5-Mile Carrier (Alteration)
This spell extends the range of any other spell by up to 5 miles. It can
shoot around corners, but not in a zig-zag shape, eg., you could cast it
with lightning bolt to start the bolt on the other side of a hill, 2
miles away, but the size of the bolt is still the same.
Ability Suppressor (Alteration)
This spell can suppress an ability of any creature or object. For
example, the regenerating power of a troll, breath weapon of a dragon,
petrifying gaze of a medusa, or level draining ability of a spectre can
be suppressed if the creature fails its saving throw. The spell can also
be cast on an object to remove one of its powers, such as the sharpness
ability of a sword of sharpness or the wall of fire power of a wand of
fire. An object in the possession of a creature gains that creature's
saving throw; other objects must save versus disintegration to avoid the
spell.
The ability or power to be suppressed must be known in some detail. For
example, the wizard could suppress the fiery breath weapon of a dragon,
as long as the breath weapon was in some way fiery or fire based. Purely
natural effects, such as normal damage from a sword, cannot be
suppressed.
Absorb Level Drain (Abjuration)
When cast on a subject, this spell absorbs the next level drain attack
on the subject and is then used up. Eg., if the spell were cast on a
target who was then later hit by two spectres in the same round, the
first hit would only do damage and not drain levels but the second hit
would drain levels as normal. The material component of this spell is a
bit of sponge.
Absorb Spell (Abjuration, Metamagic)
This spell allows the wizard to use hostile magic to recall previously
cast spells. Any time that the wizard successfully saves versus a spell,
he can use the magic to remember spells. The level of the spell saved
against is the number of levels that can be remembered (if the wizard
saves against a 6th-level spell, he can remember a 6th-level spell, or
two 3rd-level spells, etc.). This ability only recalls previously cast
spells; absorbed points cannot be saved for future use. Area effect
spells, innate spell-like abilities, spells that do not have a saving
throw, and non-hostile (DM's discretion) spells are not affected by
absorb spell.
Alpha's Aurora Borealis (Evocation)
This spell causes a sheet of dancing, shifting light to spring up around
the wizard, encompassing any area up to the maximum indicated by the
wizard's level. The aurora borealis will last as long as the wizard
concentrates on it (concentration can be maintained while moving at half
speed, but the wizard cannot fight or cast other spells, though speech
is allowed), and for an additional 1 round per level after he ceases
concentration.
Any intelligent creature which views the shifting, dancing patterns of
light must save versus spell or stand fascinated, watching the interplay
of colours and lights (cf. hypnotic pattern). A maximum of 2 HD of
creatures per level of the wizard can be so affected.
Any creature actually touching the Aurora will suffer 2d6 points of
damage, +1 point per level of the wizard. Fungoid monsters, undead, and
creatures native to the plane of shadow suffer 2d6 + 2 points per level
of the caster of damage from the effects of this spell.
The material component of this spell is a clear gemstone or crystal
prism worth not less than 100 gp, a glowworm, and a pinch of phosphorus.
Alpha's Balefire (Conjuration/Summoning)
This spell draws upon a nearly colourless arcane effluvium from the
plane of shadow. This mystical stuff burns very hot and is extremely
viscous, but rapidly dissolves in the thick substance of the prime
material plane. Those in the area of effect may attempt a saving throw
versus breath weapon to avoid being covered in the stuff. If this saving
throw is successful, they are merely splashed with it. Even this small
amount, however, is sufficient to cause half damage for the initial
round, but it burns out in that single round. Those that fail to save
and are struck fully by this ghastly stuff suffer 1d6 fire damage per
two levels of the wizard (rounded up), up to a maximum of 12d6. The
balefire clings to these poor victims and continues to inflict damage.
The damage is reduced by 2d6 each round, and the it burns until all
damage potential is exhausted.
This shadow-stuff burns with a colourless fire that can only be
extinguished by magical means (eg., wand of flame extinguishing, fire
quench, dispel magic, or a magical cold spell such as ice storm, cone of
cold, wall of ice, or Otiluke's freezing sphere, although spells
involving ice may also cause impact damage to the would-be rescuee);
even total immersion in water will have no effect on it. This flame is
so hostile to natural (i.e., prime material) matter that it will burn
through one inch of wood or soft metal, one quarter inch of hard metal,
or one eighth inch of stone per die of damage that it would inflict to
living targets each round it is active.
Any individual who is struck fully (i.e., fails to save) must make item
saving throws versus magical fire for all exposed equipment in each
round that the balefire clings to him, though these saving throws are at
+1 cumulative for each round after the first. Occasional dark green or
red flickerings can be observed in an active balefire. The material
component is a standard opal (not a black or fire opal) worth at least
500 gp and a bit of pitch.
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 10 yards per level
Components: V, S
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: One creature or object
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: 3 turns per level or until dispelled
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1-foot per level radius ring
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 5x30x15 feet cone
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
| Element | Saving Throw Penalty |
|---|---|
| Air | -2 versus fire |
| Earth | -2 versus petrification |
| Fire | -2 versus water or cold |
| Water | -2 versus electricity |
The material component is a substantial amount (at least 1 cubic foot) of the element in opposition to the element the wizard desires to dominate.
Alpha's Lightningarmour (Abjuration, Evocation)
The subject of this spell cannot be wearing metal armour of any sort,
nor carrying a metallic weapon larger than a shortsword. Bracers are
permissible. The creature touched is completely protected from
electrical damage of any sort so long as the spell is in effect. This
protection is not absolute, having a maximum absorption of 10 points of
electrical damage per level of the wizard. Damage is absorbed by the
lightningarmour after saving throws and any other protections have been
taken into account.
A creature under the effects of this spell carries a negative electrical
charge, and skin-to-skin contact with another creature will cause 1d4
electrical damage with no saving throw, as will contact through a
conductor. Anyone striking the protected creature with a conductive
object must save versus paralysation at +1 or drop the object due to
temporary numbness in the member holding the weapon. Those within 5 feet
of a character with this spell in effect may catch a faint scent of
ozone and feel their hair standing a bit on end. The material component
of this spell is a bit of copper wire and glass thread wrapped in clay.
Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
By the use of this spell, the wizard calls upon the magical influences
of the other-dimensional moons of Munnopoor. The wizard can call upon
the power of one, two, or all three of the moons. This spell always
creates an area of light equal to the moonlight spell, centred on the
wizard and moving with him. However, the area of effect is only 50% that
of the normal moonlight if one moon's power is invoked, 100% normal is
two moons are called upon, and 150% normal if all three moons are
utilised. This moonlight has all of the effects of actual moonlight
under a full moon, including effects on lycanthropes. The duration of
this spell is also determined by the number of moons called upon: if one
moon, the duration is 2 rounds per level of the wizard; if two, it's 1
round per level; and, if all three, it's 1 round per 2 levels of the
wizard. Besides the light produced by the images of the appropriate
moons appearing above the wizard, each moon provides a specific
magic-enhancing effect as follows:
Blue moon. All water-related (including fog-, ice-, and steam-related)
spells used by the wizard gain a bonus of +1 per die of damage (though
not exceeding the normal maximum - eg., an ice storm spell would inflict
3d10+3 damage, up to a maximum of 30) if the spell causes physical
damage, including the damage caused by summoned water elemental
creatures; applies a penalty of -4 to saving throws and -20% to magic
resistance to targets of spells which cause no hit point damage but do
affect an unwilling target in some way; or increases the duration of
other spells of this genre which do not fall into the above categories
(eg.: water breathing, wall of fog), doubling duration if it is a 1st-
up to 3rd-level spell, increasing by 50% if the spell is fourth up to
sixth level.
Bright moon. All spells relating to stars, moons, and other astronomical
phenomena are affected in the same way that water-related spells are
affected by the blue moon.
Silvery moon. All mind-controlling and influencing spells used by the
wizard apply a -4 penalty to saving throws and a -20% penalty to magic
resistance checks by targets of such spells.
The material components for this spell are a white pearl or sapphire to
invoke the blue moon, a diamond for the bright moon, and a silver pearl
or moonstone for the silvery moon. Whatever the combination of moons
invoked, the spell also requires a piece of black velvet along with a
crushed pearl and a crushed moonstone, and a pinch of diamond dust.
Alpha's Saint Elmo's Fire (Evocation)
This spell ionises the air around the target of the spell, surrounding
him with a blue-white, glowing nimbus of electrically charged air in a
5-foot radius. The target of the spell may save versus breath weapon at
-2 to avoid the spell. This saving throw is at an additional -2 if the
target is carrying large, mostly metallic weapons (eg.: swords, battle
axes) or wearing partially metallic armour (eg.: studded leather, ring
mail), and at -4 if wearing full metal armour (scale mail or heavier).
If successful, the target will suffer only 3d6 electrical damage as he
dodges out of the area of effect, and the spell will then dissipate that
round without a focus to coalesce about. If the saving throw is failed,
the victim will suffer 5d6 damage every round until a saving throw
versus breath weapon (with modifiers as for the initial saving throw,
but with a +1 cumulative per round bonus) is successful, at which point
the spell will dissipate.
Any creature entering the 5-foot radius nimbus suffers 1d6 electrical
damage with no saving throw. Any creature that touches or is touched by
the victim of the spell will suffer 3d6 damage with no saving throw if
the contact was skin-to-skin, or 2d6 if it was through a conductor. If
the target is in water, the electricity will inflict 3d6 damage with any
contact, 2d6 within 5 feet, and 1d6 within 15 feet. The target of this
spell may, if desired, intentionally try to use the nimbus of
electricity and the personal electrical charge as a weapon. The wizard
may end this spell at any point, if desired. The material components are
phosphorus, a bit of fur, amber, and a bit of cold iron.
Alpha's Shooting Stars (Conjuration/Summoning)
This spell creates glowing missiles with flaming trails, one for each
six levels of the wizard (dropping all fractions). The victim of the
spell receives no saving throw, and suffers 4d6 damage from the impact
and 8d6 from the fiery blast that accompanies the impact. All within 5
feet of the impact point are also in the blast radius, but they may save
for half damage. The originally intended target may attempt to save
versus petrification to avoid being struck, this saving throw being at
-4 if within 20 feet and at -2 if within 40 feet. If this saving throw
fails, he suffers as above. If he succeeds, however, the shooting
star(s) directed at him continue on in a straight line to the extent of
their range, at which point they explode in a fiery burst as above.
Anyone else in the path of the shooting star(s) must save as for the
original intended target, or become the victim of the spell.
If the wizard has more than one missile, he may direct them at one or
several targets as desired. Anyone within 5 feet of the path of the
missile will suffer 2d6 (save for half) fire damage simply from the heat
of the passage of the shooting star. The material component is a bit of
meteoric iron and a piece of igneous rock.
Alpha's Spectral Hound (Conjuration, Phantasm)
This spell brings into being a quasi-real beast appearing as a war dog
with black fur, grey ruff and tail, milky grey eyes, and insubstantial
paws which make no sound. The creature will have average (8-10)
Intelligence and can converse with the wizard in the common tongue. The
creature can fight, attacking as a 2+2 HD monster and inflicting 2d4
points of damage per hit. It can, however, affect creatures struck only
by magical weapons. The beast itself is AC 0, and can take up to half
the wizard's full hit points (rounding up) before being dispelled.
The spectral hound can track any creature known to the wizard, provided
the wizard concentrates on a mental picture of the figure for 2 full
rounds. The hound can follow the trail of such a creature with 100%
certainty, -5% per hour the trail is old. The hound also has infravision
to 90 feet, can spot hidden (such as in shadows) things 80% of the time,
invisible objects 65% of the time, and astral, ethereal, or out-of-phase
things 50% of the time. The hound normally moves at 12, though it can
run at 24 for 3 rounds each hour. Further, the hound may cross muddy or
swampy ground, or even water, as if were solid, dry ground. The hound
leaves no tracks.
By concentrating for one full round, the wizard can make use of the
hound's sensory abilities for as long as desired, though this does not
allow communication beyond normal vocal range.
The hound is unaffected by any spells which alter its form (flesh to
stone, polymorph, etc.) or restrict or affect its movement (haste, slow,
hold monster, etc.). If a mind control spell is cast upon the creature
and it fails its saving throw (saving throws of the hound are as for the
wizard), then it wills itself out of existence. It is further immune to
poison and death magics. The hound will speak only to the wizard, and,
if the wizard is killed, feebleminded, charmed, or otherwise mentally
incapacitated, then the hound will immediately cease to exist.
The material components of this spell are three canine statuettes; one
of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
obsidian, or ebony. These statuettes must be worth at least 200 gp each,
and, in the course of the spell, the three merge to become the spectral
hound. When the spell ends, the hound simply fades slowly out of
existence.
Alpha's Star-Powered Magery (Invocation)
This spell can only be cast outdoors under a night sky where stars are
visible. The spell requires 2 turns to cast for each level of spells the
wizard is able to cast (eg., a 12th-level wizard can cast 6 levels of
spells, and so would require 12 turns). Upon completion of the spell,
the wizard's mind and body are refreshed and restored as though the
wizard had rested a full day. 1d3 HP, plus the wizard's Constitution
bonus, if any, are restored if the wizard is at less than full health.
The power of the spell also allows the wizard to memorise spells in half
the usual time, save for 1st-level spells, which may be memorised in a
single round. During the lengthy casting of this spell, the wizard is
suffused with a pale white glow, and is fully aware of things going on
nearby. If the spell is interrupted, either by being struck by an attack
or voluntarily by the wizard, then the effect is wasted and the wizard
must sleep for spells as usual. The material component is a diamond
worth at least 1000 gp.
Alpha's Starshield (Abjuration, Alteration)
When this spell is cast, the wizard's body is sheathed in a nearly
skin-tight magical screen. This screen has the appearance of a black
night sky filled with stars. Whenever a light-related spell of any sort
is cast at the creature using the starshield, the spell will be
harmlessly absorbed and redirected back at the caster of the spell. This
includes such spells as light (if cast so as to blind), colour spray,
sunray, and prismatic spray. An area effect spell where the wizard is
the sole target will automatically be reflected in this way. Area effect
light spells in which others are also targeted have a chance of being
intercepted and redirected by the wizard as above equal to the wizard's
chance to negate the spell with a dispel magic spell.
The protected wizard will be unaffected by the spell in any event, and
if the spell is successfully absorbed, those behind the wizard who would
have been in the area of effect are spared the effects of the spell. By
making a successful check as if to dispel magic, the wizard may attempt
to pass through a prismatic sphere or a prismatic wall. Darkness spells
(eg. darkness, 15-foot radius, Nystul's blackmote, or the priest's
continual darkness) will also be reflected, just as light spells are,
and the wizard may attempt a saving throw versus death magic each round
to attempt to see through any area of magical darkness within normal
vision range. If outdoors under the night sky, the wizard can see as if
in broad daylight, even through magical areas of darkness; and he will
also absorbs stellar radiation, regenerating 1 HP per round that the
spell is in effect. The material component for this spell is a black
sapphire and a star sapphire, both of which must be worth not less than
1000 gp.
Alpha's Wizard Light (Alteration, Evocation)
This spell creates a pearly-white globe of light equivalent to continual
light (q.v.). Within the area of effect, all shadow and darkness (even
of magical origin) is dispelled, and all hidden or invisible creatures
or objects are outlined in a pale blue radiance which lasts as long as
the wizard light itself, even if the object or creature so outlined
moves out of the area of effect. Further, all glyphs of warding,
symbols, and other magical writings and wards are revealed, glowing a
luminous blue, and the area of effect of such wards is similarly
outlined.
This spell does not reveal astral, ethereal, or out-of-phase creatures,
nor does it reveal purely mechanical traps and secret doors, although
traps or secret doors disguised by or utilising magic will be revealed.
A wizard using duo-dimension (q.v.) would appear as a thin line of blue
radiance in mid air. This spell does not reveal what an illusion is
hiding nor the appearance of an invisible creature (except for its
outline), but merely reveals its presence and location. Hence, a cloak
of displacement is useless within the wizard light. The light does not
set off magical guards, but it does reveal the form of glyphs and such
things for possible identification and deactivation. The material
component for this spell is a diamond worth at least 500 gp.
And One for Jenny and the Wimp (Abjuration)
This spell is the same as boot-to-the-head (q.v.) except that the target
creature, and the two creatures nearest to it (that are within the spell
range) each have boots kicking them in the head. Invocation is the same,
except that the foot is kicked three times and the caster must say:
"boot to the head... and one for Jenny and the wimp".
Animate Ghoul (Necromancy)
This spell creates a higher form of undead, a ghoul, from the body of
any humanoid smaller than an ogre. The body must be reasonably intact,
and must have obtained at least fifth level in any class before death.
The ghoul usually obeys the commands of its animator, though it is free
willed. If the wizard appears weak or vulnerable, the ghoul will turn on
him. This is not a common occurrence, as ghouls tend to be cowards. They
will not carry out suicidal requests.
Animate Skeletal Warrior (Necromancy)
This spell animates one or more skeletons to serve the wizard as
powerful warriors. A wizard can animate one skeleton warrior per five
levels of experience (round all fractions down). These skeletons have
the following statistics: MV 12, AC 3, 8 HD, THAC0 13, Number of
Attacks 2/1, Damage per attack 1d8 + chill (-1 to-hit, to damage and to
saving throws for 1d4 turns, no saving throw, multiple hits are
cumulative), they have a magic resistance of 10%, they receive only half
damage from slashing or piercing weapons, holy water inflicts 3d4 damage
on them, they are immune to sleep, charm, fear, hold, and paralysis;
they receive only half damage from cold and fire; they regenerate 1 hit
point per round (even if "killed": only fire and acid damage is
permanent), their gaze causes paralysis (saving throw to avoid; duration
2d4 rounds; this ability can be used every three rounds, starting on the
third round of combat).
The material components of this spell are human (only) skeletons that
are reasonably intact and a drop of blood from the wizard. When the
spell's duration ends, the skeletons crumble into dust. Only evil
wizards use this spell frequently; others may suffer alignment changes.
Anti-Anti-Magic Shell (Evocation)
This spell prevents the effects of an anti-magic shell within its area
of effect, provided that this spell is cast prior to the anti-magic
shell.
This spell was researched by Grimbor.
Area Effect Non-Detection (Abjuration, Metamagic)
This spell is similar to the 3rd-level non-detection, but it affects an
area (see above). It can be linked to a creature so that the area of
effect moves with the creature. As it is a higher-powered version of
non-detection, it can be used to protect even from true seeing (in a
very limited form: if a user of any form of true seeing tries to
penetrate this form of non-detection, the caster of this spell gets a
saving throw modified by a -1 for every level of the opposing caster
above his own, but he does not gain any bonuses if he is above the
opposing caster's level). If this non-detection is linked to a creature,
it gains the saving throw instead of the caster. If the creature has a
magic resistance, it can be used at one quarter (round down) of its
usual chance to help protect the linked creature and any others within
the sphere from detection of any kind.
The material component is a complete and previously unopened nutshell,
which has been completely filled with fool's gold created by the fool's
gold spell (don't use iron spar). This nutshell has to be coated in a
layer of platinum so that it gives a perfect sphere with no indication
as to what it contains. This has to cost no less than 5000 gp. On this
sphere, one non-detection spell is cast. At this stage it can be used as
a material component for this spell.
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: Special
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 30-foot radius sphere
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>
Range: 10 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: 3 creatures
Saving Throw: None
Author: Unknown
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 yards
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 1-foot per level diameter
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 10 feet per level
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: 3-foot per level radius sphere
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
| Wizard's Level | Summoned Avians |
|---|---|
| 9-11 | blood hawk (1 HD), hippogriff (4 HD) |
| 12-14 | giant owl, giant eagle |
| 15-17 | griffon |
| 18+ | wyvern (9 HD), dragonne (9 HD) |
The wizard may always choose to summon avians from a lower level. The material component of this spell is a feather.
Azura's Death Shadow (Conjuration/Summoning, Necromancy)
Upon casting a death shadow, the wizard brings forth a special creature
from the elemental plane of shadow. The recipient of the death shadow
feels a chilling sensation followed by warmth as it merges with his
actual shadow. Thereafter, once a situation occurs where the recipient
takes a death stroke of any sort (failing to save versus poison, taking
damage from an attack which causes death etc.) the shadow pushes him to
a place of safety and takes the death stroke itself, disappearing in a
black puff of smoke. The spell may last up to one day per spell level of
the wizard before the shadow departs.
Note that the death shadow does not provide an instant escape route from
certain death (being immersed in acid, falling off a cliff, etc.). It
merely takes one death blow which would have normally killed the
character, and there must be an immediate place of safety within 10 feet
for the shadow to place its host. The material components for this spell
are coal, special incense (value 200 gp), and a drop of blood, all of
which are burned at the start of casting.
Azura's Soul Whip (Evocation, Necromancy)
When the wizard casts the soul whip, he creates a shimmering ebony
tendril which lashes out at one specific creature within 20 feet. A
to-hit roll is necessary, but the whip strikes once per round as a
monster of the wizard's Hit Dice, and on an unmodified roll of 20, the
whip entangles its victim for 1d4+1 rounds (no to-hit needed during that
time). Whenever the weapon touches its target, it inflicts 1d8+3 damage
points, and these points are immediately gained by the spell wizard and
heals any damage previously incurred. If the wizard's hit points rise
above maximum normal hit points, then the extra points will remain for
only 1 turn. The material component is a small leather whip.
Ball of Iron (Evocation)
Ball of iron is a special form of the spell wall of iron, useful for
offensive combat. Any spellcaster who has wall of iron can cast ball of
iron and vice versa. The spell does 1d10 points of damage for every two
levels of the spellcaster, rounded down, to anything hit by it (i.e.:
5d10 at tenth, 6d10 at thirteenth, etc.). Further, if the saving throw
is failed, there is a percentage chance equal to 10 plus the Armour
Class of the target that a limb (i.e.: an arm or leg, not the head) is
crushed under the ball and rendered useless. Huge and gargantuan
creatures (12 feet or higher) are immune to limb crushing. For purposes
of breaking down portals, the ball strikes with a force equal to 25
Strength. Moving the ball (not lifting it) also requires 25 Strength.
The ball does siege damage (see the AD&D Battlesystem) equal to a heavy
catapult or a boulder thrown by a storm giant, whichever is greater.
Blade Dance (Enchantment)
The caster can enchant one weapon, which will attack by itself on the
round following the casting. The weapon will attack once for every level
of the caster, using attack rolls of a fighter of half his level, doing
normal damage, attacking whomever the wizard chooses. The weapon attacks
once on initiative 0, once on initiative 1, etc. until it has used up
all of its attacks. The wizard can act normally on the round the weapon
is attacking. The material component of this spell is a small platinum
dagger of at least 500 gp value.
Blades of Fury (Illusion/Phantasm)
This spell brings into being illusionary longswords that strike
creatures designated by the caster. One sword per three levels is
created and may be divided among targets as the caster wishes. Note that
it takes a round of concentration to redirect swords to a new target but
any or all swords may be redirected in that single round.
Each sword does damage as a magic missile. Every current target creature
is allowed a saving throw, and if the saving throw succeeds, it takes no
damage from the sword. Creatures believing the illusion cannot
successfully cast spells requiring semantic components. The material
component of this spell is a 2 foot long, finely crafted longsword.
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 20 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 5 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1-foot radius per level sphere
Saving Throw: 1/2
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Range: 30 yards
Components: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: One weapon
Saving Throw: None
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>
Range: 30 feet
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>
| Place | To-Hit Modif | Effects |
|---|---|---|
| head | -8 | minor skull fracture: 2d8 points of damage (save versus
spell for half damage). |
| arm* | -4 | minor broken arm: -2 to Strength and Dexterity when using
this arm; -2 to-hit, or shield worthless 50% of the time. |
| leg* | -4 | minor broken leg: -2 to Dexterity when using this leg (i.e.,
defensive adjustment); movement rate is at three quarters normal. |
| ribs | -4 | cracked rib: loss of 1d4 Constitution points and suffer 1d6
points of damage (no saving throw). |
| spine** | -8 | cracked vertebrae: save versus spell or become paralysed for
2d10 rounds. |
| pelvis | -4 | minor hip fracture: -4 to Dexterity when using legs;
movement rate is at half normal. |
Multiple hits inflict cumulative damage. A cure serious wounds will heal one of these effects, but will not heal any associated hit point loss (another cure spell is required to do so). A cure critical wounds will heal two effects, and a heal will fully restore the victim (unless dead).
The material components for this spell are a bit of bone and a small metal hammer, both of which are consumed when the spell is cast.
Author's note: the requirement for called shots is simply for convenience; if the DM wishes to compile a hit location chart, then normal attacks may be used in addition to called shots.
Cantrip Permanency (All)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 hour
Area of Effect: Object touched
Saving Throw: None
Author: Unknown
Unlike the 8th-level permanency, cantrip permanency must be cast on an object to be effective. The object must be appropriate to the cantrip - eg. a cloth for polish, a paintbrush for colour, a salt cellar for salt.
When complete, the duration of the cantrip (or the number of times it may be invoked) is increased dramatically. There are two ways the spell may be used.
Chaos Magic (Alteration, Wild Magic)
This spell creates a sphere that has all the properties of a Forgotten
Realms wild magic area (see the Forgotten Realms Adventures for
details). The area of chaos magic is permanent until destroyed (it may
only be destroyed as per a wild magic area). The sphere of chaos magic
is non-mobile.
The material component for this spell is a pint of blood from any
chaotic magic using creature. The blood is consumed when the spell is
cast.
Chelymber's Improved Non-Detection (Abjuration)
This spell will, basically, stop all divination magic below that of true
seeing from working properly. It will also stop all "detect ..."-spells
of lesser level than true seeing from operating properly. This spell
will even stop detection through magical items like a robe of eyes or a
ring of invisibility detection, or through innate abilities that perform
similar magic to that of "detect ..."-spells lower than true seeing, and
the like.
Cloud of Intoxication (Alteration, Evocation)
This spell is similar to the spell cloudkill of the same level. This
spell will create a large rose and white flowing and churning cloud. The
cloud will move away from the caster at a rate of 10 feet per round,
rolling along the ground in the direction originally dictated by the
caster. A wind might change the direction of the cloud. A strong wind
will disperse the cloud in two or three rounds. A very strong wind will
disperse the cloud immediately. Heavy vegetation will slow the cloud to
one half speed and cause it to disperse after two rounds.
All creatures enveloped by the cloud must be compared with the caster
according to their Hit Dice or level to determine the effect the cloud
has on the creature or character. A creature with 3+1 HD will
immediately become greatly intoxicated. All creatures from 4+1 to 6+1 HD
will become moderately intoxicated and all creatures of 7+1 and greater
Hit Dice will become slightly intoxicated. Any creature over 11+1 HD or
higher must save versus poison to avoid becoming slightly intoxicated.
Each round spent in the cloud increases the chance of high and medium
Hit Dice creatures to become more intoxicated and greatly intoxicated
creatures to become comatose. For each round spent in the cloud a
creature must save versus poison or reach the next higher level of
intoxication. For each round beyond four spent in the cloud, any
creature or character must save at a cumulative -1 per round. There are
no racial or weight modifiers for to this spell (see the Net Alcohol
Guide for more information; it is recommended that DMs use the optional
drunk disposition rule for cases of great intoxication).
The effects of this spell are such that it will extend the time needed
to recover from a state of intoxication. For someone who became comatose
add 5 hours to the recovery time. For great intoxication add 4 hours.
For moderate intoxication add 3 hours and for slight intoxication add 2
hours to the recovery time. Using stimulants to speed recovery is
reduced by one half effectiveness unless magical stimulants are used.
The spell also extends the time needed to recover from a hangover by 1d4
hours.
The material components for this spell are some dried grape skins from
an exceptional vintage or a sprinkling of the best hops.
Cobaltas's Thunderclap (Evocation)
To cast this spell, the wizard raises his hands above his head, spread
wide. He then brings them down and in to meet with a tremendous clap.
This affects all within 20 feet and in front of his as a thunderflash
(q.v.) but deafens, and does not blind (spellcasters have a 20% chance
to miscast spells with a verbal component), and dispels silence, not
darkness.
Cobaltas's Thunderflash (Evocation)
To cast this spell, the wizard raises both hands above his head, crossed
at the wrist. He then brings them down and out in a slashing motion. As
his hands part, there is a brilliant flash of light, affecting all
within 20 feet and in front of the wizard.
Those affected must save versus spell. All who make their saving throw
are stunned and reeling for 1 round, unable to attack, move or cast
spells. They are also blinded for 1d6 rounds.
Those who fail must make a second saving throw versus spell. Those who
make this saving throw are stunned for 1d6 rounds and blinded for a
number of rounds equal to the caster's level. Those who fail again are
stunned for a number of rounds equal to the caster's level and
permanently blinded.
Any magical darkness whose area of affect intersects the thunderflash is
instantly dispelled.
Cone of Acid [1] (Evocation)
This spell is much like cone of cold or cone of fire [1] (q.v.), except
that it causes acid damage. Damage is 1d4 + 1 per level of the wizard.
The material component is one citrus fruit per level of the wizard.
Cone of Acid [2] (Evocation)
This rare spell is identical to cone of cold, except that it inflicts
acid damage. The material component is a small cone carved from the
tooth of a black dragon.
Cone of Electricity (Evocation)
This spell is identical to cone of cold, except that it inflicts
electrical damage. The material component is a small cone made of
magnetite.
Cone of Fire [1] (Evocation)
When this spell is cast, it causes a cone-shaped area of fire
originating at the wizard's hand and extending outwards in a cone that
is half an inch long per level of the wizard. It causes inflammable
objects to catch on fire, and great heat in nonflammable objects. Damage
is 1d4 + 1 per level of the wizard. For example, a 10th-level wizard
would cast a cone of fire causing 10d4+10 points of damage. Its material
component is a red garnet worth at least 100 gp (cf. cone of cold).
Cone of Fire [2] (Evocation)
This spell is identical to cone of cold, except that it creates a cone
of magical fire. The material component is a small cone made of coal or
brimstone.
Cone of Force (Evocation)
This spell is identical to cone of cold, except that it inflicts damage
with a magic missile-like force. The material component is a small cone
made of diamond (it need not be of premium quality, i.e., 10d4 gp apiece
is typical).
Cone of Heat (Evocation)
This spell is a variant of cone of fire. Instead of creating fire, the
cone consists of raw heat. The material component is a small cone made
of coal or brimstone.
Cone of Steam (Evocation)
This spell is identical to cone of cold, except that it inflicts damage
with superheated steam. The material component is a small cone made of
salt from boiled seawater.
Conjure Drink V (Conjuration/Summoning)
This spell conjures spirits, the quantity being determined by the
caster's level. This spell will conjure beer or ale, in a quantity of
one tun per 5 levels. The components are only the desire to have the
desired drink in the container in hand and a snap of the fingers of the
other hand.
Range: 5 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1-foot per level radius
Saving Throw: None
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>
Range: 0
Components: V, S
Duration: 2 turns + 1 round per 3 levels
Casting Time: 4
Area of Effect: One 20x20x20 foot cube or one creature
Saving Throw: None
Author: Chelymber
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One 16-foot cube
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 20-foot radius half circle
Saving Throw: Special
Author: Bladehawk <igacork@irtcork.bitnet>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 20-foot radius half circle
Saving Throw: Special
Author: Bladehawk <igacork@irtcork.bitnet>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Unknown
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 10 feet
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
| Creature | |
|---|---|
| 1-65 | One 8 HD greater quasi-elemental |
| 66-85 | One 12 HD greater quasi-elemental |
| 86-95 | One 8 HD xag-ya (see the Monster Manual II) |
| 96-00 | One 16 HD greater quasi-elemental |
Greater Quasi-Elemental Intelligence: low (5-7) Alignment: neutral Armour Class: 2 Movement: flight, 24 (A) Hit Dice: 8, 12 or 16 THAC0: 13, 10 or 8 Number of attacks: 1 Damage per attack: 4d6 Special attacks: see below Special defence: needs +2 or better weapon to hit Magic resistance: nil Size: M (3-foot sphere) Moral: champion (15-16) XP value: 2000, 6000 or 10,000 A greater radiance quasi-elemental inflicts 4d6 points of energy damage (double damage to creatures directly affected by sunlight), and all within 10 feet must save versus petrification or be -2 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half normal damage. Cold and water attacks do double damage.
Continual darkness keeps them at bay.
Continual Fly (Enchantment)
This spell functions as the 3rd-level fly except that the duration
applies to time actually spent flying, not time elapsed since the
casting of the spell. Eg., you can use half the duration today and the
other half tomorrow.
Continual Invisibility (Illusion)
This spell causes the subject to become invisible, as per the 2nd-level
invisibility, except that instead of having a duration of 24 hours, it
has a duration of 1 turn per level of the wizard of actual use. Eg., if
cast at tenth level, the subject could decide to use 50 minutes worth
today and the other 50 minutes worth tomorrow. Note that this is not
improved invisibility, i.e., as soon as the subject makes an attack he
becomes visible again. While he can become invisible next round if there
is still unused duration in the spell, his opponent can make an attack
on him; thus the spell confers no combat advantage after the first
round.
Continual Secret Light (Alteration)
This spell acts the same compared to continual light, as secret light
does compared to light. Preliminary research seems to indicate the spell
requires at least an ounce of blood from the wizard.
It also seems that it would be possible to make a magical lantern, whose
light would only be visible to the person holding it. The exact process
of its manufacture is not very clear, however, and the spell has been
reported to fail regularly.
Create Dining Room (Conjuration/Summoning)
This spell (like the other room spells) creates the interior and
supplies of a room (in this case a dining room). It contains a large
hardwood table (30 feet square per level), one soft chair per level, one
soft header chair for each end of the table, a complete set of tableware
per seat (including 6 forks, 6 knives, 6 spoons, a desert spoon, a bread
knife, 6 plates, 8 glasses (or mugs), a cloth napkin), one silver
covering bowl fitting for each plate, one candlestick per 3 levels
(including lit candles burning for the duration of the spell), one
flower arrangement per three levels, a white damask table cloth fitting
the table perfectly, name cards for each seat (holding names if
desired), and some other minor necessities. It does not include food.
This spell creates only the interior of the room; it doesn't create the
walls, floors, or ceilings.
The material components are a tiny piece of cloth, a tiny piece of
silver, a tiny piece of glass (or crockery if mugs are desired), and a
tiny piece of wood. As with all other room spells, the spell can be cast
with a one turn casting time or with a snap of the fingers; the second
version requiring the caster to use the material components during
memorisation, adding a full 15 minutes to the normal memorisation time.
Again, as with the other room spells, this one cannot be used for combat
purposes, nor can anything from it be sold from it.
Dardan's Siccating Parchment (Evocation)
Dardan's siccating parchment is identical to Dardan's dehydration except
as noted below. This spell is highly unusual in that it must always be
cast from a specially prepared parchment scroll. To begin the process
the parchment must be cured by immersion in a vat of alcohol and salt
for three days. While the parchment is curing, the wizard must prepare
a special ink of dried blood, saliva, and diamond dust (500 gp). When
the wizard has completed these two tasks, he may then inscribe the spell
onto the scroll in a rite requiring two full days without interruption.
Finally, the scroll must be sealed with a paste made of vinegar, clay,
and lye.
Anytime after the sealing of the scroll the magic held within can be
released by breaking the fragile and brittle seal. When the seal is
broken a wave of rapidly expanding concentric rings of chalky beige
particles will emanate from the scroll. All creatures in the area of
effect except the bearer of the scroll will be effected as if Dardan's
dehydration were cast upon them.
The rite and components used in casting this spell make the parchment
very frail and delicate. Special care must be taken in storing the
scroll to prevent the magic from being released accidentally.
Darklight's Concentrated Fire (Alteration, Metamagic)
This Metamagic spell only adds 1 to the previous spell's casting time,
with the somatic component consisting of the caster pointing directly at
the intended target. This spell brings the full force of an area effect
spell to bear upon a single target. Any area effect spell of up to
fourth level can be used with this magic. Offensive spells require a
saving throw versus breath weapon by the target, and, if successful, the
spell does 2 HP of extra damage per die with all ones rerolled. If they
fail this saving throw, they take the maximum damage for the spell (as
cast at the level of the caster). If the spell is not a mere damage
spell, but inflicts some other effect, then the target's saving throw
versus the effect is lowered by 1 for each equivalent extra target that
the spell would normally affect. In no event can this spell be used with
a spell that normally affects only a single target, or with an area
affect spell over fourth level.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
Range: 60 yards
Components: V, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: Special
Author: Niels Ull Jacobson <null@diku.dk>
Range: 10 feet
Components: V, S, M
Duration: 2 hours per level
Casting Time: 1 turn
Area of Effect: 50 square feet per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 7 rounds
Casting Time: Special
Area of Effect: 30-foot radius
Saving Throw: Special
Author: Craig Singsank <singsank@oshkoshw.bitnet>
Range: 20 feet
Components: S
Duration: Special
Casting Time: 1 (but see below)
Area of Effect: One creature
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
| GP Value | Resistance |
|---|---|
| 100 | +5% |
| 250 | +10% |
| 500 | +15% |
| 1,000 | +20% |
| 2,500 | +25% |
| 5,000 | +30% |
| 10,000 | +35% |
| 25,000 | +40% |
| 50,000 | +45% |
| 100,000 | +50% |
+50% is the maximum effect that can be achieved.
Darklight's Personal Dispel Shield (Abjuration, Metamagic)
This spell can be emplaced upon any other spell with an area of effect
stated as "The caster" (a "personal" spell). It acts to protect the
magical effect from hostile or accidental dispel magic spells. It adds
+50% to the chances of it resisting a dispel magic. Note that this does
not affect any area effect spell: it only affects those spells which
affect the caster only. The shield only lasts as long as the personal
spell's normal duration lasts, and can only protect a single personal
spell per casting. The material component is a 500 gp diamond.
Darklight's Rubbery Aura (Alteration)
This spell causes the wizard to be surrounded by an invisible field of
alteration magic, which causes anything he touches to become unnaturally
resilient and rubbery. In effect, anything which comes in contact with
the wizard becomes as bouncy, stretchable, and rubbery as detailed in
the lesser spell Darklight's rubbery transformation. However, these
things return to normal when they are outside of the wizard's contact.
Large objects are only rubbery in a local area around the wizard's touch
(a 3-foot radius).
This allows the wizard to bend bars open, bounce on the ground like it
was a trampoline, and ignore all purely physical damage. A sword blow
flexes into uselessness when it hits the wizard, and is "sproinged"
right off his body. See rubbery transformation for details.
The material component is the sap of a strange tropical tree.
Darklight's Silent Invisible Spell (Alteration, Metamagic)
This metamagic spell can affect any one spell of fifth level or lower.
It functions to cloak all visible and audible effects of the spell,
making it invisible and silent. This has the effect of reducing its
damage by 2 per die (but not below 1 point per die), but making it more
conducive to stealth. For example, a fireball modified by silent
invisible spell would explode with normal heat, impact, and such, but
would be invisible and silent. Note that this does not conceal either
the caster or the spell's victims or any sound made by them, only the
visible and audible portions of the spell. It adds 5 to the casting time
of the other spell, but requires no extra material components. The
casting of the other spell must be started within the duration of this
spell.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 6
Area of Effect: Object or creature touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
| D100 Roll | Nature of Summoning |
|---|---|
| 01-05 | Monster summoning I-III: this will astonish the other wizard and likely prove more than a match for intended opponents. |
| 06-15 | Monster summoning IV-VII: possibly weaker than intended and may cause the wizard to be in a bad situation... |
| 16-25 | The wizard shows up in response to a "demon summoning" type of spell and is suspected to be a disguised demon. |
| 26-40 | The wizard steps through a newly-opened gate. |
| 41-55 | Monster summoning appropriate for the wizard's level, if at all possible. |
| 56-65 | Summoned by a psionicist's psychoportation power. |
| 66-75 | Appears in the lab of an experimenting otherdimensional wizard. |
| 76-85 | Steps from the surge of an otherdimensional wild mage. |
| 86-99 | Falls through a dimensional rift - who knows where? |
| 00 | Intentionally summoned ("But who would summon me?"). |
The material component is a golden grappling hook, no more than 3 inches long, affixed to a bit of phase spider web.
Darklight's Tattoo Item (Alteration)
This spell will cause an inanimate object to be transformed into a
tattoo on the caster's skin. The object must be touched only at the end
of the casting, enabling lit torches or campfires to be tattooed. Large
objects will shrink to no more than a 1x1 foot square area. The
transformed items remain until the caster "peels" it off and throws it
to the ground. While in tattoo form, they appear as full-colour,
intricate representations of the item contained within. A dispel magic
upon the caster will require each to make a saving throw versus
polymorph at the level of the caster. Each one which fails will spring
back into original form instantaneously. A caster may have as many
tattoos on his body as could reasonably fit. If the caster dies, all the
items are immediately released.
Darklight's Weapons Warp (Alteration)
This spell is used to protect the caster from stabbing, slashing, or
piercing from hand to hand weapons. It acts by warping space locally so
that any hit which would pierce the skin of the wizard is warped to the
body of the attacker. Any damage which would have affected the wizard is
instead inflicted upon his opponent. This is not at all effective
against missile weapons (in this case, the warp has no close opponent to
target) or blunt weapons (they do not penetrate the skin sufficiently if
at all).
A wizard with this spell often exposes himself to deadly strikes and
stands confident as his foes kill themselves. A foe who strikes for the
kill at a wizard with this protection automatically takes maximum damage
from the weapon, and if they rolled 5 or more than required to hit the
wizard, receive a critical hit upon themselves.
The material component is a miniature lead sword which has been bent in
half.
Darkray's Blade of Light (Evocation)
Upon casting this spell, the invoker must join his two hands in front of
him, as if he was holding a two-handed sword. He then channels magical
energy to form a four feet pole of blue-white light, which springs out
of his grasped hands. He can use it silently and he is immune to its
effects.
The pole can perform as a magical sword. The caster suffers penalties if
not proficient in any sword. Damage is 1d6/1d8. The blade hits with a +3
bonus to attack and +n to damage, where n equals the number of
experience levels beyond fifth. A 10th-level wizard, for example, hits
large creatures for 1d8+5 HP plus any Strength bonuses he might have.
The blade cannot cut through solid metal or stone. It has the following
abilities, at the caster's mental command:
The caster can combine the drain or vorpal attacks with the swing
action. A vorpal action can only be used once during the whole spell if
combined with swing. If the caster is hastened, he can double the number
of his attacks but each special power lasts for a single attack.
The main disadvantage of this spell is that the wizard cannot cast
spells that require somatic or material components, as the two hands are
firmly grasped to each other. Another problem is that each time the
caster uses a special power of the blade, he temporarily loses 1 HP,
needed to feed the blade (a combined action needs 2 HP). This damage
occurs at the end of the round and can be healed normally.
Because the caster cannot loose his hands and deform the blade, he gains
the following benefit: if he is caught in a bear hug or similar attack
from any creature, he gains a free attack with the blade at the time of
the hug. Furthermore, if the attacker is in front of him, the caster can
attack and succeed automatically, inflicting double damage every round.
The wizard can still use any remaining special powers of the blade,
except swing.
The spell ends if the wizard loses control of his hands (including
charm, possession etc.), a successful dispel magic is cast upon him, if
he casts a limited wish or similar magic or if he enters a dead magic
area (for example, an anti-magic shell, a dispelling screen, etc.). Note
that the caster cannot end the spell at will. He is free to cast it as
if he were in a lower level than he actually is, though, with the
appropriate THAC0, damage, etc.
The material component is a hair of the caster.
Darkray's Confirmed Pact (Divination)
This spell is cast on two creatures that have just reached an agreement
of any sort. The wizard may be one of them. Both subjects must be
willing to be affected by the spell or else it fails in an obvious way.
The casting requires the donation of a personal item, worth about 1 gp,
from each of the subjects. The items do not vanish and the subjects may
get them back after the spell ends. The spell also requires a gem of any
sort, the core gem, of at least 500 gp value. This lasts until the spell
ends and then turns to ash.
The items and the core gem must be placed in a small obsidian case. This
is sealed during the casting with 3 HP of blood from each of the
subjects; these can only be healed naturally. The case can have other
protections.
For the duration of the spell the wizard will be instantly aware if
either member of the pact breaks it, that is, if one or both subjects
have acted against the agreement they have made. The caster also learns
if this action was made willingly or not (i.e.: if under a charm or the
like).
The spell deals with the spirit and not the letter of the agreement. For
example, the wizard will be informed if one of the subjects coats his
weapon with poison in order to strike his partner, even though no actual
attack takes place.
The spell does not in any way hinder the actions of the subjects.
Further, the wizard only learns if the pact is broken, and nothing more.
The spell does not in any way give him the ability to communicate with
the subjects or inform them, for example.
The spell normally lasts for two weeks per level of the caster. During
that time, the wizard will be informed every time a subject acts against
the pact. If both subjects decide willingly to break their pact, the
spell ends and the wizard is informed about it. It is possible to cast
more of such spells for the same pact but each requires a new core gem
and a new blood sacrifice.
Dispel magic must be successfully cast on the core gem to end the spell.
Darkray's Defiler Tracer (Divination)
To cast this spell, the wizard needs to have some defiler ash. As long
as the spell remains in effect, the caster will be automatically warned
whenever that particular defiler is within a radius of one mile.
Furthermore, if the defiler is closer than 300 yards, the caster can
receive a mental image of his location, if the defiler fails a saving
throw versus spell. Even if the saving throw succeeds, the caster will
know the exact direction and distance if the defiler remains within 300
yards.
This spell can be blocked by lead or other divination-protective means.
The material component is some defiler ash, which vanishes at the end of
the casting. One can cast this spell many times to track a specific
defiler, as long as one has some ash available.
Darkray's Draining Tendrils (Evocation, Necromancy)
Upon casting this spell, the staff of the wizard is covered with a
number of bright energy tendrils. These can then arc to any creatures in
the area of effect, draining their life energy throughout the caster and
emitting it as visible light from the staff.
Any creature within range is subject to attack from the tendrils and
must save versus spell to avoid being hit. Once a tendril hits, it
remains wrapped until the spell expires or the target dies. The spell
creates one tendril per level above 8th.
If the target saves, he can act freely that round but is subject to
attack the next round if within range. In any case, he can be wrapped by
a single tendril only. The caster chooses the creatures to attack but
can only make one attack per target per round.
The drain begins the round following a successful wrap. For each of the
caster's levels of experience, one hit point is drained from every
creature wrapped and emitted as light from the staff. The more hit
points drained the more intense is the light. A victim can act with no
penalties except that it is unable to leave the area of effect.
The caster can let the spell last for as long as he wishes, but he must
touch the staff and concentrate during all this time, and cannot even
talk. The process is very tiresome and at the end of the spell the
caster loses two points of Constitution and one point of Strength. One
day of complete, shaded rest restores one point of each ability. If the
wizard casts the spell more than once per day, he suffers a cumulative -
3 Constitution, -2 Strength each time.
The material component of the spell is the staff. This must have a
number of steel nails on it, at least one nail per tendril to be
released. Such a nail costs about one gold piece. On the head of each
nail a miniature skull must be engraved. The staff is not consumed in
the casting.
Darkray's Hiding Mantle (Abjuration, Evocation)
Upon casting this spell, a special aura surrounds the caster. The aura
can change colours and patterns, completely matching those of the
environment. The match is automatic for as long as the caster wishes.
When surrounded by this aura he is 95% undetectable in all but the
brightest of areas. He makes no noise and has no smell.
If the caster attacks or casts an offensive spell, he becomes visible
for an instant; creatures that watch carefully can see him but in the
next round he becomes hidden once again. He can make almost any other
action and remain hidden inside the protective aura. Powder, sand and
other similar materials thrown onto the caster while his aura is active
makes his shape visible for that round. In the next round he becomes
hidden once again. Note that the aura is considered "on" during all this
time.
The caster can switch the aura on and off any number of times within the
spell's duration, each change requiring but a moment. With each change,
small, harmless arcs of lightning engulf his body.
The duration of the aura remaining active is five rounds per level of
the caster. This is not the duration of the spell. The wizard can turn
off the aura, go to sleep and use the remaining time next morning. Seven
days is the absolute maximum, however. Beyond this, any remaining time
is lost.
The caster is subject to magical or psionic detection. Detect
invisibility and true seeing, as well as the psionic devotion life
detection, can locate the actual position of the caster.
The material component of this spell is a 100 gp gem.
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2 turns
Area of Effect: Object touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Undead take half damage from the blade and are not affected by drain
life and fear effects. All special powers can be used simultaneously
with a normal attack, except for lightning bolt.
Range: Special
Components: V, S, M
Duration: 2 weeks per level
Casting Time: 1 turn
Area of Effect: 2 creatures on the same plane
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 60 yards
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: One-mile radius
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 5-foot per level radius
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
| D6 Roll | Result |
|---|---|
| 1 | Caster suffers 3d4 points of damage which can only be healed by
resting |
| 2
Caster cannot use magic of any sort for a whole day | |
| 3 | Caster's Strength reduced to 6, one week of complete bed rest
required |
| 4 | Caster ages one year |
| 5 | Caster's Strength, Dexterity, and Constitution drop to 6,
recovering one point per hour resting |
| 6 | Caster loses one Constitution point permanently |
The wizard still states a full wish, when casting this spell. In line with the limited wish, only the result indicates that the spell was actually a minor wish, instead of a normal one.
Darkray's Preserving Box (Alteration)
With this spell, the wizard can preserve an amount of non-living
material for the duration of the spell. It must lie within a normal,
non-magical box that fits entirely within the area of effect. The box
has no special resistance but magical or normal wards or traps can be
freely placed on it.
After the casting, the contents will enter a state of suspended
animation and time will not affect them: fruits never rot, food remains
fresh, etc. The box becomes sealed and outside conditions do not affect
the interior.
Even the caster cannot open the box without ending the spell. The box
will hold its contents intact for one week per level of the caster. The
contents can then be placed into another box and the spell cast again or
the wizard can cast the spell again before the duration ends,
practically preserving the contents for an undefined period of time.
The material component is a normal box, which is not consumed, and a
gold coin that melts and seals the box, vanishing after the duration
expires.
Darkray's Strength of Life (Necromancy)
With this spell, the caster can alter his Strength to any value between
6 and 25 inclusive, but greater than his current Strength. In order to
do so, he must sacrifice (at the beginning of the casting) a number of
hit points equal to difference between his current Strength and the
Strength he wants.
While under the influence of the spell, the caster gains almost all
benefits from the altered Strength. He does not gain any extra attacks,
though.
Darkray's Transformation (Alteration, Evocation)
When the caster utters this spell, his whole body and gear explode in a
mass of bluish sparks. These disperse in all directions, touching items
or even living creatures, without causing any harm. They jump from one
thing to another in a mad dance for 1d4 rounds, seemingly fleeing in all
directions. During this time it is possible to dispel the magic; success
indicates the wizard reappears again near the position of a random
spark. The sparks then flee. They occasionally pop up here and there but
dispelling some of them does not affect the spell. The consciousness of
the wizard lives inside them and he can even pick up images from where
they travel.
After 3d6 hours, the sparks will all gather together in a random
position within a mile from the place of the casting. This second place
will be as safe as possible, that is it will not be in the middle of a
lake or a hostile camp. If no such place exists, for example when in the
middle of the Sea of Silt, the sparks will reunite in the original spot,
safe or not. The reunion of the sparks will cause the wizard to reform,
in the same condition as that he was in during the casting. The DM may
give the player some images his character popped up during the spell,
always from within a one-mile radius from the original casting place.
After the initial 1d4 rounds, the sparks can only be reunited when the
spell expires or with a limited wish or similar magic.
Deflect Normal Weapon Attacks (Abjuration)
When cast, this spell creates an invisible, mobile forcefield around the
recipient. This barrier has an Armour Class of 4 and a number of hit
points equal to 5 times the wizard's level. All non-magical melee and
missile attacks made on the recipient, are directed against the shell
instead. Damage from such attacks will not harm the recipient until the
wall is destroyed. This spell has no effect on any magical attacks,
which inflict full damage on the barrier and the recipient.
If an attack hits the barrier, the protected creature must make a saving
throw versus spell. If this saving throw fails, damage is rolled
normally against the forcefield (if the damage inflicted equals or
exceeds the remaining hit point total of the wall, it is destroyed, but
any excess damage does not affect the recipient at this time). If the
saving throw is successful, the attack is deflected away harmlessly.
If an attack fails to score a hit on the barrier (i.e., misses AC 4),
the attack is reflected back at the attacker; the attacker must then
make normal attack and damage rolls against himself. The material
component for this spell is a powdered black opal which is consumed with
the casting.
Detect Spell (Divination)
Spell casting leaves a magical residue in the surrounding area which
this spell is designed to detect. When the spell is cast, the wizard can
examine any spell that was cast in this area up to a limit of one week
in the past per level of the wizard.
One spell can be examined per round, with the spells being detected in
reverse chronological order. The information obtained about the spell is
as follows:
If the wizard needs to examine spells farther back in the past, then the
spell can be repeated within one day, and the wizard can pick up where
he left off.
Dheryth's Stone Integrity (Abjuration)
This spell, cast upon a volume of rock, prevents the correct operation
of transmute rock to mud spell in the following way:
Dimmable Continual Light (Invocation/Evocation)
This spell has the same effects as the 4th-level dimmable light spell
with the exceptions noted above.
Displacement [2] (Illusion/Phantasm)
This spell causes the casters image to be "displaced" so that the next
level/3 attacks miss him entirely. Because of the sheer power of this
spell, if the casting is interrupted, the caster must roll his level or
lower on 1d20 or be sent to the ethereal plane. The material component
for this spell is hide from a displacer beast or the tail of a
chameleon.
Double Fly (Alteration)
This spell is identical to the 3rd-level fly, except as noted above and
for the fact that movement is at a rate of 24. See the Dungeon Master's
Guide, page 77, for notes on aerial combat.
Doubled Magic Missile (Evocation)
This spell is identical to the 1st-level magic missile, except as noted
above and that one missile is cast per level of the wizard, with no
maximum number of missiles imposed on the wizard.
Dreamoore's Greater Eldritch Sphere (Evocation)
This spell is a similar but superior version of the eldritch sphere,
inflicting 2d6 base damage + 3 points per level of the wizard, up to a
2d6+30 maximum (eg., a greater eldritch sphere cast at tenth level of
experience does 32-42 damage points).
Dreamoore's Spellblade (Evocation)
The spellblade is a 1-foot up to 5-foot variable diameter rotating
circular blade of force which the wizard mentally commands, and he must
concentrate to maintain it (thus any successful attack against the
wizard ends the spellblade).
There are actually two variants for the spell, and the type must be
selected at the start of casting. The first strikes with a +1 to +5
to-hit bonus (corresponding to the blade's diameter) and attacks
everything within the designated area of effect. It inflicts 1d10 base
damage + 1 damage point per wizard's level. The second version directly
attacks walls of force, having a 1% cumulative chance per damage point
inflicted of bringing down a barrier. It has no effect upon other
creatures.
Dust Devil (Alteration)
This spell enables the wizard to conjure a dust devil, a weak air
elemental, (AC 2, 2d8 HP, MV 18, damage 1d4, magic weapons inflict
double damage). The dust devil appears as a small whirlwind, fifteen
feet tall, five feet in diameter at its base and twice that at its top.
It will move as ordered by the wizard but vanishes if ordered more than
30 feet from the wizard or if ordered to attack an native of the plane
of elemental air or a creature with magic resistance. It can hold a
gaseous cloud at bay, and its winds are sufficient to put out small
fires. While skimming along the ground, it will pick up loose particles
(if any) and create a dust cloud 30 feet in diameter in which normal
vision is obscured, and a wizard caught within the cloud must make a
saving throw versus death magic or have their concentration broken. The
material component of this spell is a small fan.
Dwarf Golem (Conjuration/Summoning)
This spell enables the wizard to bring to life a dwarf sized stone golem
- which has to be constructed first - with the following statistics:
Stone Dwarf Golem
AC: 2
Move: 6
HD: 10
Hit Points: 45
Number of Attacks: 2
Damage: 4-10/4-10
Special Attacks: Hurl Rocks for 2d4 points damage
Special Defense: None
Magic resistance: Special
Alignment: N
Size: S
This golem is immune to all spells that other stone golems are. It can
produce rocks from its body and throw them up to a 30-foot range. It
cannot take any other actions in any round in which it decides to do so,
however.
The construction time for the golem is 3 months. The golem costs 8000 gp
to make, and after casting, the wizard must make a 1d20 roll and add 2
to it. If the score is above his level, the spell fails and a new golem
must be constructed. If it is less or equal, the spell succeeds.
Dwarkanath's Limitator (Alteration, Enchantment)
Dwarkanath's limitator is a highly atypical spell for magic-users as it
causes the spell caster to function as a lower level wizard. All magical
abilities are affected by this spell: number of spells usable,
effectiveness of spells cast, and so forth. Non-magical skills and
abilities such as weapon or non-weapon proficiencies, languages spoken
and combat abilities are not affected by Dwarkanath's limitator.
After the spell is cast, the character immediately begins to function as
a lower level spellcaster. All spells previously memorised are not lost,
but become inaccessible (except as noted below). For example, if a
10th-level wizard casts this spell to effectively become a 4th-level
wizard, he does not forget his 4th- and 5th-level spells, nor the extra
1st-, 2nd- and 3rd-level spells memorised. At the time of casting, the
character must announce which spells he is retaining for use and which
are being made inaccessible.
In order for the wizard to regain his former abilities, the material
component (a diamond of at least 2,000 gp in worth) must be crushed. The
diamond need not be in possession of the caster during the course of the
spell, but this is generally recommended.
During the course of the spell, experience points are accumulated
normally. But, the wizard has the option of applying them to his
effective level instead of his true level (this must be determined at
the time of casting the spell - it cannot be changed mid-stream). If the
caster's effective level experience points match or exceed the actual
level, Dwarkanath's limitator will automatically terminate.
Dwarkanath's limitator has one side effect: If the caster is under the
effect of a polymorph self before casting the spell, it will last until
the termination of Dwarkanath's limitator. This can be useful when the
magic-user is disguising himself as a lower level character.
The true level of the caster cannot be determined via determine prowess
(q.v.) or through any divination magic of less than fourth level. Dispel
magic will not reverse the effects of Dwarkanath's limitator, but may
cancel the effects of any polymorph self in effect. Restoration has a 3%
chance per level of the priest of terminating Dwarkanath's limitator.
Also, wish can restore the character's actual level, but not a limited
wish. A limited wish can be used, however, to cause the caster to
accumulate experience points against the current level if such was not
the case originally.
Dwarkanath's Morphous Bolt (Alteration, Evocation)
Dwarkanath's morphous bolt is designed for the adventurous wizard that
may face any number of unknowns. Specifically, this spell creates a bolt
of some material (see below) that is projected at the target creature
unerringly. The damage caused by this spell is always the same,
regardless of the physical composition of the bolt: 1d8 for every 2
levels of the caster, up to a maximum of 12d8. A saving throw versus
death magic reduces the damage by half.
Dwarkanath's morphous bolt can be created with any variety of materials,
such as fire, ice, water, acid, stone or any other physical substance
allowed by the DM. All that is required by the spell caster is that a
sample of the material desired be used as a material component. Note
that this must be a physical material, i.e., bolts cannot be created out
of magical energy (eg., magic missile).
Creatures hit by Dwarkanath's morphous bolt suffer advantages and
disadvantages as appropriate for their nature. For instance, a fire
giant hit by a bolt of acid would take normal damage, but additional
damage from a bolt of ice. Likewise, a red dragon would take reduced
damage from a bolt of fire.
Dweomervessel (Alteration, Enchantment)
This spell must be cast on a container of some sort, no larger than a
wine cask, which has a lid or some other means of being closed up. It
takes one turn to cast the spell, preparing the container to receive
another spell, of any level below seventh, which must be cast in the
following round. If a second spell is not cast immediately, the magic of
dweomervessel will dissipate. Once the second spell has been cast, the
container must be closed immediately, or the second spell will be
activated. If the vessel is closed properly, it will effectively trap
the magic for a period of time equal to 1 hour per level of the caster.
While the vessel is closed, there is a 5% chance per hour (not
cumulative) that the magic contained therein will burst the lid or seal
of the container and be activated; otherwise, the magic will remain
trapped for the duration of the spell or until somebody opens the
container. There is a 3% chance per spell level that the magic will not
work properly, usually fizzling or causing some minor effect. Spells
requiring contact with the spell recipient will only work properly if
someone is holding the container when the spell is activated.
Area-of-effect spells will be centred on the vessel. Only one
dweomervessel spell may be cast on a single container at any one time.
If two or more such vessels are within 10 feet of each other for an
extended amount of time, the magics of the containers will start to
clash, and the chance that it will be spontaneously released is
increased to 5% per turn. The material components of this spell are a
pint of wine, a bar of soap, a powdered emerald of at least 50 gp value,
and the container itself.
Elemental Join (Alteration, Elemental, Enchantment/Charm)
With this spell, the wizard physically joins his body with an elemental.
A saving throw is possible only if the elemental is not one the wizard
has conjured. Once the wizard's body has joined with the elemental, the
wizard can use all the abilities of the elemental's body as his own,
including Hit Dice, THAC0, damage, movement and invulnerability to
non-magic weapons. However, as the wizard's body and any equipment on it
are transformed into the appropriate element and joined with the
elemental's body, this equipment cannot be used in any way while inside
the elemental's body. The only spells that can be cast are those not
requiring material components (those components are stuck inside the
elemental's body), and even then the elemental must be able to speak (I
don't think most can).
The wizard may end the spell at any time. The wizard's body appears
anywhere within 10 feet of the elemental. If the elemental is one the
wizard has conjured, he may dismiss it at the same time; if not, the
elemental is likely to be furious, so the wise wizard will be cautious.
Note that both caster and elemental will be confused and disoriented (no
action) for 1 round after the separation. The maximum duration in any
case is 1 turn per level of the caster.
There are several important things to note about this spell. First, if
the elemental's body is slain with the wizard inside, the wizard dies.
Second, if the spellcaster is attempting to take over an elemental
conjured by another wizard, the elemental gets the saving throw of its
conjuring wizard or its own (whichever is better); in either case, there
is a +2 bonus (representing the prior claim of control by the conjurer).
Third, the new body takes some getting used to; the caster is at -2
to-hit for the first 2 strikes he takes against an opponent.
Elemental Square (Abjuration)
By means of this spell, the elementalist inscribes a square into a
circle. Within the square, the wizard is protected from elementals and
elemental forces, though it is impossible to cast spells of an elemental
nature in order to attack outside the square or bring elemental forces
inside the square. The material components for this spell are a vial of
water, some dust, and burning incense, that must be placed in three of
the four corners of the square. The wizard must blow in the fourth
corner to complete the spell.
Embarrassing Fetish (Enchantment)
Sage's note: this spell leaves much room for creative spellcasting, but
is also very restricted and narrowly defined. Please read with care.
With this spell, the caster can instill in one intelligent creature an
erotic fascination with a single kind of object, behaviour (such that
the sight, smell, sound, etc.). A sample of that designated kind of
object or behaviour arouses the subject uncontrollably, and such that
erotic pleasure or orgasm is impossible without the presence of the
fetish object or behaviour.
Some representative examples of fetish objects are red hair, spiked
heels, whips, jewelled short swords, oak leaves, artificial limbs or
amputees, green tunics, tuna, cheese, sheep, gnomes, gnolls, red
dragons' tongues, royal guards in uniform, children, octogenarians,
members of one's immediate family, psionicists, rangers, mermaids,
lawful neutrals, and Red Wizards of Thay. Some representative examples
of fetish behaviours are having small insects and snails crawl all over
one's body, inflicting pain on another person, inflicting pain on
oneself, being strangled, strangling another person, being bound,
binding another person, being charmed or commanded, staging one's own
mock execution, and innkeepers' daughters pouring beer down one's chest.
This spell is extremely versatile and may be made as detailed and kinky
as desired. Extremely detailed or nearly impossible fetishes, however,
may occur so rarely or be so beyond the capacity of the subject to
locate or bring about that the spell has little effect on the subject's
life than to create enormous sexual frustration. Danger, pride, and
personal cost are not, however, enough to dissuade the subject from the
fetish once it has been made available.
This spell cannot create a fetish for an individual person or object
(Carolyn Greycloak or the Great Ruby of al-Ghasar, for example). Nor can
it, without the aid of another spell, create homosexual desires in a
heterosexual, or vice versa.
There is no saving throw per se against the fetish. Rather, upon
discovering the fetish, the subject, if strenuously disapproving, is
allowed a Wisdom check at -4. A successful check leaves the subject
humiliated but thereafter free from the fetish. A new Wisdom check may
be attempted once per day, but since fetishes gain strength over time,
the check suffers a cumulative penalty of -1 per day. A Wisdom check of
1 is always successful.
The material component of this spell is a sample, highly representative
object of the fetish, or an enactment of the fetish behaviour on the
part of the spellcaster.
Eyeray (Alteration, Metamagic)
This metamagic spell enhances the effectiveness of all ray-type spells,
such as ray of enfeeblement, the cold ray version of Otiluke's freezing
sphere, Sanh's Ray spells, disintegrate, prismatic spray, etc. The spell
causes the energies to radiate from the wizard's eyes instead of his
hands (the spell is split into two converging rays). This affords the
wizard better control of the spell, as he hits what he sees. As a
result, all saving throws against ray-type spells are made at -4. If the
wizard has only one eye, the saving throws are at -3.
One ray-type spell can be so affected per 4 levels of the wizard. When
casting a ray spell, the wizard must declare whether or not the eyeray
will be used. The spell is active until all its uses have been
exhausted. Only one casting of eyeray may be active at a time. The
material component is one pair of gems of the same colour as the
wizard's eyes per 4 levels of the wizard, and a few of the wizard's
eyelashes. The gems must be worth at least 100 gp apiece. If the wizard
is missing an eye, only one gem per 4 levels is required.
Falerin's Stolen Ability (Enchantment/Charm)
This spell allows the caster to steal one ability or proficiency from
his opponent. Exactly what ability is taken is determined by the DM.
Victims are entitled to saving throw versus spell which negates the
effect of the spell. The material component is a drop of blood, drawn in
active combat.
Fellstar's Flame Cone (Invocation/Evocation)
This spell creates a cone of fire that streaks from the wizard's hand
towards the targets; this cone is 2 feet wide at the point of origin, 25
feet wide at the base, and 10 feet long for every level of the wizard,
up to a maximum of 200 feet. Anyone caught inside the cone suffers 4d8
points of damage, plus 1 point per level of the wizard (up to a maximum
of 4d8+20); a successful saving throw versus spell reduces the damage by
half. Combustible objects must save versus magical fire or be consumed.
The material component for this spell is a handful of red dragon scales
that must be tossed in the air when the spell is cast; the scales are
consumed with the casting.
Fire Charm (Enchantment/Charm)
This spell causes a beautiful, gossamer veil of multi-hued flame to
dance around any normal fire larger than a torch flame. All creatures
within 30 yards of the fire must save versus spell or become transfixed
with the spectacle. While so charmed, creatures are subject to
suggestions of twelve or fewer words, saving at -3 for suggestions of
average reasonability and suffering this second charm for a full 1d6
rounds per level of wizard. The fire charm and suggestions are broken by
physical attack. The fire charm is also broken by obscurement of the
dancing flame.
Range: 10 feet
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 turn
Area of Effect: One up to 2x1x1 feet box
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S
Duration: 3d6 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 turn
Area of Effect: 30-yard radius
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
Possible means of casting include from memory, from a scroll, and from
a natural power.
Reversible
Range: 10 yards per level
Components: V, S
Duration: 1 year
Casting Time: 1 turn
Area of Effect: One 20-foot cube per level
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>
Stone integrity grants no other bonuses to the rock and may be
dispelled. The reverse of this spell is earth integrity, and prevents
the operation of transmute mud to rock in a manner like above.
of transmute rock to mud, the latter spell automatically fails.
higher than the caster of stone integrity, the former spell has a chance
of correctly operating equal to 10% plus 10% per level that the former
wizard is higher than the latter. Even if transmute rock to mud works,
its area of effect is reduced to a percentage equal to its chance of
working. For instance, if transmute rock to mud has only a 30% chance to
work (and does), its area of effect is only 30% of what it should have
been.
Range: 20 feet per level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 90-foot radius sphere
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 1 turn + 2 rounds per level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Patrick P. Weeks <weeks@studsys.mscs.mu.edu>
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 20 yards + 10 yards per level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 1-foot diameter sphere
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 50 yards
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)
Range: 30 feet
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4 turns
Area of Effect: Special
Saving Throw: None
Author: Unknown
Range: 0
Components: V, S, M
Duration: Until dispelled
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: 1/2
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Range: Special
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Joshua Rosenfeld <emilus@u.washington.edu>
Range: 5 yards per level
Components: V, S
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: One elemental
Saving Throw: Special
Author: Nathan Sugioka <nsugioka@cs.indiana.edu>
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 turn per 4 levels
Area of Effect: The caster
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster and one creature
Saving Throw: Negates
Author: The Wizard <ier101@psuvm.psu.edu>
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Fellstar
Range: 10 feet
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 30-yard radius
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
| Caster's Intelligence | Damage Bonus |
|---|---|
| 1 | -4 |
| 2 | -2 |
| 3-5 | -1 |
| 6-15 | 0 |
| 16-17 | +1 |
| 18 | +2 |
| 19-20 | +3 |
| 21 | +4 |
| 22 | +5 |
| 23 | +6 |
| 24 | +7 |
| 25 | +8 |
The fist has AC 0 plus a modifier equal to the caster's Dexterity adjustment, and it has a total of 40 HP.
The material component is a fairly large area of the appropriate element and a platinum fist (100 gold) encrusted with gems (200 gold). The fist is fooled by illusions, invisibility and displacement, for example, though once the wizard is aware of the creature he may make it attack with the appropriate penalties.
For example, a 12th-level wizard, Intelligence 16, Dexterity 15, could cast it 160 feet away, attacking in a 36-foot radius sphere for 12 rounds. The fist attacking with THAC0 9, AC -1, doing 2d10+1 damage.