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.

 

Airmantle

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.

 

Apparition

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.

 

Appraisal

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.

 

Aqueous Transfer

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.

 

Aria of Peace

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.

 

Audio Enhancer

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.

 

Aura of Diamond

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.

 

Aura of Pearl

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.

 

Awaken from Afar

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

 

Backshift

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.

 

Barble

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.

 

Bakarapper

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”.

 

Ball of Fangs

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.

 

Battened Hatches

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.

 

Beam of Light

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.

 

Beneath the Surface

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.

 

Binding Chain of Fate

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.

 

Blade of Memory

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.

 

Bladebane

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).

 

Bladebite

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 bladechills 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.

 

Blinding Blizzard

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 bloodbriarspain 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).

 

Blueshine

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.

 

Body Reunion

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.

 

Boneharden

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.

 

Bonemelt

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.

 

Breathball

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.

 

Breathbarb

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.

 

Breathdoom

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.

 

Bright and Deadly Ring

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.

 

Buoyancy

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.

 

Call Wind*

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.

 

Captain’s Voice

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.

 

Charmthwart

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.

 

Chill

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.

 

Choking Claw

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.

 

Chorus of Valor

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.

 

Chromatic Crown

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

 

Chromatic Rod

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.

 

Cloak of Winter

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.

 

Cloud Cushion

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).

 

Coldlash

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.

 

Cone of Earth

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.

 

Correlate Data

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.

 

Deaden Senses

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.

 

Death Mark

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.

 

Death Stalker

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).

 

Diamond’s Favor

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.

 

Dimensional Thrust

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.

 

Dirge of Despondency

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.

 

Disawareness

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.

 

Display

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.

 

Dragon Whirl

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.

 

Dust Shield

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.

 

Dusting the Rock

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.

 

Dweomer Warp

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.

 

Dweomerflow

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.

 

Eagle Eyes

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.

 

Earth Magnet

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.

 

Echo

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.

 

Echolocation

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.”

 

Elemental Conduit

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.

 

Entombment*

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.

 

Eye of the Storm

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. 

 

False Ioun Stone

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.

 

Fantastic Famulus

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.

 

Feet of the Cat

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).

 

Fingerblade

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).

 

Firecracker

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.

 

Firedart

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.

 

Fizzlebreath

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.

 

Flame Resistance

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).

 

Flame Sands

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.

 

Focal Stone

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.

 

Force Burn

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.

 

Force Screen

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.

 

Forest-Raze Fireball

  Reversed form of forest fireball.

 

Forgery

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.

 

Foul Rigging*

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.

 

Frame Teleport

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.

 

Freezefire

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.

 

Frost Vortex

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.

 

Frostbite

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).

 

Gentle Breath

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.

 

Ghostly Garrote

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.

 

Glide

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.

 

Glorytongue

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.

 

Goblin Chaser

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.

Guard Life

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.

 

Guardian Trumpet

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 hands 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.

 

Harbingers of Darkness

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.

 

Harmony

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.

 

Hither

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.

 

Hoard Attunement

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.

 

Hostile Images

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.

 

Hydraform

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.

 

Hypnotic Harmonies

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.

 

Ice Claws

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.

 

Ice Magic

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.

 

Icemelt

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.

 

Icy Claw

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.

 

Illusory Talent

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.

 

Image Trap

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.

 

Inspirational Theme

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.

 

Instant Lockpick

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.

 

Instruct Spectator

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.

 

Invest Lycanthrope

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.

 

Ironside

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.

 

Jumpgout

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).

 

Just Not There

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.

 

Key

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.

 

Killing Wind

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.

 

Land call

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.

 

Life Preservers

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.

 

Lifeboat

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.

 

Lock Inspection

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%.

 

Lockjaw

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.

 

Magic Trick

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.

 

Major Disarm

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.

 

Map

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.

 

Mask Light

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.

 

Mass Flight

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.

 

Minor Disarm

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.

 

Mirror Fireball

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.

 

Moltings

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.

 

Monsoon

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.

 

Moonfire

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.

 

Morning Glory

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.

 

Muffling Blow

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).

 

Mute

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 mythaleashs 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 movementword 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 spellcasterthis 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.

 

Nextremity

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.

 

Noose

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.

 

Page Guardian

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.

 

Pearl’s Curse

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.

 

Plant Renewal

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.

 

Plug Leak

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.

 

Poison Blade

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.

 

Priest’s Sermon

  See captain’s voice

 

Prismatic Shell

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.

 

Prismatic Sword

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.

 

Protection from Deathbane, 10' radius

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.

 

Protection from Entropy

  See negative plane protection in the Compendiums.

 

Protection from Light

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.

 

Purge of Opal

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.

 

Raise Vessel*

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.

 

Read Baned Letters

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

 

Reef

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.

 

Remote Access

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.

 

Repair Breech

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.

 

Roman Candle

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.

 

Rowers

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.

 

Rumble

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.

 

Runefinger

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.

 

Sapphire Shield

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.

 

Sash of Spells

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.

 

Scale Blade

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.

 

Scalespurs

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.

 

Scapegoat

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.

 

Scattergloom

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.

 

Scourge of Stars

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).

 

Sea Mine

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.

 

See Lock

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.

 

Serpent Tail

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 masters 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.

 

Set the Path

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.

 

Shadowgloom

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.

 

Shape Effects

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.

 

Shield Vessel

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.

 

Shoal

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

 

Shrieker Wail

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.

 

Silent Passage

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.

 

Silent Saw

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.

 

Silver-Steel

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.

 

Size Disguise

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.

 

Skin of the Salamander

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.

 

Smashing Strike

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.

 

Snatchport

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.

 

Snow Tread

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).

 

Soften Scales

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.

 

Solidify Air

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.

 

Spark Fountain

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.

 

Sparkler

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.

 

Spectral Navigator

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.

 

Spell Echo

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.

 

Spell Siphon

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.

 

Sphere of Entrapment

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.

 

Spy

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.

 

Standfast

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).

 

Starburst

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.

 

Steelsteal

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.

 

Talons

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.

 

Talonsnatch

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

 

Tentacled Visage

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.

 

Threesteel

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.

 

Train Vegetation

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.

 

Triple Chime

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.

 

Triptych

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.

 

True Arrow of Law

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.

 

True Compass

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.

 

Turnblade

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.

 

Unfriendly Fireball

  Reversed form of friendly fireball.

 

Unraveling

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.

 

Vaeladaunce

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.

 

Vambrace

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.

 

Veil of Watchfulness

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.

 

Vicious Missiles

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.

 

Wall of Blackstone

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 cast on all of the symbol locations set in its casting ends the spell. The nine surfaces (often doors) set during spellcasting become "sensors" for the spell. The symbols can be called to a locale when one of the surfaces designated by the spell detects either the approach of a creature of a certain alignment; the discharge of magic in an adjacent area that is not sourced in the caster of the wandering symbols spell; or the approach of any creature who does not bear a certain token, wear a certain uniform or badge, or speak a certain password. Each of the surface locations the wandering symbols is to be able to travel among must be coated with a potion comprised of a sweet water potion, gem dust from translucent crushed gemstones (of one color or colorless) worth not less than 1,000 gp, and powdered black opal worth not less than 1,000 gp.

 

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.

 

Web of Ways

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.

 

Windshear

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.

 

Wizard Gong

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).

 

Wolfsbane

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.

 

Wondrous Carriage

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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