Acid Water (Alteration)
This spell turns water into an acidic substance. If a creature touches
this stuff, it takes 2d4 points of damage. If the acid is drunk, it will
take 4d4 points of damage. The wizard can do anything in or to the
substance without taking any damage. The material component is a drop of
the acidic substance to be created.
Ahrvar's Instant Offensiveness (Enchantment/Charm)
This spell affects any single intelligent being it is cast upon. By
intelligent being, it is meant any creature with a rudimentary form of
spoken language. This includes humans, demi-humans, humanoids,
intelligent monsters, etc.
The victim receives a saving throw versus spell to avoid the effect, with
the appropriate adjustments due to Wisdom. If the victim fails his saving
throw, the victim's speech immediately becomes offensive to all who can
understand the language the victim is using. The victim, however, only
hears what he thinks he is saying, and may become extremely curious as
to why everybody is mad at him. The words of the victim become so
offensive that, in fact, they act as a low-power taunt, with those
hearing and comprehending the victim's speech making a saving throw
versus death magic at +4, or else be consumed with a mindless desire to
bash the victim's head in. Each person within hearing of the victim will
hear whatever would be considered most offensive by them. The wizard is
the only one able to hear what is actually spoken by the victim, and is
thereby immune to the taunt effect.
The components of this spell are the command word, and a subtle pointing
motion by the wizard, at the target.
Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
This spell creates a magic aura around an object similar to the one from
Nystul's magical aura. However, it hides not the magic property, but the
alignment of the target. The wizard can specify which alignment he wants
the object to radiate as well as the strength of the radiation. The
higher the level of the wizard the more radical alignment he could place
on the object or person. Note that this aura does not change the
alignment (if present) of a person or object.
This spell foils such spells as detect good or detect evil, a paladin's
detect evil ability and know alignment. It does not change the effect of
the protection from good or protection from evil. Note that the priest's
version of true seeing or a gem of seeing will see through this spell.
If the object or person acts in a different way than is indicated by the
aura, other people will get a disbelieve check. A wizard with true seeing
will now get a true reading from a detect evil.
The material component of this spell is a sheet of thin silk in an
appropriate colour to the alignment being cast. It is consumed
completely.
Alkira's Fanfare (Illusion/Phantasm)
When cast upon the target, the spell seems to have no immediate effect.
When a simple condition is met (no ands/ors), a fanfare of no more than
40 beats is suddenly heard around the target. This fanfare can be as
simple as a single trumpet blast, or as complex as an orchestral
arrangement, depending on the components. The spell then "resets", and
the next time the condition is met, the music will play, resetting to the
duration of the spell.
The condition must be a simple one, and when the condition is met, the
fanfare plays. The condition must be a simple "true or false" condition,
and must deal with the target, such as "passes through door", "falls
down", or "draws weapon". Subjective conditions, such as "when a good
blow has been given", won't work since the spell cannot determine the
relative value.
This spell may be layered, but the conditions must all be different,
reusing a condition dispels the previous casting. Other magic may not be
used as a trigger, so this spell cannot be triggered directly by a spell
(i.e. "hit with fireball" won't work, but "catches fire" will).
The material components are a cylinder made of wax, a needle, and a copy
of the music, in the caster's race' standard musical notation. All are
destroyed in the casting. This copy of the music is the key to the
complexity of the fanfare. Up to 100 instruments may play at once, but
the caster must use a separate sheet for each instrument. The caster
states which instrument plays each part as the spell is cast.
If the sheet music is not available, the caster may hum or whistle the
fanfare when casting, but the fanfare is then limited to one instrument,
which replays the caster's notes.
The more complex the fanfare, the longer the casting time. The base
casting time is 2, plus 1 for each instrument that will sound. Thus, a
single instrument will have a casting time of 3, while a full 100 piece
arrangement will require 102 (about 10 rounds).
If the target is unwilling, then they may attempt a savings throw. If the
throw is successful, the fanfare sounds once around the wizard, and the
magic dissipates. Once cast, the sound will definitely be heard by those
within hearing range.
Range: 20 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One gallon per level
Saving Throw: None
Author: Johnny Lydon <jensenjp@clutx.clarkson.edu>
Range: 120 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: Tim Prestero <ez003387@george.ucdavis.edu>
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Object or person touched
Saving Throw: Special
Author: Ahshay
Range: 0
Components: V, S, M
Duration: 6 hours per level
Casting Time: Special
Area of Effect: Creature touched
Saving Throw: Special
Author: Coyd D. Watters <cwatters@magnus.acs.ohio-state.edu>
| D8 Roll | Colour of Beam |
|---|---|
| 1 | red (cold) |
| 2 | orange (heat) |
| 3 | yellow (acid) |
| 4 | green (poison) |
| 5 | blue (electrical) |
| 6 | indigo (holy water) |
| 7 | violet (force) |
| 8 | multi-hued beam - roll twice, ignoring eights |
The beam does a base of 2d6, plus an additional hit point of damage for each level of the wizard (eg., a 7th-level wizard would inflict 2d6+7 points of damage). Any creature resistant to the attack form indicated by the colour of the beam takes no damage, while a creature vulnerable to the specific attack form (such as heat versus a yeti) will suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected. Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if that object is transparent. Any creature suffering damage from the spell must make item saving throws if appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 gp.
Alpha's Spark Shower (Evocation)
The wizard extends his arms and speaks the spell, and a sheet of sizzling
purple sparks shoots forth from the wizard's hands. These sparks cause
1d4 points of electrical damage per three levels of the wizard, rounded
up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or
wearing partially metal armour (ring, scale, chain) save at -2 and suffer
+1 point of damage per die. Those wearing full metal armour (splint,
banded, plate, etc.) save at -4 and suffer double damage. The material
component is a bit of fur, glass, and copper.
Alpha's Star Gaze (Evocation)
This spell causes a blazing white sheet of light to issue from the
wizard's eyes. This sheet will envelop a number of creatures based on the
wizard's level. Those who fail a saving throw versus petrification will
be blinded for a full turn. Those who do save are merely dazzled (-2
to-hit bonus and +2 to Armour Class) for 1 round, having looked away just
in time. Dark dependent creatures such as drow and grey dwarves save at
-4, and the duration of its effects are doubled.
Alpha's Starblades (Conjuration)
This spell creates one magical star-shaped bladed weapon for each three
levels of the wizard, up to a maximum of seven. The wizard may then throw
these as weapons, out to the spell's maximum range. They are treated as
slashing weapons with respect to effectiveness versus armour, and the
wizard's to-hit rolls with them are at +3, in addition to any bonus for
high Dexterity. Each starblade that strikes causes 2d4 points of damage,
+2 versus creatures with powers drawing on the negative material plane
or plane of shadow. The material component is a small silver star.
Ambient Light (Alteration)
This spell is in many ways similar to the 1st-level light spell (q.v.).
With an ambient light, while there is a centre for its sphere of effect,
there is no point of light at this centre - the intensity of the light
is consistent throughout the entire globe. The light is even behind
objects or walls, in a closed chest, in fact, everywhere in the area of
effect. Therefore, absolutely no shadows exist. The spell has a number
of interesting effects because of this; for example, if cast in a
hallway, the light would extend through a door or wall into an adjacent
room (or even into secret tunnels below the hall) up to the full area of
effect. Just beyond the 20-yard radius globe, reflected light from the
actual area of effect lights up 5 feet further. This is much dimmer than
the globe, is very shadowy (if there is something to cast one), and fades
off into complete darkness (assuming, of course, the area would be dark
without this spell). One obvious advantage of the spell is to make hiding
in shadows impossible within the area of effect. The material component
of this spell is a live firefly.
Anaemia (Alteration, Necromancy)
By means of this spell a wizard can cause the target creature to lose the
majority of its blood, putting on the borderline of having bled to death.
The creature immediately begins to feel incredibly cold and, if
warm-blooded, lose three points of Dexterity due to shivering and general
lack of energy. If cold-blooded, it will go catatonic as its body
temperature sinks to room temperature (60 degrees F or 16 degrees C or
less); the time this takes should be logically assigned by the DM given
the prevailing conditions (windy, underground, etc.).
In addition, the long term effects are that the target creature will
suffer the loss of one point of Strength and Constitution for up to a
full week after recovery (any Strength 18 score will drop to 17).
Recovery will begin with the commencement of eating high iron, high
protein foods. Recovery itself will take at least a week. Thus the
effects of the blood loss will hang on for at least two weeks.
Other immediate effects will be that all piercing and slashing damage
taken will be at 1.5 times the value, this being due to the fact that
these attacks cause the victim to lose more of what they don't have,
blood.
There is a minor difference between the necromantic and transmuter
versions of this spell. Transmuters require a vampire tooth that they
must touch to the spell's target. This tooth will only work for as many
tries (not necessarily successful castings or attacks) as the level of
the wizard when he acquired the tooth. Necromancers do not need a
material component for this spell. Only necromancer specialists can learn
the necromancer version.
Annoyance (Illusion)
This is a more powerful version of the 1st-level spell minor annoyance
(q.v.), in that it creates the illusion of a bumblebee flying into the
victim's ear. The victim only gets one saving throw; if successful, the
annoyance lasts for only one round. The spell's effects start at the
beginning of the next round, just like minor annoyance.
The material component of this spell is a dead insect. If an actual dead
bumblebee is used, the victim's saving throw is made at -2.
Anti "Anti Magic" Magic Shell (Evocation)
By means of this spell, an invisible shell of magic is created around a
creature or item. The shell is easily detected or dispelled. In fact, it
is there to be dispelled. If an item entreated with this spell is the
recipient of a dispel magic, passes through a dispel magic zone, passes
through an anti magic shell, etc., the anti "anti magic" magic shell is
destroyed immediately. The item inside the shell, in essence, got a free
saving throw. Any further attempts to dispel the item are treated
normally.
The spell will create one shell per 3 levels of casting ability, and up
to 5 shells may be placed on any one item or creature, but only from the
same casting. I.e., Melvin the mage, who is 6th-level and has 2 spells
to cast, can place one shell on each of 4 items, or 2 shells on each of
2 items, but not 4 shells on one item.
A shell placed on a magical creature protects that creature but not its
possessions. In the event of an item or creature with multiple shells
caught inside an anti magic shell, dispel magic zone or similar; each
shell is stripped off at the very beginning of each round. Unwilling
creatures or intelligent items are allowed a saving throw versus spell
to negate the shell. The material component is a down feather inside as
many small silk pouches as the caster can cast shells. A pouch disappears
for each shell destroyed.
Anvil Fall (Alteration)
When this spell is cast, the creatures or objects affected immediately
assume the mass of solid lead. A falling or flying object or creature
affected starts to plummet, and damage taken from falling is doubled,
i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100
feet. Anvil fall affects one or more objects or creatures in a 10-foot
cube, as long as the maximum original weight of the creatures or objects
does not exceed a combined total of 200 pounds plus 200 pounds per level
of the wizard.
A feather fall cast upon a creature or object under the influence of an
anvil fall will only negate the latter, and the creature then receives
only normal falling damage. An additional feather fall would be needed
to achieve the normal effect of that spell, and two such spells could
probably not be cast in time by a single wizard.
Like a feather fall, anvil fall works only upon free-falling, flying, or
propelled objects, and cannot affect a sword blow or a charging creature.
Arcane Bolt (Necromancy)
This spell causes a bolt of magical energy to fly from the hands of the
wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level.
The material component for this spell is a drop of poison.
Azalldam's Fabricated Boat (Conjuration/Summoning)
This spell is similar to Azalldam's fabricated bridge, except that it
shapes a boat from the conjured shadows instead of a bridge. The wizard
may create a boat of 50 square feet per level (up to a maximum of 1000
square feet). The boat will support 100 pounds per level of the wizard;
any additional weight will cause the boat to capsize. The spell will last
1 turn for each level of the wizard, or until the wizard ends it.
Similar to fabricated bridge, the boat may cannot be disbelieved, but may
be dispelled.
The material component for this spell is a small wooden carving of a
boat; this carving is not consumed when the spell is cast.
Bands of Mist (Abjuration)
This spell calls into existence misty rings around a single target of
size M or smaller. These rings exert 640 pounds of force to keep the
target still, including short range movements such as swinging a sword.
Every time the target attempts to do something not requiring moving from
her original position (walking is out) he must make a Dexterity check
(roll under Dexterity on 1d20) in order to have a chance of success. In
order to move from his original position, the target will have a harder
time of it. If his Strength totals higher than 23, he can do it easily.
Otherwise he must make a Strength check against opening magical doors in
order to break out of the bonds. The caster tosses a looped copper wire
at the victim while muttering the appropriate verbal components.
This is a weakened version of hold person, which exerts physical force
to hold the target rather than paralysing her.
Bigby's Groping Fingers (Conjuration)
This spell allows the wizard to "grope" his target. This spell is usually
used by mischievous apprentices in bars and such... Have fun (gee, I
don't know if I'm hitting a copyright problem by using the name Bigby in
here, but it just seems the most appropriate name to use, and for all I
care, if TSR wishes to claim this silly spell as their own, so be it)!
Bigby's Tickling Fingers (Evocation)
When cast, this spell creates a pair of disembodied hands which proceed
to tickle a victim of the wizard's choosing. Each round, the victim must
save versus spell or suffer a -4 penalty to all rolls. If the saving
throw is failed, the victim may cast no spells that round. The wizard may
select a new victim each round. If the wizard's concentration is broken
while the spell is in effect, the spell is terminated.
The hands cannot be physically attacked, only dispel magic type attacks
or breaking the wizard's concentration will destroy the hands. The
material components are a pair of gloves and a feather.
Bleeding Wounds (Necromancy)
This spell causes any existing wounds (as in painful wounds) to start to
bleed badly. Wizards do not need to strike their intended foe. If the
victim fails a saving throw versus death magic, he will suffer 1 point
of damage per round, not including any damage he may take in combat. The
DM may choose to have the blood get in his eyes, make it difficult to
keep a hold on a weapon, or possibly make the ground slippery, if he so
chooses. The material component for this spell is a 10 or more gold
pieces worth diamond.
Blood Burn (Alteration)
By means of a blood burn spell the caster is able to make a creature's
blood boil. Creatures without blood are immune to this effect.
On the first round of the spell, the blood becomes warm and the creature
feels uncomfortable and feverish. During the second through fourth
rounds, the blood increases temperature until it is burning internal
organs. Note this is treated as fire for resistance and regeneration
purposes.
Damage is as follows:
Boiling Globe (Evocation)
This spell forces a 20-foot diameter circular area of water into an
extreme boil. All creatures in the area of effect take 1d4 points of
damage per level of the caster (maximum of 12d4 points). A saving throw
indicates half damage. The water in the globe will drop to a tolerable
level on the next round, and then slowly cool down to normal water
temperature. Creatures not affected by heat or fire are immune to the
effects. Ice will instantly boil under the effects of this spell, as
well. The globe can be created anywhere within range of the caster.
The material component of this spell is a piece of volcanic rock.
Bolt's Background Bustle (Alteration)
This spell is an offshoot of the silence concept. Instead of creating a
specific zone of silence, this spell alters the sounds created within its
area of effect to match the volume and types of sounds already present.
Instead of clashing swords, dying screams and spell recitation, the
sounds of wind, a passing wagon, a barking dog or whatever other ambient
noise appropriate to the location is heard. By not silencing the area
closely around the recipient, spells can be cast and conversations
carried out as long as the people are within each other's zone and both
have the spell cast on them.
The area of effect is one person or person sized object plus the space
within one foot of the target. A person or animal passing within the
spell's zone would hear the noises truly associated with what is
happening. For example, a guard leaning against a door would hear the
efforts of a thief picking the lock on the other side of the door because
the guard is within the thief's area of effect. The material component
of this spell is a small paper cone, held to the ear.
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 2
Area of Effect: 20 feet long, 5 feet at base, 10 feet at end wedge
shape
Saving Throw: 1/2
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 60 yards
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature per 2 levels
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 10 feet + 10 feet per level
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 2
Area of Effect: One creature per 3 levels maximum
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: 20-yard radius globe
Saving Throw: None
Author: Brian Dawson
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched (up to 1 HD per level)
Saving Throw: Negates
Author: Al Singleton <eaay@catcc.bitnet>
Range: 5 feet per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Creature or item touched
Saving Throw: Special
Author: Rapheal Goots <oleary@imagesys.com>
Range: 10 yards per level
Components: V
Duration: 1 round per level
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
Author: Unknown
Range: 60 feet
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Azalldam
Range: 20 feet
Components: V, S, M
Duration: 1 turn
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>
Range: 30 yards
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
Author: Unknown
Range: 1 yard + 1 yard per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Range: 40 yards
Components: V, M
Duration: 4 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: 1/2
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>
The material components for this spell are a drop of blood and a pinch
of sulphur.
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 20-foot radius
Saving Throw: 1/2
Author: Steve Bartell <stevebar@wordperfect.com>
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: Special area around creature touched
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>
| Potency Level | Type | Saving Throw | Special Effects |
| 1 | diluted beers, etc. | +5 | stinging eyes, coughing |
| 2 | ales, white wines | +1 | retching |
| 3 | red wines, cocktails | 0 | disorientation for 1d3 rounds |
| 4 | spirits | -1 | slight drunkenness |
| 5 | liquors | -2 | sickness, mild drunkenness |
| 6 | magical brews | -4 | severe drunkenness, comatose state |
Stinging eyes, coughing has little effect beyond a -3 penalty to missile fire. Retching means that any characters affected are delayed in attacking for half a round. Disorientation indicates the onset of drunkenness, if the character is left alone at the end of the period of drunkenness he will resume previous activities, if attacked, the character may respond in kind, with a -1 to attack rolls. Slight drunkenness means that the character is confused, no dextrous activities allowed, and a -2 to attack rolls. Sickness and mild drunkenness indicates that the character does not want to eat or drink for 1d12 hours, has a -2 to attack rolls, and inflicts -1 damage (with a minimum of 1). Severe drunkenness denotes that the character is totally befuddled, has a -5 to attack rolls, inflicts -3 damage (again, with a minimum of 1), and can barely walk in a straight line.
Note that the effects of drunkenness are different then those in the Net Alcohol Guide. Because the effects are caused by magic, they are based on the Bucca's interpretation of alcohol and what he wanted the spell to accomplish.
Byen's Arrow (Illusion/Phantasm)
Several decades past, Byen, the famed assassin/illusionist of the City
of Yorkad, created this spell so as to be able to execute certain
"assassinations" which would seem completely real but in which the victim
would (hopefully) not be killed. Byen's arrow creates a very powerful
illusion that is modelled exactly after an actual arrow. The wizard must
take a real arrow (the material component of the spell), of fine quality,
and spend one entire round chanting and weaving his hands along the edge
of the arrow. To complete the casting, the wizard must prick his finger
with a splinter of wood and smear it upon the arrowhead. The arrow is
then actually replaced by an illusion, that has full visual, audible,
tactile, thermal, and olfactory components. An attempt to disbelieve can
be made, but the saving throw is made at -2 (or +2 if informed of the
illusion); however, in most circumstances, there will be no reason to
suspect anything is amiss. The wizard can "enchant" up to 1 arrow for
every two levels he possesses, each arrow taking one round of
preparation.
The arrows must be shot in a normal manner (i.e., the wizard must have
someone of a class able to make use make use of a bow to shoot them).
Such a user will in no way suspect that the arrows are illusionary from
just examining them. If these arrows hit a target, the illusion continues
so that the target will bleed illusionary blood, an will feel illusionary
pain. Unless the victim for some reason attempted to disbelieve and this
attempt was successful, the victim will take the full 1d6 points of
damage from the arrow, plus any applicable bonuses for Strength,
specialisation, a magic bow, etc. Only 25% of this damage is actual, but
even after the illusion fades (which happens in 5 rounds + 1 round per
level after being hit) the victim will still suffer from shock and a loss
in confidence and composure. Hit points lost because of these arrows that
were not part of actual damage will be recovered at a rate of 1 HP per
round of rest or 1 HP per turn of mild activity, but not at all for
strenuous activity. Creatures brought below zero hit point because of
this illusionary damage will be unconscious and must make a system shock
survival roll of else die of shock, losing 1 HP per round until reaching
-10, unless they receive aid. Even creatures that can be hit by only by
silver, iron or magical weapons will suffer from all the above effects
unless they have some special resistance to illusions (or have reason to
be suspicious and disbelieve).
Note that Byen's arrow will work on light and heavy quarrels of high
quality as well as on arrows.
Carrion's Foul Stench (Evocation)
This spell in many respects duplicates the effects of the 2nd-level
stinking cloud. Except where noted, this spell duplicates the effects of
stinking cloud.
It has a slightly longer casting time and a duration which is shorter by
one round, but it has the advantage of lacking a verbal component: the
material components are waved in the air and the spell's gestures made,
but otherwise the spell is utterly silent. It produces a thin grey cloud
of vapour which reeks of rotting flesh and the odours of the tomb.
The material component for this spell is a bit of zombie or ghoul flesh
or a small strip of carrion crawler hide. If ghast flesh is substituted,
saving throws versus this spell are at -1.
Range: 0
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round per arrow
Area of Effect: One arrow touched per 2 levels
Saving Throw: None
Author: Brian Dawson
Range: 30 yards
Components: S, M
Duration: 1 round per level above first
Casting Time: 3
Area of Effect: 20-foot cube
Saving Throw: Negates
Author: Garinthrall <alvalent@husc>
| Cause | Notes and Secondary Information |
| Exposure | exposure to cold, fire, heat, or lightning; drowning |
| Falling or hanging | height fallen from |
| Disease or old age | organs affected, parasites involved |
| Magic | applies only to magic missile or necromantic effects |
| Wound | wound inflicted by bludgeoning, piercing, or slashing |
The DM may introduce a chance of failure if the body is greatly decomposed, and he might give false information based on nature of the trauma. A corpse swatted by a dragon's tail, for example, might show the same indications as one which fell from a great height, and a poisoned corpse usually looks like one which died of disease. The prudent wizard always detects poison just to be sure.
| Wizard's Level | Centipedes Summoned |
|---|---|
| 3-4 | huge (.5 HD) |
| 5-8 | giant (1 HD) |
| 9+ | megalo- (4 HD) |
The wizard can always select centipedes from a lower level. Only one type of centipede can be summoned, all remainders are dropped. A maximum of 12 centipedes can be summoned.
Charm of Healing (Illusion/Phantasm)
Charm of healing allows a wizard to convince the recipient of the spell
that they have been cured of some damage. The spell "heals" 1d4 points
of damage plus an additional point for every three levels of the wizard,
this curing is in fact illusionary and only lasts for the duration of the
spell. Note where the recipient of this spell has suffered illusionary
damage then the hit points recovered are permanent (i.e., equivalent to
priestly cure spells).
The material components for this spell are a piece of coral, a bandage
and a few drops of pure spring water.
Chastity (Abjuration)
This spell compels the affected creature to abstain completely from any
and all forms of sexual activity, including looking appreciatively but
with sexual undertones, going to whatever lengths necessary to avoid
anything which might lead to lust. The reverse, promiscuity, compels the
subjects to attempt to engage in their most preferred sexual activities
as much and as quickly as possible. The material component of this spell
is a small silver key.
Cheffield's Major Feast (Alteration)
When this spell is cast into a large pot or onto an appropriate number
of plates it brings into being enough food to feed four per level of the
wizard for one meal. The food is nourishing and filling, the drink is
cool and refreshing. The food may not taste the best in the world but it
certainly fills the cracks. It also makes, when chilled and rewarmed,
exceptional leftovers.
This spell requires a handful of rice which is cooked over a low boil
while the wizard mutters "cooks in just 5 minutes".
The spell was created by a wizard whose abilities as a chef far surpassed
those of his spell casting. He is known far and wide as a chef of great
skill.
Circle of Power (Evocation)
This powerful spell allows a group of wizards to work in conjunction to
create a special area of effect (the circle) into which one wizard (or
possibly two) may enter and have their working level of experience
increased. A minimum of four wizards is required to initiate the spell,
and the spell must be cast by the wizards of the circle, not read or used
from any device.
First, the wizards form a circle and begin casting the spell. The spells
from each wizard must then synchronise into a rhythmic chanting effect.
This means that it will take as many rounds as the highest-level member
of the circle to make the circle synchronise and become operative. From
that point on, a wizard may enter the circle and have his working level
of experience increased by the total combined levels of the circle
wizards minus one level for each member of the circle. Once entered, the
central wizard may rest and study as a higher level wizard, but may not
use new spell levels, just the higher memorisation capabilities, spell
range, duration increases, etc. If the total number of levels bestowed
reaches 20, another wizard may step into the circle and divide the
increased level benefits between himself and the first wizard with all
odd remaining levels becoming useless and therefore ignored.
Any members of the circle who are injured immediately fall away from the
circle's synchronisation and the central wizard(s) lose(s) the benefits
of that member's levels one turn later. New wizards may join into the
circle at any time (taking an equal number of rounds as their experience
level to synchronise with the circle), though, and since the effects of
being in a circle will not wear off for one full turn other circles may
be formed which the wizard may enter to retain his current working level
(or increase of decrease it according to the levels of the new circle).
Members of the circle may chant (from the synchronisation point) for a
period of turns equal to the combination of their Intelligence and
Constitution scores divided by two and then added to their current
experience level. The circle members (but not the central wizards) gain
a magic resistance to any attacks against the circle which would silence
the spell equal to the total experience levels of the circle members.
The source of this spell is the Telnorne Mageocrat.
Claws (Alteration)
When cast, this spell causes a vicious set of serrated claws to grow on
the hands of the recipient. The recipient must be willing, and a being
not already possessing claws. These claws vanish in one round per level
of the wizard. They double the number of attacks normally afforded, and
damage is 1d6 plus any Strength bonuses.
The recipient can use no other weapons, nor cast spells with somatic
components. The material component is the claw of a griffin.
Cloud Walk (Alteration)
This spell allows the recipient to walk on any form of fog, cloud, or
smoke as if it were solid. The recipient may move at normal movement
rate, plus the movement rate of the smoke (thus a rising column of smoke
from a fire might carry the recipient up at 12 movement rate). The smoke
must be reasonably thick, reducing visibility significantly. This spell
will not allow walking on fine mist. The material component is a hair
from a nightmare.
Coin Toss (Alteration)
Coin Toss gives an electrical charge to a single metallic coin, which is
then thrown at the target. The casting of the spell appears to be rather
innocuous, but a bit theatrical (i.e., taking approximately 10 seconds
to take a coin out of a purse). Only a wizard who has this spell, someone
actively using the spellcraft proficiency, or someone who has fallen
victim to this spell before will recognize that coin toss is being cast.
Upon completing the spell, the wizard throws the coin at the intended
victim, requiring an attack roll. Treat metal armour as AC 10, but allow
for any magical or Dexterity bonuses. If the victim is actively trying
to catch the coin, consider it an automatic hit ("Take my last gold
piece, thief!"). If the attack is successful, the victim takes 1 point
of damage per wizard level (up to a maximum of 16 HP). If the coin is
gold or another good conductor, add 1 to the damage roll. If the victim
is wearing metal armour, add 1d4 to the damage roll.
The material component is the coin being throw, which is consumed in the
casting.
Conjure Drink II (Conjuration/Summoning)
This spell conjures beer or wine, the quantity being determined by the
quality desired by the caster. If beer or ale is to be conjured, one keg
per 5 levels appears. If wine is to be conjured, one mug per 5 levels
appears. The components are only the desire to have the desired drink in
the container in hand and a snap of the fingers of the other hand.
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown
Reversible
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: Four people fed per level
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Range: Special
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: William T. South <tsouth@netcom.com>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown
Range: 30 feet
Components: S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One metal coin (preferably gold)
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>
Range: 10 feet
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
| Class | Constitution Gain |
| Priest | 1d6 points |
| Rogue | 1d4 points |
| Warrior | 1d8 points |
| Wizard | 1d6 points |
The spell cannot confer a Constitution of 19 or more, nor is it cumulative with other magic that adds to Constitution. All hit points gained are illusory hit points that disappear when the spell ends. Damage is taken from these illosory hit points first, and this damage is not transferred to the normal hit point total when the spell ends. Beings without Constitution scores gain one such extra hit point for each Hit Die.
The material component of this spell is a few hairs, or a pinch of dung from an animal known for its stanima.
| Wizard's Level | Degree of Drunkenness |
| 3-5 | Slight |
| 6-9 | Moderate |
| 10+ | Great |
Gaze reflection or a mirror may be able to make the spell backfire on the caster. In this case, the degree of mystical drunkenness is one less than normal. For example, if the 10th-level wizard Farsharn has the spell reflected upon himself by Rath's nimble application of a mirror, then Farsharn won't be greatly drunk, but only moderately so. If this would reduce it below slight, then do not reduce it; it always has at least slight effects. To rid oneself of these effects, a successful dispel magic or remove curse is enough.
The material component is a handful of hops and a chip of glass.
Continual Sparks (Alteration)
A modified form of the continual light spell, continual sparks causes an
object or area not greater than a few square inches to continuously emit
electrical sparks. These do no damage, but are a tremendous source of
ignition around flammable substances.
A variant of the spell causes a spark to strike anything coming within
1 inch of the area affected. A small metal ball with both continual
sparks and continual light cast upon it is a highly effective device for
eliminating bothersome insects.
Create Alcohol (Alteration, Conjuration)
This spell alters the taste of and creates alcohol in any liquid. The
caster chooses the flavour of the alcohol to be created. With this spell,
the wizard also chooses the alcohol content of the liquid (equal to beer,
ale, wine, mead, or liquor). There is always a 100% - 10% per level
chance of the spell screwing up. In this case, the DM chooses the taste.
Since create alcohol really creates the drinks, at least partially, the
transformed liquid will appear somewhat the same as the original.
Changing beer to wine looks more like wine, but it may still be a little
bit frothy.
The reverse of this spell, destroy alcohol, removes or lowers the
quantity of alcohol and its taste in the drink.
Create Dressing Room (Conjuration/Summoning)
This spell creates the interior furnishings of a small dressing room. It
cannot be used to create drinkable or consumable material unless it is
used for the exact purpose it is intended for. Water or other material
vanishes instantly if it is not used for the required purposes (tidying
oneself up). This spell creates only the interior of the room; it doesn't
normally create the walls, floors, or ceilings.
If cast for women, it contains a mirror, a wardrobe, a small cushioned
stool, a tooth brush, tooth paste (take your favourite bland), powder,
lipstick, rouge, perfume of the desired type, soap, body lotion, oil,
nail polish, a set of nail files and scissors, combs, brushes, wads of
cotton, small towels, a small bowl of water (warm or cold as desired),
cloths stands, a moveable Spanish wall, and some other small necessities
normally used in a dressing room.
If cast for men, it contains a mirror, a shaving mirror, a large bowl of
warm water, a small bowl of water (warm or cold), a shaving razor,
shaving cream, small towels, a brush, skin relaxant, eau de toilette,
deodorant, a comb, a hair brush, a tooth brush, tooth paste (pick your
favourite bland), a finger nail cleaner, a nail clipper, and some other
small necessities normally used in a dressing room.
The room stays only for 5 rounds per level while the effects of having
groomed oneself (or someone else) with the kit from this room last for
one hour per caster level (even in the worst weather or after the most
horrible mud fight, one always comes out looking as one did after
grooming in this dressing room). This effect does not offer any
protection from any harm at all. The items cannot be used to harm anyone
(not even the wielder). Thus, it would be impossible to cut oneself with
the razor, the scissors or clip off someone's ear lobe with the nail
clipper. If tried the item causes no damage at all (not even reducing
stoneskins nor causing a caster to falter). The items cannot be sold: if
tried, they vanish in a puff of smoke immediately. They can only be used
for what they are intended (you could use them on your pets if you truly
want to - DM's decision). They cannot be used for combat reasons: an
archer could not hide behind the Spanish wall for soft cover, the wall
would vanish instantly.
The material component is either a tiny bottle of perfume for the
"female", or a tiny razor for the "male" version (costing no less than
50 gp each). They can be used during the casting time (causing a casting
time of 1 turn) or during the preparation, causing this time to increase
to 45 minutes instead of 30 minutes. If used during preparation, the
spell can later be brought up with a snap of the caster's fingers and
nothing more.
Cyril's Attempted Surge Mastery (Invocation/Evocation)
This spell allows the wild wizard to call forth a burst of energy which
automatically results in a wild surge. However, the wizard has a chance
of controlling the surge to a limited degree. After the spell is cast,
roll on the wild surge table. The wild surge will happen, but the wizard
has a 33% chance of controlling some part of the spell. First, determine
what the wild surge will be. The player (or the DM) then rolls 1d6. On
a roll of 1-4, the wild surge results as per the description of the
surge. On a roll of 5-6, the wizard may control one part of the wild
surge's effects. He may change the centring of the spell, the duration,
the damage, etc. Exactly what can be controlled is left up to the DM
(have fun with this). For example, if the wild surge resulted in a
fireball centred on the caster, and the attempt to control the surge was
successful, the wizard could move the centring of the fireball, he could
decrease the damage, or cause it to be a delayed blast (again, this is
up to the DM). If the wild surge is not detrimental to the caster, he may
still attempt to alter the effects. He could move the flowers pouring
from his mouth to pour from the mouth of someone else. An aside for the
DM: have fun with this, but watch out. You'd be amazed how much a player
can do with a single wild surge when he can control it a bit.
Cyril's Surge Mastery (Invocation/Evocation, Wild Magic)
This spell is similar to the 1st-level Nahal's reckless dweomer, in that
it releases the power of a wild surge, in the attempt to create a useful
effect. Unlike Nahal's reckless dweomer however, this spell does not
allow the caster to name an "attempted" spell. To balance this drawback,
the caster has a 33% chance of controlling some aspect of the surge
created. Since no spell is named as "attempted", there is no other effect
than the surge.
When this spell is cast, the caster should name a target. The DM then
rolls up a surge, adding the caster's level as a modifier, and rolls 1d6.
If the die rolled is 3-6, the surge proceeds as rolled. However, if a 1
or a 2 is rolled, the DM should announce the surge to the caster, and
give the caster an opportunity to control some aspect of the surge.
For example, if the surge "a fireball explodes, centred on the caster"
is rolled, the caster could choose to exercise control by saying "the
damage from the fireball is the minimum possible". Another example would
be to set the duration of the surge "the target is slowed" to the maximum
possible. Aspects that can be controlled include damage, duration, area
of effect, range, and a +2 or -2 modifier to saving throw. Aspects that
are given in random ranges (such as "2d6" or "1d6 + 1 round per level")
can be altered to at best the maximum or minimum of the possible range.
Aspects that are given in absolute numbers can be halved or doubled.
If the surge rolled states that the "attempted" spell succeeds in some
way, the DM should re-roll the surge, as there is no attempted spell with
Cyril's surge mastery.
Dallonous' Memorise Surge Actions (Alteration, Wild Magic)
If a wild mage casts a spell resulting in a wild surge during the
duration of this spell he is given a 10% chance per level up to 90%
change to memorise the actions that resulted in the wild surge. Once a
wild surge effect is memorized the wild mage can them try to recreate the
surge through the use of any reckless dweomer. Since the wizard is
attempting to recreate a wild surge with the dweomer, he gets two rolls
on the wild surge table with the addition of the wild mage's levels to
the rolled surge. If neither surge rolled is an accomplishment of the
spell it is the DM's discretion on which surge occurs.
The material component of the spell is a sheet of paper and one vile of
ink.
Dancing Fire Light (Alteration, Evocation)
This spell - except as noted - is the same as dancing lights (from the
Player's Handbook). The lights are orange-like in colour and give off
heat. If the wizard concentrates on the balls, he can have them attack
doing 1d3 points of damage per ball (4 balls maximum). All the balls must
attack the same target in any given round. Optionally, the wizard can
form a mass that looks like a fire elemental and can attack once per
round doing 3d3 points of damage. The heat can set fire to flammables.
The material components needed are a piece of flint and either a bit of
phosphorus or witchwood.
Dardan's Dryness (Evocation)
This spell keeps one to several cubic feet of material (organic or
inorganic) impervious to water and related liquids. The spell forms a
minute film of air around the desired object that slowly denatures and
collapses allowing water to seep in as the spell ends. This spell is
useful in protecting valuable items like spellbooks and bows from liquids
that could ruin them.
This spell also reduces the amount of damage a character sustains from
water elementals and water-based attacks.
The film of air surrounding the character acts as a buffer protecting
them from the full impact of the creature's blows. A character protected
with Dardan's dryness receives a +1 on all saving throws (per 5 levels
of the caster) from such attacks for the duration of the spell.
The material component of this spell is a beetle's carapace.
Darklight's Bending Bolt (Alteration, Metamagic)
This Metamagic spell can be used in conjunction with any one bolt- or
ray-class spell of less than seventh level, such as lightning bolt. It
allows the wizard to specify "pivot points" at which the beam will change
direction. Up to 1 pivot per 5 levels of the caster can be specified, and
at each pivot, the bolt or ray can be made to alter its path up to 120
degrees. The casting time of the secondary spell is included in the
"middle" of the bend bolt spell, so use the casting time of the affected
spell plus 2 for the two halves of this Metamagic spell. It is possible
to deceive targets as to the bolt's intended direction in this way, and
many other such tricks are possible. Up to a -3 penalty can be inflicted
on a deceived target's saving throw. It is also possible to hit multiple
targets in this fashion. DM's option: it is entirely valid to require
some sort of ability check to see how well the caster aims the beam's
turning. Not every wizard is an automatic pool shark.
Darklight's Fishing Rod (Conjuration, Evocation)
This amusing spell calls into being a 4-foot long, faintly glowing rod
of force, with a slim strand of energy hanging off the thin end. On the
handle end is a crank-type apparatus, also constructed of this glowing
energy. Typically, the line is cast into waters where one suspects
interesting or valuable objects might be found. The caster then patiently
waits for a "bite". Every turn spent fishing gives the caster a number
of "bites" equal to one-third his level (or two, whichever is higher);
roll 1d10 for each bite. If a "7" comes up, it is something along the
vague lines of what the caster was seeking, based on what the DM decides
is actually underwater. Note that the line does not have to be
particularly near the object (thus the conjuration element), and that the
line can lift objects as if it had an 18/00 Strength, regardless of the
wizard's prowess. In especially treasure-thick water, there may be
bonuses to the roll, left to the discretion of the DM. Objects sought for
must actually exist and lie within a few thousand feet of the casting
site. An alternate use of the Rod is for actual fishing, with chances as
if the wizard possessed the fishing proficiency, with an additional 25%
bonus if he actually does. No bait is needed for this use of the spell.
Darklight's Gossiping Pen (Divination, Enchantment)
To use this spell, the wizard needs an ordinary quill pen and a piece of
new parchment. When the spell is cast, the pen will rise up and hover for
a few seconds, then begin writing in a compact, neat script. No actual
ink is needed, as the marks are magically inscribed. The script repeats
one local rumour (usually one which the caster has not heard, there is
a 1-in-10 chance the caster has actually heard the tale). The pen relates
one rumour for every two levels the caster possesses. The rumours are
ones that are actually told locally, either openly or not-so-openly, and
their veracity is not at all guaranteed. The pen will not respond to
detect lies or such, as it is merely relating ambient bits of story, not
solid facts. The rumours usually only consist of a couple of sentences,
but these tell the main points of the story. The material component is
the quill pen used.
Darkray's Enhanced Daggers (Alteration, Evocation)
With this spell the caster can turn ordinary daggers or knives or dirks
into energy bolts. Each of them can then be thrown, to inflict 1d6 HP,
plus one hit point per two levels. If not proficient in the dagger, he
suffers the appropriate penalty. Strength bonuses do not apply to the
damage roll but do apply in the attack roll. The substance of the weapon
is consumed by the spell the round after the throw, regardless of
success. The caster can turn into bolts a number of daggers equal to his
level, up to ten. The casting time of the spell is three plus 1 for each
dagger. The weapons can be made from wood, bone, obsidian or steel and
after the casting are considered magical (no plusses) to determine what
they can hit.
The caster touches all the weapons, one after the other. Thereafter, if
they are thrown at a target, they are transformed into white energy
balls. The weapons can be thrown by the caster or any who can put a hand
on them, for a period of time equal to the caster's level in rounds.
After this time, the weapons melt with a sudden emission of heat.
The casting of permanency or similar magics on the weapons, just after
this spell, stabilizes the magic until they are thrown. Permanency can
affect the whole result of an enhanced daggers spell.
The material components of the spell are the weapons themselves, which
are consumed at the end of the spell's duration or when thrown.
Darksight (Alteration)
This spell allows the creature touched to see clearly in any form of
darkness, magical or not. It does not allow detection of invisible, out
of phase, ethereal or astral creatures, nor does it compensate for any
blindness due to natural or magical causes.
Death Mask (Necromancy)
When this spell is cast, the caster's face momentarily bloats and rots.
This putrid visage is not an illusion. Those within the area can smell
the rotting flesh and hear the squirming grubs crawling from various
orifices. Just as quickly as the face rotted, it repairs itself, grubs
falling to the ground and skin growing back. Victims must be in front of
the caster in order to be affected.
This ephemeral spectacle is so horrifying that those seeing it must save
or stand in shock for 1d3+1 rounds. Non-intelligent creatures those
unable to see, undead, and opponents with more Hit Dice than the caster
are immune.
The material component is a live caterpillar.
Death Star (Necromancy)
This spell creates a pulsating ball of light floating 5 feet off the
ground that slowly drains the life from all within 10 feet. Those in the
area of effect take 1d4 dam a round. The star will drain life from
anything within its area of effect including plants, animals, even the
spellcaster. This spell cannot damage creatures without life such as
undead and automatons.
The star cannot be damaged. It will only leave if dismissed by the caster
or dispelled. Note it does not move.
The material components are a drop of swamp water and a pinch of dirt
form a fresh grave.
Death's Dark Grasp (Conjuration/Summoning, Necromancy)
This spell is a variant of Maximillian's earthen grasp from the Tome of
Magic. Except where noted, this spell duplicates the effects of
Maximillian's earthen grasp.
When this spell is cast, rather than producing an earthen hand, this
spell causes many undead arms to spring from the ground underneath the
target's feet. If the target's saving throw is successful, then the arms
sink into the earth and the spell progresses as per the spell
description. If the target fails his saving throw, undead forms
resembling zombies burst up from the ground, lashing out at the target
to grasp and hold him with unyielding strength.
The Armour Class of the arms or creatures is 6 (as opposed to the AC 5
in Maximillian's earthen grasp). The hit points of the undead forms
created are equal to twice the wizard's normal hit points up to a maximum
of 40 HP. The undead forms created are unturnable, and at the end of the
spell's duration will sink down into the earth from whence they came.
If this spell is cast in a graveyard, the soil of the graveyard will be
more likely to produce the undead forms in a quick, unexpected manner.
Thus, saving throws against this spell would be at -1 and the chance that
the undead hands or forms reappear under the target's feet after a
successful saving throw is 10% per level of the wizard rather than 5% per
level which is the usual chance for this occurrence if cast in other
environments.
Decastave (Evocation)
By means of a piece of wood and the gestures and phrases of casting, a
magic-user can create a temporary "ten-foot pole" of force with this
spell. The material component is instantly consumed, and from the
caster's forefinger a two-inch radius, ten-foot long, faintly glowing
beam of force springs into being. It moves as the finger is pointed, and
lasts as long as the caster wills (or until the spell expires, whichever
occurs first),or until the spellcaster casts another spell. The pole
cannot be cut - any metal which passes through it will cause it to
harmlessly wink out of existence - or bent, but will support any weight.
It also cannot be shortened; if it strikes an obstacle, the caster must
move it, or the obstacle, or will it out of existence, to proceed. It
cannot be removed from the end of the caster's finger, although the
caster (and other creatures) can grasp it.
The staff can be used as a weapon, for 1d6 damage, by sweeping it from
side to side, or jabbing it forwards, by movements of the caster's
guiding finger. Normal to-hit rolls apply; it is considered a magical
weapon with no plusses. Note that no shock or blow felt by the magical
staff is felt by the finger. A creature grasping the staff must exert a
total of 18 Strength to hamper its movements. Once only, if the caster
wishes, a decastave can be used to rob a target of 1d4 HP and transfer
them to the wielder of the staff. The target must be touched by the end
of the staff (to-hit roll required) and the caster must will the staff
to drain energy. It will vanish in a pulse of force, draining 1d4 HP (no
saving throw) and transferring them instantly to the caster. If the
caster is uninjured, excess hit points are lost after 1 turn. Any damage
incurred by the caster during that time is first taken from these phantom
hit points; if the caster is at less than full hit points at the end of
the turn and phantom hit points remain, all remaining points are absorbed
at that time as healing, any excess being lost. The excess hit points can
never be transferred to any other creature. Such phantom hit points do
not confer any higher-level or hit-dice saving throw bonuses on the
caster.
Detect Chaos (Divination)
This spell is similar in all respects to the 2nd-level wizard spell
detect evil (q.v.), except that the wizard is detecting for chaos (or
law, if the reverse, detect law, is being cast).
Detect Component (Divination)
This spell enables the spellcaster to recognize useful components for
spells, spell research, and creation of magical items, potions and
scrolls. These components may be natural ingredients for spells, parts
of monsters useful for potions or other magical items, and so forth. If
the spellcaster is able to cast the spell the components are necessary
for, or has created the magical items that incorporate the components,
or has similar specific information of what the components are used for,
then the exact part needed will be illuminated and the spellcaster will
recall the exact purpose of the component and proper methods needed to
preserve and prepare it. Otherwise, vague feelings will be given about
what parts are generally useful and whether a certain method of
transporting them is bad or good. A sage or some other such person will
have to be consulted for more specific knowledge.
Detect Magic II (Divination)
This spell is just like detect magic except that it is more sensitive,
has a longer area of effect (60 yards for detect magic), and that the
wizard is able to determine accurately what kind of magic (alteration,
divination, conjuration, etc.) is in effect if the magic is within 60
yards + 10 yards per level. This spell will not blind, hurt, etc.,
anyone. If in an area of extreme magic, the wizard will simply know that
stronger magic is in effect.
Detect Phase (Divination)
When this spell is cast, the wizard can see and perceive any creature
that is out of or in a different phase than that of the wizard. This
means that the wizard will see clearly such creatures with special
defenses as displacement, blinking, duo-dimension, astralness or
etherealness, and those who can shift out of phase, such as a phase
spider. Furthermore, if the wizard has means to attack such creatures,
he will suffer none of the ill effects that normally occur when trying
to attack (i.e., the wizard would know the exact location of a displacer
beast, or where the phase spider is etc.). The information cannot be
communicated to his fellows by words.
The material component of this spell requires a lens of calcite crystal
which must be viewed through for the spell to have effect. It does not
disappear at the end of the spell. Some wizards have made spectacles of
calcite crystal so they would have there hands free to do other things
after casting the spell.
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: One small object or area
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Reversible
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 2
Area of Effect: One pint per level
Saving Throw: None
Author: Philippe Goujard <ppg@oasis.icl.co.uk>
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 5 square feet per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: Special
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: Craig Allen Campbell <craigc@csd4.csd.uwm.edu>
Range: Special
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Craig Allen Campbell <craigc@csd4.csd.uwm.edu>
Range: 0
Components: V, S, M
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Mark Layne <layne@saucer.cc.umr.edu>
Range: 60 yards + 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 30 yards
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 2
Area of Effect: One cubic foot + 1 cubic foot per 3 levels
Saving Throw: None
Author: Craig Singsank <singsank@oshkoshw.bitnet>
Range: Special
Components: V, S
Duration: Instantaneous
Casting Time: 2 (but see below)
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
Author: Nathan Sugioka <nsugioka@cs.indiana.edu>
Range: 0
Components: S, M
Duration: 1 round
Casting Time: 2
Area of Effect: 30-foot cube
Saving Throw: Negates
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>
Range: 60 yards
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
Author: Garinthrall <alvalent@husc>
Range: 0
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Perry Horner <aopch@acvax.inre.asu.edu>
Reversible
Range: 60 yards
Components: V, S
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: 10-yard wide path
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 1-yard radius sphere
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Range: 0
Components: V, S
Duration: 3 rounds per level
Casting Time: 2
Area of Effect: 60-yard + 20-yard per level long path, 20 yards wide
Saving Throw: None
Author: Unknown
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Scott Neilly
| Class | Constitution Gain |
| Priest | 1d4 points |
| Rogue | 1d8 points |
| Warrior | 1d6 points |
| Wizard | 1d6 points |
The spell cannot confer a Dexterity of 19 or more, nor is it cumulative with other magic that adds to Dexterity. Beings without Dexterity scores receive a +1 bonus to Armour Class and to missile attack rolls.
The material of this spell is a few hairs, or a pinch of dung from a particularly agile or quick animal.
Disease (Illusion/Phantasm)
Similar to spells such as blindness and deafness, a disease spell will
cause its target to believe that he has contracted a real (natural)
disease. Even though the spell affects the mind, the victim believes so
strongly in the disease that boils, pains and any other symptoms normally
associated with the affliction will be imagined, putting the individual's
health under considerable stress.
If the target has recently been in a situation where contracting a
disease is quite likely (such as living in filthy surroundings, falling
into sewage or garbage heaps, attacks from giant rats or otyughs, etc.),
a saving throw is made at a penalty of -4; on the other hand, if a
character has recently had a cure disease cast upon himself, is immune
to normal diseases, or has some other strong reason to believe that he
could not possibly have contracted a disease, then a saving throw at +4
or higher (probably +8 if normally immune) is allowed.
Once the spell takes effect, it is permanent until the victim receives
a dispel illusion. The disease is determined randomly from the table in
the Dungeon Master's Guide (q.v.), with the full effects described
affecting the target.
Dispel Silence (Abjuration)
When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect within
the area of effect for the duration of the spell.
The casting of this spell requires a small silver bell, chime, or gong,
which must be struck twice, at the end of the casting. The device must
be worth at least 50 gp, and is consumed in the casting.
Disposal (Alteration, Evocation)
The casting of this spell evokes a hole, 12-inch in diameter, in the
wizard's hand. The hole may be placed on any surface; anything
subsequently dropped into it (an item must be smaller than the hole's
diameter; since this is neither an extra-dimensional space nor a sphere
of annihilation, items larger than that are not "sucked" into it)
vanishes and is teleported to the bottom of the nearest sewage system
(moat, sewer, large body of water, etc.). It is especially effective for
disposing of garbage, kitchen waste, body wastes, etc., and may be used
in the garderobe of an area otherwise devoid of plumbing. Magical and
living items (of at least animal Intelligence; normal insects and
non-sentient plant life are therefore not considered "living" for this
purpose) receive a saving throw to resist the teleportation (there was
no plumbing in Kestrel's tower, hence this spell saves on traipsing up
and down all those stairs with a chamberpot).
Dive (Alteration, Evocation)
This spell forces the recipient to sink to the bottom of a body of water
at the rate of 20 yards per round unless they make a saving throw versus
spell. No amount of swimming or struggling will stop the victims descent.
However, a rope or other secured object that can hold the weight of the
victim will stop the sinking.
The spell recipient will sink for a number of rounds equal to the
caster's spell level. If they touchdown at the bottom of the water before
the spell duration expires, they will simply be unable to leave the
ground until the spell wears off. When this spell is cast in the
elemental plane of water, the victim will sink in whatever direction
their feet were facing at the time of casting. This spell will also
affect those that are swimming on the surface of a body of water.
The reverse of this spell, surface, will force the recipient to float to
the surface of the water for the duration of the spell.
The material component of this spell is a small ball of lead.
Dream Control (Enchantment/Charm, Phantasm)
This spell causes the victim to have dreams exactly as the wizard lays
them out. Nightmares, messages, fantasies are all possible actions in the
dreams. These dreams will seem real. If the person finds out about the
source of the dreams it is likely that he will not take kindly to them.
The chance of success is 5% per level of the wizard minus 10% per level
of victim (less 5% per degree of extremeness of the dreams as determined
by the DM). This spell can deprive the victim of a good night's sleep
with the same chance of success, thus preventing him from regaining
spells overnight. The victim must have been touched at some time by the
wizard to use this spell. If the spell is negated, the wizard cannot try
to control the dreams of the same victim again until he has gained a
level. The material component for this spell is an ornamental cushion,
arduously decorated, of at least 20 gp value.
Dreamoore's Explosive Missile (Alteration/Evocation)
This spell actually has two variations. The first produces a special dart
which the wizard hurls toward its target. The dart has a +3 to-hit bonus
at 10 feet or less, +2 at 20 feet, and +1 at 30 feet. A successful hit
does 1d4+2 points of damage + 1 HP per wizard's level. The second version
enchants an ordinary arrow or quarrel, making it magical for hitting
purposes, and delivering double normal damage + 1 HP per wizard's level.
Both versions also have a residual blast radius, inflicting 2d4 points
of damage, or 1d4 on a saving throw versus death magic. Any item struck
directly by an explosive missile must save versus crushing blow to avoid
damage. The material components are sulphur, diamond dust, and the
appropriate missile being enchanted. The first version requires a 10 gp
silver dart as its missile. The explosive missile must be used within
three rounds of creation, otherwise it detonates and does damage to those
immediately around it.
Dreamoore's War Disk (Evocation)
The war disk is a small, hand-hurled missile which the wizard throws
toward its target. Its to-hit bonus is +3 at less than 20 yards, +2 from
20 yards to 40 yards, and +1 from 40 yards to 60 yards. The wizard must
declare which version he is casting prior to the throw. The first type
hits only once for 1d4 points of damage + 1 HP per level of the wizard.
The second may be thrown once per round for 1d4+1 points of damage per
successful hit and automatically returns at the end of the round. Its
duration is one round per level.
Duck! (Enchantment/Charm)
By this spell, the wizard helps the defence out on himself or another
creature. If the wizard sees an attack coming, the wizard can cause the
creature to be suddenly moved out of the way so as to cause the attack
to miss. This will only work against body (claws, bite, etc.) or
hand-held weapons. The creature that has been moved must then take 30
seconds readjusting his position before it can attack again.
The wizard must prepare for this spell, and must declare at the end of
the previous round that he is casting this spell. The wizard then waits
until the monster attacks, and throws the spell. Creatures that have
never had this done to them before must make a saving throw versus
petrification or be stunned for 2 rounds.
Dumbness (Illusion/Phantasm)
This spell causes the recipient creature to become completely dumb,
believing that he is unable to speak by means of voice in any way (cf.
blindness, deafness). This effect can only be removed by dispel illusion,
or by the will of the wizard, and is permanent until such time. The
victim does get a saving throw versus spell to avoid the effect. Note:
this spell could be very effective against creatures such as
androsphinxes, dragonnes and harpies.
Dust Warriors (Conjuration/Summoning, Necromancy)
The material component for this spell is a full set of teeth from a
man-sized or larger carnivore which must be cast on an area of earth,
rock, raw stone, sand or gravel as the spell is cast. The spell generates
1 skeleton + 1 per 2 levels which rise from the area. They will fight for
the wizard until they are turned or destroyed, the wizard is slain,
rendered unconscious or moves out of spell range of the group, or the
magic is dispelled. They last only while there is someone to attack
(including each other, if necessary) - any round in which there are no
targets available the skeletons will fade back into dust.
If dragon's teeth are used as the material component, each skeleton will
have bonus hit points equal to the age category of the dragon (count 4 HP
= 1 HD for turning and attack purposes). Furthermore, they will be immune
to the attack type of the dragon's breath weapon.
Elemental Burst [2] (Alteration)
This spell causes wood or stone to burst violently, fire to flare, or
small volumes of water or air to become turbulent, possibly knocking
people and objects over within a radius of twenty feet. Wood and stone
will do 1d8 and 1d10 points of damage respectively to victims within ten
feet of the burst. Fire will do 1d6 points of damage to victims within
ten feet of the fire and 2d6 to those within three feet. When the fire
version is used, there is a 50% chance of flammable objects within 10
feet of catching fire. The material component of this spell is a bit of
sulphur.
Euclarke's Cantankerous Clothing (Enchantment)
By use of this spell, the caster causes the target creature's clothing
to animate and inhibit the creature's actions. Any clothing worn by the
character will swirl, untuck, unbutton, unclasp, twist, fold, chafe or
any other action that could disrupt the character's activity. A saving
throw versus death magic negates the spell.
In game terms, the target creature is at a -2 penalty on attack, defense,
saving throws and initiative. Spellcasting is not ruined by this spell,
but all casting gets an initiative modifier of 2, since the caster must
slow down to avoid mistakes. Note that the target creature must be
wearing some form of clothing for the spell to be effective. The spell
lasts for one level for every two levels of the wizard casting the spell,
up to a maximum duration of 10 rounds (1 turn). The material component
for Euclarke's cantankerous clothing is a small square of cloth, which
must be twisted, stretched and pulled during the casting of the spell.
Expose Magic (Divination)
This spell will inform the wizard of all the details of a single spell
cast within one round per level - including the destination of a
teleport, the target of a charm, the name of a spell without obvious
effect, etc. The spell does not invalidate illusion magic - the spell
will return an answer consistent with the illusion (i.e., a fireball was
cast rather than a spectral force), unless the wizard had already
disbelieved successfully.
Exterminate II (Abjuration)
Exterminate II negates call insect, protects one person against insect
plague, and gives +6 on saving throws versus summon insects. Dispel magic
requires a wizard of twice the wizard's level. Magic resistance applies
only to the creature touched. To negate this spell, both victim and
insects have to make their saving throws. The material component of this
spell is a bit of fly-paper.
Fellstar's Flamehand (Invocation/Evocation)
When cast, this spell causes the wizard's hands to glow with a soft red
light; if the wizard scores a hit in combat, his hand will discharge a
sheet of flames that will engulf the target. The victim suffers damage
equal to 1d10 HP + 1 HP per level of the wizard (a successful saving
throw versus spell reduces the damage by one half). This spell may be
used twice per casting (once for each hand); both charges must be used
within 5 rounds plus 1 round per two levels of the wizard; after this
time, any remaining charges are lost. Two attacks may not be made in the
same round unless the wizard is normally capable of doing so; in this
case, two separate to-hit rolls must be made, and each suffers a -2
penalty.
The flames from this spell will ignite any combustible material; these
flames may be extinguished the following round, if no other action is
taken.
Fire Dart (Elemental (Fire), Invocation/Evocation)
Range: 10 yards per level
Similar to magic missile, this spell produces one missile per 2 caster
levels, rounded up, with a maximum of 5. The difference is that these
missiles are made of flames; thus, they can be directed against
non-living targets, and also set any flammable materials they hit on
fire.
Flask of Light (Enchantment)
This enables the caster to imbue a flask with an illumination spell. The
first round of casting involves preparing the flask, the second round is
for casting the illumination spell wished for into the flask. Thus the
illumination spell must have a casting time of one round or less. This
spell may only be cast on any given flask once; a second casting will
result only in causing the same effect as if a dispel magic had been cast
on the flask, which has a 100% chance of removing the casters current or
previous enchantments. The material component is the flask into which the
spell is cast.
Fog Phantom (Conjuration/Summoning)
This spell creates a vaguely human shaped pillar of fog. The fog phantom
can do no damage, but it can be controlled remotely by the wizard. The
fog phantom moves at 1 foot + 1 foot per level of the wizard. The wizard
can "see" and "hear" through the fog phantom. This spell requires
complete concentration: disturbances will cause the termination of the
spell before the end of its duration. The fog phantom cannot pass through
cracks or the like. Strong winds and intense heat or cold will cause the
fog phantom to disintegrate. The material component for this spell is
some smoke.
Furball (Alteration, Evocation)
Supposedly designed by a wizard by the name of Rakmos Shearlight for his
friend's wool business, this spell causes fur or hair to grow on a living
creature at a rate of 1 inch per round. It even affects creatures that
do not normally have fur or hair (eg., one could create fur on an
alligator). A saving throw is allowed and those that successfully save
will not be affected by the fur or hair growth. Otherwise, the fur or
hair will continue for the duration of the spell. The fur or hair will
remain, even after the spell's duration expires, and it is not magical.
A dispel magic will only halt the fur or hair growth. Partial areas of
large creatures have been known to be affected by this spell (the face
of the red dragon Scorch, for example).
In itself, this spell is relatively harmless. The effects on the other
hand can be quite interesting. Tight armour has been known to break and
fall off, the fur or hair could catch fire (since hair is highly
flammable), the fur can serve as extra insulation in cold climate,
instant fur is provided for the lightning bolt spell, etc.
The material component for this spell is a bit of fur.
Garinthrall's Hideous Leech (Conjuration/Summoning)
This is a variant of Melf's acid arrow. Unless otherwise noted, this
spell mimics many of the properties of Melf's acid arrow (q.v.).
When this spell is cast, a small black sphere a few inches across appears
in the wizard's hand. The wizard then proceeds to hurl this sphere at the
target of the spell. If it does not strike the target or is not thrown
immediately after its creation the sphere fades into nothingness.
If it hits successfully, on the spot which the sphere struck appears a
huge, black, shiny leech-like creature which bites into the target and
begins to drink the target's blood. This leech can even bite into
creatures hit only by +1 or better magical weapons. The creature cannot
be removed by anything short of a dispel magic or the wizard's own hand
until it has had its fill of the target's blood and is sated, at which
time the creature falls to the ground. The number of rounds this takes
and the damage inflicted due to the blood drain are as per Melf's acid
arrow.
The creature's bite carries an anaesthesia which makes the target
oblivious to its presence if it is struck by surprise. The target will,
however, notice that it is growing progressively weaker and may make a
Wisdom check every round to spot the creature.
As previously mentioned, when the creature is satiated (or if the wizard
removes it before this occurs), it will fall from its target where it may
be collected later by the wizard. The creature will survive for up to one
hour after being removed from the target during which time it retains its
immunity to all attacks save dispel magic and the wizard's hand. After
one hour it will dissolve into a small puddle of blood. Before the end
of this hour, the wizard may force the leech to dissolve itself at any
time or alternately bleed it slowly if he has a dagger or similar weapon
on hand (again, only a weapon wielded by the wizard will be effective
against this creature). The blood may be collected in whatever receptacle
the wizard has available, for later use in poisons, potions, other
spells, sympathetic magics, etc.
If the target of the leech is not a creature of flesh and blood that
would be harmed by the leech's blood drain, then the bite of the leech
will inflict only 1d4 points of damage before the leech falls off the
target.
Although it should be obvious, it is worthy of note that this spell does
not damage the target's items as it does not shower the target in acid
as does Melf's acid arrow. Also, note the shorter range of this spell.
The material component for this spell is a leech which has fed upon the
wizard's own blood and has afterwards been lanced with a hot needle and
killed.
Ghost Stories (Enchantment, Illusion/Phantasm)
The wizard casts this spell upon one speaker or storyteller before the
creature touched begins telling a frightening story to an audience within
hearing range and can hear the tale clearly. When the storyteller begins,
the individual audience members must make a saving throw versus spell at
-4. If they fail, they become caught up in the story and listen
attentively, even "oooo"ing and "aahhh"ing with genuine feeling, while
the storyteller's voice and movements direct the spell's effects,
enhancing lighting and sound in the immediate area. Those who save wander
off, disinterested. Those who cannot understand the speaker automatically
save.
After the story's conclusion, those who failed their saving throw are
heartened by the exhilarating performance and receive a +2 initiative
versus undead and +2 to save versus fear for the next 24 hours. Those who
saved are unaffected and receive no such bonuses.
The reverse of the spell, dishearten, causes those who failed their
saving throw become depressed and receive a -2 initiative versus undead
and -2 to save versus fear for the next 24 hours. Audience members must
sit through the entire story to receive the bonuses or penalties. They
do not wish to be interrupted, but attack or similar interruptions can
break the spell. The same applies if the speaker stops for longer than
one round. If the spell is cast on a bard, he has the conscious decision
to allow or disallow the spell to occur.
The caster performs only a small portion of the verbal and somatic
components. The storyteller actually performs the rest through his voice
and movements, thereby directing the spell effects himself.
Ghoul Touch (Necromancy)
Casting this spell changes the casters hands into ghastly clawed
terminals, much like a ghouls. The wizard may then attack with these
decayed hands. The damage is 1d3 per claw + Strength bonus. A saving
throw versus paralysation must be rolled by the creature hit. Those
failing the saving throw are paralysed for 1d4 rounds. Note that the
caster can attack with both hands with appropriate penalties.
Elves, slimes, undead, and automatons are immune to this spell.
Spellcasters may cast other spells while this spell is going, but any
other touch spell will negate the ghoul hands.
Gold to Gems (Alteration)
By means of this spell, the wizard converts a number of gold pieces,
minus some random percentage, into a single gem of equal value. The
wizard places the gold pieces in the left pan of an ordinary balance,
speaks a command word, and the coins vanish. A single gem appears in the
right pan, equal in value to the amount of coins minus 1d10%. This extra
amount is the material component. The wizard can convert up to 200 gold
pieces per level per use of the spell. Thus, a 5th-level wizard could
convert up to 1000 gold pieces into a single gem.
The reverse of the spell, gems to gold, converts a single gem (subject
to level limits), placed in the right pan of the balance, into gold coins
of equal worth, minus 1d10% of the value of the gem. If too many coins,
or a gem of greater value than the wizard can convert at his current
level, are placed on the balance, the spell is lost but nothing is
expended materially. The type of gem obtained cannot be specified by the
wizard.
Greysky's Improved Missile (Evocation)
This spell is exactly the same as the 1st-level wizard spell magic
missile except for two changes: (1) the area of effect - everyone in
spell range could possibly be hit with 1 or more missiles - and (2) the
number of missiles that can be fired by the wizard - for every 3 levels
of experience, the wizard can fire two magic missiles (i.e., level 1-3:
2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.).
Grimly's Prehensile Feet (Alteration)
This spell alters one person's feet so that they are able to grasp as
well as his hands can. The recipient of this spell must not be wearing
shoes, or 1d3 points of damage will be taken due to the lengthening of
the feet in a cramped space (soft leather boots must save or rip apart).
The recipient must also be human or humanoid for the spell to take
effect, and unwilling victims are allowed a saving throw. The prehensile
feet will add +30% to climbing rolls. If in a position to use feet to
attack with weapons, this is also possible, though at a non-proficiency
penalty if the attacker is proficient with the weapon, and double that
penalty if the attacker is not proficient. Somatic components of spells
of third level or lower may be performed with prehensile feet. The
material component for this spell is a bit of monkey fur.
Guilda's Sneakabout Light (Alteration)
This spell creates a dim, floating light of variable intensity that
follows the wizard. At its brightest, it is enough to read with good
eyesight, and it can be extinguished and restored at will during the
duration. No light produced by the spell escapes the 5-foot radius,
preventing the wizard from being given away by his light, so this spell
is ideal for thieves. Note that background light penetrates the area of
effect freely, so the wizard is in no way concealed by this spell. The
material component for the spell is a silk black blindfold.
Hailstones (Evocation)
This spell summons a rain of stones in the area of effect. The spell
causes 1d3 points of damage per level of the wizard to all within the
area, to a maximum of 15d3. However, the wizard must make a normal to-hit
roll versus each creature in the area to see if they are hit by the
stones. If the to-hit roll is unsuccessful, the creature takes no damage.
The material component is a handful of small stones.
Hair Growth (Evocation)
This spell causes hair to grow (the reverse eliminates all hair) on the
victim. The victim's hair will grow at a rate of one inch per turn for
the duration of the spell. The material component for the spell is a
hair, and a pair of scissors or a sharp knife for the reverse, hair razor
(which belongs to the alteration school).
Hand of Ithiqua (Illusion/Phantasm)
A target of the hand of Ithiqua, failing to save versus paralysation will
be pinned to the ground by an invisible force. The force is illusionary,
but will seem completely real to the victim, so that he will be unable
to move. The victim will be pinned to the ground at a location of the
wizard's choice, and despite any struggling will have a movement of 0
regardless of Strength. The subject will be very prone, +4 to be hit
(with no Armour Class adjustment for Dexterity) and -4 to attack.
Heat Feet (Alteration)
This spell causes the affected creatures' footgear to become very hot,
blistering the victims' feet. Because of this, the target fights with a
+2 bonus to-hit, a +2 penalty to its Armour Class, loses any Dexterity
bonuses, and moves at 5/6 of its normal speed. The reduction in movement
rate lasts until the blisters have healed. Creatures that are immune to
fire don't suffer any of these effects. Flammable footgear must save
versus normal fire or be ruined; footgear that saves is merely a bit
charred.
Alternatively, this spell can be used to counter the effects of natural
cold. In this mode, the spell will keep the affected creatures' feet
comfortably warm for 1 turn per level of the wizard, even in snow or ice.
The material components for this spell are 2 leaves of stinging nettle.
Heethem's Hydromorph (Alteration, Enchantment)
This somewhat frivolous spell allows the caster to create spectacular
fountains and wondrous sculptures out of water (or water-like
substances). For example, the caster can make a portion of a lake into
a flowing fleur-de-lis or a courtyard pool into a shimmering fountain.
There are no restrictions on what shape or form the water may take, save
the artistic talent of the caster.
This spell may only be cast upon still, or nearly still portions of
water. Any attempt to use this spell on turbulent waters will fail.
Heethem's hydromorph can be cast upon a creature from the elemental plane
of water, but the creature is allowed a saving throw versus death magic
(at +4) in order to avoid being reshaped by this spell. In any event, the
creature is still allowed all of its normal attacks and may resume its
natural shape at the beginning of the next round.
If desired, a permanency or semi-permanency (see the Dragon Kings
supplement) may be placed on Heethem's Hydromorph, although complete
evaporation of the liquid will break the spell.
This spell will not function on the elemental plane of water or its
adjacent plane of ooze, but operates normally on any other plane that can
contain a liquid.
Homophobia (Abjuration)
Homophobia causes a person, regardless of orientation, to become angry
and nauseous at the concept or sight of any person or behaviour which
might be construed as homosexual. The subject will attempt to evade and
void any such thing and, if evasion proves impossible, hostile and even
violent.
Homosexuals affected by this spell will be constantly ill at ease. The
reverse, heterophobia, has exactly the same effects, except that the
aversion is towards heterosexuals and heterosexuality. The material
component is a lump of mouldy cheese shaped like a triangle (or a square,
for the reverse).
Horizontal Rope Trick (Alteration)
When cast on the end of a length of rope, that end may be tossed away
from the wizard (being subject to gravity), where it will remain hanging
in midair at its furthest point from the wizard for the spell's duration.
Five persons may climb the rope and hide at its end (in extra-dimensional
space), unseen, drawing the slack with them as they go. Also, the spell
may be used as a make-shift grappling hook when there is nothing for a
hook to catch onto. The rope may be thrown upwards up to 3xStrength feet
at most and generally less if accuracy is desired. Horizontal throws may
be twice this number if there is a ten foot radius of swing room. The
material components for this spell are a paper Moebius ring and a string
of yarn.
Imitation (Illusion/Phantasm)
This spell is similar in nature to change self (q.v.), but allows the
wizard to assume the form of a specific creature. There is, however, a
chance that the form will not be accurately imitated, with some
inconsistency or fault being noticed by the observers. The chance of an
observer detecting this ruse is as follows:
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Brian Dawson
Range: 10 yards per level
Components: S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 15-foot radius sphere
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 2
Area of Effect: 12-inch circle
Saving Throw: Special
Author: Thomas Watson <gitzlaff@uxa.cso.uiuc.edu>
Reversible
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: Steve Bartell <stevebar@wordperfect.com>
Range: 1 foot per level
Components: V, S, M
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Unknown
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Brian Dawson
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 20-yard long square
Saving Throw: None
Author: Unknown
Range: 60 feet
Components: S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10-foot cube
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Range: 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None or special
Author: Unknown
Range: 0
Components: V
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: 1/2
Author: Fellstar
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Nathan Sugioka <nsugioka@cs.indiana.edu>
Range: 0
Components: V, S, M
Duration: Until released
Casting Time: 2 rounds
Area of Effect: Flask touched
Saving Throw: None
Author: The tiger <ma3tcb@sunlab1.bath.ac.uk>
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: Negates
Author: Brendan Knox <bknox@dialix.oz.au>
Range: 150 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Garinthrall <alvalent@husc>
Reversible
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Negates
Author: <lrw5@psuvm.psu.edu>
Range: 0
Components: V, S
Duration: 2 rounds + 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: Negates
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>
Reversible
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 200 gp touched per level
Saving Throw: None
Author: Thomas Watson <gitzlaff@uxa.cso.uiuc.edu>
Range: 20 yards per level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One or more creatures
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 3
Area of Effect: Humanoid touched
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 5 feet
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 2
Area of Effect: 5-foot radius sphere
Saving Throw: None
Author: Colin Roald <hobbit@ac.dal.ca>
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 5-foot per level radius (maximum 60 feet)
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Reversible
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: M. Kinney <gitzlaff@uxa.cso.uiuc.edu>
Range: 30 yards
Components: V, S
Duration: 3 rounds per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Brian Dawson
Range: 20 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: One creature per level
Saving Throw: Special
Author: Rob van Riel <s251111@stud.tue.nl>
Range: 10 feet
Components: V, S
Duration: 2 turns per level
Casting Time: 2
Area of Effect: One cubic foot per level
Saving Throw: Special
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Reversible
Range: 20 yards
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 3
Area of Effect: One person
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 0
Components: V, S, M
Duration: 2 turns per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 0
Components: V, S
Duration: 2 turns + 1 turn per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: Special
Author: Brian Dawson
| Observer's Familiarity With Assumed Form | Base Chance of Detection* | Modifier for Wizard's Familiarity |
|---|---|---|
| Very well known | 25% | -5% |
| Seen often | 15% | +0% |
| Seen occasionally | 10% | +10% |
| Seen once | 5% | +20% |
| Never seen | 0% | Not applicable |
* This is also the chance of a creature recognising a non-specific form as a false one.
Additional Modifiers:
Improved Audible Glamour (Illusion/Phantasm)
This spell is an improved version of the usual audible glamour. It can
be used to create understandable speech, but only those languages that
the caster can speak. The volume of sound is the same as the normal
version but it can reach the volume of up to 10 dragons roaring at the
same time at the maximum of sixtieth level (not that many characters
would reach that level, though). Reminder: a dragon roaring equals 24 men
shouting at their loudest and a wizard gains the power to create sounds
equal to four men per level. If the sound volume reaches 2 dragons, this
spell starts to cause damage to characters: 12 hit points at 48 men
volumes plus one hit point per 4 men volumes above that per round in the
sound area. The cone extends directly from the point of origin which has
to be within range. It causes structural damage in the following
relation: 1 structural point per 10 hit points of character damage.
The material components are a small silver horn plus a paper describing
the sound in the most minute detail (it has to be understood by character
who can read musical notes).
Improved Detect Magic (Divination)
This spell acts like detect magic except it works out to hundreds of
yards range.
Improved Find Familiar (Summoning)
This spell attracts a familiar to act for the wizard. The wizard may
attract a familiar of up to half his Hit Dice. The wizard may specify the
type of creature preferred but not the specific creature. Hence he could
specify "a cat" but not "Mrs Pike's Ginger Tom".
Furthermore, the wizard gains the ability to communicate mentally with
his familiar and to use the senses of the familiar while this is being
concentrated on. Hence, he can "see" through his familiar's eyes,
"listen" with its ears, etc. No other actions are possible during this
concentration. The range for this communication is 5 miles per level of
the wizard.
The wizard gains the hit points of the familiar when it is within 12
feet, and on its death (if not released beforehand), will permanently
lose double the amount of these hit points (regardless of the distance
to the familiar). If a familiar is in range, it must be of the same
alignment as the wizard and will then willingly serve its master or
mistress as long as it does not involve a threat to its life and as long
as suitable rewards are given to the familiar at regular intervals (mice
for cats, treasure or souls for more powerful creatures). Failure to
provide such suitable rewards allows the familiar an additional saving
throw versus spell (at +1 for each time rewards have been ignored).
The DM determines the likelihood of the preferred creature being within
range and determines all results including the type, size, Hit Dice and
abilities of the attracted familiar. The range of the spell is one mile
per level of the wizard.
The material components of this spell include feathers, fur or skin etc.
of the creature preferred and a total of 100 gp worth of incense and
herbs per Hit Die of the summoned familiar. The familiar so attracted
receives a saving throw versus spell to ignore the summons. The spell may
be attempted only once every 6 months.
This spell is a specialised version of charm person or mammal, and
rewarding the familiar gives a strong chance of an individual offering
his services to, for example, a wizard or dragon for quite a period. Both
stand to benefit from the co-existence.
By introducing this spell to a campaign, familiars should be more common
to all wizards including dragons, drow, etc. It would be quite beneficial
for a dragon to have a human familiar. The familiar is able to arrange
delivery of suitable bribes, slaves, information, treasure or whatever
else the dragon would require. It can always be useful to have such a spy
in an enemy camp. On the same basis, it also means that a powerful witch
is able to have a troll or doppleganger act as her familiar for several
years. In return, the familiar gains treasure, knowledge or power or just
food and security.
The reverse of this spell, release familiar, has a range of 0, since the
wizard must be able to touch his familiar to release it. This version of
the spell has no material component and is permanent. Its casting time
is 0, and the familiar is not entitled to a saving throw.
Improved Identify (Divination)
This spell is the same as identify except that the wizard gets a 20% per
level chance of identifying the item and gets a +2 on any saving throws
versus a cursed item.
Range: 10 feet per level
Components: V, S, M
Duration: Concentration or 2 rounds per level
Casting Time: 2
Area of Effect: 1 foot x 5 feet per level x 1 foot per level cone of
sound
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: 10-foot wide path, 300 yards long
Saving Throw: None
Author: Unknown
Reversible
Range: 1 mile per level
Components: V, S, M
Duration: Special
Casting Time: 1 up to 24 hours
Area of Effect: One creature
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: Special
Area of Effect: One item per level
Saving Throw: None
Author: Unknown
| D100 Roll | Result |
| 01-10 | Range |
| 11-55 | Numbers |
| 56-99 | Damage |
| 00 | Two spells, roll again |
Range: this rare spell doubles the range of magic missile to well over
120 yards. Ideal for use against flying enemies. One in twenty copies of
this spell inflict 1d6+1 points of damage.
Numbers: range and damage are as per the magic missile. The wizard can evoke one missile per level, doubling the number of missiles created. A rare variant (5%) inflicts 1d3 points of damage, but grants the wizard two missiles per level.
Damage: the spell is identical to magic missile, except that the missiles inflict 2d4+2 points of damage a piece. 30% of the copies of this spell are a weaker variant which inflict 1d6+1 points of damage per missile, but are otherwise identical to the 1st-level spell.
Infected Wounds (Necromancy)
This spell will cause any wounds to become infected, be they scratches
or large wounds. Wizards do not need to hit their intended victims. The
victim must make a saving throw versus death magic, and if he fails, his
wounds will not heal naturally. Healing and herbalism will also fail to
heal these wounds. The use of magical healing will heal the infection,
at the cost of a cure light wounds - no damage will be healed, but the
infected wounds will be negated. The material component for this spell
is a powdered opal of 10 or more gold pieces value.
Jealousy (Alteration)
The affected people will become jealous of each other to the extent that
they will ignore the wizard or any other source of danger present and
quarrel amongst themselves. There is a chance equal to the wizard's
Intelligence of such an argument leading to blows and, if it does, there
is an additional chance equal to the wizard's Intelligence of the fight
being to the death. If the fight is not to the death, then the combatants
will come out of the spell when hit.
Jet of Steam (Evocation)
This spell causes a jet of superheated steam to shoot from the wizard's
hand, striking one victim up to 5 feet away per level of the wizard. If
a saving throw versus spell is failed, the victim suffers 1d4 HP + 1 HP
per level of damage. Since the jet is quite narrow, a successful saving
throw indicates that it missed, inflicting no damage.
Kaldane's Drowse (Enchantment/Charm)
The victims of this spell must be within 30 feet of each other, with a
centre determined by the caster. This spell affects 2d6 HD of creatures,
affecting lower level creatures first, with partial effects ignored.
Creatures of 6+3 HD or more are unaffected. The result of the spell is
to make its victims feel sleepy, giving them a +2 penalty to their Armour
Class, and a -2 penalty on their to-hit rolls, with all Dexterity bonuses
for combat negated. If a creature that has been subject to the drowse has
more than 4+3 HD, it can be subject to sleep (q.v.), although it is
allowed a saving throw at -4). The material component of this spell is
a pinch of fine sand.
Range: 30 yards
Components: V, S, M
Duration: 1 day
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Range: 6 feet
Components: V, S
Duration: 2 turns + 1 turn per level
Casting Time: 2
Area of Effect: 1d6 persons
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 30 yards
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>