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 as to
affect adjacent areas of corridor. The intrusion of a creature already under
the effects of one guardian trumpet spell won’t cause another trumpet
spell to activate. If two guardian
trumpet spells are cast so that their protected areas overlap, the
area where both spells have an effect is deemed “dead” to both spells; neither
will function there. When a guardian trumpet spell activates, an alarm
(a sound or sounds of up to ten seconds in duration, made by the caster during
the casting of the guardian trumpet) sounds in two places: a chosen spot
(a cubical area 10’ on a side) within spell range and in the ears of the
caster, who may be anywhere on the same plane and still hear the trumpet warning.
The intruding creature is then allowed a saving throw, at a penalty of 1 per
level or hit dice possessed by the creature that is less than the caster of the
guardian trumpet. If it succeeds, the spell has no further effect, but
if it fails, the intruding creature glows with a vivid faerie fire (hue
of the trumpet-caster’s choice) that withstands changes in shape or disguises,
and their location is mentally communicated (“felt”) by the caster on a
continuing basis, so that the caster can trace a moving intruder through
various rooms and areas. These latter two effects persist for one turn from
when the trumpet is activated (unless ended earlier by dispel magic or
an equivalent spell). This spell takes a round to cast.
Guiding Light
Level: 1 (elven)
Range: see below
Duration: 1d2 hours
Effect: creates glowing ball of light
This spell allows the caster to
guide others to a place he knows without the need to go himself. During the
casting, the destination is specified, as well as any points along the way to
avoid. The spell brings into being a "will-'o'-the-wisp"-like ball of
light (which can illuminate an area half that of a light spell, if it is
dark) which, on the caster's command, will start to move at normal walking pace
to the destination. The path will usually be one that earthbound travelers can
follow without too much trouble. The guiding light will continue on this
path without stopping unless the caster provides "stop" and
"start" command words. Once it reaches the target, the guiding
light will pulse twice, then fade away.
The guiding light spell is most often used for the
purpose outlined above; however, it can also lead others into traps or hidden
dangers (many of the "will-'o'-the-wisp" sightings in stories may
actually be guiding lights employed for this purpose). The maximum
distance a guiding light can travel is caster's level x 5 miles. The
caster must have actually been to the target destination at least once.
Hammer Chant
Level: 1 (dwarven cleric chant)
Range: Touch
Duration: Special
Effect: One dwarf
Using this
chant, up to seven dwarven clerics and/or dwarven blacksmiths, armorers, or
weaponsmiths may combine their abilities so that one of them casts other chants
at an enhanced level. If no cleric is present, the chant may still be completed
successfully, but the casting time doubles (casting this spell normally takes
one turn). The target of the spell is usually the master smith (granting him
the power to lead other magical chants) or the highest-ranking cleric. All
dwarves taking part in the hammer chant must have the Singing skill. The highest-ranking cleric or
master smith stands at the forge, hammering out time on the anvil, while the
others work the bellows and tend to other forging tasks. The dwarf who keeps
time is the leader of the chant and becomes the focus of the chant’s magic. The
leader gains one effective level for each three levels or Hit Dice of the
dwarven smiths chanting at their work, to a maximum gain of six levels. While
the cleric gains no additional normal clerical spells, he may gain
access to additional chants that were previously unavailable to him. Upon completing the hammer chant, the
group can immediately begin another chant, which then gains the benefit of the
increased effective level provided by the hammer chant. If a hammer
chant is attempted during battle, the chanting dwarves lose all Armor Class
bonuses for shield or Dexterity while chanting. If any of them loses his
concentration (when struck a blow, or distracted by noise or magic), the hammer
chant ends immediately. Hammer chants can only be conducted in a
Forge of Power.
Hand
Level: 5 (mage)
Range: 10'
Duration: 2 rounds + 1
round/3 levels
Effect: creates one
caster-sized hand
This spell summons a magical, immaterial hand identical to
the primary hand of the caster, though it is transparent and formed of small
sparkles of light. It can touch and handle only items with an innate
enchantment, so it can be used to detect magic by willing it through an item or
place. Hand is designed to help a caster identify the relative power and
dangers of handling magical items in a dungeon. When mentally commanded to
touch such an item, its reaction determines the general power level and hidden
dangers of the item. The greater the overall power of the item contacted, the
more “solid” the hand appears, as the sparkles increase in number and coalesce
into more solid lines and textures on the hand. The hand’s glow, normally equal to a standard candle, increases if
the contacted item’s primary purpose is for combat, and the glow increases to
levels of torches, moonlight, or daylight in relation to its relative bonuses
for combat (whether a dagger +1 or a sword +5 of slicing). If the item carries any
harmful curses of any kind, the hand’s sparkles flare up into small purple
flames (rather than the normal winking light they generate); the flames react
to power as did the lights. How "solid" the hand appears is sketched out in
glowing red lines, as if the hand were now made of coals.
Level: 6 (mage)
Range: 30 yards
Duration: 7 days, 7 nights
Effect: see below
A large group
of communal birds must be found before casting this spell. The birds may be of
any type but must travel in large groups. Ravens, crows, sea gulls, even
pigeons may be used. The caster then enchants the birds by speaking the words
of the spell and then hurling a handful of seed into the air. The birds devour
the seed, then fly off en masse. Over the next seven days, the birds roost upon
any place or structure near which a powerful undead creature hides. The birds
find any such place within one mile per level of the caster from the spot the
spell was cast. If a vampire has laired in a luxurious townhouse in a city, the
birds cover the windowsills, rooftop, statuary, and any other outside surface
of that building. If the creature is a lich residing in a deep dungeon, the
birds perch in the trees or rocks next to the entrance. If the creature
ventures out, the birds do not attack it but follow the creature menacingly, a
dark cloud of small spies perching on every available surface, marking the
creature’s presence. There is a 30% chance that one or two of the harbingers
will be so bold as to land on the creature itself. The caster remains aware of
the general location of the birds at all times, but he does not know the exact
location unless he views the birds herself. The caster may locate the
harbingers as a single entity by using scrying devices or spells. The birds are
always drawn to the most powerful undead creature in the vicinity. The undead
turning table is used to determine “power” for this purpose.
Level: 5 (mage)
Range: 10 yards/level
Duration: 1 round/level
Effect: 5,000 cu. ft.
This spell
utilizes the harmonious aspect of the force of law. Essentially, everything
within the spell’s radius becomes harmonious, calm, and peaceful for the
duration. Strong winds die down, earthquakes are calmed, and even intelligent
creatures cease all violent actions. All beings of greater than animal
Intelligence are allowed saving throws vs. spell (modified by Wisdom) to resist
the spell’s effects, although the
DM may wish to adjudicate based on the beings intentions. Only the truly
aggressive, angry, or driven of creatures may wish to resist the spell,
depending on the situation. A creature leaving the area of effect retains its
calm demeanor for 1 d4 rounds. Calmed creatures will not take violent action
unless threatened. They also make only slow, simple movements-most (75 percent)
actually sit or lie down on the ground peacefully. During the duration of the
spell, all affected are pleasurably relaxed. If any targets are calmed for the
entire duration, they’re fully rested and even have a 50 percent chance each to
heal 1 hp (if hurt). Only the spell’s relatively small area of effect is
calmed. Earthquakes and harsh weather still occur outside the area, but their
effects cannot be felt within the spell’s domain-trees blown over and falling
into the area of effect fall harmlessly to one side, and tumbling boulders sent
in by an avalanche come to a gentle stop. This spell can only be cast by a
Lawful being.
Healing Sap
Level: 2 (elven)
Range: touch
Duration: 1 round
Effect: 1 person
This healing spell requires sap from any sap-bearing tree,
either fresh or preserved. The elf must smear the sap on the wounded area
before casting the spell (if the sap is preserved, it will need to be softened
by heating it over a fire before it can be used). The spell heals 1d6 points of
damage, +1 per level of the caster, if the sap is fresh; otherwise, it heals
1d4 points +1 per level. If the recipient has suffered no obvious wound, the
sap must be ingested to be useful.
Level: 1 (mage)
Range: 0
Duration: Instantaneous
Effect: Special
This spell
causes a single item to leap into the caster’s grasp from elsewhere on his or
her person. The item must be non-magical and of a weight and size that the
caster could normally hold comfortably. It arrives gently but securely in a
specified hand belonging to the caster, held ready for use, and may by means of
this spell come from a scabbard, backpack, pouch, or hiding place under
clothing without disturbing intervening garments or its former storage place
(i.e., a backpack tied shut remains tied shut, and other items in it retain
their places). The transfer may be silent and unheralded, or accompanied by a faint
flourish of chiming notes and a flash of light briefly trailing from the item,
whichever the caster desires.
Hoard Armor
Level: 3 (dragon)
Range: 0
Duration: 1 hour/level
Effect: The spellcaster
Hoard armor is used by dragons both to take advantage of the large
number of coins and gems that comprise their hoards for defensive purposes, as
well as to dazzle other creatures with a garish display of their wealth. When
this spell is cast, any unsecured gems or precious metals (copper, silver,
electrum, gold, or platinum only) that are less than a half pound in weight
apiece and within 20 feet of the spellcaster are drawn to the immediate
vicinity of the spellcaster's body. The gems and chunks of precious metal
(usually coins) form a whirling cocoon around the spellcaster that shimmers and
sparkles in nearly any intensity of light. By means of the magic of this spell,
the enveloping hoard never obscures the
spellcaster's face, hands (claws), or feet, so it is possible to eat, talk,
cast spells, fight, or walk normally. If the spellcaster is of huge size, for
every 1,000 gems or pieces of precious metal attracted by the spell, the
spellcaster receives a +1 bonus to his or her AC. If the spellcaster is of
large size, the Armor Class bonus is +1 per 100 gems or pieces of precious
metal. If the spellcaster is of small size, the Armor Class bonus is +1 per 20
gems or pieces of precious metal. In all cases, the maximum AC bonus resulting
from this spell is +5. Although the spellcaster does not physically carry the
material components of hoard armor, all movement rates of the spellcaster are reduced by 3,
and, if the spellcaster can fly by means of wings or similar natural nonmagical
locomotion, his or her maneuverability rating is penalized by one class (to a
maximum of 1/3). When this spell expires or a dispel magic or similar incantation is successfully cast, the
enveloping hoard
armor immediately falls off and is
once again subject to the pull of gravity. Casting this spell is costly,
particularly to naturally avaricious dragons, for 1% of the gems and pieces of
precious metal composing the hoard armor, selected randomly, are consumed by the magic of this
spell and are forever lost. As a result, this spell is not as commonly employed
as one might expect.
Level: 2 (dragon shamans)
Range: Touch
Duration: Special
Effect: Special
Dragons are
well known for the intimate knowledge they have of their hoards. Indeed, it is
reasonable to assume that a dragon’s hoard is very nearly an extension of the dragon
itself. This spell enables the casting dragon to enhance that bond
considerably. For the spell to function, the dragon must be in contact with its
hoard at the time of casting. Once the spell is cast, the dragon knows the
exact value of the collective hoard, as well as the value of specific items (or
a collection of similar items, such as a particular coin type) within the
hoard. For example, a dragon whose hoard is valued at 50,000 gp knows how much
of that amount consists of coins (type and number), how much consists of gems
(type, number, and value), and so forth. In addition, hoard attunement enables
the dragon to notice whether any items in the hoard have been disturbed or
stolen, even if but a single copper piece is missing. If the dragon is in physical
contact with the hoard when it is disturbed, the dragon is immediately aware of
the disturbance (even if sleeping, in which case, the dragon always awakes
fully alert). If treasure is missing from the hoard, the dragon instinctively
detects the distance and direction of the absent treasure with unerring
precision, so long as the treasure is within one mile of the dragon per HD.
Once the treasure leaves this range, the dragon’s only choice is to continue
moving in the direction in which the missing treasure was last detected and
hope it comes back in range. Hoard attunement lasts for one month, so
long as the dragon remains within the “tracking” range given above. If the
dragon is separated by a greater distance for a number of days equal to its HD,
the spell immediately ends. Therefore, a dragon who spends too much time
attempting to track down a few missing coins could very well lose its
attunement with its hoard, in addition to the missing items. New treasure added
to an attuned hoard does not receive the benefits until it has been part of the
hoard for a number of days equal to the dragon’s HD. Once this time has passed,
the new treasure is regarded as if it had been there when the spell was cast. Hoard
attunement is unaffected by dispel magic and similar spells. To
remove it, a full wish, disjunction, or similar magic is
required. Casting this spell takes a full turn.
Hoard Servant
Level: 1 (dragon)
Range: 10 feet
Duration: 1 hour per HD
Effect: Special
This spell is
the draconic version of the standard unseen servant spell. Since
the needs of a dragon are far greater than those of lesser races (according to
dragons), a common unseen servant just doesn’t possess the physical
strength to fulfill its required tasks. Unlike an unseen servant, a hoard
servant’s sole purpose is to tend the hoard of the casting dragon. In fact,
the spell is cast on the hoard itself, binding the hoard servant to it
for the duration of the spell; it may never move more than 10 yards away from
the hoard without negating the spell. (Note that a dragon’s hoard must be in a
single location for the purposes of this spell, not secreted in a number of
separate lairs.) Once the spell is cast, the hoard servant polishes
jewels and gems, separates and stacks coins, organizes chests and boxes, etc.
It is stronger than a standard unseen servant, able to carry 500 cn or
push or pull 1000 cn over smooth surfaces. It can also withstand more damage
than an unseen servant, possessing 15 hit points instead of the usual 6.
A hoard servant is identical to an unseen servant with regards to
its limitations and means of destruction.
Hold Form
Level: 3 (mage)
Range: touch
Duration: 1 turn/level
Effect: prevents a lycanthrope from shapechanging
This spell
inhibits the transformation of a lycanthrope, holding the target in whatever
form it currently possesses - human, man-beast or animal - for as long as the
spell remains in effect. The spell affects any single lycanthrope, who receives
a saving throw vs. spells. The caste may dispel the hold at any time.
Level: 2 (mage)
Range: 60 yards
Duration: 1 round/level
Effect: One target
The target of
a hostile images spell might think at first that the casters spell has
gone awry, for 2-8 images of the target appear around him, as if the caster had
cast a mirror image spell on the target. Once these images come into
being, however, they turn and attack the target. If the target changes weapons
or casts spells, the images do the same. If he runs, the images follow at the
same speed, although they cannot move beyond 60 yards from the caster. The
illusions cause no damage, real or illusory, although they appear to try to
kill the target with great vigor. When struck for even 1 hp damage, an image
disappears. Their main effect on the target, besides confusion, is to use up
his shield defenses (if any) and to occupy front and flank spaces, enabling
real attackers to take positions to the rear and unshielded flanks. Hostile
images produces the same number of images as a mirror image spell:
1d4+1 for every three levels, up to a maximum of eight images.
Level: 1 (dragon shamans of the Great One)
Range: 0
Duration: 1 round/HD
Effect: Special
This spell
enables a dragon to “grow” additional heads (and necks) so as to take on the
likeness of a hydra though the new heads are always identical in appearance to
that of the dragon’s real head (i.e., red dragons create red dragon heads, blue
dragons create blue heads, etc).. However, the exact number of additional heads
the dragon can grow is equal to its maximum spell level divided by two (round
down). In any case, each additional head is under the complete control of the
dragon’s real head, but only the true head can cast spells or use a breath
weapon. The additional heads can make bite attacks, however, even if the
dragon’s real head is so engaged, but not claw attacks unless made in lieu of
spell casting or a breath attack. Furthermore, each additional head has a
number of hit points equal to 20% of the dragon’s usual total (fractions
dropped), but these are merely phantom hit points and have no bearing on the
dragon’s true hit point total. In fact, attacks directed at one of the
additional heads cause no real damage to the dragon and won‘t even disrupt the
dragon’s spellcasting. However, when a new head is reduced to zero hit points,
it immediately vanishes from the dragon’s body. Otherwise, the heads remain
until the spell expires; dispel magic does not remove them. A dragon may
have no more than one hydraform spell in effect at any time. Subsequent
castings of the spell simply negate and replace earlier castings.
Hueshift
Level: 3 (mage, wokan)
Range: 10 yards
Duration: 1 turn/Hit Die
Effect: 1 creature
Through the
use of a hueshift spell, the recipient can alter the coloration of its
hide to match whatever background it rests against. But beyond this change in
hue, this spell also slightly alters the hide of the recipient to blend in with
the surrounding terrain. Thus, in a bed of kelp, the creature develops
frond-like extensions over its body. If lying on a cave floor, the scaly hide
becomes mottled and bumpy. All of these physical changes make the creature
nearly impossible to notice. It can surprise an opponent on a 5-in-6; even
those beings who are extraordinarily perceptive (elves and so forth) suffer
this disadvantage. In addition, the spell lessens the likelihood that the
concealed creature can be detected by divination magic (such as detect
invisibility or true seeing) to only a 5% chance per level of the
caster. To gain the benefits of the spell, however the creature must remain
quiet and still, moving no faster than MV 10’. Otherwise it will be noticed.
Level: 2 (mage)
Range: 30 yards
Duration: Special
Effect: 20 yard radius
This
enchantment is similar to the hypnotic pattern spell except that its
effects rely on sound rather than sight. The caster sings or plays a musical
instrument to cast the spell, which causes any affected creature to become
fascinated and stand listening for as long as the caster maintains the music,
plus two additional rounds. The spell can captivate a maximum of 24 levels or
Hit Dice of creatures. All creatures affected must be within the area of
effect, and each gains a save vs. spell. A damage-inflicting attack on an
affected creature immediately frees it from the spell. Hypnotic harmonies can
be heard normally, according to the terrain, intervening walls or objects, and
acoustical design, but the magic affects creatures who hear the harmonies only
if they are within 60 feet of the caster. The caster must remain still to
maintain the harmonies and may perform no other actions while maintaining the
spell.
Level: 3 (mage)
Range: 0
Duration: 1 round per level
Effect: The caster
Casting this
spell brings into being a disembodied pair of icy, clawed hands, totally under
the control of the caster. The caster can attack twice per round with these
claws as a fighter half his level, causing 1-3 hp damage each plus an
additional 1-4 hp cold damage (those with resistance to cold suffer no additional
damage from the cold). They can be used to attack someone up to 30 yards away
from the caster, and on a natural roll of 20 the claw(s) have secured a hold on
the target, causing automatic claw and cold damage every round thereafter.
Level: 6 (mage)
Range: 120 feet
Duration: Special
Effect: Special
Ice magic is
a special spell that allows the caster to shape ice and snow, to fortify
current ice-based spells, or to control ice-related creatures within the
caster’s range. The caster must choose how he wishes to use it, with the
following effects:
1. To shape ice: The caster can shape existing ice into
bridges, ladders, and the like, up to one 10’ x 10’ square per level. If there
is enough ice on the ground, he can choose to create sharp jags of ice with the
same damaging effects as the spike stones spell, while large ice
stalactites on the ceiling could be formed that would cause 1-8 hp damage each
(no more than one large ice “stalactite” per three experience levels). The
effects last 1 turn per level.
2. To fortify ice and cold spells: The duration of all such
spells (such as wall of ice) can be doubled, except for those with
instantaneous effects. Ice spells that cause damage are deadlier (+1 hp damage
per Hit Die of damage). The spell must be cast 3 rounds before the spell to be
fortified is cast.
3. To control ice creatures: Beings made of ice (such as
hydrax) can be dominated by the caster (as the 5th-level magic-user spell), one
target per round. Once one being fails its save, it serves the caster
unquestioningly until he chooses to dominate some other such creature. This
lasts for 1 round per level.
Ice Shatter
Level: 3 (mage)
Range: 10'/level
Duration: Instantaneous
Effect: 3 square feet/level
By means of
this spell, the caster can cause glacier ice to crack and break. The solid ice
may split along a single crack or splinter into hundreds of dagger-sharp
fragments, at the caster’s option. In hard-packed snow, like that which forms
bridges across crevasses, the area of effect is tripled. The spell can also be
used to start avalanches in areas where there are unstable masses of snow on
slopes above the glacier. If the spell is used to shatter the ice rather than
crack it, it can make a trail or path impassable. It can also provide the caster
with icy spikes perfect for lining the bottom of a pitfall. This spell takes
for full rounds to cast.
Level: 2 (mage)
Range: 90 feet
Duration: 2 rounds
Effect: Special
This spell
causes solid ice to vaporize, dissipating into the surrounding atmosphere
without fog, water runoff, or heat. A cylindrical area 20’ across and 10’ deep
is affected for each round of the spell’s existence (the path of vaporization
can’t change direction from one round to the other), and natural or magical ice
is prevented from forming within that area for 2d4 hours thereafter. The magic
ends whenever there is no more ice to affect. Ice within an organic mass (such
as a frozen body) is unaffected by this spell, even if the body is fully within
the spell’s area of effect. The caster chooses the site of initial ice
vaporization (that is, where the cylinder of emptiness begins to form) by
vision and act of will; it must be visible during casting.
Level: 7 (mage)
Range: 60 yards
Duration: 1 round
Effect: 30’ x 30’ area
This spell
creates a wraithlike, faintly-glowing cloud of white vapors. It swirls about
within its area of effect, coalescing a visible white claw (four taloned digits
roughly 3’ long and 2’ across) whenever an intruder enters its area of effect. Multiple
intruders generate multiple claws, one to each. An “intruder” is any creature
of one of three species chosen by the caster of the icy claw spell
during its casting, except specific individuals who are present and touched by
the caster during the casting. Typically an icy claw spell guards
against humans, orcs, and halflings, with the exception of its caster and
guards, tenants, or owners of a protected area. Creatures of other species (for
example, guardian monsters) can pass through the icy claw cloud without
suffering any effects — even while
the cloud is battling other beings. For each round in which an intruder is in
contact with any part of the cloud, its claws strike twice at him at THAC0 7,
dealing 3d4 hp damage per strike (a successful saving throw results in half
damage, rounding fractions down). For every attack that is not saved against,
the victim feels a chill; any creature who accumulates four of these during the
same day (24 hours, or 144 turns) is affected as if by a hold monster spell of
one turn duration (no saving throw allowed). Typically an icy claw spell
is cast in an antechamber between two locked louvered doors, so that intruders must suffer its effects
while they force both doors. This spell takes a round to cast.
Level: 1(mage)
Range: 100'
Duration: 5 rounds/level
Effect: 100' cube
When casting an illusory talent spell is cast, the caster
can make it seem as though he or any single other consenting person or creature
is proficient in a specific area. The spell creates the impression that the
recipient has a particular talent named at the time the spell is cast).Thus,
those witnessing an inept and stumbling swordsman while under the influence of
this spell would see him as an accomplished fighter wielding a deadly sword.
The spell imparts no actual knowledge to the targeted creature. Illusory
talent can only simulate physical skills. It can’t simulate learning or
oratory, but could make it appear as if the person could cast spells. The
creature can’t really perform the action any better than he ever did, it just
looks like it to observers in the area of effect. This is helpful when someone
must pretend to a skill he doesn’t actually possess or in persuading potential
attackers that they should choose a less accomplished foe. The spell may only
be cast on those who are willing; it may not be used to make enemies look like
enemies so mobs will attack them.
Level: 3 (mage)
Range: 0
Duration: 1 round/level
Effect: 6’ radius
This spell
resembles a mirror image spell but is in fact an illusion-covered trap.
The duration and effectiveness of the image trap are less than those of the mirror
image (only 1d4+1 images appear). It is otherwise in all ways similar to
that spell. However, whenever a missile or melee blow is landed on an image, it
not only disappears but also explodes outward in a scintillating ball of color.
The attacker, if within five feet, must immediately save vs. spells at -2 or
become stunned, unable to act for the next 1d6 rounds.
Improved Thrice
Level: 7 (mage)
Range: Touch
Duration: 4 rounds
Effect: Creature touched
This spell temporarily augments the effectiveness of its
caster or a single touched recipient creature in physical combat such that for
each physical attack (including attacks with enchanted weapons and attempts to
deliver touch-effect spells) launched by the spell recipient, she or he
receives three attack rolls. Only one attack is actually made, but the best
roll result is used. For each successful attack, three damage rolls are made,
and the best result (and only that result) is used. If target creatures are
allowed saving throws against these attacks, three must be made, and the worst
result used.
Level: 4 (mage)
Range: 90 yards
Duration: 2 rounds/level
Effect: Up to one target per level in a 30’ radius
This spell
produces the sounds of loud trumpets blaring a charge. Any of the caster’s
allies hearing this theme receive a +4 bonus to Morale, attack at +1 to hit,
and receive +2 bonuses to damage rolls and saves vs. subsequent
enchantment/charm spells for the duration of the spell. The caster can
designate up to one person per level to benefit from the triumphant charge.
Those who are not chosen as spell recipients hear the horns as a distant but
menacing sound.
Level: 1 (mage)
Range: 0
Duration: 2 rounds/level
Effect: Special
By means of
this spell, the caster summons an ordinary lockpick of any desired type into
being. It performs as an ordinary lockpick for as long as the spell lasts. The
pick may be used to open as many locks as the duration allows.
Instantaneous
Shift
Level: 1 (mage)
Range: touch
Duration: instantaneous
Effect: allows a lycanthrope to shapechange instantly
Instantaneous
shift lets a lycanthrope change from human to man-beast or animal form in 1
second, with the additional benefit of being able to attack on the round in
which it shifts form.
Level: 4 (mage)
Range: 10'
Duration: 1 + 1d100 years
Effect: controls 1 spectator
This spell gives a spectator a specific task. For instance, a magic-user usuing this spell could instruct a spectator to guard a specific area of his keep. The magic-user could also relay a list of actions not permitted in the area guarded by the spectator. While under the effect of this spell, the creature will follow its instructions to the best of its abilities. Despite the power of the spell, however, a magic-user may not dictate the spectator's reaction to intruders. In all cases, the spectator will remain true to its philosophical nature; it will attempt to remove intruders in a nonviolent fashion. The exact duration of the spell is unknown during the initial casting of the enchantment. The spectator must make a saving throw vs. spells at –4 in order to resist the effect of this spell. Casting this spell upon a currently instructed spectator is dangerous indeed. In such a case, the spectator receives a +4 bonus to its saving throw. In addition, if the spectator's save succeds by more than 8, both sets of instructions fail. The magic-user will then have to deal eith a very angry, and free willed, spectator.
Level: 8 (mage)
Range: touch
Duration: 1 day
Effect: grants one creature lycanthropic abilities
This spell,
castable only by a lycanthrope,
imbues the recipient with the shapechanging powers of a lycanthrope for
the duration of the spell. The target must be a being susceptible to
lycanthropy (for example, human or merrow). The target receive no saving throw,
and receives all the benefits of the caster's lycanthrope type (at level 0),
such as the ability to transform into an animal or man-beast (despite not being
9th level), resistance to normal weapons in lycanthropic form, and the ability
to infect others with lycanthropy. At the end of the spell, the target must
save vs. spell or be affected by curse of lycanthropy. Should the
affected creature be in animal or man-beast form at the spell's end, the saving
throw is made with a -6 penalty.
Level: 5 (mage)
Range: Touch
Duration: 1 turn +1 round per level
Effect: One vessel
This spell
increases the strength of the recipient vessel’s hull. Attacks against the ship
are made against AC 0. Note that this spell in no way affects the flammability
of the vessel, it only operates in terms of durability. In all other respects,
it still has the same properties of its constituent material.
Ironwood
Level: 5 (druidical)
Range: Touch
Duration: Permanent
Effect: Wooden objects
This spell
bestows the strength and flexibility of metal to wood, without altering its
appearance or weight. It can affect objects up to 1,000 cn of encumbrance (see
the oaksteel spell). It is traditionally used to create one set of armor
or one weapon for a druidic knight, often with the help of a warp wood
spell. This spell cannot affect magically enchanted items made of wood.
Level: 5 (mage)
Range: 60 yards
Duration: 2 rounds
Effect: Special
When cast on
dry land, this spell produces a vertical pillar of roaring flame, five feet in
diameter and up to 30 feet tall (less if a ceiling or other overhead barrier
exists), which is sometimes mistaken for a clerical flame strike spell.
The flames deal 4d6 hp damage to any creature they touch (half that if a save
is made), then “jump” away, translocating themselves 1d4 + 1 (x 10) feet
distant, either in a random direction or roughly in a general direction
concentrated upon by the caster (within a 90-degree arc of the caster’s desired
direction). In their second and last round of existence, they cause 3d6 hp
damage to any creature they touch in this second location, then die away in a
swirl of sparks. Flammable items must, of course, make damage checks when
touched by a jumpgout. Underwater, a jumpgout spell creates a
swirling seam of boiling water that can’t “jump” about and lasts for two rounds
in the same spot, affecting a cylindrical 10’-diameter, 40’-long volume of
water. All creatures within this area suffer 3d4 hp damage on the first round
and 4d4 hp if they are still within the area during the second round (the save
for half damage still applies).
Level: 5 (mage)
Range: Touch
Duration: 12 days
Effect: Special
This spell
affects a creature under the effects of a steelsteal spell. It has only
one function: to hide the creature — or any trace of an intelligent entity, or
anything out of the ordinary at all — from all “seeking” magics (for example,
this spell will mask a possession’s presence). To all known detection,
divination, and contact spells, the creature is “just not there,” unless he
desires to be found. This spell doesn’t affect psionics per se, but it does
foil minor psionic effects that are the equivalents of widely-known detection
magics. A just not there spell has no effect on attacks, only on searching
attempts. A spellcaster or psionically-gifted character who suspects that
something sentient is within a given item or weapon, and who attacks it,
suffers no changes in the chances of success — unless the attack attempt
requires that the caster sees or makes contact with the being hidden in the
blade.
Kagyar’s Metal
Level: 2 (dwarven cleric chant)
Range: 10 yards
Duration: Permanent
Area of Effect: 1 cn/level
Saving Throw: None
This chant
creates a mass of unworked metal from nothing. The metal appears on top of the
forge, and most dwarven smiths believe that the metal is a direct gift from
Kagyar. The chant works only once each year, during the Cleric's Forum. It is
usually employed to create a small quantity of adamantite or mithril, which is
used at the dwarfhold during the course of the year. In many dwarfholds, the
metal created by this chant is used only to create sacred objects, and it may
not be given to outsiders in any form. Casting this spell takes 1 turn/cn.
Level: 1 (mage)
Range: Touch
Duration: 3 rounds
Effect: A key
This spell
enables its caster temporarily to alter an existing key to fit another lock of
roughly the same size. The “real” key can’t be more than twice nor less than
half the size of the altered one. The magic-user must be able to touch both key
and lock but need not be familiar with how the lock opens. The magic changes
the shape of the key but not its appearance (i.e., different flanges, and the
like, are invisible). When the altered key is touched to the lock, its chance
of opening the lock is equal to 65% plus the caster’s level. In the three
rounds before the key lapses back into its true shape, three opening attempts
can be made; if any succeeds, the door can’t be locked again until the spell
expires. If the lock is connected to any sort of trap or as-yet-unleashed
magic, and the caster is the one who touches the altered key to it, the caster
will instantly be made aware of the trap’s existence—but not its nature
(unless, of course, mere contact is enough to trigger the trap). Other beings
using the key won’t receive this warning.
Level: 9
Range: 100'/lvl
Duration: 1 hr/lvl
Effect: 100'/lvl radius
Killing wind was designed to
kill large numbers of creatures, and it works well. When cast, billowing vapors
move away from the caster at an incredible rate of speed, overtaking anything
within the area of effect unless magical means were used to escape. Creatures
caught within the cloud are entitled to a single saving throw versus spells to
resist being killed by the spell. Creatures make a saving throw with a modifier
based on the caster’s sacrifice. The casting of this spell automatically drains
two life-levels from the caster (though for purposes of area of effect, range,
and duration, the caster’s original level is used). In addition, the caster can
opt to sacrifice more life energy, imposing a -1 penalty to all saving throws
for every two levels so sacrificed (up to a maximum of -10). The one side
effect to this, however, is that there was a 5% chance per level drained
voluntarily that the caster’s essence would be pulled into the Sphere of
Entropy. If pulled into the Sphere of Entropy, one of two things occur. If the
caster was alive, the essence is consumed and the caster killed. The
spellcaster was lost forever and couldn’t be raised or brought back to
life in any way. If the spellcaster was undead, the essence continues to exist
as a lesser fiend (usually a howling fiend) servitor of an Entropic Immortal.
Level: 1 (mage)
Range: Special
Duration: Instantaneous
Effect: Caster’s ship
By means of
this spell, the caster knows the location of the vessel’s port of call (or any
other port from which he has earth), no matter where the ship is or what the
weather and light conditions are. This spell is especially useful in foul
weather or when sailing with no instruments. The caster must have a pinch of
earth from the chosen port.
Lash
Level: 4 (mage)
Range: 60 feet
Duration: 9 rounds
Effect: Special
This spell brings into being a flying ribbon of yellow-white,
crackling force that strikes at foes as the caster wills, launching one attack
per round at THAC0 14 (regardless of its caster's THAC0). It is acrobatic and
whisper-thin. It cannot be hit or affected by any known means except dispel magic or contact with any magical
barrier created by a 5th or higher level spell, both of which destroy it. The lash
seems attracted to such barriers and does not dodge around them unless it
approaches its intended target from entirely the opposite direction from the
location of a finite, small-surface-area barrier. A victim struck by a lash is allowed a saving throw vs.
spell. If it succeeds, the victim suffers 4d4 points
of damage. If it fails, the
victim suffers no direct physical damage, but is paralyzed for the entire round
following contact with the lash. If the wielder of the lash uses it to strike a
paralyzed victim again during that time (to extend the paralysis), another
saving throw is allowed (Damage might occur rather than more paralysis,
regardless of the lash-caster's wishes.) In any case, the
paralyzation caused by lash ends instantly if its victim is struck by a physical
attack that causes damage.
Leafy Haven
Level: 4 (elven)
Range: 10'
Duration: 12 hours, or see below
Effect: 10'x10'x10' cube
This spell provides a safe haven
for travelling elves in unfamiliar woodlands. Upon casting, all plants within
the area of effect around the caster animate and move away to the edge of the
spell's range, where they interweave with each other, forming dense walls and a
ceiling over the denuded area. The outside of the cube is disguised by the
spell, so that its artificial nature is not readily apparent (roll 1 on 1d6 to
spot the structure; 1-2 on 1d6 if searchers are specifically looking for it);
any creature which tries to enter from the outside will be gently resisted. The
leafy haven can take up to 25 hp before disintegrating, and regenerates
1hp/round (not including fire or acid damage). The haven dissolves back
into its original configuration when the spell expires, when the caster wishes
it, or upon destruction. If the caster wishes, gaps can be left in the walls or
ceiling (arrow-slits in the walls, for instance, or a smoke-hole in the roof).
Lesser
Purification
Level: 4 (mage)
Range: 3'
Duration: Permanent
Effect: one item or a volume up to the caster's volume
(whichever is lesser)
This spell destroys any
curses (as a remove curse), magical tracers linked to other spells or
magics, and remnants of previous magics from a single nonliving item (which may
be composed of any number of materials) or a single body of liquid (in puddle
form or filling a container). The spell causes its target material to glow to
indicate the presence of active or not-yet-unleashed magics in the item or
substances the spell is applied to, but it does not trigger, alter, or identify
such dweomers. Lesser purification affects dry or powdered materials of
the same volume as a liquid if they are gathered into a heap or continuous
volume (for example, filling a cup or coffer), but does not affect recently
living materials, such as the bodies of beings who have been dead for less than
a month or who are now undead. Lesser purification also serves to purge
liquids - such as those used in the making of potions or magic-related
unguents, baths, or tinctures - of impurities, either natural or magical in
origin. It performs this secondary function simultaneously with its major
dweomer-related purging.
Life Illusion
Level: 8 (mage)
Range: 10 yards/level
Duration: Special
Effect: 1 creature
Similar to a maze
spell, the life illusion spell creates a new mental world in which the
subject can live. The illusionary life can include any manner of new persons,
surroundings, and even new classes and abilities for the subject. The subject
is allowed a saving throw vs. spells to avoid entering this new world, but if
he fails, the subject retains only dream-like memories of his real life. Entire
months or years can pass in this new life, though time passes much faster here
than in the real world. No method of exit is allowed while in the illusory
world, except the clerical spell penetrate cosmic ignorance. The
illusion seems real but may contain flaws and misperceptions based on the
subject's lack of understanding of his new surroundings. Thus, the subject is
allowed new saving throws vs. spells every so often based on his Wisdom score.
If a saving throw is successful, the subject returns to reality with much of
the memory of the illusory life, though no new abilities are retained. New
saving throws are allowed on the following schedule:
Subject’s Time
Wisdom Between
Score Saving
Throws
under 3 2d4 days
3-6
1d4+1 days
7-10
2d8 hours
11-14
1d8+1 hours
15-18
1d4 hours
19 and up
1d4 turns
To cast this
spell, the caster must prepare a sketch of the environment in which the subject
will stay. If the sketch is marred or destroyed during the spell’s duration,
the subject immediately returns to reality.
Level: 2 (mage)
Range: 100 feet
Duration: 1 day per level
Effect: Special
This spell
creates one circular buoyant ring of force for each level of the caster. Each
ring has sufficient buoyancy to
keep two unarmored man-sized creatures afloat for the duration of the spell.
The rings are virtually indestructible and cannot be harmed in any way short of
dispel magic or disintegrate spells, or similar methods.
Level: 3 (mage)
Range: 20 feet
Duration: 1 day per level
Effect: Special
This spell
creates a magically sustained life boat large enough to hold up to 10 humans
or human-sized creatures. It has a
cover and a sail, and it provides shelter and warmth. It cannot be sunk or
capsized through normal means. The boat stores provide food and water
sufficient to sustain its passengers for the duration of the spell. The spell
may be renewed by further castings before it expires. It moves at a constant
rate of 10 miles per hour.
Light into
Darkness
Level: 6 (mage)
Range: 0
Duration: Permanent
Effect: One creature
Once this
spell is cast, the caster has 10 rounds to touch a living being before the dim
energy crackling upon his fingertips fades. (In melee, this requires a
successful attack roll.) If the spell is successfully discharged, the spell
recipient loses his sight over a period of one round; as the light of the world
fades into darkness, the victim’s eyes darken to pits of utter blackness. This
is the last light the target ever sees, as there is no save vs. this spell, nor
do any of the various cure, dispel magic, or cureall spells
have any effect at all at restoring vision to anyone so affected. In fact, only
a wish cast at the 20th level of ability or higher can restore the
victim’s sight.
Lightflare
Level: 2 (mage)
Range: 180 feet + 30 feet/level
Duration: 9 rounds + 2 rounds/level
Effect: Special
This spell
creates a flare of light that shoots up into the air from a brass tube into
which the caster has inserted a tiny strip of magnesium. The magnesium is
consumed in the spell; the tube is not. The ball of light is only 1” in
diameter when shot but bursts with a 10’ radius upon attaining the desired
range. The ball slowly drifts to the ground at 20’ per round. The flare
continues to shed light in a spherical area whose diameter is equal to its
maximum range throughout the spell duration regardless of its location. The
brightness is equal in intensity to a light spell. Environmental light
conditions affect the illuminatory effects of the flare, although the flare
itself can be seen even in bright daylight. The flare is not hot and cannot set
combustible objects on fire. It can be shot at any angle up, down, or across
provided it can travel at least 90’. If the spell effect hits any object before
traveling 90’, it automatically fails. The flare can be fired at a living
target and, if used in this manner, acts as a light spell.
Lightning Cage
Level: 9 (mage)
Range: 10 yards/2 levels
Duration: 1 hour +1 turn/level
Effect: 20’ cube
This spell is
a variant of the 7th-level magic-user spell forcecage, and it is identical
to that spell except as follows: First, the “bars” of force energy which form
the cage are electrified. Any creature, whether inside or outside, who makes
contact with the electrified bars or touches them with an object composed of
metal or other conductive material, must
save vs. spells or suffer 10d6+10 hp damage. A successful save reduces
this damage by half, but the lightning cage is not dispelled, nor are
its electrical effects. Second, the floor of the lightning cage is
composed of a solid “sheet” of force energy equal to a force field, but
it is charged only on its outside surface. Third, unlike a forcecage, lightning
cage cannot be altered to form a solid cube of electrified walls of force.
Finally, the lightning cage does not require the ritual drawing of a
square with powdered diamond as is necessary with a forcecage.
Lightning Snake
Level: 7 (mage)
Range: 0
Duration: 4 rounds
Effect: see below
This spell causes a crawling,
flickering bolt of lightning 5 feet wide to emerge from the caster's body and
streak away in a straight line 90 feet in whatever direction the caster wills.
It then turns (as the caster directs) to travel in a straight line in another
direction for another 90 feet and the round ends. The lightning snake turns again to begin its next
round of journeying and turns turn once more halfway through that second round,
repeating this mode of travel for a third and fourth round before expiring.
Contact with a lightning
snake deals all creatures 10d6
points of damage per round (save for half damage). An item that saves against a
snake is immune to all damage from it, but a creature takes damage for each
round in which it is struck by the same snake. The first rush of a lightning snake cannot miss, but the caster
must roll 1d10 for all other chosen turns. A result of 1-3 or 8-10 means the
snake travels precisely as the caster intends, but a result of 7 through 10
means it veers in a random direction. There is one immunity to veering: The
caster can unerringly cause the snake to rebound 180° back upon itself. Note
that this spell could well harm friends of the caster - though the caster,
along with any worn, carried, or touched items, is never harmed by contact with
his or her own lightning
snake.
Lively Step
Level: 2 (elven)
Range: 0
Duration: 1 hour/level
Effect: 30-yard radius around
caster
Casting this spell requires a musical
instrument of some sort. It enchants all elves (and elves only) within hearing
range of its song (the spell itself). A sprightly, energetic tune and corresponding
magic lends energy and animation to those who listen, and their speed is
slightly improved for dancing, running, and broader movements (but not for use
in direct combat). In essence, it is a song-spell that increases the movement
rates of elves by 50% and cancels fatigue, allowing them continued movement at
this enhanced speed for extended periods of time without any corresponding
penalties (like those for the longstride spell). The spell’s area of
effect and the elves within that area determines how many can be affected by
the spell. Any elf who ignores the song/spell can make a saving throw to negate
its effects and remain at normal speeds.
Level: 1 (mage)
Range: 0
Duration: instantaneous
Effect: 1 lock
This spell
allows the caster a brief glimpse into the inner workings of any lock. For a
brief moment, the insides of the lock are exposed to the caster’s view,
allowing him to analyze its mechanisms. The end result of this spell is that
the caster gains enough knowledge of the lock to increase his Open Locks and
Find/Remove Traps rolls by 25% for the analyzed lock. The knowledge gained by
this spell cannot be fully imparted to any other person; a thief relying on a
mage’s description of the lock has his rolls improved by only 10%.
Level: 4 (mage)
Range: 10’/level
Duration: 1round/level
Effect: locks a single creature’s jaws
Casting this
spell forces the target to make a saving throw vs. spells. If unsuccessful, the
target’s mouth is magically clamped shut for the duration of the spell,
preventing it from speaking aloud, casting spells, biting, or anything else
requiring mobility of the jaws. This spell will not affect draconic gas or
flame breath weapons, as these can be emitted from the nostrils. If cast on a
creature with multiple heads, the spell will affect only one. This spell does
not affect undead.
Luck
Level: 2 (mage)
Range: 10'
Duration: 3 rounds
Effect: increases 1 creature's luck
The recipient of this spell is lucky in every
thing that he does for the next 3 rounds.He receives a +1 bonus to any of his
actions (+5 on d100 rolls). This includes saving throws, to hit chances,
thieving skills, etc.
Lusus Naturae
Level: 6 (mage)
Range: Touch
Duration: Permanent
Effect: 1 individual or object
Lusus
naturae allows the caster to create new life and form new breeds, for good
or ill. This is no easy task, and failure is common. This is not a swift spell
like teratism; rather it takes at least a month to attempt to fashion a lusus
naturae. During that time, the caster must be deeply involved in imbuing in
his creation all the traits he desires, an effort that calls for painstaking
research, careful administration of additional spellcasting or rare components
(see below), and the casting of lusus naturae every third day to ensure
that the source stock is affected. Before the casting of the spell, much time
should be spent in preparation. The player and the DM should meet and confer on
what sort of life the caster
wishes to create. The DM then can consider the proposal and suggest the
means to that end in regards to material components. Such components should be
either animal parts that will be related to the final result or actual living
specimens. The base chance of success is equal to the caster’s Intelligence
plus five times his level of experience. Of course, there are modifiers, as
shown in the table above. Unnatural abilities can be imbued to a lusus
naturae through the casting of similar spells and/or rare material
components during the process. For instance, if the caster wishes to create a
gigantic scorpion with a stinger that can ignite into flames, he may need to
cast burning hands around the source stock every day, and perhaps let it
lie on a bed of rare charcoal specially imported from faraway lands. If the spell
fails to work, the DM then rolls the percentage chance again, secretly to see
if something horrible and unexpected does come from the experiment. If that
roll succeeds then a creature is created, but not the sort the caster had
anticipated, let alone wanted. Lusus naturae can breed amongst their own
kind. Their ecology will vary, but is still dependent on the source stock from
which they came. Thus, a creature
made from canine stock will be easier to train, be a carnivore, and tend to
travel in packs if let loose in the wild. Something fashioned from fish stock
may be hard to control, dependent on water, and be omnivorous. A magic-user can
never truly be totally sure what the consequences of shaping new life may
bring. Much like teratism, this spell does not in any way make the
created creature domesticated to the caster’s will. He must go through the slow
process of handling and training the young creature if he is to be its master.
Situation |
Modifier |
Have studied a similar creature before Have cast discern sire on specimen of creature to
be bred Have created a similar creature before New species Creature is a combination of different animal classes
(mammal, avian, insect, etc.) Each Hit Die of creature For every additional spell that needs to be cast For every additional week in experimentation spent in the
past month |
+10% +20% +25% -25% -10%/class -5% -5% +5% |
Lycanthropic
Immunity
Level: 5 (mage)
Range: touch
Duration: 1 turn/level
Effect: protects one creature from lycanthropy
This spell
grants the target complete but temporary immunity to lycanthropic infection.
Upon completion of the spell, the affected humanoid cannot contract any form of
lycanthropy from any damage suffered when the spell is in effect. In addition,
recipients of this spell gain a strong resistance to the effects of a curse
of lycanthropy spell; while the immunity is not strong enough to negate the
curse, creatures of size S or M receive a +8 to their saving throw against it.
This spell does not affect those already affected by lycanthropy.
Mage Seeker
Level: 4 (mage)
Range: touch
Duration: 1 day
Effect: 20'radius/level
This
spell requires the use of an arrow, dart, or piece of bone or wood which is
shaped like a pointer. When the spell is cast, the object glows slightly and pivots
to point in the direction of a magic-user who has been in the area of effect
within the last 24 hours. The item becomes a sort of compass that continually
readjusts to point the direction of the magic-user it first located. If the
name or description of the magic-user is known, this can be stated at the time
the spell is cast and the mage seeker will home in on that particular
magic-user if he has been within the area of effect within the last 24 hours.
Otherwise, the seeker fastens upon the trail of the most potent magic-user (not
the caster) to have
been in the area within that
time. Magic-users who are aware that they are being tracked can try to throw
off the pursuit by getting within range of the mage seeker and casting dispel
magic on it. This renders that particular object unusable as a mage
seeker for 48 hours.
Magic Mask
Level: 3 (mage)
Range: 120'
Duration: see below
Effect: see below
When
cast, this odd spell goes into suspended animation, awaiting the trigger that
will set it off. That trigger is anyone attempting to detect magic whether
magically of psionically. When someone does so, mask magic covers up
whatever magic the caster has in use (including itself)with a false veneer of
psionic strength (PSPs) being expended. In effect, it creates a belief within
the person detecting magic that he finds none. If that person can also
detect psionics in use, the spell provides them with the false information that
psionic energy is being used. The spell lasts for 5 rounds after first being
set in motion, regardless of how many people test the area for magic. If not
used within 12 hours of being cast, the spell fades away.
Magic Miasma
Level: 9 (mage)
Range: 60'
Duration: 1 turn/level
Effect: 30' + 2'/level radius
When cast, thick shimmering silver mists billow out from the
center to instantly fill the area of effect, and the miasma lessens all
physical movement and magic within its mists. Like a heavy fog blanketing a sea
town, it mutes much activity and makes it difficult to see within its area. First
and foremost, magic miasma limits all visual senses (infravision included) to a
maximum range of 30 yards while inside the area of effect. This field also
slows all entrants’ movement of all types by half, and maneuverability ratings
are dropped by one. The miasma also affects all active magic and spell effects so all
operate at absolute minimums (1 point of effect per die; i.e., a 7th-level
caster’s fireball only deals 7 points of damage) or at -2 against
permanent effects (bracers of defense AC3 now act as AC5, etc.). Multiple castings have
no additional effect on the area or its effects on those within it (i.e., no
quartering of movement), they will add to the duration of the mists and the
spell’s standard effects.
Level: 2 (mage)
Range: 30'
Duration: 1 turn
Effect: hides casting in a 40' cube
This dweomer is handy for
concealing the casting of other magic. When brought into effect, magic trick
makes other magic seem to be the result of ordinary prestidigitator’s tricks.
The spellcaster thus concealed could, for example, make a confederate invisible,
and the witnesses would see it as a clever trick in which the assistant to the
entertainer slipped into a nearby store or rolled under a tarp while their
attention was distracted elsewhere. Some witnesses may be attracted to the
display being provided by the "entertainer", especially if the
spellcaster makes any attempt to engage their attention and beg for
contributions as a market entertainer might. Those within the area of effect
don’t connect the show with actual magic. Of those within the area of effect,
only those of 6th level or higher or who have an Intelligence of 13 or greater
receive a saving throw to disbelieve the dweomer.
Level: 4 (mage)
Range: 10 yards/level
Duration: 5 rounds/level
Effect: 10’ x 10’ x 10’ cube/level
This spell
temporarily suspends the function of large mechanical traps (deadfalls, pits,
etc)., rendering them harmless for the spell’s duration. All such traps whose
triggers fall within the spell’s area of effect are rendered ineffective,
although magical traps and smaller devices are not affected. Only traps that
have a physical trigger of some kind can be disarmed. Thus, a pit trap with a
collapsing floor can be disarmed, but a pit with an illusion covering the top
cannot. Poison needles, traps, and other small devices are not affected in any
way by the spell.
Level: 1 (mage)
Range: 1’
Duration: 1 day per level
Effect: Special
This spell
animates mapping tools so that they map any area within sight of the caster.
Islands, reefs, shoals, and coastline are all diligently recorded by these
animated instruments. In open ocean, the tools chart a ship’s route. This spell
is extremely useful on voyages of exploration.
Level: 4 (mage)
Range: 1 yd per level
Duration: 1 hour per level
Effect: 40’ cube
By means of
this spell, the caster provides the ideal environment for encampments by
masking from passersby the light of the campfire. When the caster invokes this
spell, he causes an extra-dimensional rift to open and temporarily cover the
area of effect. Throughout the duration of the spell, the party exists
simultaneously on the Prime Material and the ethereal planes. The light of the
campfire is also affected, and passing travelers are totally oblivious to the
party’s location because no illumination is emitted into the Prime Material
plane. Although the party members and the light source are invisible to beings
of the Prime Material plane, those affected by the spell have the ability to see
out of the ethereal and clearly into the Prime Material. There is no chance of
attack by prowling ethereal creatures due to the simultaneous existence of the
spell recipients. Prime Material beings using true seeing, detect
invisibility, or other similar spells, will see the masked individuals and
their campfire, albeit as though through a hazy, translucent shade. This spell
takes a full turn to cast.
Level: 5 (mage)
Range: Touch
Duration: 1 turn/level + 1d6 turns
Effect: 1 creature/3 levels
An improved
version of the third-level fly spell, mass flight enables the
caster to bestow the ability to
fly upon multiple subjects. In addition to himself, the caster may
affect up to one creature per three experience levels. Thus, a 12th-level caster
may affect four creatures in addition to himself, five creatures at 15th level,
six creatures at 18th level, and so forth. Otherwise, this spell operates as a
standard fly spell.
Masterwork
Level: 6 (dwarven cleric chant)
Range: 0
Duration: Permanent
Effect: 1 forge
The masterwork
chant represents an enormous effort by a team of smiths, working in shifts
for months under the direction of a master smith (who is also the casting
cleric) to create an item of such perfection that it becomes imbued by magical
power, as if the masterwork item had been enchanted. This chant permits
the creation of magical metal items of up to +1 per two extra slots of the
relevant skill of the master
smith. Thus, an armorer with only the base skill or one extra skill slot cannot
create a masterwork at all. However, an armorer with three slots (two
for the base level of skill, plus one extra) of the armorer skill can create a
suit of chain mail +1, plate mail +1, and so on. For items without “pluses,” a
masterwork can yield an item of 1,000 gp value per two extra slots of the
relevant skill (usually
blacksmithing). Magical spells that nullify or destroy a normal magical item
(wand of negation, disjunction, etc.) have no effect on items produced
by a masterwork chant. This chant takes 1d6 months to complete. When the
months of effort are finished, the master smith must make a skill check using his blacksmithing,
armorer, or weaponsmith skill score, as appropriate. If the check succeeds, the
masterwork is a success; if the check fails, the work is fatally flawed and
must be started over. In either case, the attempt is so exhausting that the
master smith cannot attempt another masterwork chant for 10 years.
Menacing Gloom
Level: 5 (elven)
Range: 100'x100' area
Duration: permanent
Effect: creates area of unease
This spell causes an area of
woodland to take on an ominous aspect; the trees appear to loom over and clutch
at passing travelers, the shadows are deeper and seem to shimmer as if hiding
evil secrets, and normal sounds of the forest are muted and distant. It's all
an illusion, of course; the menacing gloom spell is designed to subtly
affect the emotions of living things within its area of effect, heightening
tension and causing them to become jumpy, if not outright terrified. Normal
Man-level humans, creatures with less than one HD, or any being of animal-level
intelligence will refuse outright to enter the affected area, and will do all
they can to flee such a place as soon as possible. Higher-level characters are
allowed a saving throw vs. Spells at -4 to resist the effect; if successful,
that particular menacing gloom area - and any others contiguous with it
- can never affect them again, although it remains in force for everyone else.
Non-intelligent creatures or constructs, like slimes or golems, are unaffected
by the spell. Elven settlements in non-elven lands will often be surrounded by
vast tracts of land enchanted by this spell as a protection, with one or two
paths left free to allow easy access.
Mental Dagger
Level: 3 (mage)
Range: 0
Duration: see below
Effect: see below
This spell canbe used only by a caster possessing psionic
ability. By concentrating and speaking a word, the caster may convert his own
psionic strength points (PSPs) into a dagger-shaped force and hurl it at a
target within 50 feet of him. Each such use requires the expenditure of one
quarter of the caster’s total PSPs. The caster receives no penalty for either
lack of skill with the dagger or distance. The dagger does 2d4 points of
damage, +1 point per point of the caster's Intelligence score above 16.Thus, if
the caster has an Intelligence score of 18, the dagger will inflict 2d4+2
points of damage. For the purposes of hitting someone protected by a stoneskin
spell, the dagger will use up one point of the stoneskin and still
do damage(just as if it were a magic missile). Further, the mental
daggers act as if they were +2 weapons for purposes of hitting creatures
that may only be harmed by magical weapons. The dagger disappears upon impact.
Up to four daggers may be formed so long as the caster continues to fuel them
each round. If he stops to cast another spell or engage in melee, the spell is
lost and no more daggers can be formed. Because of their origin, the daggers
detect as being psionic rather than magical.
Merald's Meld
Level: 4 (mage)
Range: touch
Duration: Permanent
Effect: Binds two nonliving objects
This spell is used to bind two objects together without any
physical attachments. The caster must touch both items to be linked and move
them into conjunction with each other into the desired join position; the magic
then forms a permanent join. Organic objects can be melded, but living or
undead material cannot. The two items need not be materials that would normally
adhere to each other and need not fit to form a large meeting surface; Meralds
meld fuses them into a join that is unbreakable under normal circumstances.
The two melded items are not actually altered in any way, which is why a
particular item can be involved in an infinite number of melds. A Merald's
meld can be broken, separating the fused items without harming them in any
way, by application of four dispel magic spells specifically to the join
or joins unless a crown meld was later applied to the linked items. If a
crown meld has been applied, all of the melds are impervious to any
number of dispel magics as if the entire item were made without magical
joinery. If an item containing melds fails an item damage check, the most
common result is that one of the melds fails, separating the joined pieces,
rather than the materials of the item being shattered, burned, or otherwise
affected. Again, the joins do not separate in this way if a crown meld
has been applied.
Miner’s Chant
Level: 1 (dwarven cleric chant)
Range: 0
Duration: 12 hours
Effect: 1d6 dwarves
While not
strictly a smith’s chant, the miner’s chant is often conducted at the
forge by a cleric before a group of miners goes off to the tunnels and begins a
day’s work. The chant is an invocation of blessings and protection, but it also
hardens and improves the miner’s tools, increasing their effectiveness and
decreasing the chance of their becoming blunted. Miners operating under the
influence of the miner’s chant can operate without fatigue and dig 50% faster
while they do so. Casting this spell takes 1d4 turns.
Level: 2 (mage)
Range: 10 yards
Duration: Instantaneous
Effect: 1 trap
By use of this
spell, the caster can disarm one small mechanical trap of the same type as is
revealed by the thief ability Find/Remove Traps. This spell successfully
disarms any single trap on a selected object; in cases where an object is
protected by multiple traps, it is determined randomly which trap will be
disarmed. Any single object may be affected by this spell, up to the size of a
large chest or heavy double doors (approximately 25 cubic feet). This spell
does not disarm any form of magical trap, even those that may normally be
disarmed by thieves.
Minor Drain
Level: 1 (mage)
Range: 10 yards
Duration: Instantaneous
Effect: 1 creature
With this spell, the magic-user drains the life
force from a target and adds it to his own. The target creature suffers 1-4
damage, while the magic-user gains 1-4 hit points. If the magic-user goes over his
maximum hit point total with this spell, he loses them after 1 turn.
Minor Glassteel
Level: 5 (mage)
Range: Touch
Duration: Permanent
Effect: Strengthens a glass object
Created by ancient and powerful ee'aar wizards, this spell
is a lesser version of the 8th-level magic-user spell glassteel. Like the
greater spell, minor glassteel turns normal, nonmagical crystal or glass
into a transparent substance that has the tensile strength and durability of
steel. Ee'aar use this spell to create glass weapons and armor. The caster can
affect a single, whole object that weighs 50 cn or less. Since the substance
created has half the weight of steel for the same mass, an item equivalent in
size to a 100 cn steel item can be created. Alternately, a pound of smaller,
linked items (such as glass links for glassteel mail) can be enchanted with a
single casting of the spell. An ee'aar making glassteel chain mail creates the
rings in small amounts, enchants them, attaches the next batch, enchants them,
and so forth.
Minor Spell Deflection
Level: 3 (mage)
Range: 0
Duration: 3 rounds/level
Effect: deflects spells
This spell is similar to the 6th-level spell
deflection, which causes the spells cast against the caster to be absorbed
and consumed. This affects a total of 4 spell levels. This includes spells cast
from scrolls and innate spell-like abilities, but excludes area effects that
are not centered directly upon the caster as well as area effects that are
stationary such as cloudkill and stinking cloud. As long as the
spell is cast directly at the magic-user, it will be absorbed. This spell will
only affect up to 4th level spells, but if it tries to absorb a spell that goes
over its limit, it will fail and be canceled. For example, if there is only 1
level left and a 3rd-level spell is cast at the magic-user, the spell will not be
absorbed while canceling the spell deflection.
Level: 5 (mage)
Range: 30' + 10'/level
Duration: Instantaneous
Effect: 40’ radius
This spell
brings into being a burst of flame that explodes into a sphere of roiling fire.
It deals 9d8 hp damage to all creatures in contact with it who fail their
saving throws (those who succeed are assumed to have dodged or found cover, and
the damage they take is reduced to 9d4 hp). A mirror fireball ignites
all combustible materials within its blast radius, and melts soft metals such
as copper and gold.
It bursts out of empty air without warning, at any point
within spell range that the caster desires.
Level: 5 (mage, wokan)
Range: 20 yards
Duration: See below
Effect: 1 skin
This is perhaps
the most potent of spells for any scaled creature. As sages and rural folk
know, reptiles must molt their skins in order to grow, and often these
sheddings can be found in the territory if not lair of such animals. When this
magic is cast on the shed skin of any reptilian creature, intelligent or
otherwise, it causes the molting to animate. A molting so created appears as a
smaller, lighter version of the creature from which the skin came from. In game
terms, the molting is one size level down from its parent (i.e., a size G
creature would create a size L molting, and a size L rock lizard would yield a
size M skin). To discover the molting’s statistics, refer to the chart below:
Hit Dice: one-half parent’s
Hit Points: one-quarter parent’s
Move: twice parent’s (such creatures can even fly!)
AC: 7
# of AT: Same as parent
Damage/Attack: T size 1-2
S size 1-4
M size 2-5
L size 2-8
(Note that a molting cannot inflict more damage than its parent
creature; in such cases
the amount is the same as parent).
Special Attacks: None
Special Defenses: As parent
Alignment: Neutral
Moltings are
affected by magic much in the same way as their parent stock, except they are
immune to any attempt to charm or beguile. The number of moltings at any one
time created from a parent’s shed skin cannot be more than half the creature’s
Hit Dice. A molting lasts until it is killed or wanders farther than 10 miles
from its creator. Sometimes these creations are purposely devoured by a hungry
or ailing reptilian “parent”, for doing so heals that creature a number of hit
points equal to those the molting possessed; in such cases the molting
passively accepts its fate.
Level: 9 (mage)
Range: 0
Duration: 2 turns/level
Effect: 10d100 square miles
This spell can
only be cast in a climate which could have monsoons, such as a semi-tropical
coastline. When cast, the spell conjures up the most powerful of wind and
rainstorms to ravage the area. Winds come at hundreds of miles per hour,
smashing boats and unstable structures. Rain pounds the area, swamping piers
and depressions. The spell causes siege damage as by a screw or drill on all
structures and trees in the area of effect, and all unmoored ships are affected
as if by a gale. Creatures that cannot take adequate cover on high ground must
save vs. paralyzation to avoid drowning. From the caster’s point of view, the
most dangerous aspect of this spell is its range of zero. This means the caster
must be amid the effect; if he is not protected, he is subject to the same
effects as everyone else. The monsoon can be countered using a control
weather spell, but the caster of that spell must roll greater than the
monsoon creator’s Intelligence on a d20, with +1 added to the roll for each
level by which control weather’s caster exceeds the level of the monsoon
creator. Once the monsoon is unleashed, the caster has no control over it, and
it may combine with existing weather conditions to have greater duration and
effect than anticipated. Casting this spell takes a full turn.
Level: 2
Range: see below
Duration1 round/level
Effect: creates 1 cubic foot/level of radiance
Moonfire can range from a faint glow
to a clear, bright (but not blinding) light, varying in hue as the caster
desires through blue-white, soft green, white, and silver. It cannot equal or
exceed full sunlight (daylight) for purposes of fighting undead, but serves as
a source of illumination for reading, finding one's way, and attracting others
to a desired location. Moonfire
does equal the
strongest moonlight for natural and magical purposes. Moonfire lasts for one round per level
of its caster. Concentration is not required to maintain it, but it can be
ended at any time by the summoner or by any application of dispel magic or darkness, which the moonfire negates during its own
destruction. Moonfire always appears to emanate
from some part of the caster's body, but it can move about as the user wills.
Magic-users of 6th level or higher can cause moonfire to move away from their bodies altogether, drifting
about in a manner akin to dancing lights. Moonfire moves about its caster's body as rapidly as desired, but
when no longer in contact with the spellcaster it can drift in any direction
and through the tiniest openings at a rate of up to 40 feet per round, as the
caster wills. When the caster's con- centration turns to other things, adrift moonfire hangs motionless, and does not continue in the direction it
may have been moving. Moonfire can fill as large or small an area as the mage desires,
up to the volume limits of one cubic foot per level of the caster.
Level: 2 (mage)
Range: 50 feet + 10 feet per level
Duration: Instantaneous
Effect: Special
This spell
creates a cone of flaming sparks that arc outward from the caster’s hands
starting 10’ wide at the base of the arc and ending with a 50’-wide apex. The
sparks range in color from red to white. Creatures in the fan receive no direct
damage but must save or have any combustible clothing or gear catch fire. Any
ship caught within the arc suffers 1 point of structural damage per three
levels of the caster, up to a maximum of 5 points of structural damage. Thus, a
9th-level mage would cause 3 points of structural damage. Damage is from drying
out the hull or rigging, causing snapping or fraying, or from small fires
caused by the sparks. If the ship makes a successful saving throw of 14, it
suffers only half damage.
Mourning Stone
Level: 4 (mage)
Range: Touch
Duration: Permanent
Effect: Up to 1 ton/level
This spell
channels a person’s grief over loss of a loved one into stone. When cast upon a
subject and an amount of stone,
the spell pulls the grief from the subject’s heart and forces the stone to
grieve instead. The subject gets a saving throw vs. magic to avoid the effects
if he wants to retain his grief. When affected by the spell, the subject feels
the weight of sorrow unburdened from his heart. The stone shows its grief by
becoming pristine white and refracting light like a prism, never appearing
exactly the same twice. Persons viewing the stone are awestruck and saddened
for one round though not stopped from acting. Within 10’ of the mourning
stone, emotion, and other such spells and effects are cancelled.
Move Mountain
Level: 9
Range: Sight
Duration: Permanent
Effect: Moves 1 mountain
When
this spell is cast, the magic-user simply views the mountain he wanted to
affect and the mountain is severed from the earth, leaving a flat mesa behind.
The move mountain spell allows this new structure to levitate. Casting
this spell requires a mythallar (which needed to be placed in the new city
within two weeks), a magical device that allowed flying or levitation, and a
crystal ball (the latter two are consumed in the casting). This spell also
requires the preliminary casting of a wish.
Moving Path
Level: 3 (elven)
Range: 100'+
Duration: 1d6 hours
Effect: alters pathways
This spell is often used by elves
to cover their tracks, to hide known pathways, or to change the path around
intruders in order to get them lost. It causes an illusion which covers up
existing trails and makes them seem to wend elsewhere, vanishing at the limit
of the spell - an additional 50' of path can be misdirected for every level of
the caster above 5th. The illusion is so perfect, only someone with truesight,
a trained Forester, or an elf with the Tracking skill can tell that the path is
false. The caster has the option of either creating a random false trail, or
directing the path of the new track - to lead interlopers into a trap, for
instance.
Level: 1 (mage)
Range: 0
Duration: 5 rounds/level
Effect: 1 object
This spell is
designed to be cast upon a weapon of any kind. It has no visible effect upon
the weapon it enchants. The first opponent struck with the enchanted weapon
within the spell’s duration is silenced (as by the 2nd-level cleric spell, silence
15’ radius, but affecting no one other than the victim, even those within
15’) for a single round. The victim can make no noise during the round ensuing
the attack (This spell was originally designed to mute the sound of a
collapsing body).
Level: 2 (mage)
Range: 10 yards/level
Duration: 1 round/level
Effect: 1 creature
A magic-user uses
the mute spell to keep a target from casting spells, keep a traitor or
witness silent, or teach verbose companions a lesson. If the spell recipient
fails its save, it cannot speak, scream, sing, roar, or make any noise from the
throat or mouth. No cure spells alleviate this effect, but the caster
can end the spell at any time by silent act of will, and a dispel magic spell
is also effective. Undead are not affected by a mute spell.
Mythaleash
Level: 9 (mage)
Range: Touch
Duration: 3 rounds/level
Effect: Special
When cast, mythaleash allows the recipient to travel
away from a mythal while stretching or pulling an isolated piece of the mythal
along with her. In effect, the target is tethered to the mythal, and the spell
allows the normally static mythal to stretch along a direct path from the
mythal to the target. The mythal’s full effects can be accessed anywhere along
the mythaleash’s area of effect as if it were the normal mythal. The mythaleash creates a 30’-radius globe of
the mythal centered on the target, though the mythaleash is better imagined as a 60’-
diameter tunnel stretching in a direct line from the mythal to the target. The mythaleash and its effects are not
impeded by physical barriers, and areas between the mythal and the target are
subject to all standard strictures and benefits of being within the standard
mythal. The maximum extension of a mythaleash is the caster’s experience
level in miles from the outer edge of the mythal. If this distance is exceeded
by even one foot, the spell breaks, and the mythaleash "snaps back" to be
absorbed by the mythal.
Even the healthiest of mythals can support only so many
demands stretching it from all sides at once. Therefore, a mythal can handle a
maximum of three mythaleashes linked to it at any given time. Any casters attempting
to further link to a mythal and cast this spell waste their spell, as the
mythal’s power limited sentience cancels the spell effects. Of course, this
spell can work on damaged or corrupt mythals easily, but there is a 5% cumulative
chance per mile that the mythaleash will become corrupt like the mythal. If this occurs, the
mythaleash degenerates
into a nonpermanent dead-magic zone all along its area of effect, though it
anchors itself to the location, not the target. The target of the mythaleash cannot cast any spells or use
any innate magic while the spell is active. She can use only mythal powers
known to her (since the target is inside the mythal, technically) or personal
magical items that do not change her physically. The mythaleash attaches both magically and
physically, and any change to intangibility or any sudden shift in location
(such as a teleport spell) snaps the connection and ends the spell. All
others within the mythaleash’s area of effect can act, cast
spells, and use mythal powers as they normally would within the mythal itself.
Only the target of the mythaleash is restricted from using other spells, though she can
used magical wands and staves provided they do not alter her form or location. Casting this spell takes five full rounds
Mythalweave
Level: 9
Range:
Touch
Duration:
Permanent
Effect:
Creates a 300’ radius
mythal
This spell creates a spherical force of
magic that requires an activation of some sort to allow entry. All living creatures‚ undead creatures‚ animated
objects‚ and the
like unfamiliar with the activation key are unable to penetrate the perimeter
of the spell. The method used to penetrate a mythal can include: somatic
movement‚ word‚ or phrase activator; proper alignment or
motivation; riding a specific kind of mount; humming a few bars of a song; or
an item with a magical imprint of some sort. When creating a mythal, the size
of the spherical protection is based on the level of the spellcaster—this is the maximum size of the sphere. The size,
however, can be smaller if the caster desires. Once cast, the magic-user loses
one level of experience, but can attach one additional spell or effect for
every five levels of the caster (rounded down) to the mythal sphere. For
instance, a lightning bolt could be attached to the mythal to attack
anyone who neglected to use the activation key to gain entry, and this lightning
bolt would strike as many targets as the caster had levels when the mythal
was created. Casting this spell takes three days, and requires the use of a wish.
Level: 2 (mage)
Range: 0
Duration: 2 rounds
Effect: Special
This spell
“drinks” some of the caster’s vitality, causing a loss of 1d4 hp (which can be
regained by normal rest or magical healing). It causes one of the casters hands
and one of the caster’s feet temporarily to switch places with each other. The
“switched” extremities retain full strength and skill; a caster can use a hand
that is now down at his left ankle, for example, to reach for something or to
perform a dexterous task just as if he were employing his hand (though
visibility and guidance can be a problem; the spell doesn’t move eyeballs about
or provide “pipeline vision”). A nextremity spell has one valuable
side-effect that makes this spell more than a juggler’s (or sneak thief’s)
curiosity: as the two extremities switch places, any non-magical bindings or
manacles upon them, or around the wrist and ankle to which they are attached,
fall away. Mages use this spell to manage “miraculous” escapes more often than
for any other reason.
New Moon
Reversed form
of full moon.
Level: 2 (mage)
Range: 20 yards
Duration: 10 rounds
Effect: 1 creature
This spell
summons into existence a noose-shaped area of force that hangs in mid-air over
the head of an opponent. Each round the opponent must save vs. spells to avoid
the grip of the noose, which causes 2d4 hp damage per round. Once caught, a
victim is virtually helpless and must make a strength check to wrench himself
free (with a cumulative -1 to the check per round). The noose cannot move very
fast (MV 30’) and a victim can usually escape, if a save is made, by simply
fleeing from the spell’s range. The body of someone slain by a noose is
lifted to hang lifeless in midair until the spell’s duration expires. Once
cast, the mage cannot will the spell to end—it is there for the duration unless
dispelled.
Nurturing Seeds
Level: 3 (mage)
Range: touch
Duration: permanent
Effect: preserves up to 10 cuttings or seeds
Taking up to 10 cuttings or
seeds, the magic-user can cast this spell and render them dormant and suitable
for transport to another area. The seeds or cuttings are then taken to an area
where inclement weather, lack of moisture, or other problems have kept plants
from growing. The dormant items are planted there and, like magic seeds, they
take root and can be used to start new patches of vegetation,
anchoring the soil and
creating an environment suitable for more plants to survive. Although the spell
guarantees that the plants will survive under even the harshest conditions in
their new home, this sort of land reclamation is a slow and tedious affair.
Patches of new plants in a heretofore hostile area can’t be made too large too
soon or they won’t grow and spread. Such patches can be treated no more than
once per month with spelled seeds or cuttings. In a month, a patch of ground up
to 10 square feet might be successfully maintained. If the plants don’t fall
prey to hungry animals, a patch as large as 120 square feet could be created in
a year. Other natural hazards, such as devastating storms or nearby battles
might also destroy the plants.
Oaksteel
Spell Level: 4 (mage), 3
(druidic)
Range: 10'
Duration: Permanent
Effect: 100cn per level of the
caster
Oaksteel magic turns non-living wood material into
steel, giving it the normal weight and resistance of steel. It is in every
other respect hard wood. Enchanted objects made of wood are immune to this
spell. Transformed objects give off no magical aura and the effects cannot be
dispelled. The number of items and their nature have an effect on the
complexity of the magic and therefore level requirements for the caster. As a
fourth level spell, the basic oaksteel spell requires a 7th level
caster, with the following adjustments:
Single Item: no change
Multiple Items: +2 Exp. Levels
-- All Items are Identical: -1
Exp. Level
-- Half or less are different: no
change
-- More than half are different:
+1 Exp. Level
No Complexity: no change
Average Complexity: +1 Exp. Level
High Complexity: +2 Exp. Level
Moving Parts: +1 Exp. Level
No Complexity: simple items and their
variations like mostly featureless cubes, cylinders, disks, spherical objects,
rings, or any rough, unworked wood. This includes simple construction material
such as planks, beams, doors, slats, etc.
Average Complexity: Items like the ones described
above, but with special features like holes, notches, surface carvings, etc. A
wood panel with some carvings, a chest plate with some decorative features, a
typical coin, a sword of simple design and its hilt, and so forth, would fit in
this category. The natural grain of the wood itself or its original leaves do
not count as an intricate design pattern because of the nature of the spell,
and therefore can fit in this category.
High Complexity: Includes items with complicated
shapes such as keys, gears, a helmet, three-dimensional sculptures of animals
or persons, and any item with unusually intricate decoration patterns. Use your
best judgement for anything else.
Moving parts: This would include items
intended to be part of some mechanism (a lock, a clock, articulated armor parts
like knees, elbows, skirt, etc.
Pack Mind
Level: 5 (mage)
Range: 1 mile
Duration: see below
Effect: unifies several lycanthropes' minds
This spell can
only be cast by a lycanthrope. When cast, it forges a link between three +
one/level lycanthropes of the same type, uniting them into a "group
mind" that heightens their abilities and allows them to act as a single
unit. At least three lycanthropes are needed to properly cast the spell, with
one creature acting as the pack leader; this leader represents the
"dominant" mind of the group. The caster does not need to be the
leader, though he or she must be part of the pack. If the caster leaves the
pack or is slain, the spell ends. If the number of pack members drops below
three, the spell is ended as well. Once cast, pack mind gives each
member of the pack a +1 bonus to attack roll and a -1 bonus to initiative for
every three members in the pack. In addition, the chance of surprising the pack
lessens by one for every six members of the pack. The tracking ability of the
pack increases as well; pack members can track as per the Tracking skill at a
level of 16, +1 per three pack members (maximum 19). In addition, all pack
members know when one of the pack is attacked or attacking.
The pack
leader is an important part of the pack mind. At will, the pack leader
can command any other pack member, as per he spell. The pack leader can
also allow more lycanthropes to join the pack, to a maximum of twenty
creatures, some of which may be related animals. For example, a pack of
werewolves may have a number of normal wolves among them, all of whom count as
pack members toward the maximum and receive the benefits of the spell. If the
pack leader is killed or removed from the pack mind through psionics or
spells, the spell ends.
Level: 5 (clerical)
Range: Touch
Duration: See below
Area of Effect: 1 book, scroll, or item
bearing words
Saving Throw: None
The page
guardian is a rare and potent spell used to protect an entire library by
casting the spell on a single volume within it. When the spell is cast,
whenever a creature other than the caster approaches within 100 feet of the
document, a page guardian is conjured forth from the script to attack the
intruders. The spell can lay dormant for years until being triggered. A page
guardian is normally a nondescript humanoid figure whose lower limbs fade off
to wispy trails. However, if this spell is cast upon a page that features illustration,
the page guardian’s appearance mimics that of the most prominent drawing. A
page guardian adopts some of the dweomer from the writings from which it rises.
Thus it may possess special attacks and defenses depending upon the exact
nature of the document. If a page guardian rises from a scroll of protection,
then the page guardian is invulnerable to the same force that the scroll would
ward off. For instance, a page guardian spawned from a scroll of protection
from swords would suffer no damage from a long sword, no matter what its
enchantment. If a guardian rises from a spellbook, then it can cast up to five
random spells, launching each spell but once from the tome. The DM must
adjudicate what abilities are gained by the page guardian should this spell be
cast upon other magical books, such as those that increase characteristics or a
manual of the golems. A common fallacy among opponents of the page guardian is
that the creature can be damaged by the destruction of the source writing. This
is untrue, because when the guardian rises, it automatically absorbs any
enchantment upon the document; it erases clean that which it springs from. A
page guardian attacks until all intruders within sight are slain. However, it
does not leave the chamber in which its source writings are located. If no foes
are left, the guardian slowly fades back into the writings that spawned it.
Thereafter, the magic fades away after a number of days equal to the caster’s
level, leaving the books unprotected but intact.
Page Guardian: Int 10; AL N; AC 0; MV 90’(30'); HD 5(M); #AT
1; Dmg 1d10; ML 12; XP Special (depending on special abilities and defenses).
Part Vapors
Level: 3 (mage)
Range: 0
Duration: 1 round/level
Effect: Special
By means of
this spell, the caster brings into being a narrow path that forces away smoke,
fog, mist, and similar vapors, much like a part water spell divides
fluids. The spell creates a stationary path that is 10 feet wide by 10 feet
tall and extends away from the caster in the direction he is facing when the
spell is cast, to a distance of 10 yards per level. While the duration lasts,
nonmagical vapors cannot enter the
path, thus eliminating any visibility impairments within the area of effect. Part
vapor sunders vapor-producing spells and spell-like effects of third-level
(or the equivalent thereof) and below. When opposing more powerful vapors
(e.g., cloudkill, death fog, green dragon breath, etc).,
creatures within the area of effect receive a +2 bonus to any applicable saving
throws, or -1 hp per damage die if no save is allowed. Part vapor also
can be used as an attack form against vaporous creatures (e.g., beings in
gaseous form etc).. Any such creature that enters the area of effect, or is
within the area of effect when it forms, suffers 2 hp damage per level of the
caster, plus a like amount for every round it remains in the area of effect thereafter. A successful dispel
magic or similar power causes the path to collapse prematurely, as does a
silent command from the caster.
Level: 4 (dragon shamans of Pearl)
Range: 0
Duration: 1 turn/level
Effect: Special
When this
nefarious spell is cast, the dragon is surrounded by a layer of necromantic
energy. This aura is completely invisible and cannot be detected by any means
save for magic specifically designed to detect necromantic energies; a simple detect
magic does not suffice. While the spell lasts, any creature slain by the
dragon via tooth and claw (or other body weapon, such as a tail or wing), rises
as a zombie 24 hours later. These creatures are under the control of the
dragon, and their loyalty cannot be swayed by any means, though they can be
turned as usual. However, the number of zombies that can be animated via this
spell cannot exceed the dragon’s hit dice. Additional undead simply do not
rise. This assumes, of course, that the dragon doesn’t eat a slain victim prior
to animation; consumed bodies are exempt from the effect. Obviously, this spell
is useless against the undead, but creatures without corporeal bodies, other-planar
creatures that can be categorized as “immortal” (e.g., fiends, elementals,
etc)., and creatures native (or strongly linked) to the Sphere of Death are
immune to the spell as well. Similarly, any creature with a natural or
magically-induced immunity to necromantic magic, or one that simply cannot be
raised as an undead creature, is not susceptible to this spell.
Pech Chant
Level: 4 (dwarven cleric chant)
Range: 0
Duration: Special
Effect: 1 mine
The chant is
favored by miners far more than by smiths, for it summons a group of
pech—pale-eyed miners from the Elemental Plane of Earth - into a dwarven mine
to assist the workers there. The pech chant summons as many pech as
there are miners chanting: no more, and no fewer. The pech triple the mine’s
output as long as they remain working, and because they are expert miners, no
unexpected explosion, flooding, or collapse occurs while the pech assist the
dwarves. However, the pech can create a siege tunnel, breach a dam, or engage
in combat, if so commanded by the lead chanter. As soon as they finish any
destructive stonework, the chant ends and the pech return to the Plane of
Earth.
If the pech are asked to perform only peaceful work, the
chant only lasts as long as at least one of the dwarven miners is still chanting;
as soon as a dwarf stops chanting he falls asleep. The pech remain by the
dwarves’ side, working steadily and silently, until the last of the dwarves who
chanted them into the mine has fallen asleep. Then they return, unseen, to the
Plane of Elemental Earth. Casting this spell takes 2d6 turns.
Level: 2 (mage)
Range: touch
Duration: permanent
Effect: restores one plant
Using this spell, a
magic-user may affect a single, specific plant that has been mostly wilted or
dried out, but not completely crumbled. The plant may have suffered lack of
water or insect predation that has left it on the verge of destruction. This
spell revives it and makes it hardy enough to replant elsewhere. If the plant
then receives proper care and is not preyed, it will survive and thrive, living
out its appointed time and possibly leaving seeds from which other plants may
grow. If it is again neglected or misused, the spell has no power to keep it
alive artificially. This spell is used to preserve herbs and rare flowers, but
it can also be used to safely transplant a food crop plant to a new field.
Level: 2 (mage)
Range: 10’
Duration: 2 hours + 1 turn per level
Effect: Special
This spell
creates invisible walls of force that plug small leaks in a ship’s hull, shore
up cracks and splits, and otherwise temporarily repair similar structural
damage. One point of hull damage for every two levels of the caster can be
repaired in this way to a maximum of 10 hull points. These force barriers
eventually weaken and break but allow time for proper repairs to be conducted.
This spell is most commonly used during battle, when there isn’t time to effect
proper repairs.
Level: 4 (mage)
Range: 0
Duration: 1 round/level
Effect: Special
Upon casting
this spell, the caster gains a momentary immunity to all forms of ingested
poison. The next stage of casting can test the nerve of even the bravest mage,
for it is at this moment that the mage must swiftly swallow the poison. This
act summons into existence a pulsing maroon force shaped like a short sword
controlled by the caster. The caster may strike with the weapon at his own
THAC0, with no non-skill penalty. When the blade strikes an opponent, the
caster forces a save vs. poison or else one of the following effects occur:
1. The victim suffers 4d4 hp damage. A successful save
indicates that the victim suffers only half damage.
2. Paralyzation, duration 2d4 rounds. A successful save
negates the effect.
3. Slow (as the spell), duration 3d4 rounds. A successful
save negates the effect.
The caster can
choose only one type of poison blade per casting, but he can poison an opponent
or opponents as many times as he can strike within the spell’s duration (the
second and third effects could be made cumulative). The mage can cause the
spell to end at any moment he wishes.
See captain’s
voice
Level: 6 (mage)
Range: 0
Duration: 1 turn/level
Effect: 10’-radius sphere
This spell enables lower-level casters to draw upon part of
the prismatic wall spell for limited protection. The caster may choose
one shell of the prismatic wall spell and place it around himself or
herself. The shell remains immobile, is the color of the caster’s choosing,
protects against the appropriate attack form, and is brought down in the same
manner as the same color of shell produced by the prismatic wall spell.
Because the shell lacks the full visual effects of the prismatic wall spell,
the shell also lacks the blinding capability of the higher-level spells.
Level: 9 (mage)
Range: 0
Duration: 1 round/level
Effect: Special
This spell
condenses the colors and powers of a prismatic wall into a sword-shaped
blade, which appears in the caster’s hand. The caster may use the prismatic
sword as a weapon, attacking at his normal THAC0 and without skill
penalties. On any successful hit, the target is affected as if contact had been
made with a prismatic wall. Thus, the target suffers 70-140 hp damage,
must save vs. poison or die, save vs. petrification or be turned to stone, save
vs. wand or go insane, and save vs. magic or be transported to another plane.
As with a prismatic wall, creatures with fewer than 8 Hit Dice or levels
who gaze upon the prismatic sword are blinded for 2-8 turns due to the
brilliant colors. Obviously, the caster is immune to all effects of his own prismatic
sword, and need not worry about accidentally harming himself. The blade
cannot be passed to another creature, however; attempting to do so causes the
creature to be affected as if hit by the blade. While the blade is in effect,
the caster cannot cast other spells, nor can he perform actions that require
both hands. (He can, however, execute actions that require only one hand). A prismatic
sword can be destroyed by the same spells that bring down a prismatic
wall, and as each spell negates a color, the blade’s efficiency is reduced
accordingly. Note that such spells must be directed at the blade itself. Unlike
prismatic wall, however, these spells need not be cast in any special order
to be effective. Likewise, a rod of cancellation will destroy a prismatic
sword on contact.
Project Shadow
Level: 6 (mage)
Range: 10 yards/level
Duration: 1 round /level
Effect: Special
Project shadow must be cast while the spellcaster is within a region of
shadow or darkness. Project
shadow is a shadow magic variant of
the more commonly known project image spell. Like the latter
incantation, this spell
enables the spellcaster to create a duplicate of himself or herself, projecting
it to
any spot within spell range.
Unlike a project
image spell, however, project shadow creates a duplicate of only
the spellcaster's shadow. The shadow performs actions decided by the
spellcaster - walking, speaking, spellcasting - conforming to the actual
actions of the spellcaster's shadow unless she or he concentrates on making it
act differently (in which case the spellcaster is limited to half movement and
no attacks). Note that spells can be cast through the projected shadow
and function as if they had been cast while the spellcaster was in the
projected shadow's location. Whereas a project image spell is commonly employed to deceive opponents into
believing they are facing the spellcaster's physical form, a project shadow spell is rarely effective in
this fashion. Instead it is commonly used to hide within regions of darkness or
shadow so as to surprise an opponent, or to conceal the spellcaster's identity
when she or he needs to parley with a potentially dangerous opponent. A
projected shadow can be dispelled only by means of a successful dispel magic spell, exposure to direct
bright light, or upon command from the spellcaster. All other attacks pass
harmlessly through it. A project shadow spell may also be cast through any scrying device
(whether it be physical, such as a crystal ball, or a magical effect, such as that created by a magic font or shadow serpents spell), but additional spells
cast do not pass through the scrying device. The image must be within view of
the spellcaster projecting it at all times, whether scryed or observed
directly, and if his or her sight is obstructed for any reason, the spell is
broken and dispelled. Unlike a project image spell, whether or not the magic-user is invisible at the
time of the spellcasting has no effect on the projected shadow. If the
spellcaster uses dimension
door, teleport,
plane shift, or a
similar spell that breaks his or her line of vision, the project shadow spell ends immediately.
Protection From
Deathbane
Level: 2 (mage)
Range: Touch
Duration: 2 rounds/level
Effect: Protects creature
touched
This spell enables a magic-user to protect one undead
creature from the effects of dweomers that are particularly baneful to undead
creatures. The protected creature receives two benefits. First, the undead creature
has a +2 bonus to saving throws against spells that have special effects
against the undead. Furthermore, the undead creature receives a saving throw if
nonundead creatures have one, even if the effect normally forbids one to undead
creatures. Second, the protection negates any bonus damage specifically
affecting undead from any source (spell, item, etc.). For example, while the
protection is not effective against the disintegration power of a mace of disruption, it is effective against the
damage bonuses of that weapon. The protection lasts for 2 rounds per level of
the caster and lends itself to permanency and similar spells.
Level: 4 (mage)
Range: Touch
Duration: 2 rounds/level
Effect: 10-foot radius around
creature touched
This spell is similar to the 2nd-level protection from deathbane except for the increased area
of effect. All undead creatures within the area are protected from the effects
of dweomers that are particularly baneful to undead creatures. The protected
undead creatures receive two benefits: First, they have a +2 bonus to saving
throws against spells that have special effects against undead creatures.
Furthermore, they receive a saving throw if nonundead creatures have one, even
if the effect normally forbids one to undead creatures. Second, the protection
negates any bonus damage specifically affecting undead from any source (spell,
item, etc.). For example, while the protection is not effective against the
disintegration power of a mace of disruption, it is effective against the damage bonuses of that
weapon. This protection lasts for 2 rounds per level of the caster. The spell
is centered on and moves with the creature touched, who may be the caster or
any undead creature. If cast on a creature too large to fit in the area of
effect, the spell operates as a protection from deathbane for that creature only.
See negative plane protection in
the Compendiums.
Level: 4 (mage)
Range: Touch
Duration: 5 rounds/level
Effect: One target
The target of
this spell and all of his or her equipment become totally black, as the spell
repels all light. The lack of color allows the target to Hide in Shadows at a
base 20% chance (or with a +20% to any existing Hide in Shadows ability,
maximum of 95%). Protection from light provides protective benefits by
giving the target the ability to make all saving throws against light-based
spells cast at the eyes (e.g., color spray, hypnotic pattern, and
light spells). Willing recipients of this spell need make no saving
throw.
Protection from
Magic
See anti-magic
shell in the Compendium.
Protection from
Petrification
Level: 1 (mage)
Range: touch
Duration: 3 rounds/level
Effect: protects 1 creature from petrification
This
spell grants the recipient immunity to all petrification attacks. This includes
basilisk and medusa gaze, cursed scrolls of petrification, etc.
Psionic Override
Level: 5 (mage)
Range: 5'/level
Duration 1 round + 1 round/level
Effect: see below
This spell allows the caster to turn psionics used against
him back upon the psionicist. The magic-user so protected must make a
successful saving throw vs. paralyzation when a psionic power is used against
him. The psionicist is then allowed a saving throw vs. death magic with a –2
penalty to resist the effects of his own mindbending. Whether the caster is
successful in reflecting the psionics back onto their source, no psionic
attempts made by that individual against the caster will get through for the
duration of the spell.
Purification
Level: 7 (mage)
Range: 3'
Duration: permanent
Effect: one item or a volume of material up to the caster's
volume
Similar to lesser purification, this more potent spell
destroys any curses, magical tracers linked to other spells or magics, and remnants of previous magics
from a single nonliving item (which may be composed of any number of materials)
or a single body of liquid (in puddle form or filling a container). In
addition, purification expunges any existing
magic-user spells or special spell-like abilities imposed by a magic-user on an
item without setting
them off. Note
that such magics are not identified, but simply obliterated. The spell causes
its target material to glow to indicate the presence of active or
not-yet-unleashed clerical spells or cleric-imposed spell-like abilities in the
item or substances the spell is applied to that are not removed by this spell.
It does not trigger, alter, or identify such dweomers, nor does it destroy or
remove them. Purification affects dry or powdered materials of the same volume as
a liquid if they are gathered into a heap or continuous volume (for example,
filling a cup or coffer), but does not affect recently living materials, such
as the bodies of beings who have been dead for less than a month or who are now
undead. Purification also serves to purge liquids
- such as those used in the making of potions or magic-related unguents, baths,
or tinctures - of impurities, either natural or magical in origin. It performs
this secondary function simultaneously with its major dweomer-related purging.
If this spell is cast twice on the same item or material, regardless of how
much time elapses between the castings, all component parts of the item are
rendered as fine as possible. All internal and visible imperfections are
removed, and the craftsmanship of the material's shaping and adornment, plus
the nature of the material itself is raised to the finest possible state. A
crude cudgel or a toy sword, for example, could be transformed into exceptional
showpieces by this spell, items fine enough to take the most powerful and
complex magical enchantments.
Purifying Fire
Level: 6 (dwarven cleric chant)
Range: 0
Duration: Permanent
Effect: 1 item
This chant
destroys the magical power of a metal item by bathing it in cleansing flame.
The chant alters the color of the forge-fire from orange to an odd mix of
orange and purple; this change indicates that the chant has succeeded. No
matter how flammable an item might be, it does not burn while held in the
purifying fire. The chant functions just as a dispel magic does, but it
disenchants the affected item completely. A purifying fire chant always
removes all charges or enchantments from an item; it cannot selectively remove
harmful powers while retaining beneficial ones. Purifying fire takes 1d4
hours to cast and requires a fire fueled by coke and phlogiston (from the Plane
of Fire) or fire elemental essence.
Level: 3 (dragon shamans of Opal)
Range: 0
Duration: Instantaneous
Effect: Special
When this spell
is cast, an aura of intense magical heat and fire extends away from the casting
dragon to a distance equal to 10’ per HD. Although the dragon is not affected
by the energy, everything else in the area of effect is. Creatures caught
within the purge suffer 1d8+1 hp damage per HD of the casting dragon (maximum
on 20d8+1). Victims may save vs. spells to reduce the damage by half. Objects
within the area of effect, including walls, ceilings, and floors, must save vs.
spell at 4 or be utterly destroyed. If the save succeeds, such objects are
unharmed. Note, however, that the effectiveness of this spell is reduced
accordingly when used against creatures and objects that possess immunity or
resistance to fire and heat. Also note that the purge is not an explosive
wave of energy like that of a fireball or meteor swarm; rather,
it is merely a sudden presence of extreme magical heat and fire.
Quell
Level: 2 (mage)
Range: 30 feet + 10 feet /level
Duration: 1 rd./level
Effect: One creature
Quell renders the target creature mute. The target creature is
totally unable to utter a sound, no matter how small, not even a whisper, if it
fails its initial saving throw vs. spell. In essence, quell immobilizes
the target’s vocal cords. Those affected by this spell can communicate only
through hand gestures and written notes (if literate), while quelled
spellcasters are unable to cast any spells. Dispel magic remains a
viable remedy for removing the effects of quell.
Level: 8 (mage)
Range: 20’
Duration: 1 hour per level
Effect: One vessel
This spell
causes one sunken vessel to be raised intact to the surface of the sea. If a
vessel is sinking or only partially submerged it is raised and held afloat by
the power of this spell as well. The reversal of this spell, sink vessel (the
effect of which is permanent), causes the recipient vessel to sink below the
waves in 2d4 rounds. The ship’s captain is allowed a save vs. spell to avoid
this effect.
Level: 5 (mage/clerical)
Range: Touch
Duration: Instantaneous
Effect: one book, scroll, etc.
This spell is
used when the caster must read a document or object that is suspected to be
cursed (as in some magic scrolls) or trapped with a spell such as explosive
runes or sepia snake sigil. The caster merely touches the document,
and the words are revealed to his thoughts safely, without triggering any
protective magic attached to them. However there is a 50% chance, -1% per
caster level, of triggering the protective magics or curse. If not triggered,
the dweomer upon the words is in no way dispelled; it will activate, as
according to the spell, when the document is read normally. The document need
not be open and apparent; the cleric may read the baned letters of a rolled
scroll or closed book. However, no special understanding is imparted by the
spell, so if the writings are in a language unfamiliar to the caster, he simply
sees an image of the script in his mind, nothing more. Thus, a tablet with the confuse
languages dweomer (the reverse of comprehend languages) remains
unfathomable- to the caster. Note that the casting of this spell also does not
ensure that any real information is learned. A cursed scroll may simply be
gibberish upon a rolled piece of parchment and would be revealed as such. Also,
this spell does not allow the caster to read a passage written with illusionary
script. Casting this spell takes a full round
Level: 3 (mage)
Range: 200 feet + 10 feet per level
Duration: 1 hour + 1 turn per level
Effect: One ship
This spell is
a more powerful version of shoal. It creates a reef-like construct of
magical force underneath the ocean’s surface. Any ship striking this magical
barrier sustains 1d4+1 points of hull damage per level of the caster. The ship
can save against 14 for half damage. Unless the ship’s navigator makes a
successful navigation check, the ship has “run aground” for the duration of the
spell. The caster’s level determines the size of the ship that can be affected:
Level Ship
1-3 raft,
canoe, lifeboat
4-6
river boat
7-9
sailing boat
10-12 longboat
13-15 small sailing ship
16-18 small galley
19-21 large sailing ship, large
galley, war galley
The barrier is
invisible and indestructible, but a dispel magic spell negates it.
Level: 4 (mage)
Range: 10 yards/level
Duration: 1 round
Effect: Special
This spell
allows its caster to reach a distant opponent or object. When it is cast, a
small magical window appears at a selected location within the spell’s range.
In the following round, the spellcaster can either strike through this window
with a melee weapon or pull an object back through it. The window may be placed
anywhere the caster chooses, so rear attack bonuses may be applicable,
including a thief’s backstab bonuses. If the caster is a thief, he can attempt
a Pick Pockets through the opening, although the roll is made at a -15%
penalty. Objects of up to 10 cn per level of the caster can be drawn back
through the window. An attempt to retrieve an object currently being held by an
opponent requires a successful attack roll to succeed. In the event of a
successful grab, the target is still allowed a Strength check at a -2 penalty
to retain possession of the object. The window is normally visible only to the
spell’s caster, though a character using true sight or a similar spell
can identify its location. In any event, no one else may attack through the
opening, and the caster may only launch one round of attacks through it. Any
attacks made through the opening must be physical, no spells of any kind can
pass through the window. The window cannot be reoriented after its initial
placement, so if a target moves between the time of the spell’s casting and the
caster’s attack, the attack might fail. This window can be opened to locations
that the caster cannot currently see, but it provides no illumination of its
own for viewing such areas. This spell could be used to grab something out of
an unopened container, if the container is large enough to hold the casters hand
plus whatever is currently in it. Players should note that blind grabs into
chests can be dangerous. This spell can be used to strike someone on the other
side of a force field or similar barrier, but it cannot cross more
powerful anti-magical barriers.
Level: 5 (mage)
Range: 20’
Duration: instantaneous
Effect: One vessel
This spell
causes hull and other damage to regenerate. The caster can repair 1d6+1 point
of hull damage per level. The effect is nearly instantaneous and is permanent;
it cannot be dispelled.
Resist Silver
Level: 2 (mage)
Range: touch
Duration: 1d6 turns
Effect: protects 1 creature from silver
This spell can
affect any creature that can be hit only by silver or magical weapons. Affected
creatures are allowed a saving throw vs. poison every time they suffer damage
from a silver weapon. Success means they only suffer half damage. This spell
does not affect damage from enchanted silver weapons.
Restraints
Level:
8 (mage)
Range:
5'
Duration:
Special
Effect:
Binds 1 creature
This spell sends a glowing ball of
energy toward a target and wraps a creature in magical bonds designed
specifically to fetter magic-users and prevent spellcasting. The magical energy of
the bonds are tied directly to the victim's life force, making it very
dangerous to disrupt. When the spell is cast, the victim can roll a saving
throw vs. spell with a -2 penalty. If the save is successful, the glowing
energy only causes the victim's hands to glow for 1d4 rounds, making it
difficult to cast spells (roll a 30% chance of miscasting the spell and ruining
it). When the duration is up, the glow subsides and normal casting resumes. If
the spell takes full effect (i.e., failed save), the energy forms globes of
energy around the extremities of the victim (hands, feet, but not the head),
forcing them as far apart as possible and leaving the target in full
spreadeagle position. The globes levitate
the victim about 5 feet off the ground,
and the trapped figure can be moved horizontally by the mental commands of the caster
or by physical force (wind, telekinesis, or simple pushing). The restraints prevent
victims from moving their hands for spellcasting, and they don't allow any
items to be used through them (or even gripped, for that matter). The
extremities within the globes are paralyzed until the spell ends. If the globes
are brought closer than their limbs' full extension, the victim is wracked in
pain and arcs of energy flow among all the globes. The victim can consciously
still move other parts of his body outside the restraints,
however painful it may be. One way to
break the spell is to make a successful Open Doors roll to break the restraints; another
is to force the globes to touch each other or smash them against a hard
physical surface. Any of these methods wreaks a horrible amount of pain on the
victim, as well as those around him: Shattering one of the restraints inflicts
4d8 points of damage + 1 point per every two levels of the caster. In addition,
the explosion of the magical restraints
deals 1 point of damage per two levels
of the caster to all within a 10-foot radius of the explosion's center. For
both of these effects, a successful saving throw vs. spells reduces the damage
by half. If the spell is not resisted and the victim remains still, it lasts for
8 hours + 1 hour per level of the caster. At the end of that time, the restraints simply
fade away, causing no damage to the victim. The restraints
can also be disrupted by dispel magic or the touch of a +3 or greater enchanted blade.
Ripclaw
Level: 2 (mage)
Range: touch
Duration: 1d8+2 rounds
Effect: sharpens 1 creature's claws
This spell
hardens and sharpens the claws of the affected creature (which must be size S
or M), making them razor-sharp blades and increasing damage to 1d8 points per
claw per hit. I addition, the claws are better able to tear through armor and
the creature gains a +2 bonus to-hit with claw attacks. This spell can be cast
on hands without claws (such as humans'), but damage will increase only to 1d6
points per hit, and no attack bonus is received.
Level: 3 (mage)
Range: 120 yards
Duration: 1 round + 1 round/level
Effect: Special
The Roman
candle spell fires small balls of light in a brightly colored array from a
silver tube. The balls shoot out at a rate of fire determined by the caster,
but they cannot be fired faster than one ball every 20 seconds nor slower than
one per round. The caster can target each ball separately. The balls are shot
as if missile weapons fired by a fighter of the same level as the caster (for
example, Roman candle balls fired by a 10th-level magic-user have the
THAC0 of a 10th-level fighter). Upon impact, each ball inflicts 1 hp damage for
each level of the caster. If the ball misses, it travels to its range limit
(unless it hits another object in the line of fire) and explodes, inflicting 1
hp damage on anyone within a 5’ radius. The mage must continue to direct the
silver tube or (unless the spell is discontinued by the caster) the balls go
off in the direction the tube is facing until the spell expires. If cast at a
rate of one per round, the caster can place the tube in a safe place (on the
ground, in a belt, etc). and cast another spell, much as with minute meteors.
It takes several seconds to place, and another few to recover the tube. At the
one-per-round rate, the balls always shoot out in the first few seconds. The
rate of fire cannot be changed once the spell is cast. The necessary tube is 1”
in diameter, made of pure silver, at least 6” long. It must be worth at least
150 gp in workmanship. It is not consumed in the spell casting.
Level: 4 (mage)
Range: 20’
Duration: 1 hour per level
Effect: One ship
This spell
creates banks of magical glowing oars on the sides of a vessel that row with
their own power. For each level of the mage, the oars increase the vessel’s
movement by one mile per hour, up to double the normal movement rate. If the
mage maintains concentration on this spell, he can direct the speed and
direction of the vessel with the oars; otherwise the ship goes straight forward
at its maximum movement rate. The oars are magical constructs. Although they
can be dispelled, they are not harmed by normal means.
Level: 3 (mage)
Range: 10 yards/level
Duration: 1 round
Effect: 30’-radius sphere
This spell
causes a loud vibration that could be thunder, an avalanche, an earthquake, a
stampede, or an impending volcanic eruption. The sound begins softly and
seemingly distant, then rises to a thundering crescendo near the end of the
round. Creatures with less than 4 Intelligence must make a Morale check or flee
for 3d4 rounds. Creatures with greater Intelligence gain a saving throw vs.
paralyzation. Those who fail must stop moving and brace themselves, but the
spell effect does not force them to stop attacking, defending, or casting
spells. Rumble can be used to stop a cavalry charge; if the horses don’t
flee, worried riders might rein them in anyway.
Level: 1 (mage)
Range: 0
Duration: 1 hour/level
Effect: Special
This spell
causes one of the caster’s fingers to appear to flicker with a blue-white
flame. (No actual heat or flame is
produced). At will, the caster can cause patterns traced in the air or on a
surface by the finger to glow, remaining in place for the spell duration either
(chosen during casting) moving with breezes or the movement of an object its
traced upon, or remaining stationary despite changing conditions around it.
These glowing patterns can’t be active magical runes, sigils, symbols, or
glyphs, but they can have the appearance of genuine magic, either as
instructions to another spellcaster (to cast or use a particular spell, per
haps, or to draw a symbol exactly like this one), or as a ruse to fool intruders. This spell is often used to
draw directing arrows or spell out clear (or misleading) inscriptions. Its magic enables the
caster to cause the lines made by certain finger movements to glow and other
traceries not to, so clear and concise symbols can be created, not an endless
squiggly line that “builds up” into one symbol after another.
Sabretooth
Level: 2 (mage)
Range: touch
Duration: 1d8+2 rounds
Effect: sharpens 1 creature's teeth
This spell
sharpens the teeth of the target creature (which must be size S or M),
increasing the damage from its bite to 1d10 per hit and granting a +2 bonus
to-hit with bite attacks. This spell can be cast on human teeth, but the result
is a +2 bonus to damage (normally 1d2) and no attack bonus.
Level: 4 (mage)
Range: 60 feet
Duration: 1 round
Effect: One creature
This spell
cloaks one chosen being in a flickering sapphire-hued aura, unless the target
successfully saves vs. the spell, in which case the magic collapses and fails.
A saving throw must be made regardless of the target’s wishes. A sapphire
shield protects the being it encloaks against all psionic attacks and
psionically-caused effects, breaking existing psionic contacts and influences
for the duration of its existence. It can’t be made to protect more than one
being (even if its protected target is in direct physical contact with other
beings) and can be effectively cast on the same being only once in any
three-day period. If it is cast more often on the same being, it automatically
fails, producing only a momentary wash of green radiance around the target
creature.
Level: 9 (mage)
Range: 0
Duration: see below
Effect: see below
This potent spell betrays its
presence by a diagonal line of radiance on its caster's body (hence its name).
The glow of a sash of
spells shines through clothing,
magical darkness, and disguises, and it simply cannot be hidden. The casting of
a sash of spells is begun with a word and gesture, and ended with
another word and gesture. In the eight rounds between, the line of radiance
hangs in front of its caster, curling down to touch his or her feet, and
receives all spells cast into it by the caster or others (clerics or
magic-users) during this time at a rate of one spell per round. Such spells
must be cast normally, but the radiance serves as their target. Whatever the
normal area of effect or result of a spell, it is swallowed by the radiance
without taking effect. (If two or more spells are cast into the radiance on the
same round, all such simultaneous spells are lost, dissipating harmlessly, but
they have no effect on spells already absorbed by the radiance, or on its
absorption in rounds to come.) Absorbed spells can be of any sort, regardless
of the alignment, class, or faith of the sash-caster, who is insulated from any
personal effects of spells in the sash; spells cast into the sash may also be
of any level. Moreover, if two copies of the same spell (in other words, two
magic-user dispel magic spells or two clerical dispel magic prayers,
but not a dispel magic from each class) are cast into it, the sash
itself generates a third "free" copy of the spell, increasing its
capacity beyond the normal eight spells (It is possible to fill the sash with
eight copies of the same spell - usually magic missile, dispel magic,
fireball, or lightning bolt
- and gain four extras). When the sash-casting ends, the radiance drifts
quickly around the caster's body and joins its two ends; the sash of spells
is ready to use. The caster is instantly made aware of all stored spells,
including their precise effects and amount of damage, and can release them at
any time thereafter, even if years pass before they are all used. Spells can
only be released from the sash by a free-willed (not charmed, psionically
coerced, or otherwise controlled) mind, and that mind can only belong to the
wearer of the sash, who is almost always the caster. A sash can be transferred
from its caster to another being by one round of direct flesh-to-flesh contact
and a willed transfer - but both the caster and the recipient must be willing
or no transfer occurs. When such a transfer is made, both the sash-giver and
the person receiving the sash suffer 2d4 points of damage from the wild surges
of magical energy involved. One spell per round can be unleashed from the sash
by its wearer. Casting these spells is done by an act of silent will alone. If
the wearer of the sash is a spellcaster, she or he can also cast in the usual
manner any one memorized spell during the same round. The death of the
sash-wearer causes all stored spells in the sash to erupt spectacularly at
random targets, often with strange results. Nothing short of a limited wish or wish spell can take a sash out of existence, and dispel magic and similar spells cannot
force even a single spell out of a sash involuntarily. The presence of a sash removes all weariness or need
to sleep from its wearer, but a being can wear only one sash at a time; those attempting
to cast another sash of
spells find that the spell is wasted
until the first one is used up.
Level: 4 (mage, wokan)
Range: Touch
Duration: 1 hour/Hit Die
Effect: See below
Though this
spell is often used by the scaly folk, human magic-users have been rumored to
practice such magic. The caster must take a scale (the material component) from
a suitable creature’s skin, and from that he creates a magical weapon that
looks like it was forged from that single scale and not metal. The length of a scaleblade
and the sort of damage it delivers is dependent on the size of the creature
it came from: a dagger is created from M-sized creatures, a short sword from L-
sized, and a long sword from G-sized beasts; no scaleblade can be
crafted from a creature less than Medium sized. The weapon is considered
magical for combat purposes, but has no bonuses to hit or on damage. If the scaleblade
is crafted from a dragon, however, then it does possess a magical ability:
an aura that reflects the breath weapon of the drake it came from. Thus, a scaleblade
from a red dragon would burn with fire, while one from a green dragon would
leak fetid fumes. This aura inflicts additional damage equal to the Hit Dice of
the dragon from which the scaleblade was made. A saving throw is allowed
vs. breath weapon, and, dependent on what sort of aura is present (fire, cold,
poison), bonuses may apply. This spell can be used on other scaled creatures
that possess magical abilities (in which case the blade may carry a weaker
aura), delivering half the creature’s Hit Dice in damage with every blow.
Again, the victim is entitled to a saving throw to see whether only half damage
from the magical aura is suffered.
At the end of the spell’s duration, the scaleblade crumbles to
dust.
Scale Shift
Level: 1 (dragon)
Range: 0
Duration: 1 turn per HD
Effect: Special
With this
spell, a dragon can change the color of its scales to that of another type of
dragon. Note, however, that the color change must be within the dragon’s
related group (i.e., gemstone dragons can only change to the color of other
gemstone dragons). Thus, a red dragon can change the color of its scales to
green, blue, and so forth, but not to crystal, jade, sapphire, etc. This spell
changes only the dragon’s color, not its physical form. Therefore, if a white
dragon changes the color of its scales to black, it retains the form of a white
dragon. The color change is usually enough to fool most observers, however, for
there are few beings who can recognize a dragon by its anatomy. Notable
exceptions to this rule are other dragons and those with the dragon lore skill.
While the spell lasts, the dragon may change colors as it desires, but doing so
in view of others may ruin the deception, and returning to the dragon’s actual
color ends the spell immediately. A successful dispel magic ends the
spell prematurely as well. Since the majority of dragons emphasize the
superiority of their own particular subspecies, this spell is not as popular
among dragonkind as one might think. Often, the spell is used by dragons who
must rely on guile to assure their continued survival. Weak or crippled dragons
are the usual practitioners, as deception is a matter of survival and,
therefore, a necessity. Older dragons of this sort often use the spell in
conjunction with the alter breath weapon spell to make the ruse even
more convincing.
Scalespray
Level: 3 (dragon)
Range: 0
Duration: Instantaneous
Effect: 50-yard radius
Sleeping on a
cold stone floor or rolling around on a pile of treasure is rough on the hide.
The frequent pokes and prods from weapons, stalagmites, and the remains of
yesterday’s armored lunch often cause a dragon’s layered scales to become loose
and fall off in places. And that says nothing for the coins, gems, and the
occasional halfling thief mashed up in there! Scalespray takes advantage
of this condition by hurling the loosened scales, gems, coins, bones, and so
forth, away from the dragon’s body as missile weapons. When the spell is cast,
all creatures in the area of effect are showered with these projectiles,
suffering 1d6 hp damage per HD of the dragon. A saving throw vs. breath weapon
reduces the damage by half. This spell does not see as much use as might be
expected, since many dragons like the idea of having bits of treasure stuck to
their hides — it makes them look more impressive. Thus, the spell’s usefulness
is often outweighed by the dragon’s own vanity.
Level: 4 (mage)
Range: touch
Duration: 2 days
Effect: 1 dragon
These spells
were developed by certain Thyatian gold dragons with human partners to help
their riders "stay aboard". The magic creates large, smooth,
semicircular bars of glowing, translucent force that rise from one end of an
exposed body scale and descend to meet its other end. The "handles"
created by this spell are non-metallic and non-conductive (i.e., heat,
electrical discharges, and the like aren’t transferred along them from dragon
to rider, or vice versa), and they appear on specific scales of the dragon’s
choosing. They are solid and unbreakable, and they can support any amount of
weight, even being used to lash down cargo or take lines that the dragon can
use to tow large objects. Once created, they last until the spell expires, even
if the dragon falls unconscious or dies. Dragonriders usually wear harnesses (resembling leather shorts made of
various broad straps and buckles) that tether them to these handles, and they
also hold on with their hands. The handles stand up a foot away from the scales
they are attached to, and a human flattened between them is shielded from most
damage if the dragon scrapes along a castle wall or other solid barrier, or is
struck by another flying creature. Scalespurs can’t be broken off and
won’t vanish even with the direct application of a dispel magic spell;
to remove one, three dispel magics must be directly cast (i.e., by
touch) on it, or the scale it is attached to must be hacked away from the
dragon’s body. Many magic-users are avidly seeking this spell; there is a
belief that a modification of it could make the manufacture of dragonscale
armors much swifter, less costly, and simpler.
Level: 4 (mage)
Range: 20'
Duration: 1 round/level
Effect: see below
This spell is usually cast to
stop pursuers or to distract those who might be searching for the mage or about
to interfere with him. It causes creatures within a 20’radius of a chosen
target creature to believe that the target is to blame for any and all troubles
or difficulties they have. Having established the target’s guilt, it further
prompts those in the area to attack and neutralize the target. Only dispel
magic or the incapacitation or death of the target will stop the attack.
Those within range must have animal intelligence or higher and are allowed a
saving throw vs. spell once per round to come to their senses.
Level: 7 (mage)
Range: 0
Duration: 4 rounds
Effect: 90-yard sphere
This spell
brings into being six amorphous masses of magical darkness, like wispy, opaque
black shadows. They appear
instantly within spell range and whirl about at random speeds and in random
directions. They serve to hamper the aims of any beings who are within spell
range, or firing into the area, so that all attack rolls are at -3, and aimed
spells are penalized by the same or a lesser amount (a +1 THAC0 penalty or a
bonus to the target’s saving throw). Two of the six “shifting shadows” this
spell creates are under the limited control of the caster; they can be directed
to “cloak” or enshroud one target being each (both cannot be attached to the
same being). The choice of target can be made at any time during the spell and
is irrevocable once made. A shadow takes one round to “attach” itself to a
target being. An unwilling target of a controlled shadow receives a saving
throw against the spell. If successful, the caster loses all control over that
shadow, and it accompanies the target only for one round (moving away at random
thereafter). An enshrouded target suffers a –4 penalty to all attack rolls (-2
if the being possess the blindfighting skill), a negation of any damage bonuses
normally possessed, and a -4 penalty on both Armor Class and saving throws
(note that this penalty is not applied to the saving throw against the shadow’s
attachment). The caster of a scattergloom spell can always see through
its shadows clearly and suffers no ill effects from being shrouded. This spell
is often used to enshroud its caster (to conceal identity), with the second controlled
shadow being “set” across a window or to block out light, so as to conceal the
caster’s presence. The two “controlled shadows” can also be shaped by the
caster to appear as if they are undead shadows or an unknown sort of creature
with limbs, jaws, wings, and the like, and moved about by the silent will of
the caster as if they are attacking specific beings or objects. This shaping
can be maintained even if the shadows subsequently “cloak” a being—so that the
moving being might appear to others to be some sort of shadow creature. Any
“shadow” created by a scattergloom spell vanishes upon contact with a dispel
magic spell or any magical barrier created by a fourth or higher level
magic.
Scent
Level: 3 (mage)
Range: touch
Duration: 1d4 turns
Effect: causes target creature to emit a trackable odor
This spell can
be cast on any creature of S or M size. The affected creature emits a faint but
distinct odor that is barely detectable to humanoid noses but sharp and clear
to the powerful senses of lycanthropes and many animals. This odor leaves a
distinct trail that any such creature can easily follow over any solid surface.
Should the affected creature cross water or ride in a carriage or on horseback,
the odor remains in the air, albeit fainter - any creature tracking the scent
has a 75% chance of following it. The target emits the odor for the spell's
duration, but the trail remains for hours after the spell is cast; normally, it
loses 20% of its potency per hour (thus making it 20% harder to track - 80%
chance after 1 hour, 60% after two hours, etc) until the odor becomes
undetectable and the scent is lost.
Level: 3 (mage)
Range: 0
Duration: 12 rounds
Effect: Special
This spell
brings into being a weightless whip extending from an appendage of the caster.
It need not be grasped by the caster (who can hold other items in a hand that
it may extend from), but it does preclude other spellcasting on the part of its
caster. The whip appears as a band
of shadow dotted with thousands of tiny, twinkling motes of light, and it
strikes silently. It can’t be grasped or snagged on things, and its reach is
the length of the casters appendage plus 10’. A scourge of stars strikes
with, a THAC0 6 points, better than that of its caster, and it deals 2d4 hp
damage per round. Any damage it inflicts is bestowed on its caster as extra or
healing hit points (any excess hit points vanish when the scourge does,
but until then, all damage suffered by the caster is taken first from these
extra points). The scourge may strike only once in a round, can never
harm its caster, and has no tangible existence (i.e., it can’t be tied to
anything, or be cut by an opponent, or used to entangle a weapon).
Level: 3 (mage)
Range: 30 feet + 10 feet per level
Duration: Instantaneous
Effect: see below
This spell
creates a small ovoid sphere to appear on the hull of the vessel in question.
The sphere is dark blue and blends in with the water. It is about 6” in
diameter. It cannot be removed from the ship’s hull by normal means. After a
time specified by the caster, the sphere detonates with a large explosive
force. Any creature within 30’ of the blast suffers 1d6 hp damage per level of
the caster; save vs. spell for half. The ship sustains 1 point of structural
damage per level of the caster (save against 14 for half) and may be set on
fire. The caster can have the charge detonate up to half an hour plus one
minute per level after the charge is placed. A thief who makes a successful
Remove Traps check can disarm the sphere.
Searing Light
Level: 3 (clerical)
Range: 100 ft.+10 ft./level
Duration: instantaneous
Effect: emits a ray of energy
Focusing holy
power like a ray of the sun, this spell allows the cleric to project a blast of
light from his open palm. A successful to-hit roll must be rolled strike the
target. A creature struck by this ray of light suffers 1d8 points of damage per
two caster levels (maximum 5d8). Undead creatures suffer 1d6 points of damage
per caster level (maximum 10d6), and undead creatures particularly vulnerable
to sunlight, such as vampires, suffer 1d8 points of damage per caster level
(maximum 10d8). Constructs and inanimate objects suffer only 1d6 points of
damage per two caster levels (maximum 5d6).
Seasons
Level: 6 (druidical)
Range: Touch
Duration: 1 turn
Effect: Undead within a 60’ radius indoors, or undead within
a 180’ radius outdoors
The spell is
used to destroy or neutralize undead monsters. The season of the year
determines its effect, which is not under the druid’s control.
Spring—This causes 1d8 points of damage per round of
exposure to all undead in the area of effect (no save). Humanoid undead
reaching 0 hp are “revived”—that is, raised from the dead at their lowest
possible experience levels or Hit Dice, and with no relevant memories of their
past. Revived creatures become servants of the druid, as if magically charmed.
Summer—This creates an area of blinding magical sunlight,
burning undead creatures exposed to the area of effect at the rate of 1d8
points of damage per round of exposure (no save). A vampire caught in this
light will flee immediately (no save) and not return until fully rested.
Autumn—Each undead caught in the area of effect must make a
saving throw each round of exposure. A failed saving throw causes an undead to
wither, dropping various parts of its body (if material) or fading away (if
immaterial). Each failed saving throw reduces any undead’s hit points by
one-quarter (rounded down).
Winter—Each undead caught in the area of effect must make a
saving throw each round of exposure. A failed saving throw causes an undead to
go dormant until the next full moon.
Secrets of Stone
Level: 5 (dwarven cleric chant)
Range: Touch
Duration: Special
Effect: 1 stone
This spell
hastens the slow-moving spirits of the earth to provide information about an
underground area. When chanted successfully, secrets of stone allows the
cleric(s) to learn who or what has recently passed through a tunnel, pass, or
mountain range. Since stone has no concept of time, it cannot relate how recently
the creatures have passed, but it can provide complete descriptions and
numbers. In areas where the spirits have encountered dwarves before, they pass
along their information by covering a nearby wall or stone with dwarven runes
describing recent activities. In areas where the spirits have never met
dwarves, they form pictures instead of runes. The spell’s duration is a single
day, or until the bound spirits answer three questions, whichever comes first.
Casting this spell takes 3d6 turns.
Level: 1 (mage)
Range: 0
Duration: instantaneous
Effect: 1 lock
This spell
allows the caster a brief glimpse into the inner workings of any lock. For a
brief moment, the insides of the lock are exposed to the caster’s view,
allowing him to analyze its mechanisms. The end result of this spell is that
the caster gains enough knowledge of the lock to increase his Open Locks and
Find/Remove Traps rolls by 25% (if a thief) for the analyzed lock. The
knowledge gained by this spell cannot be fully imparted to any other person; a
thief relying on a mage’s description of the lock has his rolls improved by
only 10%.
Serpent Garland
Level: 4 (mage)
Range: 0
Duration: 1 round/level
Effect: 1 item
By casting
this spell, the mage turns his ordinary scarf, necklace, or other neckwear into
a poisonous snake. The snake
appears to be the normal piece of clothing or jewelry until the caster desires
it to attack. It strikes as a fighter with a level equal to that of the caster.
Its bite causes 1d2 points of damage, plus it also injects a poison if the
victim does not make a saving throw vs. poison. The poison may be of the
caster’s choosing: lethal (save or die), paralytic (save or be paralyzed for
4d4 turns), or soporific (save or fall into a coma for ld4 days). The snake may
attack once per round, during which time it is revealed as a serpent. Reversing
the sticks to snakes spell cancels this magic, and the snake is subject
to snake charm. When the duration elapses or the effect is dispelled,
the garment or jewelry returns to normal.
Level: 2 (mage, wokan)
Range: 0
Duration: 1 round +1 round/Hit Die
Effect: 1 creature
This spell can
only be used by tailed reptilian casters. It transforms the ordinary tail of a
reptilian creature into the form of a snake, complete with fanged head. A
serpent tail provides an additional attack. Unless the creature already could
threaten with its tail, however, it suffers a –2 penalty to its THAC0 when
attacking with the serpent tail. The bite of the snake head causes 1-6 hp damage
and injects a venom that burns like acid in the victim’s veins. On the round
after being wounded, the poisoned creature must save vs. poison or suffer 1 hp
damage for each Hit Die of the attacking creature. A successful saving throw
vs. poison indicates that the victim suffers only half damage. The snake head
can do nothing more than hiss and bite. Magic cast upon it affects the host
creature and vice versa. Some adventurers have claimed that they have seen a
more fearsome version of this spell, one that allows the serpent tail to detach
from its caster and attack independently.
Servitor
Level: 8 (mage)
Range: 0
Duration: Instantaneous
Effect: Special
In short,
this spell will allow a magic-user to create a special homunculus (not the Immortal
variety) without the need for an alchemist. This spell combines all the
processes used to create homonculi into one spell with an extended casting
time. In addition, this spell creates homonculi with additional abilities
beyond their norm since its casting involves at least one other alteration
spell during
the casting of this greater spell. A servitor homunculus
has a telepathic link to its creator, wings for mobility (240'(80')/MF 3), a
minor bite that causes sleep (1 point of damage + save vs. spell), and its usefulness
as a living tool to aid the caster. Servitor homonculi created by this spell
also have 20% Anti-Magic in addition to sharing their creator and master’s saving throws. However, this spell also incurs
drawbacks, from its muteness and small size to the greater link incurred
between creature and creator: If a servitor is destroyed, its creator suffers
4-24 points of damage in sympathetic pain (servitors created by this spell have
1 hp/caster level, and move on the ground at 90'(30')).
Only six
known alteration spells work within the confines of this spell and within the
form of the final servitor homunculus. Listed below are the six spells and
their effects in the servitors.
• Burning Hands: The servitor can project a 1-foot-wide, 5-feet-long jet
of flame out its mouth twice a day for 1d6+6 points of fire damage to one
target within its area of effect. The servitor can also use this flame breath
to ignite combustible materials. When biting an opponent, flames still flicker
in its mouth, accounting for an increased bite of 2-4 (1d3+1) points of damage.
This servitor has no Anti-Magic, but it is immune to fire.
• Darkness 15’ Radius: This spell
alters the look of the homunculus, giving it a shiny jet-black scaled hide
rather than its usual olive tone. The dark scales grant it a 90%-effective hide
in shadows ability. The servitor also has 90’ infravision that remains
effective even within magical darkness of any kind.
• Light: The homunculus
created with this added spell is an albino with only light tinges of green at
the edges of its ears and wings. Its eyes are enlarged and rounded, similar to
those of a cavefish, and it emits light equal to a torch from its eyes (10’
radius globe of light surrounding it) at will.
• Message: By casting
this spell into a forming homunculus, this ties the caster far more
closely to it than normal. The magic-user can now speak through this homunculus up
to the range of their telepathic link (1 mile). With this link, a servitor can
wield magical wands activated by vocal command words, though it cannot use any other magical items. A
magic-user cannot cast spells or actively use scrolls through one of these
homonculi either.
• Spider Climb: The most
distinct of servitor homonculi, this spell alters its form so it grows four
arms and four legs rather than wings. Its additional limbs allow it greater
speed (150'(50')), balance, and strength, allowing it to carry up to 30 pounds
of material. Also like a spider, it can stick to and move across vertical
surfaces, even when carrying additional weight. Its bite poison is also
slightly altered to cause paralysis for 1-6 turns.
• Strength: As expected,
this spell alters the form of a homunculus to create a larger, bulkier servitor
(24” tall). Unlike other homonculi, it has claws that do 1d2 points of damage
each (claw/claw/bite attacks per round). With this increase in size, strength
and offensive capabilities, it has a lower maneuverability and speed (60'(20'),
Fl 120'(30')/MF 1) than a regular homunculus.
During the casting, the mage must draw a pint of his own
blood into a specially-prepared receptacle, and then add 2 ounces each of the
“perspiration of an illithid,” “tears of a drider,” the “saliva of a grimlock,”
and 5,000 gp worth of rare herbs and spices that grow only in Ylaruam and
Ostland. Once all the component ingredients are in the receptacle, the caster
must continue the casting. Mages who study this spell discern that it involves
castings similar to mending, mirror image, and wizard eye, the
three standard spells used in creating homonculi. As the homunculus coagulates
slowly within the receptacle, the mage casts the final alteration spell to give
a servitor its special powers. With the final spell, the servitor homunculus
slowly coagulates into its final form (far more slowly than a standard
homunculus) over the course of an hour. Casting this spell takes a full day.
Level: 2 (mage)
Range: 0
Duration: 3 rounds
Effect: Caster
This spell
allows a Lawful magic user to set forth a course of action and then follow through
with focus and skill, according to a predevised plan. When cast, the magic-user
states what his actions will be in the next three rounds. Once the magic is set
into motion, he cannot deviate from this plan no matter what happens, and no
matter what he wishes. For example, the caster might say that on the first
round, he opens the portcullis blocking entrance to the next room and goes in.
The second round, he attacks the guard inside the room. On the third round, he
leaps over the pit in the middle of the room and reaches the far wall, where
the object of his desire rests. The benefit given by the spell is that all
actions committed to at the casting of the spell gain a bonus of +3 (or +15
percent) to any applicable rolls. In the example, if the door is assumed to be
barred, the caster gains a +15 percent to his open doors roll. Then on the
second round, he gains a +3 to attack and damage rolls as he strikes the
guardian. On the third round he gains a +3 to his Dexterity as he makes an
ability score check to leap over the pit. Of course, the above plan is based on
many assumptions. The only thing that can cause a deviation from the declared
plan is a failure to perform a stated action that then prevents the following
actions from being attempted. If the open doors roll fails, the character is
stuck outside the room, and must try again. If successful, the spell takes him
into the room to attack the guard but then wears off before he reaches the pit
(and since the spell is over, he’s no longer obligated to leap over it). If his
blow against the guard missed in the second round, however, he still has to
attempt to jump over the pit, because the guard being alive doesn’t preclude
this. It might mean that the guard attempts to stop the caster or continues to
attack him from behind, but the caster can’t do anything about that. Further,
if (after casting the spell) the above caster discovered that the portcullis
was already raised, or there was no guard, he still must spend the round miming
the action he had set out to do. The absence of the opportunity to take a
stated action is not the same as a failure. If circumstances or the action of
another force the caster deviate from his stated course, he still makes all
possible attempts to do what he planned in the order that he planned it-even if
the action is impossible or nonsensical. Casters cannot put contingencies in
the plan (“if I kill the guard, then I jump over the pit”) and must specify the
order in which actions will be taken.
Shadow Serpents
Level: 4 (mage)
Range: Touch
Duration: 1 day/level to a
maximum of 10 days
Effect: Special
By means of this spell, the spellcaster creates a horde of
tiny serpents composed wholly of shadow-stuff. The number of shadow serpents
created is 10d8+caster's level (maximum of 100). Each shadow serpent is
semiautonomous and cannot be destroyed except by means of a dispel magic
spell or similar incantation or by exposing them to direct, bright light with
no area of shadow or darkness within 5 feet of their current location. Shadow serpents
are not intelligent, nor are they actually alive or even physical beings, and
they have no attacks or defenses. Shadow serpents by nature flit about mindlessly, never leaving areas of
shadow or total darkness and all the while observing everything that goes on
around them. Shadow serpents have an effective movement rate of 360'(120'), but
only if directed by the spellcaster. Otherwise they mill about in one location,
typically in a circle or sphere approximately 30 feet in radius. The
spellcaster can direct his or her horde of serpents collectively, but not
individually For example, a spellcaster could direct the entire group of shadow serpents created by his or her
incantation to explore a house, or a room, or an alley, or follow a specific
person, but a spellcaster could not specifically direct a sub-set of the entire
group to do one task while other group(s) do something different. By means of
this spell, the spellcaster can scry a scene from afar through the myriad eyes
of his or her shadow
serpents (unlimited
range, but always within the same plane of existence). However, the constantly
shiftng and overlapping images preclude easy comprehension of what is being
observed. As a result, in any given round, there is a percentage chance equal
to the number of serpents in existence that the caster can discern what is
being observed from the myopic montage. A casting of shadow serpents lasts until the spellcaster
wills it to cease, the spell duration expires, or all the serpents have been
destroyed. Some claim that the faint sound of slithering serpents can be heard
in an enclosed area infested with shadow serpents, but others claim this is madness.
Level: 1 (mage)
Range: 40 yards + 10 yards/level
Duration: 2 rounds
Effect: Special
This spell can
be cast in one of two forms. Its most popular usage creates a writhing,
swirling, irregular cloud of translucent gloom whose thickness and darkness
continually vary. The cloud can be no larger in total volume or extent than a
20’-diameter sphere, is stationary, and can affect vision (and therefore aimed
or missile attacks, which suffer a -2 penalty to hit) into it. Specifically,
things within a shadowgloom are affected as follows for all creatures
except the caster: the features of any one creature can be disguised, the
nature of any one small hand-held object (such as a key) concealed, and the
outlines of any single marking (arrow, sign, inscription, or heraldic device)
obscured. This spell is often used to protect its caster against archery, or to
conceal precisely where a secret entrance is located and how it is accessed.
Alternatively, a shadowgloom spell can be used to create a shadow of a
particular shape (such as bat-winged, human, or of any object the size of a
troll or smaller), that rushes away from the caster in a particular direction.
The moving shadow can be made to turn or change direction once (for example, to
pass through a doorway), but otherwise merely charges onward to the limits of
spell range, where it fades away. This spell effect is commonly used to deceive
foes into thinking a message, concealed creature, or spell effect is fleeing,
or some sort of attack is being launched at them. It can, of course, by
prearrangement with an observing creature, be used to convey specific meaning by
its mere appearance, and by its specific shape. Either form of shadowgloom is
halted by solid barriers but slips past all obstacles around or through which
there is an
opening.
Level: 4 (mage)
Range: 0
Duration: 1 turn/level
Effect: Special
With this
spell, the caster can shape the physical characteristics of his firework
spells. This spell also effects any spell that can be bound by a display
spell. Thus a wall of fog can be formed into a mountain shape, or a starburst
can burst into a phalanx of spears. The caster “shapes” his fireworks spells as
he casts them. This spell takes a full round to cast.
Sharpwings
Level: 2 (dragon)
Range: Touch
Duration: 1d4+2 rounds
Effect: Sharpens one pair of
dragon's wings
This spell is favored by dragons well skilled in the use of
their wings to buffet opponents. The spell alters the spellcasting dragon's
wings so as to make the leading edge of each wing as sharp as a well-honed
blade and as strong as steel. It is not possible to visually observe the blade
edge, but anyone who touches the front-most ridge of an affected dragon's wing
notes the deadliness of this magical effect. In melee, prior application of a sharpwings incantation doubles the
normal damage inflicted by wing buffeting.
Shatterbone
Level: 6 (mage)
Range: 0
Duration: Instantaneous
Effect: 20-foot-wide, ×30-foot-long beam
This spell brings into being a stationary beam lancing out
from the caster's body in a direction (and angle, from vertical to horizontal)
chosen by the caster. The beam is visible as a shimmering gray area. All undead
creatures touched or enveloped in this beam who are least partially corporeal
(solid) suffer 4d4 points of damage. Skeletons destroyed in this way burst into
motes of dust rather than collapsing into bones that can be salvaged.
Level: 3 (mage)
Range: Touch
Duration: 5 rounds/level
Effect: 1 vessel
The shield
vessel spell allows the magic-user to place a shield spell around a vehicle
(usually a seagoing ship), protecting everyone within the area of effect. The
spell protects the crew of the vessel just as the shield spell protects
its caster. It negates magic missile attacks and provides AC 2
protection against hand-hurled missiles, etc. Since the shield effect totally
surrounds the vessel, anyone aboard receives a +1 bonus to saving throws
against attacks that originate from off the ship. The spell provides no
protection from attackers that successfully board the ship.
Ship Flight*
Spell Level: 7 (Clerical)
Range: 100-yard radius per level (see below)
Duration: Until dispelled or until destination is reached.
Effect: Guides to a destination or reveals the best course
among several.
Alphatian
clerics developed this spell primarily for use with their skyships. When the
spell is cast, the caster must
name a specific destination (which he need not have visited before) or
direction (if the caster is merely exploring and wants to see the most
interesting and unusual sights). When cast, this spell ensures that all
skyships within its range (including a single skyship or a whole fleet of them,
and even including all aerial mounts and flying devices) will reach that
destination or follow that course, barring complete disaster. (If a fleet is
separated, the individual ships will arrive at the destination nonetheless).
The spell will function regardless of any helmsman’s intervention. This spell
can conveniently take the course deemed the safest, the shortest, the most
scenic, etc., as requested by the caster and as set by the Immortals (Of
course, what an Immortal considers “safe” or “scenic” could prove dangerous anyway).
Passengers on
an enspelled ship who are unwilling to reach its destination must Save vs.
Spells to recognize the ship’s true course. To break the spell, a passenger
must either successfully cast a dispel magic spell against the ship
flight spell on the ship, or destroy that ship completely. The remaining
alternative is to simply leave the ship. This spell requires the drawing of a
magical circle with eight runes around the ship’s mizzenmast after nightfall.
If the sky is overcast, drummers must be used with the spell to ensure its
success. The ship rotates around its central axis while the caster specifies
the conditions of the spell, as previously described. The moon, planets, or
stars will create a shadow of the mast, which slowly crosses over the runes.
When the shadow reaches the proper rune, the latter flashes briefly and the
circle disappears. The rune indicates the direction the ship should take. Only
a detect magic spell reveals the presence of a ship flight spell.
The reversed
form of this spell, block ship flight, must be cast at the highest point
of a given location (a tower, a tree, a mountain peak, etc). It prevents a
skyship or equivalent airgoing vessel, such as a flying carpet or a mounted
creature, from ever discovering the location guarded by the spell—unless a ship
flight spell had already been cast on an incoming vessel. For example, a block
ship flight spell cast on a town’s church steeple could be set to prevent
any skyship from locating that town. However, that spell would not prevent a
skyship from locating the province in which the town lay, nor could it distract
a skyship whose ship flight spell has been cast two days before and was
guiding the ship and crew to that very town. This reversed form of the spell
will cause an unguided visitor to fly by and totally fail to recognize either
the value or the nature of what lies below (the landscape isn’t invisible—it is
simply uninteresting!). Block ship flight does not affect visitors on
foot or on the sea, as long they remain off a skyship or its equivalent. The
reversed spell is frequently used to conceal secret outposts, wizards’ towers,
and the like.
Level: 1 (mage)
Range: 100 feet
Duration: 1 hour + 10 minutes per level
Effect: One ship
This spell
creates a magical barrier just under the ocean’s surface. Ships striking the
barrier become grounded as if on a shoal or shallow. It causes no structural
damage but effectively arrests movement for the duration of the spell unless
the ship’s navigator or captain makes an effective save vs. spell. The caster’s level determines the size
of the ship that can be affected:
Level Ship
1-3 raft,
canoe, lifeboat
4-6 river
boat
7-9
sailing boat
10-12 longboat
13-15 small sailing ship
16-18 small galley
19-21 large sailing ship, large
galley, war galley
Level: 3 (mage)
Range: 60 yards
Duration: 2 rounds/level
Effect: One object
This spell is
often used as a distraction or to completely clear out an area that the caster
must defend against intruders. Shrieker wail causes an inanimate object
to emit a loud wail exactly like that of a shrieker, possibly drawing in nearby
monsters. It might be used to bait a trap, draw guards to the wrong part of a
castle, or possibly attract a hungry (and uncontrolled!) purple worm.
Shroud of Shadows
Level: 4 (mage)
Range: touch
Duration: 1d2 rounds + 1 round/level
Effect: one creature
This spell
brings shadows to the target's aid, enshrouding his body from detection and
physical attacks. The recipient of this spell gains the following abilities: +3
to AC, +10% to Move Silently and Hide in Shadows, and targets have a -1 penalty
to hit the target.
Silent Accord
Level: 7 (mage)
Range: 30 yds
Duration: 1 turn/level; Special
Effect: One creature
When silent
accord is cast by the magic-user, he influences the actions of the target
creature within 30 yards by silent act of will alone. If the target is a living
being with an Intelligence of 3 or more, it is automatically affected; no saving
throw is allowed (but magic resistance still has a chance to negate the effects
of this spell, as usual). This influence cannot go so far as to require the
creature to immediately end its own life; however, the suggestion that the
caster is actually a friend and that the target’s erstwhile companions are
secretly hated enemies is another matter. Urging an affected creature that a
sharp plane of lightlessness is only harmless darkness, rather than the surface
of a sphere of annihilation is likewise a reasonable use of the spell’s power.
The caster need not understand the spoken language of the spell target;
however, the caster must make clear to the DM the intended effects of the silent
accord. Overly convoluted commands (as determined by the DM) or commands
that obviously exceed the duration of the spell are simply ignored. More
insidiously, a target that is successfully affected by silent accord is
automatically affected by the next spell cast by the magic-user at the target; the
target automatically fails any saving throw normally allowed against this
second spell, even for such destructive spells as fireball or phantasmal
killer. The secondary effect lingers irrespective of the primary effect’s
duration of one turn/level; 10 years could conceivably pass before the magic-user
once again casts a spell upon the original target. Some consider this secondary
effect the most powerful component of the spell.
Level: 3 (mage)
Range: Touch
Duration: 2 rounds/level
Effect: One creature per three caster levels
This spell
enhances or bestows the ability to Move Silently. Magic-users often use it to mask
the sounds of a heavily encumbered fighter or a pack animal. Silent passage masks
the sounds of armor yet allows normal vocal communication and spellcasting. The
spell enables the spell recipient(s) to Move Silently with a 90% chance of
success, or with a +50% bonus to those who already possess the Move Silently
ability (maximum of 95%). This spell is normally used to sneak past or surprise
sentries or dangerous monsters the caster wishes to avoid.
Level: 2 (mage)
Range: 10 yards/level
Duration: 1 round/level
Effect: Special
This spell
summons an invisible sawing force that cuts through an object the caster
desires without creating any noise. The object to be sawed through must be
visible to the caster. The saw may be used in multiple areas during the spell
(such as to cut both ends of a bar), but the caster must maintain concentration
on the saw. If the caster ceases to concentrate, the saw falls dormant until
the caster returns his attention to the task. The saw cuts through a ½” x ½”
section of material per round of the spell, but the types of material it is
able to penetrate depend on the level of the caster:
1st level— Normal wood, rope, cloth, etc.
3rd level— Ironwood, bronzewood, other hardwoods or treated
woods
5th level— lead, gold, soft metals
7th level— Iron, silver
9th level —Steel
11th level— High quality steel alloys
13th level— Enchanted metals (+1)
For every two
levels above 13th, the caster can cut through an enchantment of additional +1
value. All enchanted metals are entitled to check for damage on 1d4 to avoid
damage. A single save nullifies the spell’s effectiveness for its entire
duration.
Level: 5 (mage)
Range: Touch
Duration: Permanent
Area of Effect: One object, up to 10 cn/level
The
silver-steel spell magically reinforces silver so that it has all the
properties of high-quality stainless steel (toughness, ductility, hardness,
ability to be forged and retain an edge, etc)., while retaining its silver
sheen, its corrosion-resistant properties, and its ability to hit some undead
and extra-planar creatures. Items fashioned of silver-steel are 25% heavier
than their steel counterparts. Armor and weapons fashioned of this material are
no better or worse than items fashioned of normal high-grade steel. The magic
of this spell fades within 15 rounds of application and cannot be reversed or
dispelled after this time. Casting this spell takes 5 turns.
Silverblade
Level: 1 (mage)
Range: touch
Duration: 4 rounds + 1 round/level
Effect: gives a single weapon the properties of silver
This spell
invests any metallic, nonmagical weapon with the ability to strike creatures as
if it were made of silver. No actual physical change occurs; the weapon does
not become silver. Neither does the spell confer any attack or damage bonus.
Weapons under the effect of a silverblade spell are not affected by resist
silver or protection from silver.
Sink Vessel
Reversed for
of raise vessel.
Level: 1 (mage)
Range: 0
Duration: 5 rounds/level
Casting Time: 1
Effect: Caster only
This spell
makes the caster appear as much as twice or as little as one-quarter his
original height. The spell’s primary use is for intimidation, but a larger-seeming
caster might be missed by attacks that enemies aim at his head or chest. If the
illusion is cast for maximum enlarging effect, the caster gains a -4 AC bonus
on first melee or missile attacks, as unwitting attackers might aim at a point
higher than the caster’s real form extends. Subsequent attacks suffer only a -2
penalty, as attacks that would otherwise have hit pass through the illusion,
letting enemies know that something is amiss.
Skeletal Guard
Level: 8 (mage)
Range: Touch
Duration: 1 day/level to a
maximum of 20 days
Effect: The fingerbones
This spell transforms a handful of human fingerbones into
complete undead skeletons. One skeleton is created per fingerbone used in the
spellcasting, to a maximum of eight. These undead are under the complete
unbreakable control of the caster and respond to his or her silent mental
orders. Other spellcasting on the part of the magic-user does not disturb this
control, and in fact the skeletons can readily be augmented or altered by
additional spells cast later by the skeletal guard caster. Skeletons remain within 60 feet of the caster.
If forced beyond that distance (for instance, because the caster teleports
beyond range), they become motionless until the caster moves within 60 feet
once again, they are destroyed, or the spell expires. The skeletons rise up
from wherever the caster tossed the fingerbones during casting (so long as
their resting places are within 60 feet) at the end of the round following
casting, and they instantly respond to the caster's commands (They stand
motionless if none are given). They have all of the properties of undead human
skeletons as described in the D&D Cyclopdeia except that they are turned as "special"
creatures. They melt away into dust when the skeletal guard spell expires.
Skeletal
Spellcraft
Level: 5 (mage)
Range: Touch
Duration: Until activated
Effect: One skeleton
A more powerful version of the empower skeleton spell, 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 spell when specific conditions
outlined by the caster during bestowal of the spellcraft are met (Note that
sloppy casters have been attacked by their own spells when their presence
fulfilled conditions
they set). The skeleton can
launch a specific magic-user spell of 1st to 3rd level once. It does not choose
the best opportunity for doing so, but unleashes the spell on the first round
in which its triggering conditions are met. The spell to be unleashed by the
skeleton must be cast on or at the skeleton by any magic-user on the round
immediately after the skeletal spellcraft spell is cast. This second spell vanishes without
apparent effect (even if the magic-user launching it intended it to be an
attack on the skeleton) into the skeleton, to be launched later when its
casting conditions are met (If more than one eligible spell strikes a skeleton
in the round after skeletal
spellcraft has been applied, randomly
select which one the skeleton is empowered to unleash). The trapped spell
operates as if cast by the spell's original caster when activated, and it
launches itself at a random target if more than one is present as a valid
target when the casting conditions are met. In situations when it is unclear if
the conditions have been met, the skeleton does not launch the magic (Note that a skeleton governed
by skeletal spellcraft cannot be fooled by illusions
in matters pertaining to its triggering conditions). Multiple skeletal spellcraft spells cannot be applied to
the same skeleton, though a single empower skeleton and a skeletal spellcraft can be cast on the same skeleton.
Skin of the Fire
Tiger
Level: 3 (mage)
Range: Touch
Duration: 3 rounds/level
Effect: 1 creature
When cast on
the caster or another creature, this spell imbues the subject with glowing
orange stripes across his skin. These stripes generate a deep internal warmth
that acts as a resist cold spell. While in effect, the subject’s skin is
scalding hot to the touch, so anyone touching the subject’s open skin suffers
1d3 points of damage. If the subject uses an unarmed combat attack or is
attacked by an unarmed foe, the damage is applied to the subject’s foe. The
subject and his garments are unaffected by the scalding effect but are not
otherwise protected from fire or heat. After the spell elapses, the subject
will be incapacitated for one round due to shivering unless endure cold
or resist cold is cast on him.
Level: 4 (mage, wokan)
Range: 0
Duration: 2 rounds +1 round/Hit Die
Effect: The caster
This spell
evokes some of the power from scaled creatures native to the Elemental Plane of
Fire. The spell causes the caster’s body to erupt into pale orange flames.
While the duration lasts, the caster and the personal items borne by him are
resistant to fire, both magical and mundane, and suffer no damage from any such
attack. Due to this flaming aura, anything the caster touches risks catching
fire. Paper, cloth, and volatile liquids are immediately set alight. Wood burns
after a full round of exposure (though this time should be adjusted to consider
relative thickness). Creatures susceptible to fire suffer 1-10 hp damage from
contact with the immolated caster.
Slippery Slope
Level: 3 (mage)
Range: 60'
Duration: 1 day
Effect: Up to 500 square feet
This spell
creates a slick layer of glare ice over the natural surface of snow, ice, or
rock. The glare ice coating makes even rough-looking surfaces very slick.
Anyone traversing the affected area must make Dexterity checks at a -4 to move
at half normal movement rate. Trying to move faster incurs a -8 penalty, and
attempts. at running (moving faster than the full normal movement rate) causes
an automatic fall. Characters employing a spider climb spell can move
normally across this surface. Those standing on a slope upon which this spell
is cast hurtle down automatically. Casting this spell takes two full rounds.
Level: 1 (mage)
Range: 0
Duration: 1 round
Effect: Special
This spell
calls upon and drains away another spell of any sort that the caster has
already memorized (the magic is wasted, without effect, if no such spell
exists). A smashing strike augments any one physical attack made by the
caster (barehanded or weapon, but its effects are lost if applied to any sort
of missile attack). This spell fails if the attack to be aided is made with an
enchanted weapon or is already in some way enhanced by magic. The caster can be
invisible or flying as a result of magic, and these would not be considered
aiding the specific attack, even if these conditions allowed the caster to
strike with surprise, or reach a good location for launching the attack;
however, a smashing strike fails if applied to an attack that already
has a magical bonus of any sort. If the drained spell is of first to fourth
level, a smashing strike lends attack and damage bonuses equal to the
level of the drained spell, plus two, so a fourth-level spell gains a +6 bonus.
If the drained spell is of fifth through seventh level, the augmentation is the
spell level plus 1, so a fifth-level spell also confers a +6 bonus. If the
drained spell is 8th or 9th level, the bonus is just the spell level. This
diminishing bonus is due to “leakage” of magical energies beyond what the
simple smashing strike enchantment can handle; these extra energies are
lost The aided attack must be launched immediately following casting (or the
spell is lost) and occurs at the end of the same round in which the smashing
strike was cast.
Level: 6 (mage)
Range: 90'
Duration: 1 round
Effect: 1 item of up to 6,000 cn
This spell
enables its caster to take any one item within spell range and place it at
another spot within spell range. For the purposes of this spell, a collection
of items fastened or held together — for instance, a wagon composed of wood
bolted and strapped together, or a chest and its contents — is considered “one
item.” Only non-living items may be moved about by means of snatchport
spells, though they may once have been living. Enchanted items, and items
directly worn by or in the grasp of a living creature (such as weapons or
belt-purses) can’t be snatchported. A snatchport moves the chosen
item through extra-dimensional space, “around” intervening obstacles such as
walls (though it cannot pass unbroken magical barriers such as wardmists).
it also has the power to “pluck up” fastened items if its caster makes a
successful open doors roll. Three attempts to pluck a fastened item may be
made, with any modifications currently available. In this manner, snatchport
can be used to tear loose dead trees or stumps, lashed-down catapult arms,
moored boats, locked doors, etc. When a tethered item is torn free by means of
this spell, it must withstand a damage check or be structurally damaged (cracked). Depending on its nature,
this can mean that any subsequent fall or harsh use destroys it, or that it
will survive just one more normal usage intact, or that it breaks apart and
collapses into component pieces upon delivery to the location chosen by the
caster. A snatchport can’t be cast so as to move just one wheel, leg, or
other component part of an intact item, and therefore cause the item to
collapse, begin to move, or be torn apart. The spell places the moved item
exactly where the caster desires — though a midair chosen location will of
course mean that the item promptly falls from there. If the caster elects to
move an item to the same spot it was in previously, it is considered to have
“left” the spot for half a round. Therefore, other beings or items can move
through the temporarily vacated area; if one is caught in the area upon
reappearance of the item, treat as for direct impact, as
described hereafter. A snatchport creates enough of
an air disturbance that even unwitting creatures directly under or in the spot
of arrival are allowed a Dexterity check to avoid the arriving item (unless
they are constrained from moving or are asleep). The damage from the direct
impact of a snatchported item depends on its weight and size, but it is
never less than 4d4 hp damage.
Level: 2 (mage)
Range: 10’
Duration: 1 hour per level
Effect: One creature per level
This rather
simple but valuable spell allows those affected to tread through snow without
fear of slipping and at their normal movement rate, thus making it possible for
the recipients to travel through terrain covered with ice and snow without
being bogged down (ignore modifiers for snow when determining the daily
movement rate for the party, including the approximate time needed to complete
the trip). Another benefit offered by this spell is that it makes it harder for
others to follow the party, for it magically brushes snow into the tracks
behind them (-3 penalty on top of all other tracking modifiers). Up to five
creatures can be affected by the snow tread spell, plus one additional creature
per level of the caster over 5th level (a total of 10, maximum).
Level: 4 (mage)
Range: touch
Duration: 1 round/level
Effect: softens scales over a 1’x1’ patch/level
This spell
causes an area on a scaled creature to become soft and pliant. The affected
area becomes slightly discolored. For the duration of the spell, that area’s AC
is worsened by 6 (maximum of 9). This spell can be cast multiple times, but
overlapping areas have no additional effect.
Level: 9 (mage)
Range: 10 yards/level
Duration: 1 round/3 levels
Effect: 10’ cube
This spell
enables the caster to cause the air within the stationary area of effect to
become as solid and unyielding as stone. A creature caught in the area of effect
must make a saving throw vs. spell. If the save succeeds, the creature manages
to exit the area of effect before the air solidifies (the spell still takes
effect, in any case). If the save fails, however, the victim must make a second
saving throw, this time against death magic. If this save fails, the victim is
completely encased in solid air and cannot move, talk, or even breathe
(suffocation rules apply) for the duration of the spell. On the other hand, if
the death magic save is successful, the victim has managed to free enough of
his body to breathe and talk, and, at the DM’s discretion, perform other
actions that do not require complete mobility. Note, however, that when used
against creatures of great size, the spell has limited effectiveness. If cast
on a dragon, for example, the spell would trap a single appendage at best. The
area of effect is stationary (even if cast straight up; the solid air is not
affected by gravity), so the dragon wouldn’t be able to move with any great
ability; but unless the spell was centered on its head, the dragon would be
free to use its breath weapon, cast spells, and make bite attacks. Also note
that, when used against creatures that are composed of air (e.g., invisible
stalkers, air elementals, etc)., such creatures are merely slowed while they
remain in the spell’s area of effect. If they make a successful saving throw,
they are slowed for only one round; otherwise, they remain in the area of
effect for 1d4+1 rounds. In any case, creatures and objects completely trapped
within a solidify air spell are impervious to physical damage, whether
by weapon blow, spell, magical item discharge, or the like. Partially-trapped
creatures and objects sustain half damage from attacks. In both cases, mental
attacks (e.g., psionics, charm spells, etc). are uninhibited by the spell. Solidify
air has other uses as well. If placed between the caster and an on-rushing
opponent (or opponents), missile weapons, certain spells and magical effects,
the spell creates an almost foolproof barrier, especially when used in narrow
corridors and passages. Similarly, it can be used to “fill” pits, prevent doors
from opening, and the like. DMs might also rule that missile weapons and
missile-like spells (e.g., magic missile, acid arrow, etc)., magical and
mundane effects that flow on air currents (e.g., cloudkill, stinking
cloud, gaseous breath weapons and traps, etc)., and so forth can be
suspended within a solidify air if the timing is precise (i.e., the solidify
air takes effect at the same time the condition in question enters its
area). It should be noted that, when the spell expires, a trapped missile
weapon would fall to the ground, as its motive force would be negated. Other
effects are governed by their own durations, as appropriate. Solidify air can
be ended prematurely by the casters silent act of will, a successful dispel
magic or similar effect, or upon the casters demise. Otherwise, the spell
lasts for its full duration.
Level: 2 (mage)
Range: 60 yards + 1 yard/level
Duration: 3 rounds + 3 rounds/level
Effect: 20’ radius
With this
spell, the caster creates a shower of brilliant, multi-colored sparks that
shoot up in a fountain 8’ high. The fountain illuminates an area with a 20’
radius with the brightness of torchlight. Anyone in a 5’ radius centered on the
base of the fountain suffers 2 hp damage per round from the falling sparks. If
the fountain is restricted in height, say through a low ceiling, the sparks
fall outward 1’ further for each 1’ of height it is restricted. It can be
created only on a solid, nonliving surface at least the consistency of mud.
Level: 1 (mage)
Range: 0
Duration: 3 rounds/level
Effect: Special
This spell
creates a sparkler effect that can originate from any metal object. It creates
an intensely bright light at the end of the object which throws off harmless
sparks in a 2’ radius. The sparkler does not harm the object upon which it is
cast. The effect sheds light in a 10’ radius similar to torchlight. If the
sparkler is touched to exposed flesh (including the caster’s), it inflicts 1 hp
damage per level of the caster to a maximum of 10 hp. This causes the spell to
end and the effect to go out. Dispel magic, darkness, and
cold-generating magic does extinguish this spell, but ordinary water does not.
This spell can light a torch or tinder in 3 rounds, but it cannot directly
light oil. Sparkler works normally underwater.
Level: 7 (mage)
Range: 10’
Duration: 1 hour per level
Effect: Special
This spell
creates a ghostly, quasi-tangible navigator who will, for the duration of the
spell, steer a sea-going ship. The navigator unerringly avoids all natural
obstacles, if possible, and always takes the course most likely to allow a
vessel to reach port safely.
Level: 1 (mage)
Range: 0
Duration: 1-2 rounds
Effect: Special
This spell
creates a silent illusory scene that depicts the operation (unleashing) of
a previously-launched magic. The
duration and size of the scene varies according to the nature of that previous spell’s
effect, but it always includes its caster (or magical item activator) if he was
present at the time of the original magic taking effect, and any creatures in
the immediate vicinity who were affected by the spell. Any amount of time can
elapse between the original spell and the casting of the echo, but the
caster of the echo must occupy some part of the precise area of effect
of the original spell, or the spot in which its caster or activator stood at
the time, or the spell fails without effect. If multiple spells have taken
effect in the area or have been cast from the spot chosen by the echo-caster,
the caster is made aware of the race of the caster or activator of each, the
general type of each magic, and the approximate time, and must choose to display
just one of the previous magics from that information. Multiple spell echo spells
can be cast in the same spot to “sort through” multiple previous enchantments,
without affecting the “recalls.” The spell echo is purely an illusion,
but cannot be altered by any known magic (though some anti-scrying spells may
block it)— and therefore acceptable as evidence of who did what to whom in the
past.
Spell of Forgetting
Level: 3 (fairy-charm)
Range: 50'
Duration: Permanent
Effect: causes forgetfullness in a 50 ft. cube
This spell, which can be cast
only by members of Oberon's Court, enables the caster to erase the recipient’s
memory of time spent among the fairies. Should the recipient succeed at a
saving throw vs. spell, he or she recalls the fairy encounter as a dream.
Failure means the recipient remembers nothing. Should the victim recall
anything, the memory is hazy and seems not quite real. The character cannot
recollect names, locations, directions, or any other specifics unless the
caster so desires. For example, a fairy might cast this spell on a lost
traveler to make him or her forget the fairy’s name and the location of
Oberon's Court, but may allow the character to remember directions to the
nearest safe haven. If the recipient again encounters a fairy or place
“forgotten” as a result of this spell, he or she experiences a sense of deja
vu, but does not recall specifics. The spell does not negate charm, suggestion,
geas, quest, or similar effects the recipient may have entered
into during time spent among the fairies. The character does, however, forget
the circumstances and the spellcaster that bound him or her with such magic.
Only a limited wish or wish can enable someone to recall
experiences erased by this spell.
Level: 9 (mage)
Range: 10 yards/level
Duration: Instantaneous
Effect: 1 creature
When this
spell is cast at an enemy spell-caster, spell levels can be leeched from his
memory and a randomly rolled magical effect instantaneously appears in the
vicinity. A number of spell levels equal to the casters level plus 1d10 can be
instantly stripped from the opponent’s mind, beginning from the highest level
spell memorized (Round down when determining how many spells are removed). Note
that it is possible for all spells to be drained from an opponents mind—a
negative sum also indicates this. A die roll then determines the ensuing
effect, always at the casters level:
Roll Effect
1 Caster is affected by a blur
spell.
2 Caster is affected by a detect
magic spell.
3 Opponent is affected by a dispel
magic spell.
4 Opponent is affected by a feeblemind
spell.
5 A lightning bolt spell
strikes the opponent.
6 Opponent is affected by a slow
spell.
7 Opponent is affected by a summon
swarm spell.
8 Opponent is affected
by a vampiric touch spell (no touch necessary).
An opponent can save where applicable. Spells function at
the level of the caster, and effects last 1d6 rounds (even the feeblemind spell
effect) unless the effect is instantaneous. These spells cannot be blocked by a
minor globe of invulnerability or a major globe of invulnerability spell.
Sages speculate that it might be possible to key other spell effects into a
spell siphon spell, but such variations must always consist of one spell effect
from each of the recognized schools of magic. This spell has absolutely no
effect on non-magic-users.
Spellbinding
Level: 9 (mage)
Range: 10'
Duration: Special
Effect: see below
This spectacular spell deconstructs magic-user spells
targeted at the caster or area-effect spells of which the caster is included,
canceling their effects and using their own magic to inscribe the particulars
of the spell into the book or scrolls marked as the recording medium. In
essence, this spell cancels incoming spells and writes them down for the caster
to learn later. When cast, specially prepared scrolls or a spellbook must be
touched by the caster. Any spell that comes within 10 yards of the caster
(whether targeted there or cast as a missile, etc.) is immediately canceled,
and its magic is transformed. Instead of the expected visual effect, the magic
becomes a small glowing quill that rushes to the book or scrolls and breaks
down the magic of the spell into spell instructions (just as they are in that
spell’s caster’s spellbooks). Under the spell’s duration, no magic can harm the
book or scrolls upon which the magic plays, though they can be physically
affected during this time. If the book is destroyed or damaged physically, the
spell ends. Spellbinding can absorb and transcribe the details on quite a number
of spells, though it affects only the first contacted spell each round. The
magic also can only affect and deconstruct up to the caster’s level in spell
levels. The magic otherwise lasts for 1 round + 1 round/3 levels before it
stops grabbing spells out of the air to record them for posterity. The writing
itself is still magical and
only lasts for 1 hour/level. If the caster wishes to save the spells, he must
cast permanency and
then dispel magic on each
spell individually to make them into true spellbook pages for later use and
study. If not, the spellbound spells fade away and are lost.
Spellshift
Level: 9 (mage, elven)
Range: 25' + 10'/level
Duration: 4 + 1 round/5
levels
Effect: Special
At the least, this spell cloaks the caster (or a target
creature) in an immobile, faintly shimmering magical 10’-radius sphere. This
sphere prevents spells of 7th or lower level from entering its boundaries to
affect those within, though spells can be cast from inside with no effects on
the sphere or cast spells. If the spell is focused on its caster, the
spellshift’s full capabilities are discovered, as the caster now views
surrounding magic in all its glory, using the sphere as the lens through which
it is viewed. With this sight and the magic active to a wide range, the caster
can reach out and manipulate magic affect on active spells. With the expansion
of senses through the spellshift, the caster can visualize an opponent’s forming spells
and targeted area of effect by observing the manipulations in the magic around
them. The caster can now manipulate the magic in the following fashion, as long
as he has initiative:
Manipulate:
As long as the
caster of the spell to be affected is within 50', one spell per round can be
manipulated so the spell’s target is of the spellshift caster’s choice. The caster
can only manipulate and change the course of spells equal to his level in spell
levels (i.e., a 19th-level magic-user can spellshift two meteor
swarms and a magic
missile spell
to targets of his choosing). Once the maximum is reached, the spellshift burns out and dissolves, no
matter what the duration is.
Using this option is counted a full action for that round.
Given the spell’s range, it could be cast at a far-away comrade, whether that
person was a spellcaster or not. In cases like this, when the caster of the
spell is not the focus of the spell, the spellshift only provides the protection
as noted above. The target of the spellshift gains no insights or control over incoming magics, even
if the target is a magic-user of proper levels. For all intents and purposes,
the spell becomes solely a protective globe of invulnerability.
A wish spell can be used before the casting to
enhance the spellshift's power. If this is done, the following changes
occur:
The range increases to 100' + 10'/level.
The duration is increased to 1/round level.
The sphere prevents any spells from entering.
The manipulate power is changed thus: the spellshifted magic-user can reach out using the
spellsight to reshape a concurrently forming spell, changing either its range
or area of effect. In other words, someone using spellsight can take the time
to manipulate the targeting of another’s mage’s fireball and have it explode atop its
own caster with normal areas of effect. The spellshifting mage cannot move the spell
effects beyond the range of the spell as cast by the opposing mage.
Alternatively, he could allow it to travel to the caster’s intended target but
minimize its area of effect by up to 75% (reducing a normal 40’-radius
fireball’s explosion to a 5’-radius explosion at the target).
The spell gains the following options in addition to manipulate
(only one option can be used per round):
Aid: Any spell forming or existing
within range can be boosted for a round, increasing its range, damage, or area
of effect by double its normal effects. Thus, a comrade’s fireball could be spellshifted
to explode with a
40’-radius or its damage could be boosted to double the caster’s level in six-sided
dice! This effect can be used only on magic-user spells, so it cannot double the
amount of healing gained from a cleric’s cure light wounds spell. Note that maximum
damage dice limitations still apply.
Cancel: The spellshifted
magic-user can snuff
one forming spell before it is fully formed, so none of its effects ever
manifest. The caster of the cancelled spell, unless aware of the
actions of the spellshifted character, would merely believe that the spell failed or
was improperly cast.
Deaden: The spellshifted
caster can place a
5’-radius globe of dead magic around one target creature or areas within range
for the remainder of the current round. All magic and all magical items within
that area are canceled. This allows characters a way to pierce magical fields
or penetrate the defenses of a previously invulnerable foe.
Wild: The spellshifted
magic-user can focus
and tighten magic in a 10’-radius globe around a target creature or area to
create a wild-magic zone. All magic cast within that target area must check
against wild-magic surges to ensure that it is cast without complications. If
wild-magic rules are unavailable, the simplest effect is to have the caster
within the wild magic target zone take shock damage (shock from agitated magic
during the casting) equal in hit points to twice the level of the cast spell.
Any magical items worn within this area will also spark, dealing an additional
and unavoidable hit point of damage each. The wild magic endures only until the
end of the current round.
Level: 4 (mage)
Range: 40'
Duration: 4 rounds
Effect: see below
When cast, a translucent
sphere appears around an opponent spellcaster. It looks and functions much like
a minor globe of invulnerability, but has the properties of both that spell
and its reverse. Unless the target makes a successful saving throw vs. spell,
the slightly shimmering sphere takes form around him and remains for 4 rounds.
Once inside the sphere of entrapment the target can’t physically leave
its confines. If he casts any spells of 1st-through 3rd-level, the effects of
the spell are turned back upon him, as if they had rebounded off the inside of
the sphere. While the target is so confined, no spells of 1st-through 3rd-level
from the outside can harm him, bouncing off the outside of the sphere just as
if the target were protected by a minor globe of invulnerability. The
sphere has no effect on to spells of 4th level or higher from within or
without. The sphere may be entered physically at any time by those wanting to
engage the trapped target in melee. It has no effect on magical weapons, nor
magical items which produce effects which would be of 4th level or higher. A
trapped spellcaster might be able to use a wand or ring depending on the spell
effects they produced. Should the trapped target utilize an anti-magic shell,
or globe of invulnerability or should another magic-user with either of
these spells cast upon himself enter the area of the sphere of entrapment,
the sphere is immediately dispelled.
Level: 3 (mage)
Range: 0
Duration: 7 rounds
Effect: Special
This spell
brings into being a visible, tangible eye or ear identical to the spellcaster’s
real eyes or ears. The caster can see or hear through the organ as if it were
his own, while within 90 feet of it (regardless of intervening walls or
barriers). The eye or ear is stationary once placed in a spot by the caster and
adheres to surfaces unbreakably (i.e., it can be “stuck” to the underside of a
table to conceal it). If an eyeball is created, it swivels and focuses as if it
were real, and the caster can direct it to “aim” in particular directions from
afar. If the eye or ear created by a spy spell is destroyed (it is
considered AC 10 with 1 hp), its caster suffers an instant loss of 4 hp and the
loss of use of one eye or ear (whichever is appropriate to the spell form
employed) for 1 full day (24 hours, or 144 turns). Note that this blindness or
deafness is a spell-curable magical affliction, not visible physical damage.
This spell takes a full round to cast.
Squirrel Climb
Level: 1 (elven)
Range: touch
Duration: 1d6 turns
Effect: assists in climbing trees
This spell lets the recipient climb wooden surfaces like a
squirrel; the climber's hands and feet can find handholds in even the slickest
tree trunk. Under the effects of this spell, the climber may move at a rate of
up-to 30' per round in any direction on a tree's surface, and may walk
sure-footedly along the highest, thinnest branch, so long as it can bear his
weight. This spell is used to travel swiftly through the forest.
Stainless
Level: 1 (dwarven cleric chant)
Range: 0
Duration: Permanent
Effect: protects metal
This chant
grants any metal an enduring bright shine, (akin to chrome) and protects the
metal against corrosion and decay. However, it is rarely used because of its
cost. Imbuing metal with a stainless chant requires the sacrifice of a weight
of platinum equal to the 5 times the weight of metal to be protected. Thus, a 60 cn sword requires the sacrifice
of 1500 gp worth of platinum (300 pp) to protect the blade. Once protected, no
rust, acid, or decay, even that produced by a rust monster or black pudding,
can destroy the weapon. The use of this chant is generally reserved for clan
heirlooms, chieftain’s weapons, and other important metalwork. Naturally,
metals not normally subject to corrosion—such as gold, mithril, and
platinum—are not treated with this spell. This spell takes 3d4 rounds to cast.
Level: 1 (mage)
Range: Touch
Duration: 1 round
Effect: Special
This spell
causes a fraying rope, breaking branch, or collapsing door to hold for one
additional round. An unlocked door affected by the spell fails to open for one
round, a smashed glass container shatters all over its surface but does not
break apart and spill its contents for one round, and so on. A standfast spell
can’t hold in the face of any hostile magic (a knock spell applied to a
door, breakage caused by the blast of a fireball, and so on), nor can it
affect any living creatures or undead. It temporarily prevents movement or
collapse, but isn’t a “hold” spell that locks or freezes things in place. If a standfast
spell is cast on a golem or other magically-animated automaton it does not
cause one round of endurance but instead deals the construct 3d4 hp damage (no
saving throw).
Level: 4 (mage)
Range: 180 yards + 20 yards/level
Duration: 1 round
Effect: Sphere up to 800 yards in diameter
Perhaps the
most spectacular of the fireworks spells, starburst creates a huge
aerial burst of colored sparks. Like bakarapper, it must be fired upward
at least 45° angle from the horizontal. The initial effect is a 1’ diameter
ball of light that explodes at a designated point and sends multicolored sparks
outward in a brilliant display. Any creature caught in the area of effect
suffers 2d4 hp damage, plus 1 hp damage per level of the caster (save vs. spell
for half damage). The initial ball of light must travel for at least 90’ or it
fails, The spellcaster can add a thunderclap sound at the casting of the spell.
The thunderclap causes deafness to all in the area of effect, inflicting on
them a 2 point penalty on die rolls (creatures making their save against the
damage are unaffected).
Steelskin
Level: 2 (dwarven cleric chant)
Range: Touch
Duration: Special
Effect: 1 dwarf
When this
chant is completed (after 1d4 turns), the affected dwarf gains complete
immunity to any normal attack by cut, blow, projectile, or similar impact.
Magical weapons and spells still have their normal effect, but all mundane
weapons are turned aside. Objects can also be protected by steelskin chants
of longer duration (4d6 hours casting time), but this protection does not apply
to an object’s wearer or owner. Armor protected by steelskin does not melt in a
dragon’s breath or crack under a giant’s blow, but it provides no additional
protection to its wearer. The chant blocks 1d3 attacks, plus one attack per
three effective levels of the caster. This limit applies regardless of attack
rolls; whether the attack would have hit or not, the spell’s potency is reduced
by one for each possible attack in a round. These attacks inflict no damage on
the chant’s recipient. The chant’s effects last until the chant’s recipient is
attacked and the magic is invoked. No more than a single steelskin can
ever be active on a single dwarf at the same time; repeated castings have no
additional effect. Dwarven clerics seldom employ this chant for the benefit of
anyone but dwarves of their own clan.
Level: 5 (mage)
Range: 0
Duration: Special
Effect: The caster
This spell
transforms the caster into a misty, wraithlike form that can drift about and
enter a metal (or primarily metal) object, existing within it indefinitely.
While inside the metal, the caster retains all normal senses (which function
normally) but doesn’t need to breathe, eat, drink, or sleep. Natural recovery
of lost hit points continues, however, as does aging. As a steelsteal spell
takes effect, it drains 1d6+1 hp from the caster. It lasts until the caster
speaks a certain phrase aloud. This ends the spell, strips the caster of
another 1d4+1 hps, and forces him out of the metal item back into a wraith-like
form. This misty, intangible existence is AC 4, MV FI 8 (D), and can carry
nothing solid. It lasts for 1d3 rounds before melting back into the caster’s
normal, solid form (unless additional magics have been cast that cause the
failing steelsteal to place the caster into another form).
Steelsting
Level: 4 (mage)
Range: 90 yards
Duration: Instantaneous
Effect: Cylinder 6’ across and 24’ long
This spell
brings into being a brief maelstrom of dagger-like flying darts of enchanted
force, that whirl and flash about within the spell’s area of effect, slicing
all creatures they come into contact with for 6d4 hp damage. Victims who are
free to move out of the area of effect are allowed a saving throw vs. spell (if
successful, they suffer only half damage), but victims who are constrained (for
example, beings in a narrow passageway, or who are climbing a ladder or
tethered to a heavy weight) against agile dodging or an ability to get out of
the area of effect receive no such saving throw. The blade-like “darts” the
spell creates are emissions of a whirling magical field, not metal weapons or
anything that can be considered a solid, “normal” missile. Shields and armor
can’t stop them, though a wall or closed door can; rather than ricocheting off
a partial barrier such as a shield, a dart simply “dissolves” back into the
field and flares into sharpness again on the other side of the barrier.
Stoker’s Chant
Level: 2 (dwarven cleric chant)
Range: 0
Duration: 1 round/level
Effect: 1 dwarf
The stoker’s
chant is just as often used among smelters as among smiths. The stokers are
dwarves who feed the fires that release metal from ore. This chant allows them
to double the heat in their smelter, increasing the speed with which they
process ore. All functions of the smelter happen twice as quickly. When used by
a cleric of 9th level or higher, the stoker’s chant creates a special metal
called forge-gold, which a knowledgeable smith can alloy with mithril or even
adamantite to make it workable at lower temperatures. Mithril or adamantite
alloyed with forge-gold can be worked in an ordinary forge without the need for
dragon bellows, silver tongs, or the other specialized tools required for high
temperature metalwork. Casting this spell takes 1d3 turns, and requires bellows
made from a fire-breathing dragon’s fire-sac, the portion of its lungs that
generates its breath weapon.
Summon Ice
Mephits
Level: 7 (mage)
Range: 30 yards
Duration: 5 rounds + 1 round per level
Effect: Special
This spell is
very similar to the more common monster summoning spells, except that it
summons 1d6+1 ice mephits. These beings arrive in 1-2 rounds through a small
portal from the elemental plane of water, ready to wreak havoc upon the
summoner’s enemies. There’s an 80% chance that the mephits come as desired;
otherwise, the portal opens locally on the Prime Plane and there is a 10%
chance that 1d6+1 ice trolls come through instead, and a 10% chance that
another ice or arctic-related creature comes through (see below):
Anomaly Table (d10)
1 Cryohydra (1)
2-3
Frost Giant (1-2)
4-7
Ice Toad (2-5)
8 Remorhaz
9-10 Ice
Wolf (2-4)
Summon Greater
Equar
Level: 7
Range: 50'
Duration: 1 day/level
Effect: Summons 1 equar
This spell is
similar to summon lesser equar, and the conjurer must have knowledge of
that spell before learning this one. This version creates a more powerful call
to the equar. The beast is more firmly bound to the Prime Material and thus has
the statistics of a greater equar. In all other ways, this spell resembles the summon
lesser equar spell.
Summon Lesser
Equar
Level: 5 (mage)
Range: 50'
Duration: 1 day/level
Effect: Summons 1 equar
This caster of
this spell summons an equar from one of the Outer Planes. Before the creature
agrees to assist the caster and take a rider, a pact must first be struck. The
wording is not as important as the understanding (though some tomes suggest
otherwise). In return for caring and feeding the equar, the beast agrees to
serve the caster in a single endeavor for a period not longer than the spell’s
duration. A rider must also be designated, though this need not be the caster.
There are conditions in which an equar will feel that the pact has been broken.
If it is improperly fed, betrayed to an opposite alignment, or attacked by the
rider or caster, it will swiftly return to its home plane. The next time the
conjurer attempts to summon an equar, he may well have to make amends for the
spell to work. A conjurer can call upon only an equar of the same alignment. No
Lawful mage can ever summon one of the Chaotic equars, for instance. However,
an equar will accept a rider with an alignment close to its own, but the mount
might prove demanding and critical of any action it deems offensive. For
example, a trothspyre might consent to bear a Neutral rider, but the steed will
extol the ways of virtue and ensure that its rider commits no evil. Even with
the if the rider has the same alignment, if the rider and equar oppose on the
good-evil axis (see individual equar types descriptions), the equar will
usually not accept the rider. The caster must have an offering of food to the
taste of the equar for the summoning. Casting this spell also requires
knowledge of the mount spell.
Summon Mage
Reversed form
of succor.
Summon Spectral
Death
This monster
is commonly known as a soul eater.
Sunbolt
Level: 2 (elven)
This spell is
identical to the sunstrike spell, except that it does not require the sun to be in sight.
Suppleskin
Level: 1 (mage)
Range: touch
Duration: Permanent
Effect: tans 100 square feet or 250 cn of skins or leather
This is a very specialized spell primarily used by low level village magic-users. The spell magically tans a quantity of fresh skin. This tanning process prevents decay and makes the skins more supple. When cast on a quantity of decayed or moldy leather, suppleskin will restore the ruined material to its original quality – though a certain degree of battle scarring and stain damage may remain.
Suregrip
Level: 1 (dwarven cleric chant)
Range: 0
Duration: Permanent
Effect: 10 cn metal/level
This chant
makes a weapon or shield stick to its wielder’s hand until he voluntarily
releases it, making it impossible for the wielder to be disarmed by an opponent
or to drop the weapon. Even spells like fumble have no effect against a
hero using a weapon protected by the suregrip chant. Casting this
spell takes 3d4 turns.
Level: 2 (mage)
Range: 90 yards
Duration: 5 rounds
Effect: One creature
This spell
creates a translucent line of four black foot-long, razor-sharp nails that
appear in front of a single creature and slash at the target once per round,
floating along to accompany the victim. The talons strike unerringly, once per
round, dealing 2d6 hp damage unless the target being successfully saves for
half damage. A dispel magic spell causes the talons to fade away
instantly, and a shield spell prevents them from attacking for one round
(as they destroy the shield). Stronger magical barriers slow them for two
rounds before failing. A protection from magic blocks them completely.
The target of a talons spell can’t be changed once chosen; the spell ends if
the target dies and can be ended prematurely if its caster wills it — but it
requires no continued concentration to maintain (i.e. the caster can initiate
other spellcasting once a talons spell is unleashed upon its target,
without affecting the talons). The talons follow a target who flees (even if
this flight is by means of a teleport), unless this results in movement
to another plane of existence.
Level: 4 (dragon)
Range: 90 yards
Duration: 2 rounds
Effect: 1 being (per round)
This spell
creates an invisible “plucking” force extending from the caster’s talons to an
intended target (a single visible being, though the dragon may choose different
beings in each round of the spell’s existence). The spell can be employed in
two ways: as a deft snatch of a being onto the dragon’s back (protecting the
target from all damage despite whatever speed the dragon is flying and steering
them safely past his wings) or as an attack (plucking the target into the
dragon’s claws). There is no saving throw against the first form of the spell,
even if the being doesn’t want to be ‘taken aboard” the dragon or is unaware of
what is about to occur. A d20 should be rolled for both passenger and dragon;
if one roll is a “1,” the passenger is buffeted for 1d4+1 hit hp damage in the
journey to the dragon’s back; if both rolls have a “1” result, the passenger
falls from the dragon’s grasp. In the latter case, falling damage applies
unless the height above the ground is great enough to allow the dragon to catch
the dropped passenger before impact, either by use of this spell or by a
physical snatch attempt; the latter may well involve some impact damage. A
normal save vs. spells is allowed against the attack form of a talonsnatch.
If it succeeds, the spell fails utterly and is wasted. If it fails, the target
being is hurled forcibly into the dragon’s claws, receiving normal claw attack
damage instantly. Thereafter, the target can be dropped by the dragon (falling
damage probably applies) or handled as described under “Swoop” in the
Cyclopedia. The caster of this spell can use either form of the spell in each
round of its existence (i.e., it can attack in one round, and pluck a passenger
safely in the other, or expend both
rounds employing the same form of the spell). The presence of a
passenger or attacked victim from the first round of the spell has no effect on
the operation of the spell in its second round.
Teleport Fireball
Level: 8 (mage)
Range: 10 miles/level
Duration: instantaneous
Effect: creates a long-range fireball with a 20' radius
This spell creates a fireball (dealing 1d6 points of damage
per level of the caster) akin to that created by the 3rd-level spell fireball, except that it appears and
detonates at another location within spell range. The table given in the
D&D Cyclopedia under the teleport spell is then consulted to
determine if arrival is safe or not. "Low" results means the spell is
wasted and takes no effect, and "high" results form and burst above
the intended fireball location. Otherwise, the fireball is on target. Creatures
caught in the area of effect are allowed a saving throw vs. spell to take only
half damage.
Teleport Ward
Level: 6 (mage)
Range: 0
Duration: 1 hour per level
Effect: five 10’ cubes per level
This is one of
many such spells developed in an attempt to protect strongholds from magical
infiltration by enemies. It essentially blocks teleport, dimension door,
and similar spells within the area of effect for the duration. Further, those
attempting entrance have only half their normal chance to overcome the spell
using Anti-Magic. Unfortunately, this spell is very unreliable. The block
usually works both ways— casters can neither enter or exit the area
using such spells. When the spell is cast, use the following chart:
1d100
01-10 Failure
(wild magic surge results)
11-60 Both ways
blocked
61-90 Affected
spells restricted only in entering the area
91-99 Affected
spells restricted only in exiting the area
00 All
non-permanent spells restricted in the area
Level: 1 (mage)
Range: 0
Duration: 4 rounds
Effect: The caster’s face
This spell
causes the caster’s face to sprout writhing tentacles—either growing out of it
and reaching outward, or coming up from below (i.e., out of the caster’s bodice
or shirtfront) to attack the face. The caster determines which of the two
versions of the spell occurs and also determines the size, number, hue, and appearance
(scaled, slimy, rotting, etc). of both the tentacles and whatever parts of the
caster’s face are left “exposed.” The extent of facial coverage is also as the
caster desires. This spell can conceal the caster’s identity or make onlookers
think the caster is under attack or is some sort of disguised monster. The
tentacles have no substance, being purely illusory; the casters vision, speech,
and facial expressions remain unaltered. The caster can instantly end the spell
(banishing the tentacles “early”) by silent act of will.
Teratism I
Level: 3 (mage)
Range: Touch
Duration: Permanent
Effect: 1 animal
As opposed to
the more powerful lusus naturae, which allows the mage to breed
unnatural animals and creatures, teratism transmutes an animal instantly
with permanent effects. The first version of this spell is the weakest, causing
only minor changes in the animal. Some of the following aspects of an animal
may be altered with a touch of the caster’s hand:
1.
Minor changes to hide can be
made. This will lower (or raise) a creature’s natural AC by only 2 levels. But a tiger whose skin is like
striped leather would be a remarkable sight. A shark whose skin is furred may
fetch a great deal to some menageries.
1.
Strange coloration can be
added to any feature of the animal. Thus the caster can cause a hound’s eyes to
glow a sinister orange or endow a songbird with bright silver plumage.
2.
Unnatural sounds can be added. Though the animal is incapable
of intelligible speech, it could be made to say a phrase over and over again.
Or its normal cries would be changed into something different. Strange sounds
can be linked to the animal’s movements, so that when the hawk flaps its wings
a resonance of thunder is heard.
Other minor changes can be made in accordance with the DM.
This spell has no effect on animals that have already been magically altered by
anyone other than the caster. So a giant insect cannot suddenly have its
carapace changed to scales unless it was enlarged by the same caster. Of course
the spell (or its more powerful
variants) can be cast multiple times on an animal, the end result being
something that rarely resembles its source stock. This spell allows Alteration
magic spells below 3rd level to be cast upon an animal (such as enhance
trait or enlarge) with permanent effect. The altered animals, known
as teratisms, are sterile. Note that in no way does the casting of this spell
ensure that the creature will obey the caster. If the magic user is wise he
will only make trained pets into teratisms.
Teratism II
Level: 5 (mage)
Range: Touch
Duration: Permanent
Effect: 1 animal
This spell is
a more potent version of teratism I. All the limitations of that spell
still apply. However, the caster can now induce stranger changes in an animal’s
form and magical capabilities may now be imbued:
1. An additional limb can be added. It is fully functional
but can be placed wherever the character touches. However, while this may allow
an additional attack, this also tends to hamper a creature’s movement, at
least, for several weeks depending on where the limb is located.
2. A lesser
special ability may be added. The magic-user can grant the teratism an arcane
trait equal to any spell of 2nd level or below. The magic-user must cast the
spell within the round following the teratism casting. Thus, he can
imbue a trained hawk with the ability to detect evil, so that it might
better stop foes of its creator. Or that large toad could breathe out foul
vapors equal to a stinking cloud.
3. Special limbs can be added or existing limbs warped.
Thus, wings or fins can be created, allowing the creature to move in another
environment.
Teratism III
Level: 7 (mage)
Range: Touch
Duration: Permanent
Effect: 1 animal
This is the
most powerful version of the teratism spell to date. The traits listed
below are only some of the possible transformations that can be induced in an
animal. The DM has the final say in what other traits can be bestowed.
1.
An additional head can be
created. This would allow for an additional bite attack, perhaps increased
senses that would make surprising the creature near impossible, and so forth.
2.
Greater special abilities can
be imbued. The magic-user can grant the teratism a special trait equal to any
spell of 4th level or below. Again the magic-user must cast the spell within
one round of the teratism casting. Thus he can have lizard’s eyes burn
with such brilliance equal to that of a fire charm spell, so that
hapless victims will approach and be enthralled by the blaze until within reach
of the creature’s jaws.
3.
Speech can be given to an animal, but it will only be as
capable of language as its intelligence allows. The usual means of granting
greater intelligence is usually through enhance trait, though some have
used teratism; the results of the latter are not always to be trusted,
as insanity has occurred occasionally.
Unnatural hide
can be given to the beast. The skin can be radically changed to such materials
as stone or metal. Some magic-users have even hinted that they have created
dangerous raptors with feathers of silk but claws of glass. Such reports have
yet to be substantiated. The teratism can benefit by an increase of up to 6
levels to its AC.
Thale Passage
Level: 4 (mage)
Duration: 1 turn/level
Effect: See below
A thale
passage is most useful when deep diving. The spell must be cast on a large
body of water to
take effect. A thale passage creates a swirling 20’
diameter tube drifting from the top to the bottom, no matter the distance. This
thale passage is still filled with water; however, the magical currents
inside dissuade normal fish and other marine life from entering the tube. The
casting mage can cause the thale passage to float up or down at a
movement rate of 16'/round. As long as the caster is touching an object, it too
can be floated. The movement rate is slowed when the a mage brings beyond 200
cn per level of experience with him; for every additional 200 cn carried, the
rate diminishes by 2'. Horizontal movement is not empowered by the spell. Other
creatures cannot be the subject of this spell. Once cast, the spell requires no
concentration to maintain, except when the mage is inside and floating. The
time spent traversing a thale passage is not counted against the
duration of any form of magical water breathing. An airy water spell is
dispersed if cast in a thale passage.
Thicketgrowth
Level: 2 (mage)
Range: 30 yards
Duration: Permanent
Effect: 90 cubic feet
Often used in conjunction with brambletangle, thicketgrowth is favored by several green
dragons as a means of constructing extensive lairs amidst the forest's
vegetation. By means of this spell, the spellcaster causes the dominant
vegetation within a 90-cubic-foot region to spread to an adjacent region of
similar volume. While preexisting vegetation is not directly killed by means of
this spell, the propagated species typically overwhelms its competitors within
a year of this spell's casting. If cast repeatedly, this spell enables the
propagation of a single species over an extensive region.
Third Eye
Level: 7 (mage)
Range: 0
Duration: 1 round/level
Effect: see below
This spell
creates a swirling spiral on the caster’s forehead which casts beams of
annihilation. The third eye fires a ray which has the same attack roll
as the mage. The beams must attack a target every round, living or otherwise.
Creatures hit by the third eye’s ray must save vs. spell or be
killed, while inanimate objects must check for damage on 1d6 or break apart.
While this spell is in effect, the caster may use no other spells or attacks.
At the end of the spell, the caster must make a Constitution check to avoid
falling unconscious for 3d4 rounds.
Level: 3 (mage)
Range: 30 yards
Duration: 1 round
Effect: Special
This spell
affects any one iron or steel edged weapon within range that the caster has
touched at some time in the past, causing it to split into three identical
versions of itself that instantly leap through the air in stabbing attacks! The
spell consumes the original weapon, and the three “shards” fly at MV 180’ to
simultaneously strike at THAC0 4, once each, dealing 1d4 + 4 hp damage, and
then fade away (They dissipate instantly if they miss or pass beyond spell
range). All three shards can strike at one target, or two can strike one target
and the third strike a second target, or all three can seek separate targets.
They are considered +4 magical weapons for the purposes of determining what
they can hit. If directed against non-living targets (such as a lock), each
shard attack forces a damage check. The source of the shards can be a weapon of
any size or condition, so long as it is of ferrous metal and three-quarters or
more intact (in other words, a sword crumbling to rust but not yet broken will
serve, as will a miniature bodice-dagger, a full-sized halberd, or a sword that
has its tip broken off).
Thrice
Level: 5 (mage)
Range: 0
Duration: 2 rounds
Effect: The caster
This spell temporarily augments the effectiveness of its
caster in physical combat such that for each physical attack launched by the
caster (including attacks with enchanted weapons and attempts to deliver
touch-effect spells), she or he receives three attack rolls. Only one attack is
actually made, but the best roll result is used. For each successful caster
attack, three damage rolls are made, and the best result (and only that result)
is used. If target creatures are allowed saving throws against these attacks,
three must be made, and the worst result used.
Thrice Supreme
Level: 8 (mage)
Range: 0
Duration: 4 rounds
Effect: The caster
This spell temporarily augments the effectiveness of its
caster in launching both physical and spell attacks. Each such attack is
determined using the best result of three attack rolls (if such apply). In like
manner, three rolls are made for duration and damage (if applicable), and the
best is used. If target creatures are allowed saving throws against these
attacks, three must be made and the worst results used.
Time Conduit
Level: 9 (mage)
Range: 30 feet
Duration: Special
Effect: Special
Upon
casting this spell, a shimmering, golden portal appears somewhere within 30
feet of the caster (though the caster has no control over where the portal
appears). This golden disk appears upon the fourth round of casting, and it
grows, expanding as if it were an opening eye until it reaches its maximum
diameter. At the completion of the casting, the 10- foot circular opening goes
translucent as the golden light of its edges dissipates back inside its radius,
making the portal suddenly seem to lead into a long tunnel filled with electric
silver-and-blue flashes of light. Creatures that gaze into the opening for more
than one round see quick glimpses of their pasts cascading along the walls of
the tunnel, but no memories or revisited scenes cause any damage. The portal
remains for one round per level of the magic-user or until the magic-user enters the conduit, whichever occurs
first. During the casting, the caster names the age and year that the time conduit is to
transport those who enter it. Bear in mind that the phrasing or the choice of
calendar is less important than the magic-user's focus on and knowledge of the
time he wishes to visit and his calculating of the years between his time and
the one he wishes to visit. Creatures entering the time conduit are
immediately stripped of all magical items and memorized spells and psionics,
though the psionics return at the standard rate of restoration. Spell books and
scrolls remain intact in function, though they are slightly altered (see
below). Items that do not yet exist among the culture specified within the
casting or among the race to which the caster belongs (if a culture was not
chosen by the caster by the use of its calendar) also disappear. All
appropriated items are shunted into subdimensional pockets within the time conduit itself,
and all of these are returned to the proper time travelers upon the voyage
home. This return trip likewise strips travelers of items they collect during
their stay in the past and stores them within the time conduit; where
these items go after the conclusion of the spell is unknown, though many
wizards believe any time-lost items simply drift into the Ethereal Plane.
Spells that do not exist for the caster's race in the now-current year appear
as blank pages in a caster's spell book. Scrolls for spells or effects that do
not yet exist are also blank. These blank pages are restored to normal upon
reaching the caster's own time or a point in time where the spells exist for
the caster's race (by being created during the year they currently inhabit).
There is never a way to determine the precise physical destination when using a
time conduit spell.
The only thing for certain is that the time travelers appear somewhere in the
lands of the culture they seek. Depending on the concentration and focus of the
caster, a time conduit generally lands its travelers within 100 miles of areas
claimed by the chosen culture. If no culture is specifically sought, the PCs
could exit the time conduit at the chosen time, but they could arrive anywhere
within 500 miles of their physical location where the time conduit is
cast. Time travelers always arrive during the early hours of the first day of
the new year, and they always return to their own original times during the
final night of the year. Nothing can prevent a time traveler from being drawn back
into the time conduit at the close of the year, not even spells that negate
magic or shield against its effects. Creatures return to their own time 28 days
after they entered the time conduit originally, though they have physically aged one year
due to their time trip. Time travelers also cannot physically exist in two
places at once within the same timeline. Therefore, once a creature has
traveled back to a particular year (no matter where on Mystara he was
geographically), he can never visit that particular year again. Any attempt to
do so fails utterly, and the caster (or a traveler who has visited the conduit's exiting point in
time) is hurled 1d100 years and 10d100 miles to a random time and place in
Mystara's past. Note that the Immortals of Time take notice of those who use
this spell, and observe them to prevent major damage to the timestream.
Timeless Sleep
Level: 9 (mage)
Range: Touch
Duration: Special
Effect: One creature
Contrary to
what its name implies, this spell is not an improved sleep spell, so
creatures who are normally immune or resistant to sleep magic have no such
invulnerability to this spell. In truth, timeless sleep is a specialized
variant of the temporal stasis spell. When cast, the caster touches the
recipient, placing him in suspended animation. Like temporal stasis, the
natural bodily functions of the recipient completely halt; the subject does not
age or require nourishment. In fact, the subject doesn’t even need to breathe
while affected. Unlike temporal stasis, however, the effects of timeless sleep are not intended
as a potentially eternal state. The spell is permanent up until certain
conditions are met, at which time the spell ends and the recipient “awakens.”
These conditions are determined at the time of the spell’s casting, and are
regulated by the same rules which govern the triggering of a magic mouth spell.
Note, however, that a timeless sleep does not end unless the triggering
conditions are fulfilled or a wish is used; dispel magic is not
sufficient to end it prematurely. Furthermore, the triggering conditions must
occur within 30’ of the recipient in order for the timeless sleep to
terminate. Once the timeless sleep has ended, the recipient is fully
aware of his surroundings and may act accordingly; he suffers no disorientation
from the suspended animation. The primary use of this spell is to prolong the
life of living guardian creatures by placing them in a dormant state until
their services are needed. Another common use is to prevent a being with a
mortal wound or other fatal affliction from dying when healing or curative
magic is not immediately available. In both cases, the subject usually is a
willing recipient, and, as such, no saving throw is required. If the subject is
an unwilling target, however, the caster must make an attack roll in order to
touch the victim, and, even if the touch is successful, the subject receives a
saving throw vs. spells to resist the magic. If the save fails, the subject is
affected by the spell as noted above. Casting this spell takes a full round.
Tongue Parasite
Level: 4 (mage)
Range: 30 feet
Duration: Special
Effect: One creature
This spell
infests the target creature with a parasite that initially attacks the tongue.
This spell is ineffective against creatures that do not possess tongues or
analogs thereof. The infestation takes the form of 1d4 small bumps on the
surface of the target’s tongue. The bumps are initially benign and remain so if
the target ceases to speak immediately. For every word the target speaks after
the spell
has been cast, a bump swells and pops, inflicting 1 hp
damage on the target and releasing a winged insect (similar in appearance to a
horse fly) that thereafter flies annoyingly (but silently) around its “parent”
until swatted. What’s worse, each word spoken by the target causes 1d4 new
parasites to be born, each taking the form of a small bump. Needless to say, an
entire sentence uttered by the target could be quite painful, while a short
speech is potentially lethal. Victims of tongue parasite who decide willingly
to forego speech for a complete 24 hours “starve” the parasites; the swelling
subsides to nothing, and the spell finally expires. Victims can choose to stay
mute at any time after they are affected by the spell, but even a single groan
necessitates another full 24 hours of silence. Dispel magic is
ineffective against this spell; however, cure disease causes the
swellings to subside and the spell to lapse immediately.
Touch the Black
Level: 3 (mage)
Range: 60'
Duration: 1 round/level
Effect: see below
When
cast, this spell calls into being a 40’cube of inky-black nothingness that
chills everything inside it. Those within must make a successful saving throw
vs. death magic or take 1d6 points of damage for every level of the caster.
Those who are successful take only half damage from the numbing cold. All
within the cube are chilled to the bone whether they successfully save or not,
and are at a –2 penalty to their attack and damage rolls for the next 1d4+1
rounds. Those within the cube are unable to see through the blackness; the
caster is able to make them out as dim shadows within it.
Trace
Level: 4 (mage)
Range: Touch
Duration: Permanent
Effect: One Person
The tracer spell was designed by a
bounty-hunting magic-user who was tired of running into a mark and having them
escape at the last second, only to have to hunt them down again. The spell he
designed allowed him to spot a target and place a dweomer on the victim. Once
the tracer is set, the caster is able to teleport to within 10 feet of the
victim in order to try and bring the criminal in to face justice. Up to one tracer can be placed on victim for
every five levels of the spell caster. By simply willing it, the magic-user is
able to "break" the tracer, freeing up a spell for yet another bounty
target.
Level: 2 (elven)
Range: Touch
Duration: Permanent
Effect: Special
This spell enables the spellcaster to sculpt and train
living plants. When cast, train vegetation enables the spellcaster to train, prune, cultivate, and
otherwise sculpt up to 100 cubic yards
of plant life. Application of this spell does not enable the spellcaster
to radically alter the current state of plants within the area of effect.
Branches may be lengthened, shortened, bent, twisted, thinned, and/or
thickened, but no change may alter the vegetation's original state by more than
10% of the original value. For example, a 10-inch tall seedling could be
increased in height to at most 11 inches whereas a 10-foot tall sapling could
be increased to at most 11 feet in height. Alternatively, this spell can be
used to graft a single plant to another plant's root or to bind a single
plant's root to a foreign substance such as rock, bone, or the like.
Level: 6 (mage)
Range: 60 yards + 10 yards/level
Duration: One round
Effect: 10’ cube
Triple
chime creates a resonant tone that repeats twice. At the end of the first
chime, every closure (door, chest lid, clasps, etc). in the area of effect is
affected by a dispel magic, removing all protective abjurations and trap
magics. The dispel does not affect other magical enchantments or dweomers
placed upon the closures. After the second chime and again after the third,
each closure is affected by a knock spell, unlocking up to four
closures. Although this spell might affect unwanted targets as well, it is a
good way to make a large amount of treasure accessible quickly. Cast at a group
of enemies, it can pop off their armor by unhooking clasps, unbuckling saddles,
or even spilling gold out of previously secured pouches and backpacks. The triple
chime is highly favored because its great range allows the spell to be used
against doors or chests from a distance too great for the caster to be affected
by traps that might be triggered by the spell.
Triple Strike
Level: 4 (mage)
Range: Touch
Duration: 1 round/level or 4
hits/image
Effect: One hand-to-hand
weapon
When cast, the triple strike forms two arcane duplicates of
a target weapon held by the caster, which hover within an inch of the actual
physical weapon to which they are linked. The glowing images do not interfere
with the wielder’s movements or grip on the actual weapon. These slightly
translucent phantom weapons follow the same exact movements as the wielded
weapon, allowing multiple attacks with only one strike. The triple strike
images give light equivalent to a torch in their vicinity for the duration of
the spell. This mirror image variant spell triplicates the melee weapon touched by
the caster when this spell takes effect. After casting, the true weapon can be
handed to a wielder who can take advantage of its effects (or the caster can
cast the spell while the weapon is held by its wielder as well). Each of the
three weapons rolls separately to hit, the real weapon always striking first.
The images hit and affect targets as +2 silver weapons. Each illusory weapon
(whether a staff, sword, dagger, etc.) inflicts the same damage as a normal
weapon of its type without any Strength or magical bonuses. If the true weapon
leaves the hand of the wielder (only one other person can touch the enspelled
weapon after the caster), the spell ends.
Level: 5 (mage)
Range: 0
Duration: 1 round
Effect: activates three magic items
This spell
allows its caster simultaneously to trigger three magical items that the caster
is touching, carrying, or wearing. All of the affected items operate in the
same round and can direct their effects at different targets if desired. The triptych
spell enables its caster to precisely aim and control all three items,
whatever their usual requirements as to attention, handling, and the identity
of the user, but prohibits the caster from casting other spells, triggering
other magical items, or using other voluntary spell-like powers (such as a
breath weapon) in the same round that the triptych is cast. Attempts to
do so expend and waste the triptych spell. Ongoing (previously launched)
or automatic magics can still function without ruining the triptych magic.
If the caster was already water breathing, he can continue to do so; if he is
falling and wears a ring of feather falling, it operates normally without
affecting the operation of the triptych. Magical item effects can
continue beyond the round in which the triptych activates them if they
normally do so, or are directed to do so. In other words, use of a triptych can’t
cause a wand to activate once per round for several rounds thereafter but can
cause it to immediately activate once with an effect that lasts beyond the
round in which the triptych spell awakens it. This spell can never be
used to allow its caster to evoke multiple magical effects from the same item
if it isn’t designed to operate in that manner, nor can it be used to compel or
make possible the simultaneous casting of multiple spells by the caster or any
other being. If the caster of this spell has more than three magical items
available to him when the spell is cast, he must deliberately choose and think
of the items he desires to control. Note that the triptych doesn’t
identify items to him that he may not know possess magical powers, nor does it
make clear the functioning and control of any unfamiliar magic item; to avoid
disasters, a triptych is best used with magical items already familiar
to the caster. A triptych is a very complex and delicate piece of magic;
even though it may be perfectly cast, there is always a small chance that one
or two of the three magical items won’t be awakened by the spell. Whenever a
triptych is cast, roll 1d12. A result of 1 means that such a malfunction has
occurred; a second die should then be rolled, with an even number result
meaning two items did not work, and an odd number meaning that only one item
failed to respond.
Level: 3 (mage)
Range: Touch
Duration: 1 round/level
Effect: Special
Upon casting
the spell, the caster creates one or more arrows of pure white energy. Such
arrows can be placed into any kind of bow, including a crossbow. The arrow must
be used within the time span of the spell’s duration, or the arrow disappears
and the spell is wasted. It must be fired from a bow or crossbow to be used
(throwing it simply doesn’t work). When fired, it has a range commensurate with
the weapon that launched it, and it always strikes the potential target. The
effects of the arrow depend on the target’s alignment. If the character is
Chaotic, the orderly energies of the arrow inflict great pain, inflicting 1d8+2
hp and the forcing the target to make a saving throw vs. paralyzation or be
stunned for 1d3 rounds, unable to act. If the target is of Lawful alignment,
the arrow’s magic doesn’t harm him but sustains him, healing 1 d6 hp damage (if
the character is hurt) and raising morale by a +2 bonus for the next 1d10+5
rounds. Neutral targets struck by the arrow fall under the sway of the forces
of law for a short time. In effect, such characters are charmed (as a charm
person or charm monster spell) to think of any Lawful being as a
friend for 3d10 rounds. High level magic-users can create more than one arrow
of law with this spell. For every five levels of the caster, he can create
one arrow, rounding down. Therefore, casters of levels 5 to 9 create one, 10 to
14 create two, and so on. The additional arrow(s) can be created at any time
during the spell’s duration, but none last beyond the end of that time limit. This
spell can only be cast by casters of Lawful alignment.
Level: 1 (mage)
Range: 0
Duration: 1 round
Effect: One ship or the caster
With this
spell, the caster gains an instant and exact knowledge of his heading (e.g.,
north, south, south by southwest,
etc).. The spell gives no other information. It may also be used on land.
True Strike
Level: 1 (magical)
Range: 0
Duration: 1 round
Effect: gives a to-hit bonus
The caster of
this spell gains temporary, intuitive insight into the immediate future during
his next attack. His next single attack roll (within the duration of the spell)
gains a +20 bonus.
Turn Lightning
Level: 6 (mage)
Range: 0
Duration: 5 rounds/level
Effect: protects caster against lightning
This spell
provides the caster with a special form of protection against electricity-based
attacks by turning them back upon their source, without harming the caster of
turn lightning. For example, if a lightning bolt is thrown at the caster, turn
lightning causes the bolt to return to its caster, who suffers damage from
his own spell (though any saving throws still apply). Even if the lightning
bolt is cast at a range which normally prevents a rebound from reaching its
caster, turn lightning empowers the lightning bolt so that it completes
the return trip. (Note that a spell like call lightning causes lightning
that originates from a cloud and not the spellcaster, so turn lightning
merely sends the lightning back to the heavens). Electrical attacks that cannot
be reflected back on their source for logical reasons (e.g., a sustained
“field” of electrical energy) are not affected by turn lightning, but
the caster is immune to such assaults while the turn lightning lasts. In
any case, the spell lasts until its duration expires or it is removed with a limited
wish; dispel magic has no effect.
Level: 4 (mage)
Range: see below
Duration: 8 rounds
Effect: one weapon
This spell
allows its caster to transform any weapon (any object that one being can lift
and wield, that has in the past
been used to cause damage to a living or undead creature, whether it is a rock
or a garden stake or a broadsword) into any weapon of his choice. The “new”
weapon must be a copy of an item the caster has personally seen before. Its
size, appearance, composition and construction (e.g., silver-coated,
non-ferrous, or specific to a left- or right-handed user) conform to the
caster’s desires, but the new weapon has no magical properties beyond having +3
bonuses on all attack and damage rolls. Its base damage is that of the weapon-form chosen, regardless of size.
For damage purposes, treat all weapons not easily classified as a standard
weapon type as either a quarterstaff or a club, depending on rough overall
size. This spell is most commonly used to transform a dagger into a long sword
+3 or a two-handed sword, or to turn a dagger into an axe when the latter
weapon is needed as a tool (i.e., to chop through a door to freedom). The
weapon can be wielded by anyone (even against the caster, or in defiance of the
caster’s wishes) and — even if the caster deliberately chooses to forego the
magical bonuses the spell affords — is considered a +3 magical weapon for
purposes of determining what creatures it can hit. A turnblade spell
can’t be ended before the weapon it affects has existed in its transformed
state for eight full rounds.
Unbridle the Wild
Beast
Level: 2 (mage)
Range: 0
Duration: Permanent
Effect: 1 animal
A magic-user
can use this spell to release an animal from the effects of domestication or
training. Any mundane animal, ranging from a songbird to a bull to a hunting
dog, is automatically affected with no saving throw permitted. The only animals
that are allowed a chance to resist the effects of the spell are those under
the personal care and attention of a trainer or animals affected by an animal
friendship or charm mammal spell. Familiars gained by the find
familiar spell and companions are immune to this spell. An affected animal
immediately seeks to flee the area and return to its natural habitat. If prevented from doing so it may become
hostile. If the animal is hungry, injured, or frightened, it may
lash out at the closest being. The animal’s keeper may try
to help the animal resist the spell if he is present. He gets one opportunity
to roll his skill at animal handling. For every point by which he makes the
roll, the animal gains +1 on its saving throw. For those under the influence of
a prior enchantment, the animal has a bonus to resist equal to the level of the
spell used to bind the animal (thus a mare that has been tamed via animal
friendship gains a +1 on its saving throw). An animal that becomes wild by
this spell may once more be domesticated though the DM may impose certain
penalties to any attempt to do so.
Undead
Lieutenancy
Level: 3 (mage)
Range: 60 yards
Duration: 1 round/level
Effect: 1 undead creature
This spell allows the organization of lesser undead into
coordinated groups by the caster. The undead lieutenant must be of at least 3
Intelligence. Upon receiving the spell, it is immediately treated as a leader
by the lesser undead (that is, undead creatures with fewer Hit Dice than the
undead lieutenant possesses). The lesser undead follow the orders of the
lieutenant for the duration of the spell. The lesser undead must be either created
by, controlled by, or in league with the caster. Further, if the lieutenant is
within 60 feet of the lesser undead, such followers are not affected by
clerical turning or commanding unless the undead lieutenant is also affected.
If two undead creatures serving the same master and affected by this spell are
in the same area, the most powerful one becomes the superior lieutenant. Power
is determined in order of Hit Dice, then hit points; the caster must resolve
ties. Should the more powerful lieutenant be incapacitated, the lesser
lieutenant takes over. If undead lieutenants of different casters are operating
in the same area, they will cooperate or not, as their masters devise; however,
unless direct subordination of commands is arranged, each undead lieutenant
affects only the lesser undead directly under its own command. The lieutenant
is considered a liege for control purposes if another undead attempts control
of the undead under his command. The caster can end this spell instantly with a
word.
Undead Torch
Level: 3 (mage)
Range: 20 yards
Duration: 9 rounds
Effect: One corporeal undead
creature
This spell causes any one corporeal undead creature of the
caster's choice to blaze with cold blue flames (similar in appearance to those
caused by the chill shield effect of a fire shield spell). The spell is primarily used to augment the
damage done by a skeleton or zombie undead servitor or to impress hostile
intruders. The undead creature need not be a willing spell recipient, but it is
unharmed by the flames, which also have no effect on nonliving material such as
clothing worn by the undead, scrolls or other paper it may be holding, and so
on. The cold flames created by this spell sear only living flesh and deal 2d4
points of damage per contact (or per round of continuous contact). Their damage
is added to any harm done by the undead creature in its usual attacks on living
creatures. This spell cannot be cast on noncorporeal undead creatures, and
corporeal creatures that transform themselves or are transformed into a
noncorporeal state cause the spell to collapse (expire) in a pinwheel of
fading, dying flames. The flames of this spell never harm undead creatures.
Unfoul Rigging
Reversed form
of foul rigging.
Reversed form
of friendly fireball.
Level: 9 (mage)
Range: 0
Duration: Instantaneous
Effect: 30’ radius
This spell
instantly destroys all spells and enchantments linked to, focused on, or held
within items. Imprisoned beings are set free, magically-preserved items are
exposed to all the aging they’ve been protected from, and so on. Magical items
automatically lose their powers, and barriers and wards connected to doors,
anchor points, or other solid things collapse. Items connected to other planes
lose those connections; if the linkages are to non-living items, those items
are yanked fully into the plane wherein the unraveling is cast. All
portions of a large item are affected if any part of it is within range of the unraveling.
This magic has no effect on magical items touched by the caster during casting
or carried on the caster’s person. It also leaves untouched spell effects not
attached to an item, including those that originated in magical item
discharges. Alternatively, an unraveling can be cast with a different
incantation word. In such cases, it leaves magical items completely untouched,
and it works only against enchantments. It can affect such magics regardless of
their age and origin, even if they are quiescent, awaiting later activation,
within an area or a being. Such an unraveling successfully destroys multiple
linked enchantments without triggering their magics, penetrates all known
barriers (including prismatic effects and anti-magic shells), and
is roughly the equivalent of four dispel magic spells.
Level: 2 (mage)
Range: 30 feet
Duration: 1 round
Effect: Special
This spell
creates a sudden jet of flaming gas that appears out of thin air at a location
chosen by the caster. The location must be one that the caster can see directly
during spellcasting. The jet spews in a direction the caster desires before
fading away as suddenly as it was born. The gas jet is cylindrical, 6’ across
and 60’ long. Any being coming into contact with it (Dexterity checks for
classed characters to avoid, and saving throws vs. spell for other beings, if
the situation allows avoidance) suffers 4d4 hp fiery damage unless immune to,
or protected against, harm from fire. In addition, creatures who breathe (that
is, most beings who aren’t undead), must save vs. breath weapon or take an
additional 2d12 hp internal fiery damage from breathing the flaming gas.
Certain barriers cause the gas jet to rebound, and a gust of wind deflects
it, but the DM must adjudicate such situations. A vaeladaunce ignites
most paper and alcoholic substances, and some textiles (all such items should
make a damage check), but it is too sudden and brief to affect other materials.
Level: 5 (mage)
Range: touch
Duration: permanent
Effect: protects one item with a volume up to the caster's
This spell serves to
strengthen inorganic substances so they do not rot or age. 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
vambrace 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 it is whole, looks like new
and is free of blemishes. In addition, fragile substances are hardened, and
hard substances made more resilient; an item treated with vambrace gains a bonus of +3 on all
item damage checks vs. acid, crushing blow, disintegration, fall, normal fire,
and cold.
Level: 6 (mage)
Range: 0
Duration: 1 hour/level
Effect: Special
This spell
allows the caster to gain a total awareness of any disturbance within an area
familiar to her (usually the wizard’s residence). The caster must designate an
area to be watched over, and for the duration of the spell the magic-user instantly
knows via a mental image (no sound) the location and activities of any
intruders, or any significant disturbance among items in the area. Only
intruders larger than a normal rat are registered. The caster need not be in
the area to become aware of intruders, and the spell ceases to function only if
the caster journeys to another plane. Any individuals in the designated area at
the time of casting are not detected, even if they leave the area and later
return while the spell is still in place. The mental image does not interfere
with the magic-user's actions (e.g. if she was casting a spell at the same moment a
band of thieves were entering her study, the mental image could not cause the spell to be lost).
However, she must concentrate to keep intruders observed beyond the first
round. The area must be well-known to the caster (DM’s discretion) and the
spell simply fails if cast on an unfamiliar area. There are certain areas where
casting this spell would be pointless, e.g. a busy city street. The veil can
function over an area of up to 400 square feet floor space.
Level: 8 (mage)
Range: 60 feet + 10 feet/level
Duration: Special
Effect: 1 creature
Like magic
missile, this spell creates missiles of magical energy that unerringly
strike a chosen target. Unlike magic missile, however, only one target
may be selected. One missile is created for every three levels of the caster
(rounded down; no limit on the number of missiles) and each missile inflicts
1d4 + 2 hp damage. What makes this spell so deadly to spellcasters is that the
release of the missiles is staggered over a number of combat rounds. Once the
spell is cast, a single missile strikes the target immediately. Then each and
every round thereafter, another missile strikes the target until all the
missiles have been fired. After the target has been chosen, the caster need not
worry about concentrating on the spell as all missiles will automatically strike
the target unless the target moves out of range. Spells of lower than fifth
level that protect against magic missile, such as shield, are not
effective against the vicious missiles. This spell takes a full round to
cast.
Waking Light of
Dawn
Level: 1 (mage)
Range: 10 yards
Duration: Special
Effect: 1 creature/level
This spell
causes sleeping creatures to awaken. If naturally asleep or affected by a sleep
spell, the creatures awaken instantly. If under the influence of a more
powerful enchantment, the creatures are given new saving throws against the
effect, modified by +1 per four levels of the caster. If the creatures are
suffering from a sleeping poison or disease (such as that from the tsetse fly),
the creatures will awake and act as if under a slow spell on the
affected creatures. The spell does not simulate the effects of a good night’s
sleep, nor can it reduce the sleep necessary before memorization of spells.
Level: 5 (mage)
Range: 5'/level
Duration: permanent
Effect: creates 1 cubic foot/level of blackrock
This spell creates a quantity of stone that the caster may shape into any form he wishes. A single caster may cast wall of blackstone multiple times on the same general area to create a large, seamless wall. Separate magic-users casting this spell on the same area, however, cannot seamlessly join their blackstone. The magically created blackstone possesses all the properties of natural rock. When exposed to a dispel magic or an anti-magic ray, however, the blackstone disappears for one round. Anyone unluck enough to stand in an area of reappearing blackstone will find himself encased in the rock. Encased creatures do not suffer any damage; however, they will starve to death if not freed from the stone. Dispel magic will temporarily eliminate 2 cubic feet of meterial per level of the caster. An anti-magic ray (or other anti-magic area effect, if the anti-magic check is made) will temporarily eliminate a volume of stone equivalent to the dimensions of the ray.
Wall of Coral
This spell is
the underwater version of wall of thorns. It forms a barrier of hard
coral with razor-sharp edges. Otherwise, it is identical to wall of thorns.
Wandering Symbols
Level: 9 (mage)
Range: touch
Duration: see below
Effect: see below
This spell is cast to include two to nine different surfaces
located within a 1-mile-radius sphere, all of which must be touched by the
caster during the casting of the spell. This enchantment creates two magical
symbols of the types described in the 8th-level symbol spell and having all of the
properties of those writings save that the caster cannot trigger and is immune
to all effects of his or her own symbols. In addition, wandering symbols are not stationary. They can move by themselves to one
of the up to nine different surfaces touched during casting (If less than nine
spots are touched, less than nine are utilized). Except initially, when the symbols must appear at two different
spots, each of the chosen surfaces can hold one or both of the symbols. Wandering symbols
stay at specified
surfaces until triggered to go to others or move about from designated surface
to surface at random. Nonrandom appearance sequences and conditions are set at
the time of the spell's casting and cannot later be changed. Triggered symbols deal their usual damage to
intruders activating them and are spent in doing so. A wandering symbol spell is not ended by the discharge of only one of its symbols, and the symbols can be commanded to keep
apart during casting, so that only one ever appears in a given location. The
expenditure of all symbols
in a wandering symbol spell or a dispel magic successfully
Warm Welcome
Level: 9 (mage)
Range: 0
Duration: see below
Effect: a sphere with a radius of 10'/level
This spell protects an area
that is outlined by a flickering spell glow during the spell's casting, but the
glow fades upon the spell's completion. The protected area is spherical,
centered on the caster, and has a radius of 10 feet per level of the caster.
Once the casting is complete, this designated area intercepts all intruding
beings (other than the caster) who are employing magic or psionics that allow
them to travel astrally, travel ethereally, or translocate (in other words, teleport, dimension door, and the like) as they enter
and returns them to where they began their journey by a roundabout way. One
being per level of the caster can be given a warm welcome before the spell is exhausted. The welcome does not allow intruders to
see into or release anything into the protected area before it whisks them
away. Intruders are first transported into an extradimensional space whose
darkness is lit only by countless whirling magic missile-like energy bolts. They fall through this area for one
round and must make a saving throw vs. spell four times. For each failure, roll
1d8; the result is how many bolts strike the intruding being. Each bolt bursts
on contact, doing 1d4+1 points of damage. The intruding being then falls out of
the void of bolts to a location 70 feet above where its journey first began (In
other words, if they traveled by various means or over several days to reach
the area protected by the warm welcome, its magic returns them to the place where they first set
out on that journey from, not merely to the beginning of its last stage). This
location may even be on another plane from the protected area. Arrival above
the spot where an intruding beings journey began is always safe; it may be
shifted up, down, or sideways some distance to avoid arriving in solid objects (such
as the roof of a building or the ceiling of a chamber), but its arrival is
always into empty air. Unless the intruder can fly or avoid damage by magical
means (such as a feather
fall spell), falling damage (7d6
points worth) then applies.
Waterlight
Level: 1 (mage)
Range: 5 yards/level
Duration: 1 turn/level
Effect: 20’-radius globe
Searching the
depths for treasure is a difficult task. However, the problem with normal light
spells underwater is that they tend to attract the attention of fish and other,
more hostile creatures. Waterlight causes a patch of water in front of
the caster to glow with a gentle golden light; however, only air-breathers can
see the light. Amphibious creatures and races have a 50% chance of noticing the
waterlight. Because the lighting is soft, this spell cannot be used to
blind a foe.
Level: 7 (mage)
Range: touch
Duration: see below
Effect: wards two to seven doorways
This spell is cast on two to seven doors or doorways located
within a 1-mile-radius sphere, all of which must be touched by the caster
during the casting of the spell. Web of ways has one of two effects. If one or none the doors or
doorways bear no enchantments of their own, this spell causes beings passing
through any of its effected doors or doorways to be whisked via a teleport (without chance of error) journey to the destination
reached by another of the seven doors, either at random or in a set
substitution dictated by the nature of the beings attempting to pass through
the doors, the equipment they carry, and/or the direction of their travel. Such
set sequences and the variables that control them are fixed through specific
conditions set during the spell's casting and unalterable thereafter, in the
same way as the activation of a magic mouth spell is set. This use of this spell is permanent. If
two or more doors or doorways do carry enchantments (even temporary or one-shot
magics), this spell causes their magic to be translocated from one door to
another in a similar random or predetermined way established during the spells
casting as described above under the first use of the spell. If a door's magic
is later exhausted, it remains part of the rotation until the magic of all but
one door is gone, which ends the spell. The first or second use of a web of ways spell can also be shattered
by casting dispel
magic on all of its doors and
doorways. The caster of a web of ways spell is rendered immune to the
translocation effects and to all enchantments on the doors involved. This spell
requires 3 turns to cast.
Level: 4 (mage)
Range: 50 yards +10 yards/level
Duration: 1 round/level
Effect: 25’-radius sphere
This spell
enables the caster to cause a sudden, violent disruption in air currents within
the area of effect, which the
caster may move about within the spell’s range at a movement rate equal to 30’
times his experience level. Thus, a 7th-level magic-user can move the windshear at
a rate of 210’. Flying creatures who pass into, out of, or through the area of
effect must immediately save vs. breath weapon or lose control and crash,
suffering falling damage (1d6 hp damage per 10 feet fallen) as usual. If more
than 100 feet separates the flying creature and the ground (or other surface,
as applicable), a second saving throw is permitted to regain control, but no
other actions may be taken that round, and the creature automatically acts last
on the following round. Missile weapons that pass into, out of, or through the
area of effect suffer a -4 penalty to hit but are otherwise unaffected. Missile
spells and magical effects that require an actual attack roll (e.g., acid
arrow, etc). suffer this penalty, but not effects that are assumed always
to hit (e.g., magic missile, fireball, etc). Spells and effects
that travel along air currents (e.g., gaseous form, stinking cloud,
cloudkill, etc). suffer a random course change upon entering or exiting
the windshear. If such effects are under the directional control of a
caster, magical item, or the like, control is regained at the end of the
following round (though the course alteration may require the effect once again
to break the windshear’s plane in order to resume its previous heading).
If the effect is not a controlled force, it continues on its new course as air
currents demand. When brought into contact with magical wind-based effects
(e.g., gust of wind, whirlwind, etc)., there is a 50% chance that
the windshear negates the other effect. Conversely, there is also a 50%
chance that the windshear is negated and absorbed into the new effect,
increasing the effect’s duration by whatever remained of the windshear's
duration before it was absorbed. Against normal winds, the windshear has
an equal chance of either increasing or decreasing the wind speed as it passes
into the spell’s area of effect. Finally, when creatures from the Elemental
Plane of Air—particularly those creatures composed of wind and air (e.g., air
elementals, invisible stalkers, aerial servants, etc).—pass into, out of, or
through a windshear’s area of effect, the sudden disruption to their own
personal air currents is sufficient to slow them down for a few moments while
they “reorganize” these patterns. Essentially, they suffer a +4 penalty to the
next applicable initiative roll following contact with the windshear.
Note that this spell is not the same as a gust of wind. Although capable
of altering the course of flying creatures, missile weapons, and certain
spells, it does not produce any force of its own. It is simply a disruption in
air currents that such creatures and conditions utilize for motive force.
Therefore, it cannot be used to extinguish flames, move stationary objects or
levitating creatures, or the like.
Wither Plant
Reversed form
of quickgrowth.
Level: 1 (mage)
Range: Unlimited (same plane)
Duration: Special
Effect: Special
This spell
causes the caster to feel a silent, distinctive vibratory alarm when a specific
door, window, portal, or lid is opened or destroyed. The “alarmed” opening must
be touched during casting. After a wizard gong is cast, the “alarmed”
area radiates no dweomer, and casting a dispel magic upon it (or the
caster) can’t ruin the gong spell. Neither distance nor elapsed time has
any effect on the operation of a wizard gong, but after it is cast, the caster
loses the use of the first-level spell slot it occupies until it is discharged.
An individual may have only one wizard gong active at a time. Once cast,
the spell can’t be ended by the will of the caster (unless he or she opens the
“alarmed” door).
Level: 5 (mage)
Range: 0
Duration: 1d4 turns + 1 turn/level
Effect: see below
This spell
allows the caster to "turn" lycanthropes in much the same way a
cleric turns undead. The caster must sprinkle a handful of wolfsbane around the
point where he or she stands. When the circle is complete, wolfsbane
drives of all lycanthropes within 30' of the caster, forcing them outside the
area of effect. Lycanthropes unable to leave the area suffer pain, nausea and
sensory "blindness" until the spell expires or they manage to escape.
Lycanthropes outside the spell's effect at the time of casting cannot enter the
area without suffering the same effects. The area of effect does not move with
the caster, and remains constant for the spell's duration even if the caster
leaves the circle. The spell does not prevent anything else from leaving or
entering it, and anyone - including affected lycanthropes - can hurl weapons or
cast spells into it. This spell cannot be cast by a lycanthrope - one who tries
will suffer a severe backlash, suffering pain nausea and sensory
"blindness" for the duration of the spell, during which he cannot
defend himself or perform any other action.
Level: 4 (mage)
Range: 10 yards
Duration: 1 hour/level
Effect: Special
This spell
creates a translucent force-energy vehicle that glows with a ghostly, emerald
light. The vehicle forms anywhere within the spell’s range, as desired by the
caster. Also, the caster may determine what the vehicle will look like, but it
must be some type of carriage, wagon, buggy, or the like. Thus, the caster may
create a fancy cabriolet, a stagecoach, a covered wagon, or even a chariot, but
it must be a representation of an actual wagon-like vehicle in both size and
appearance. Accompanying the carriage is a team of four illusory horses, and
like the vehicle, the horses shed an eerie green radiance, but all must be of
the same type (e.g., prancing horses, draft horses, etc., as the caster
desires). At the caster’s mental command, the carriage will move (up to MV 30),
though he must be a passenger in order to do so. If the caster vacates the
carriage thereafter, it will come to a halt, but not so quickly as to harm or
eject any remaining passengers. This movement rate can be maintained over any
terrain, so long as there is room to accommodate the carriage; it cannot pass
through solid matter. Furthermore, the ride will always feel smooth, as though
the vehicle were traveling on a paved road, even if moving over rough terrain.
The caster need not concentrate to maintain the spell, though one round of
attention is required to make the vehicle move, change speed or direction, or
stop. Otherwise, the caster may perform other actions, including spellcasting,
reading, or the like. Due to the carriage’s force-energy composition,
passengers are partially shielded from outside attacks, receiving a +4 bonus to
their AC and saving throws. Note that the force energy employed to create the
vehicle is not equal to a force field, so even if the vehicle is
entirely enclosed (e.g., a stage-coach, carriage, etc)., occupants never
receive more protection than the +4 bonus, though it will negate magic
missiles directed from a source outside the carriage. The glow produced by
the carriage extends to a distance of 30 feet in all directions (but not
through solid barriers), and can be seen up to 100 yards away in dim light, 500
yards in complete darkness. It is a soft, non-blinding glow that allows
reading, inspection of small items, and the like, and which negates any magical
darkness with which it make contact, without harming the vehicle itself.
Magical darkness cast directly upon the carriage automatically fails to take
effect, as will a dispel magic, but a disintegrate, limited
wish, or wish will destroy the vehicle and the horses at once. Also,
spells and magical devices that can absorb or destroy force energy (e.g., wand
of force) will affect the carriage. The carriage cannot pass through magical
barriers of any sort, but is not harmed by such magic if contact is made. Other
magical attacks and effects will not harm the vehicle or horses, but can affect
its passengers, as noted above. If the vehicle is destroyed or the spell’s
duration expires while it is moving, passengers suffer 1d4 hp damage per
50’/round of speed (round to nearest whole) due to inertia. Thus, if the
vehicle is moving at maximum speed (300’/round) when the spell ends, its
passengers suffer 6d4 hp inertial damage.
Wondrous Web
Level: 6 (mage)
Range: touch
Duration: 1 round/level
Effect: see below
This
spell is used to imbue readied items with magical powers. The caster touches
first the destination item and then any other items that hold magic that is to
be drained into the destination item. The items to be drained may be potions,
spell scrolls, parchments with magical command words or inscriptions, focal stones, or existing magical items. A wondrous web forms a humming network of
glowing, white, visible lines of magical force as the caster touches the
various items to be involved. These remain visible until the spell ends,
whereupon they fade. One power or control property is transferred per round to
the destination item. The absorption of powers can often be seen by observers
due to the sequential disappearance of focal stones, spell scrolls, and the like. Powers and magical controls
drained by a wondrous
web are transferred intact to the
destination item and there combined harmoniously, being held within the item in
stable magical stasis until the item is awakened by use of an awakening spell (Control conditions are
attached to the magics they are intended for, powers that are to work in
sequence are arranged that way, and so on). Only existing magical items are
allowed a saving throw against this spell. Any item having less than three
effects or functions has a base saving throw of 7; any item with four or more
effects or functions has a base saving throw of 9 and adds one point per
function beyond four. If the item successfully saves against the effect of wondrous web, it is unaffected. If it
fails, the wondrous
web draws a random
function out of it. If any of its effects or functions drain charges to
function, they are affected first, and 1d4 charges are transferred per round,
not the ability to perform the function. For items lacking charges, the ability
to perform the effect is permanently taken from the item, possibly destroying
it rendering it nonmagical. The wondrous web spell provides no mitigation or protection against any
explosive effects that might be built in to the destruction of an item. Wondrous web can be ended prematurely if
the caster so wills. Whichever magic is in transit (if any remain
untransferred) when the spell is ended is ruined and lost, but those that have
already entered the destination item are unaffected, as are the powers or
properties not yet taken from their original holding places. A dispel magic also disrupts a wondrous web spell, but other magical
attacks (short of a properly worded limited wish or wish spell) do not affect it. Missiles or thrown weapons that
strike a wondrous
web are teleported a 1d6x10 feet
away in a random direction but are otherwise unharmed.
Woodland Spy
Level: 3 (elven)
Range: 10'
Duration: 1 hour
Effect: creates clairvoyant link to 1 animal
This idiosyncratic version of the
clairvoyance spell is used by the forest elves to keep track of
interlopers and strangers in the elvish homelands. The spell allows the casting
elf to see through the eyes of one particular animal for the next hour,
enabling the elf to trace her target for the next hour without being seen. The
spell grants no control over the linked animal; some other magic must be used
for that purpose, or the elf must spend weeks or months training the creature
(requiring the Animal Training skill) to follow a person marked with a
particular scent - most users of this spell carry small blowpipes which shoot a
scent-soaked ball at the target, unobtrusively marking them with the necessary
odor.
The effective range of the link is 400'. Should the beast
and caster be separated by greater distance than the spell's limit, the enchantment
is broken.
Woodshape
Level: 2 (elven)
Range: touch
Duration: 1 hour
Effect: one plant or wooden item
This spell, which is used by the
elves of Alfheim to sculpt their treehouses, enables the caster to mould a
single tree or plant, or a piece of dead wood, into any shape they can imagine.
An average elf can mould simple shapes and hollows; artistic or craft-working
skills are required to make full use of this power. An elf with the relevant
skill can create works of art, items of furniture, hollows in living trees for
storage or living space, sculpt handholds for climbing, or even shape weapons -
this last use duplicates, to some extent, the deadwood blade spell,
although it is neither as quick nor (usually) as accurate.
The spell may be used to both heal and harm plant-based
creatures, such as treants or dryads’ trees. The effect is similar to a cure
wounds spell on animal life. The caster may inflict or cure 1d6 damage, +2
points per caster's level.
Bows made by skilled bowyers
using this spell are particularly strong and supple. Such bows, even if not
further enchanted, provide an additional +10' to each range category and +1 to
hit rolls.
The wood-shaping ability granted by this spell lasts until
the molding is finished, or until one hour has elapsed, whichever is the
shorter.
Worldweave
Level: 9
Range: Sight
Duration: Permanent
Effect: Changes the climate in a one mile/level
radius
The worldweave
allows a magic-user to change the weather patterns of a large parcel of
land until dispelled. When cast, the magic-user can change the climate of an
area by one grade—either up or down. Refer to the table below to determine the
grade changes possible. It is possible to change the climate more than one
step, but multiple layers of worldweave were required. The casting of
this spell requires the preliminary of two wishes
|
Tropic |
Subtropic |
Temperate |
Subarctic |
Arctic |
4 |
3 |
2 |
1 |
Subarctic |
3 |
2 |
1 |
- |
Temperate |
2 |
1 |
- |
1 |
Subtropic |
1 |
- |
1 |
2 |
Wreck Compass
Level: 4 (mage)
Range: 0
Duration: 1 day/level
Effect: See below
This spell is
used in the discovery of sunken wrecks. It may be cast successfully only while
at sea. The spellcaster must have a specific wreck in mind. If the vessel’s
name is not known, then he must also have at hand some remnant from the ship or
one of its crew nearby. Otherwise the spell fails. First a bowl must be filled
with water, and the words of the spell intoned. Before the last word is spoken,
the caster takes a gold coin and lays it on the top of the water in the bowl.
The magic causes the coin to float. The following round the caster must lay the
bowl on a map of the region without spilling it. Instantly, the coin starts to
turn, with whatever image has been stamped on the top moving until it faces the
direction where the wreck lies. The wreck compass lasts a number of days
equal to the caster’s level. During this time, the coin shifts when necessary
to adjust for the ship’s movements, but it always faces the direction where the
wreck can be found. When the ship is finally over the site, the coin sinks.
Should the spell’s duration expire before the wreck is reached, the water in
the bow instantly evaporates, leaving the coin to drop noisily
Zone Perilous
Level: 7 (mage)
Range: 0
Duration: 1 hour/level
Effect: 60-foot radius sphere
This spell creates a luminous gray sphere or zone in the
air. It can be cast so as to pass or partially pass through the ground or solid
objects such as walls; its functioning is unimpaired by the presence of such
solid matter. Contact with any part of this area aids undead creatures and
harms living creatures except for the caster, who is immune to the effects of
his or her own zone
perilous. Undead creatures
regain 2 lost hit points for
every round in which they make contact (or remain in continued contact) with a zone perilous. This benefit can never bestow
extra hit points to undead creatures. Living creatures suffer 1 hit point of
damage and must roll a saving throw vs. spell at a -2 penalty for their every
entry into or additional round of continued contact with a zone perilous. If the saving throw fails,
the living being suffers 1d4 points of additional damage, loses 1 point of
Strength (which returns after two turns have passed), and feels a sensation of
terrible cold. Living creatures whose Strength or hit points drop to 0 (zero)
or less while in the gray sphere do not deteriorate further. They are held in
stasis until the zone expires or they are removed
from it. Healing magic of any sort cannot aid living creatures who are in a zone perilous; attempts to use such aids
causes them to be wasted without effect.
Spells from other
sources
Spell |
Source |
Notes |
Air Breathing |
PC3 The Sea People |
|
Ascent |
PC3 The Sea People |
|
Atzanteotl's Hand |
HWR1 Sons of Azca |
|
Automatic Enchantment |
Champions of Mystara |
|
Berserk |
GAZ7 The Northern Reaches |
|
Bleach |
Dawn of the Emperors |
|
Bless Rune |
GAZ7 The Northern Reaches |
|
Calm Wind |
Champions of Mystara |
|
Cleanse |
HWR3 The Milenian Empire |
|
Clear Sight |
Champions of Mystara |
|
Climate |
Champions of Mystara |
|
Color |
Dawn of the Emperors |
|
Control Bats |
CM8 The Endless Stair |
|
Control Current |
PC3 The Sea People |
|
Control Gargoyles |
CM8 The Endless Stair |
|
Corrosive Cloud |
PC3 The Sea People |
|
Create Atmosphere |
Champions of Mystara |
|
Detect Water |
GAZ2 The Emirates of Ylaruam |
|
Disguise |
Dawn of the Emperors |
|
Dispel Fog |
Champions of Mystara |
see also wizard's spell compendium |
Displacer Field |
Champions of Mystara |
|
Distance Distortion |
HWA1 Nightwail |
|
Duel-Shield |
Dawn of the Emperors |
|
Dying Grasp |
HWR3 The Milenian Empire |
|
Elemental Protection |
PC3 The Sea People |
magic user version |
Elemental Protection 10' Radius |
PC3 The Sea People |
|
Enchant Weapon |
PC3 The Sea People |
Druidical |
Fabricate |
Dawn of the Emperors |
|
Fertilize* |
HWR3 The Milenian Empire |
|
Fist of Thor |
GAZ7 The Northern Reaches |
|
Float in air |
Champions of Mystara |
|
Heat Air |
Champions of Mystara |
|
Hydrax |
PC3 The Sea People |
|
Ice Shard |
PC3 The Sea People |
|
Impersonate |
Dawn of the Emperors |
|
Inscribe Rune |
GAZ7 The Northern Reaches |
|
Interpret Runes |
GAZ7 The Northern Reaches |
|
Know Destiny |
GAZ2 The Emirates of Ylaruam |
|
Know Rune |
GAZ7 The Northern Reaches |
|
Lightning Ball |
PC3 The Sea People |
Listed as Ball Lightning |
Lightning Swarm |
PC3 The Sea People |
|
Move Rocks |
PC3 The Sea People |
|
Oilskin |
Champions of Mystara |
|
Poetic Inspiration |
GAZ2 The Emirates of Ylaruam |
|
Prepare Enchantment |
Champions of Mystara |
magic-user version |
Purify Food and Clear Water |
PC3 The Sea People |
|
Raise Water |
PC3 The Sea People |
|
Rapid Swim |
PC3 The Sea People |
|
Sea Fury |
PC3 The Sea People |
|
Shift Sand |
GAZ2 The Emirates of Ylaruam |
|
Shrimp Plague |
PC3 The Sea People |
|
Sleep-Curse |
Dawn of the Emperors |
|
Spear of Odin |
GAZ7 The Northern Reaches |
|
Spell Turning |
Champions of Mystara |
|
Steal Breath |
HWR3 The Milenian Empire |
|
Sticks to Flying Serpents |
HWR1 Sons of Azca |
|
Sticks to Flying Vipers |
HWR1 Sons of Azca |
|
Stone Bolt |
CM8 The Endless Stair |
|
Summon Undine |
PC3 The Sea People |
|
Sunstrike |
HWR3 The Milenian Empire |
|
Sure Strike |
HWR3 The Milenian Empire |
|
Swimming Doom |
PC3 The Sea People |
|
Symbol |
CM8 The Endless Stair |
two new symbols |
The Frozen Dead |
Hollow World Boxed Set |
in adventure booklet |
The Grasping Darkness |
HWA1 Nightwail |
|
The Thothian Enchantment |
Champions of Mystara |
|
Truthtelling |
GAZ2 The Emirates of Ylaruam |
|
Warning Trumpet |
CM8 The Endless Stair |
|
Water Barrier |
PC3 The Sea People |
|
Wind Whisper |
PC4 Night Howlers |
|
Reversed spells
from the D&D Cyclopedia
|
Reversed spell |
Original Spell |
1. |
Appear |
Mass Invisibility |
2. |
Babble |
Speak with Monsters |
3. |
Blight |
Bless |
4. |
Cause Critical Wounds |
Cure Critical Wounds |
5. |
Cause Disease |
Cure Disease |
6. |
Cause Fear |
Remove Fear |
7. |
Cause Light Wounds |
Cure Light Wounds |
8. |
Cause Serious Wounds |
Curse Serious Wounds |
9. |
Close Gate |
Gate |
10. |
Confuse Alignment |
Know Alignment |
11. |
Continual Darkness |
Continual Light |
12. |
Create Poison |
Neutralize Poison |
13. |
Curse |
Remove Curse |
14. |
Darkness |
Light |
15. |
Finger of Death |
Raise Dead |
16. |
Flesh to Stone |
Stone to Flesh |
17. |
Free Monster |
Hold Monster |
18. |
Free Person |
Hold Person |
19. |
Harden |
Dissolve |
20. |
Life Drain |
Restore |
21. |
Magic Lock |
Magic Door |
22. |
Mindmask |
ESP |
23. |
Obliterate |
Raise Dead Fully |
24. |
Open Mind |
Mind Barrier |
25. |
Remove Barrier |
Barrier |
26. |
Remove Charm |
Mass harm |
27. |
Remove Geas |
Geas |
28. |
Remove Quest |
Quest |
29. |
Shrink Plants |
Growth of Plants |
30. |
Slow |
Haste |
The spell list above refers to many AD&D spells. These spells can be found in the following books, and can be easily converted to OD&D (I went over all the spells in these books; if you need help converting any of them, contact me and I'll be glad to help):
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