect a given area at a given time, but several such spells could be cast so