Altar of Protection (Evocation)
As lesser aura of protection, except that the target seems like a minor
god, and the subtraction is 5 from all attacks. This spell also grants
a +3 bonus to the caster's saving throw for any targeting attacks.
Animate Dead II (Necromancy)
This more powerful version of animate dead creates 1 HD of undead per
level of the wizard. Any undead not possessing energy drain up to 5 HD
can be created with this spell.
The material component is identical to that of animate dead, with the
inclusion of a pinch of dust from each of the undead types to be
created.
Anti-Psionics Shell (Abjuration)
This spell causes a moveable shell to spring up in which no psionics
work (not the caster psionics (if he has any) nor anybody else's
powers). The caster does not need to concentrate on the shell to keep it
up. It has a diameter of 1 foot per level of the caster. Anything not
completely inside is not protected: a character that pokes his arm out
of the sphere is completely unprotected. This shell does not protect
against anything else. It is possible to bring down the anti-psionic
shell with dispel magic or through psionic combat with a power score
versus the level of the caster. In this case, both characters have to
roll: the psionic creature versus its power score and the caster has to
roll versus his level up to a maximum of nineteenth level. The one with
the higher successful roll wins. If the caster wins, the shell remains
in effect and the psionicist cannot use his power within the shell. If
the psionicist wins, the shell collapses and all psionics can be used
within the former shell's area.
The material component is a pinch of powdered mind flayer and intellect
devourer brain.
Aura of Panic (Illusion/Phantasm)
This spell creates a 20-foot radius of fear around the caster. Any
creature who enters this area must save versus spell or flee in blind
terror for 2d4 rounds. Creatures affected have a 75% - 5% per level
(minimum 25%) chance that they will drop whatever they are carrying. Any
creature prevented from fleeing will fight as a berserker whomever is
restraining them. A new saving throw is required each round spent in the
aura.
Blood to Dust (Necromancy)
The blood to dust spell converts blood instantly to an inert substance
(dust). This spell will instantly kill any one creature upon which it is
cast. Note that this spell is only effective upon creatures which have
blood or which need blood to survive. All undead, constructs (including
flesh golems), creatures from other planes, and any other monsters that
do not need blood to survive are not harmed by this spell. Casting it
upon them will only change their appearance to dried up, mummy-like
husks. Further, all creatures with 12 HD or more are immune to this
spell. Any creature slain by this spell must first have the reverse of
the spell, dust to blood, cast on them before being raised. A heal spell
will accomplish the same thing, and a resurrection spell negates the
need for either.
When cast at a free standing pool of blood, the spell acts like the
6th-level priest spell transmute water to dust. The spell destroys 1
cubic yard (3 cubic feet) of blood per level of the caster. The reverse
of the spell creates 1 cubic yard of blood per level of the caster when
cast at an open area.
The material components of this spell are a pinch of dust and a drop of
the caster's blood.
Body Fire (Alteration, Evocation)
This spell causes the victim's body to start burning from within. Unless
the victim saves versus death magic with a -3 penalty he will be subject
to the flames, taking 2d10 points of damage per round. Two rounds after
the flames start, and every two rounds thereafter, the victim is allowed
another saving throw, with one less on the penalty per time (-2 on round
3, -1 on round 5, and no penalty thereafter).
The flames can also be halted by a successful dispel magic, or a
protection from fire, which works automatically. If the flames burn for
three or more rounds, all items on the victim must save versus magical
fire or be destroyed. If the flames burn for 5 or more rounds, the items
save with a -2 penalty. Any creature not naturally resistant to magical
fire can be affected by this spell, even those without solid bodies,
such as shadows and spectres. The material component is a red gemstone
of any type worth 500 gp.
Celestarion's Warding (Abjuration)
This spell is designed to ward off undead creatures and creatures from
the lower planes. When cast, all such creatures within 10 feet of the
wizard are subject to a saving throw versus spell at -5, taking into
account their magic resistance. Those failing their saving throw are
thrown out of the area by a tremendous force, and land 20 feet away.
Thereafter, the creatures cannot enter the sphere, or use their powers
on creatures within the sphere. Spells and attacks can still be cast at
these foul creatures from within the sphere.
The material component of this spell is a glass ball or a marble made of
crystal.
Channelling (Alteration, Metamagic)
When cast, this spell draws upon extra magical energy to make the next
spell cast more efficient and powerful. For every 5 levels of the caster
the following effects occur:
Charm Dragon (Enchantment)
This spell is the same as the Player's Handbook's spell charm monster,
applicable to all dragons (including gold, platinum, and even Tiamat if
you're stupid enough to try). The dragon's saving throw is modified by
one up or down per 2 HD of the dragon above or below 15.
Cloud of Death (Necromancy)
This spell creates a black cloud of acidic smog. The cloud is
stationary, and restricts vision as a darkness spell. However, the cloud
also has a horrible life draining effect. Any in the cloud when it was
created must save versus death magic or be drained of 1d2 levels. This
draining only occurs on the instant after the cloud is created, but is
permanent.
Cobaltas's Crack of Doom (Evocation)
To cast this spell, the wizard raises his hands above his head, palms
together. He then brings them down, out and back up again to meet above
his head with a flash and a bang, combining the effects of thunderflash
and thunderclap (q.v.). Effects are saved against separately.
Conjuration Enhancer (Conjuration/Summoning, Metamagic)
This one word spell is cast immediately before any one monster summoning
spell. It allows the wizard to choose from the applicable list what
creatures are summoned. The two spells must be cast in subsequent
rounds; the enhancer does not add any time to the casting of the monster
summoning spell.
Contingent Polymorph Other (Alteration)
This spell will polymorph one creature (as per polymorph other) into
another until some set condition occurs, eg. polymorphing a toad into a
prince until he is kissed by a woman, or polymorphing a fighter into a
dragon until he (it) says "I wish I were human", etc. The change from
the polymorphed form back into the normal form takes place gradually
over 1 round, so it is impossible to crush someone by polymorphing a
hippo into a flea, putting it on his head, then triggering the
contingency. The material component of the spell is a bit of honeycomb.
This spell was researched by Esmerelda.
Create Mummy (Necromancy)
This spell creates one mummy from the corpse of a human of at least
7th-level fighting ability. The mummy follows orders to the limit of its
low Intelligence, but it must remain within one mile of its place of
origin, so it is primarily useful only as a guardian. The corpse of the
potential mummy must be properly embalmed with the appropriate
proficiency (q.v.).
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round per level
Area of Effect: Special
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 7
Area of Effect: 1-foot diameter sphere per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Reversible
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature or 1 cubic yard per level
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Range: 50 yards
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Up to 4 creatures in a 40-foot radius
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 10-foot radius sphere
Saving Throw: Negates
Author: Celestarion
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>
Range: 60 yards
Components: V, S
Duration: 1 week per 10 levels
Casting Time: 2 rounds
Area of Effect: One dragon
Saving Throw: Negates
Author: James Bray <jbray@acad.bryant.edu>
Range: 60 yards
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: One 30x30-foot cloud, 20 feet high
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius half circle
Saving Throw: Special
Author: Bladehawk <igacork@irtcork.bitnet>
Range: 0
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 4 hours
Area of Effect: Corpse touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
| D100 Roll | Created |
|---|---|
| 1-60 | wight |
| 61-90 | wraith |
| 91-00 | spectre |
The corpse gets a saving throw versus death magic, at a level equal to the corpse's level before death, with the following bonuses:
| Person was | Modifier |
|---|---|
| a good priest | +4 |
| a non-good priest | +2 |
| good non-priest | +4 |
| neutral non-priest | +1 |
If the saving throw is made, the corpse is destroyed and the spell fails. If the saving throw is failed, the undead is created. Said undead will be under the control of the necromancer for one year, following any order that is not obviously suicidal. At the end of the year, or upon such time as the undead receives a suicidal order, it is freed from the necromancer's control and gets a saving throw versus death magic. If it fails, it must leave and may never attack the necromancer unless attacked first. If it succeeds, it becomes free-willed, and might attack the necromancer if it was sufficiently mistreated.
Note that after the year is up, the undead may continue to serve the necromancer, if it was sufficiently prosperous and receives a sufficient bribe. This is a DM call.
A necromancer can only control one undead in this matter at a time. At the end of the year, or when the undead dies or becomes uncontrolled, the spell may be used again. Should this spell be used during the year, it will work, but the fresh undead will immediately attack the wizard.
Finally, a created undead starts out the same alignment as the corpse from which it came. However, due to what these creatures must feed on (i.e. people), an unstoppable shift begins towards the undead's normal alignment. There is a 10% chance per month (cumulative) of the alignment decaying one step. After a switch, the chance returns to 0 and begins building again.
Darklight's Force Armour (Alteration, Evocation)
This spell is a modified version of wall of force, with several distinct
changes in its operation and the addition of a slight alteration
component to the magic. The shape of the force is contoured to surround
the caster at a distance of one inch (including possessions); the shape
shifts to accommodate the wizard's movements, so that the caster is not
held in one place. It is also visible as a slightly yellow glow, which
is brighter at the "joints" when the caster is moving. The caster is
reduced to half his movement rate by the spell, and it does reduce the
wizard's Dexterity while active, both because of its slight awkwardness.
It is airtight and completely insulating (as energy cannot penetrate in
either direction), but the alteration component of the spell keeps
fresh, comfortable air quality and temperature constant within the
armour. Therefore, not only is force armour an effective defensive
spell, but it is also the ultimate environmental suit, as it can
withstand volcanic lava, the pressure of the sea floor, the positive
material plane, and so on. Falling damage is also negated by the armour.
However, a wizard in force armour cannot cast spells through it at all.
Note that sound cannot pass through it either, so unusual means must be
used to facilitate communication. It allows a normal level of light to
pass through, but not in amounts bright enough to blind or damage. Note
that the wizard's weapons are not enhanced by the force' coating.
Rather, they are blunted and do less damage if normally piercing or
bladed (-2 damage, with a minimum damage of 1 point). In all other
respects, it acts as a regular wall of force (to determine what attacks
can dispel it).
The material component is a diamond cut so as to resemble a miniature
person.
Darklight's Planar Plume (Conjuration, Wild Magic)
This spell creates a violent plume of planar energies which erupt from
a solid surface within range. Each plume has a base 2 yards across, and
shoots 5 yards into the air. The energies last for at least 5 rounds,
but may remain if of a solid, stable nature. Creatures in the area
described suffers the effects of the plume, as detailed below. The plane
whose energies are called upon is determined by random roll (it is wild
magic) on the table below:
The material component is a pot containing residue collected from slain
creatures from three separate planes.
Deflect Magic Weapon Attacks (Abjuration)
This spell is similar to the 5th-level deflect normal weapon attacks
with the following exceptions: the forcefield's Armour Class is 2 and it
has 7 HP per level of the wizard. It affects all attacks made via a
magical or non-magical melee or missile weapon. A non-magical weapon
cannot affect or penetrate the barrier in any way. If a magical weapon
strikes the barrier, the target's saving throw (to determine penetration
or deflection) has a penalty applied to it, equal to the bonus of the
weapon (i.e. a weapon, +2 that scores a hit on the barrier inflicts a -2
penalty on the protected creature's saving throw). Also, if a magical
weapon is reflected back at the attacker (when the barrier is not hit),
the weapon bonus is not applied to the reflected attack.
In addition to its other powers, this spell may affect magic missile
attacks. It does not automatically negate them as a shield does, but
causes the attacker to make a to-hit roll against the barrier. If the
attack succeeds, the barrier automatically takes damage (the recipient
earns no saving throw); if the attacker fails to score a hit, the magic
missile has no effect. Other spells will pass through the barrier,
without affecting it. The material component for this spell is a
powdered black sapphire which is consumed when the spell is cast.
Delayed Blast Snowball (Evocation)
This spell creates a snowball (q.v.) with a +1 on each of its dice of
damage. The spell will not release its burst for one tenth of a round up
to 5 rounds, according to the command upon casting. In other respects,
this spell is the same as the 3rd-level snowball (cf. delayed blast
fireball).
Detect Individual (Divination)
This is actually not so much a spell as it is a class of spells. Detect
individual spells are keyed to detect the presence and location of one
specific being, and must be researched as new spells for each being. To
successfully cast detect individual, a piece of the being is required.
This spell will penetrate nearly all forms of invisibility or
non-detection.
When found, 95% of the time, the characters will happen on a spell
written for some being. 5% of the time, a set of guidelines and notes
will be found which can cut the research time in half.
Devolution (Alteration, Divination)
This spell is capable of returning a creature down the evolutionary
scale to a form which would be considered a base ancestor of the
creature. It can only be cast in a laboratory situation where the caster
has no outside influences and the creature is constrained or confined.
The spell scans the creature for any and all aspects which can be
described as a product of evolution or environment in any form, whether
normal or magical. This includes Strength, Intelligence, Wisdom,
Constitution, Dexterity, organizational habits, activity level, diet,
alignment, natural Armour Class, movement speeds and forms, Hit Dice,
natural fighting skills (THAC0, number of and attacks and the damage per
attack in game terms), special attacks, special defences, magic
resistance, size, grow patterns (for example, a frog begins as an egg,
becomes a tadpole, polliwog, and finally a frog), and spellcasting
ability. Also, the caster is able to determine what the lowest base form
of the creature would be like if all abilities were reverted back to the
most common ancestor of a varied species. So, all dragons would
eventually become some prehistoric lizard, horses would become miniature
prehistoric ponies, etc.
The casting time is one round plus one round for every single item
listed above which the wizard would like to discover (though DMs may
want to expand on this). During this time no saving throw is allowed to
avoid the analysis of the creature in question, although, the creature
must be held in relative security so that the wizard will not be
disturbed by any distractions during the casting. An initial check
against any magic resistance either avoids the entire spell or allows it
to function.
At the end of the analysis the wizard may force the creature to revert
back to a base form of its evolutionary scale. However, the surgical
abilities of this spell allows the wizard to selectively alter the above
listed aspects of the creature to conform to his analogy of what he
would like removed. For example, if a wizard somehow captured an adult
dragon and was able to analyze it, he would reduce its strength to that
of a small lizard, but then he would have the problem of a multi-tonnage
creature who was unable to life its own weight unless he also reduced
its size. The caster is able to alter 1 aspect for every 3 levels of
experience at a rate of 1 per round. Any interruption of the spell
during the alterations leaves the creature at the state it retained in
the previous round. The creature in question receives a saving throw
versus spell every round a reversion is attempted (although, saving
throws based upon Hit Dice may change during the casting of this spell).
Success versus a change in one round does not prevent the wizard from
attempting the same change the next round.
Surgical removal can be very selective. Ability scores may only be
lowered and reversions should never change more than a single aspect or
attribute per round. Movement requiring wings may be stripped in one
round, but the wings would take another round to remove. Ability scores
can be reduced by 1 per round. Size may be reduced by a maximum of 10%
per round. Hit points could not be affected, though Hit Dice could,
therefore lowering the hit points of a creature. Claw attacks could be
altered so as to cause a mere 1 point of damage per strike, or removed
altogether (the creature simply forgets the attack form ever existed).
The spell makes no moral alterations and cannot change attitudes
concerning a certain idea. But, alignments can be altered one step per
round towards a neutral aspect. The final product does not register as
being a polymorphed creature (it is a true creature of the form it now
embraces) and as such is unaffected by dispel magic. Devolution can also
tell if a creature has been the target of the 7th-level evolution spell
or any other genetic advancing spells. It may be used to specifically
counteract these effects, essentially returning a creature to its normal
state. DMs should be free to play with the sanity of experiment
subjects.
The material component of this spell is a vial of aqua vitae (the
essence of life), which can only be made by a master alchemist. Aqua
vitae may be purchased at the nominal price of 10,000 gp per vial due to
its rarity and usefulness in creating artificial life forms. Laboratory,
for means of this spell, simply means a non-combat situation. The source
of this spell is the Telnorne Mageocrat.
Dheryth's Energy Net (Evocation)
Note that the casting time of this spell is 3 tenths of a round, not
just an initiative modifier of 3.
When this spell is cast, the wizard spreads apart his hands, and a
brilliant net of positive energies streaks forth to engulf the target.
Damage is equal to 1d6+1 point per level of the wizard, with no saving
throw allowed. Furthermore, the target is stunned for the rest of the
round. The maximum number of dice is 16.
Dheryth's Spell Analysis (Divination)
When spell analysis is cast on an object or area, it lets the caster
determine what other spells are operational there. In order to correctly
identify each spell that is in effect in the area being analyzed, the
caster must make a successful Intelligence check. Thus, if there were
three spells in effect in the area in question, the wizard would have to
make three Intelligence checks. If he were to make two of the three
rolls, he would learn about two of the three spells. The Intelligence
checks are modified as follows:
"Non-detection type" spell indicates any spell whose primary function is
to make other divination spells work incorrectly - non-detection, mind
blank, screen, etc. This does not include generic abjuration spells like
protection from evil or globe of invulnerability. Multiple non-detection
spells do not have cumulative penalties: each +3 penalty applies only to
the roll for analysis of the non-detection type spell.
If a spell is not successfully analyzed, then the caster knows that the
spell is there but neither learns its name nor its properties. If the
caster makes the Intelligence check but has never encountered the
detected spell before, then he learns its name and its basic effects.
Dheryth's spell analysis will also reveal some basic information about
"triggered" spells in the area. This is limited to simple triggers only
- some examples are listed below:
Finally, for spells that have several versions (symbol or glyph of
warding, for example), the caster of analysis may attempt another
Intelligence check at an additional penalty of +1 to determine exactly
which version is active.
The material components of this spell are a tortoise shell and a book,
both of which are consumed in the casting.
Disintegration Protector (Alteration, Enchantment)
This spell offers a touched creature absolute protection from one failed
saving throw versus disintegration per 5 caster levels. The spell lasts
until all protections offered by this spell are absorbed.
The material component a very dense statue of the creature to be
protected.
Disrupt Spellcaster II (Alteration, Metamagic)
This is an improved version of the 3rd-level disrupt spellcaster. The
only change is the increased duration. It makes the victim incapable of
casting spells for the duration, one day per level of the wizard. This
spell actually makes spellcasting impossible by disrupting the magical
energy of memorised spells. Thus, the victim could still cast a spell
from a scroll, and innate spell-like abilities are not affected. There
is a saving throw versus death magic to avoid this. The only way to
remove this spell is with a successful dispel magic.
Dissension (Enchantment/Charm)
This spell causes all those in the area of effect to be filled with
contempt and hatred for all others in that area. Those that save versus
spell are not filled with these emotions, but they might still be the
target of hatred. There is a 75% chance that creatures affected by this
spell will immediately attack their new enemy. Their targets will either
be those most different from them (another race, another class, from
another country or clan, etc.), or chosen at random. These attacks will
continue until all the affected creatures are dead (or one is the only
survivor), or the spell duration ends. Leaving the initial area of
effect does not end the spell. If there is no initial attack, there will
be insults and other slights. This could easily degenerate into
fighting, at the discretion of the DM, depending on other events and the
nature of those affected. For creatures that are normally hostile to
each other, the chance of immediate attack rises to 90%. Lawful
creatures save at +1 versus this spell, as do good creatures. Chaotic
ones save at -1. These bonuses and penalties are cumulative. If those
affected by this spell are directly attacked by another enemy (one that
was not in the initial area of the spell), there is a 50% chance that
they will turn on this new attacker, afterwards resuming their old
attack.
Dissolve Greater Quasi-Elemental (Abjuration)
This spell cause a greater radiance, lightning or mineral
quasi-elemental to lose its internal integrity: the lesser
quasi-elemental dies.
Ditan's Demolition (Alteration)
By means of this spell, the wizard may demolish a dwelling as if it
where done by an expert demolition team. Unless the dwelling is magical,
the spell will totally destroy the building. The nice thing about this
spell however is, that when the spell is finished and the dust clears,
all that will be left (nicely stacked and reusable) are the following:
75% of the wood, 50% of all stone, 10% of any metal and 10% of any other
odd structural material.
The material component is a perfectly smooth disc of black onyx which
must be smashed during spell casting.
Ditan's Everdeep Pocket (Alteration)
By use of this spell, the wizard endows one pocket with half the holding
capabilities of a bag of holding. The pocket has all the abilities and
restrictions of a bag of holding listed in the Dungeon Master's Guide.
The material components for this spell are a pinch of fairy dust, and a
pocket.
Ditan's Minor Nullify (Alteration, Necromancy)
With the casting of this spell, the wielder calls into being a sphere of
negative magic energy. This sphere is then hurled at one creature with
spell casting abilities. Unless a saving throw at -6 is made, the
creature is affected by this spell. If the creature hit is a wizard, the
wizard forgets the spells he had memorised for the day, and cannot seem
to memorise any more for the remainder of the day. If the creature hit
is a priest, they seem to have lost contact with their deity for the
remainder of the day, and cannot cast prayers. The effects of this spell
can only be cancelled by a limited wish, wish, or divine intervention;
dispel magic is not effective against the effects of this spell.
The wizard has a 10% chance of being affected by this spell as well,
since he must hold the sphere before it is launched.
The material component for this spell is a one foot long, one inch in
diameter rod of pure obsidian.
Ditan's Portable Quarters (Alteration, Conjuration)
When this spell is cast the wizard enchants one doorknob-shaped gem (of
1000 gp value or more) per five levels of the wizard's experience. Once
the doorknob is enchanted it will remain so for one day for every nine
levels of the wizard, and a number will appear on the doorknob informing
the owner on how many days it will function (this number changes as days
pass).
From this moment on, until the end of the duration of the spell, the
owner of the doorknob may use it to enter a magical room. The owner
simply holds the knob as if it where attached to a door, pushes, and an
outline of a door will appear and the door will open into a 30x30x30
feet room. The room that it opens onto depends on the person using the
doorknob (examples: a male fighter turns the knob and finds a
comfortable room, with weapon cleaning apparatuses, like a sharpening
stone and weapon oil; and weapon stands, while a priestess opens it and
finds a plush, comfortable room, with an altar to her deity and a place
to clean up. All rooms include a bathroom and washing area). The rooms
will never have any magic items in them when created, just normal items.
The owner may have up to two other people in the room at a time. Once
the door is closed the only way to open it again is with the doorknob,
and it will always open at the very spot at which the character entered.
Time passes normally while inside these rooms. The owner may leave
things in this room and they will be safe as long as the spell is in
effect, but if the material is still in the room at the time of the
spell's end, the materials are gone forever. Any person in the room at
the end of the spell's duration will reappear where the door was last
opened or closed.
There is no way anyone can contact or reach someone in a room once the
door is closed, since the outline disappears. This doorknob will only
work for the owner: if it is given away, taken, or stolen, it will not
work.
The material component for this spell is the appropriate number of gem
doorknobs, a pint of dragonblood, and a bit of unicorn horn.
Eldron's Second Chance (Alteration)
This spell allows a caster to send an object or creature back in time in
accordance with the below chart. Once in the past, an opportunity to
relive and even alter that portion of his existence is presented. Upon
travel, however, the creature or object returns to the state it was at
that time, ignoring any gains made from that time forward, and any
losses. If what is sent back is sentient, all memory is retained in
spite of this regression and changes can be made. When the time at which
the spell is cast is reached once again, the spell ends and time
continues as normal with the exception of any benefit or curse which has
occurred because of changes made. This spell can be cast on any given
creature only once within a one week time period. Roll on the following
travel table:
The material component of this spell is either an hourglass with sand
from limbo (not destroyed in the casting) or diamond dust of at least
600 gp in value which is consumed in the casting.
Unlike shocksphere, this spell will do structural damage to any man-made
or natural structure in the area of effect. It will do 1 point of
structural damage to wooden constructions, half that to those of soft
stone, and only one quarter that to those of hard stone per level of the
wizard.
The material components of this spell is a small chunk of flesh from a
blue dragon, or any other similarly powered creature that uses
electricity for its principal attack, and a small wand of gold (50 gp
value). Both these materials disappear after the spell is cast.
Energy Shield (Abjuration)
When cast, this spell will absorb 6 HP of damage per level of the
wizard. The spell will protect against all spells which inflict direct
(hit point) damage, and physical attacks. Gases and magics which do not
directly harm their victims (charms, polymorphs, etc.) are unaffected.
For magics which slay instantly, such as disintegrate and death spell,
subtract the recipient's maximum hit points from the energy shield. If
the shield cannot absorb them all, the recipient suffers the remainder
in damage.
The material component is a miniature adamantite shield with a diamond
set in the centre worth not less than 3000 gp. This shield is lost in
the casting.
Evolution (Alteration, Divination)
This spell is used to advance the target up the evolutionary scale of
development, whether real or imaginary. It can be only cast in a
laboratory situation where the caster has no outside influences and the
creature is confined or constrained.
The spell will scan the creature for any and all aspects which can be
described as a product of evolution. This includes Strength,
Intelligence, Wisdom, Constitution, Dexterity, organizational habits,
activity level, diet, alignment, natural Armour Class, movement speeds
and forms, Hit Dice, natural fighting skills (THAC0, number of and
attacks and the damage per attack in game terms), special attacks,
special defences, magic resistance, size, grow patterns (for example, a
frog begins as an egg, becomes a tadpole, polliwog, and finally a frog),
and spellcasting ability. Also, the caster is able to determine what
intrinsic capabilities could be improved to change the creature through
an advancement of possible evolutionary development. This means that
lizards could become dragons (of a sort), ponies could become horses,
horses could become griffins, hippogriffs or pegasi.
The casting time is one round plus one round for every single item
listed above which the wizard would like to discover (though DMs may
want to expand on this). During this time no saving throw is allowed to
avoid the analysis of the creature in question, although, the creature
must be held in relative security so that the wizard will not be
disturbed by any distractions during the casting. An initial check
against any magic resistance either avoids the entire spell or allows it
to function.
At the end of the analysis the wizard may force the creature to move
forward upon a possible evolutionary scale which could alter or develop
characteristics not previously owned. The possible changes are
immeasurable. DMs need to assure that changes are built upon a
reasonable framework. While giving a bird the powers of a phoenix may be
nice, unless the wizard has prior specific knowledge of a phoenix's
extraordinary powers (through use of this spell's analysis) he has no
chance of duplicating the abilities. The caster is able to alter 1
aspect for every 3 levels of experience possessed at a rate of 1 per
round. Any interruption of the spell during the alterations leaves the
creature at the state it was in on the previous round. The creature must
make a successful saving throw versus spell against the change as it
happens: each change requires a saving throw. Success versus a change
does not mean that the wizard cannot try the same change the next round.
Using the bird for an example, let's say that we have a large bird that
normally fishes for its food by diving at the water for fish. Based upon
the imaginary possibilities we could give the bird the ability to breath
water or flight through water to make fishing a little easier. The
wizard would have to effect two separate changes to achieve both
effects. Now, if we had a human subject that lives in a faerie woodland
we could give him the ability to use aspects of other creatures in the
woods. If we knew that the dryads in the woods had the ability to plant
door we could even apply this ability to the human in question. If we
changed a horse into a pegasus, though, simply giving it wings does not
give it the ability to fly. That instinct requires another aspect slot
to be used.
Changing a creature does not necessarily cause it to be charmed or
enthralled by the caster. Even if you turn it into a slobbering idiot or
a genius the creature will not automatically become loyal to the caster.
Although, an inventive wizard could make the creature fixated with a
ritual or concept which would make the wizard the central aspect of the
creature's heritage (such as a totem or deity), thereby assuring the
creature is predisposed rather well to the wizard's commands.
This spell can also tell if a person has been the target of the
7th-level devolution spell or any other genetic retarding or decreasing
spells. It may be used to specifically alter the effects, essentially
returning the creature to a normal state. Also, no ability score may be
raised more than 2 points above the previous racial maximum and never
more than a score of 20.
The material component of this spell is a vial of aqua vitae (the
essence of life), which can only be made by a master alchemist. Aqua
vitae may be purchased at the nominal price of 10,000 gp per vial due to
its rarity and usefulness in creating artificial life forms. Laboratory,
for means of this spell, simply means a non-combat situation. The source
of this spell is the Telnorne Mageocrat.
Eye of the Beholder (Evocation)
In order to cast this spell, the wizard must have in his possession an
eye stalk from a beholder. The stalk is pointed at the intended victims,
and after the incantations are complete, one of 10 possible effects
shoot forth from the eye stalk towards the targets. The exact result
(including saving throws, range, duration, etc.) are determined at
random from among the 10 functions of a beholder's eye stalks, as given
in the Monstrous Compendium. The eleventh eye function (anti-magic ray)
is never one of the spell results.
The only material component for this spell is the eye stalk, which is
used up when the spell is cast. In order to achieve different effects,
an eye stalk from a spectator, gauth, or an eye of the deep may be
substituted for the beholder's stalk.
Feather Fall Field (Alteration)
When this spell is cast, a magical field surrounds the wizard and moves
with him. This field slows free-falling or free-flying objects as per
the 1st-level feather fall, subject to a weight limit of 2000 gp weight
plus 2000 gp weight per level. This spell will affect all missiles,
including giants' boulders, but weight beyond the maximum limit will not
be affected.
Feldegast's Alter Appearance (Alteration)
This spell alters the caster's appearance, but the change is a permanent
alteration: the change is not illusionary. Dispel magic will not change
back the appearance. Note that this never changes the character's
Comeliness, if this optional statistic is used.
Fellstar's Flame Fog (Evocation)
This spell creates a fog resembling that produced by a cloudkill; the
cloud may be created up to 10 yards away, and moves 10 feet per round as
directed by the caster. Strong winds will move the cloud in another
direction, but will not disperse it, nor will they move the cloud back
towards the caster. Thick vegetation will break up the cloud in 3
rounds. The fog itself is not harmful, and has no other effect besides
obscuring vision. During any round after the spell is cast, the caster
may ignite the fog with a single word. When this is done, the entire fog
cloud becomes a roaring sheet of flames inflicting 5d10 points of
damage, plus 1 point per level of the caster (up to a maximum of
5d10+20) to those caught inside. A successful saving throw versus spell
reduces the damage by half. Those victims who fail their saving throws
must roll for all their possessions versus magical fire; those items
that fail their saving throws are destroyed.
If any type of fire comes into contact with the fog cloud, it ignites
immediately; if a fireball or similar spell is cast into the cloud, the
damage inflicted is cumulative, and a saving throw for each effect must
be made separately. The material components for this spell are several
strands of hair from a cloud giant, and the scales of a red dragon; all
components are consumed when the spell is cast.
Fiction (Alteration)
This spell allows the caster to control the action in a combat round.
Fiction takes effect the round following the casting.
Any person must reroll any rolls they have made during the round if the
caster wishes it. The roll could be anything: THAC0, damage, saving
throws, and ability checks. The caster can only have the person reroll
something once, although he can affect all the rolls made that round.
In all cases, except in instances where the caster wants to reroll a
personal toss, the second roll is taken. If the caster wishes to reroll
one of his own tosses they pick which result they want.
The material component is a leaf that is showing its autumn colours.
Flesh Box (Alteration, Necromancy)
This spell enables the caster to store an item of smaller size than he
inside of his body. The item remains unusable and ineffective while
stored this way. Only one object can be stored at any time. Reduction in
size of the body past that of the item size will kill the caster. Only
the caster can remove the item.
Fog of Nightmares (Illusion/Phantasm)
This spell creates an area of heavy fog where the nightmares of the
victims are given form in much the same manner as shadow monsters and
phantasmal killers. The fog blocks all sight (as darkness) and
infravision. It is heavy and magical; wind does not move it and fire
will not burn it away. It automatically extinguishes normal fires in the
area.
Those in the fog must save versus spell or suffer feelings of dread and
fear. Any under these feelings suffers -2 to-hit and damage. As well,
anyone trying to leave the fog must save versus spell at -3 or become
disoriented and wander around for another round. There is a 75% chance
on each round (starting on the first) that a monster will attack a
creature in the fog (rolled individually for each creature). This
monster is either a phantasmal killer (25%) or a shadow monster (Hit
Dice equal to 1/3 the caster's level, rounded up; the caster can choose
the form of the shadow monster). New shadow monsters can be of different
types.
Shadow monsters and phantasmal killers will leave the fog, but no new
monsters will attack the victims unless they reenter the fog.
Gate Lesser Fiend (Conjuration/Summoning)
This is the first of a series of risky spells developed to try and
harness the power of the fiends of the lower outer planes. Obviously,
any spell dealing with these evil creatures entails a good deal of risk
and the potential for controlling a lot of power. With this spell, the
wizard can gate in a number of lower-powered fiends. These fiends get a
saving throw (with a -2 penalty). Magic resistance is not effective
against this spell. If the saving throw is successful, then they are
free willed and will attack the wizard and his allies. If the saving
throw is failed, then they will obey the wizard. However, before the
spell is ended, the fiends must kill one creature each, or they will
remain behind at the end of the spell's duration, and become free
willed. Fiends with an average or higher intelligence or 5 or more Hit
Dice must kill an intelligent humanoid creature (human, demihuman or
human-sized goblinoid). If the wizard attacks the fiends, they
automatically become free willed. Fiends always can defend themselves
against attack. Because this is a gate, not a summoning, dispel magic
will not send the fiends back where they came from; a dismissal or
similar spell is required. Gated-in fiends cannot use their gating
abilities. They can perform tasks other than fighting if the wizard
requests this. The following types of fiends can be gated in with this
spell: 3d10 lemure (they collectively only need to kill one creature to
avoid becoming free willed), 3d12 nupperibo (they too only collectively
need to kill one creature), 2d6 spinagon, 3d10 manes (they collectively
need to kill one creature), 1d6 rutterkin. Free willed fiends are
automatically expelled from the prime material plane after 10 turns.
Casting this spell is an evil act, and will result in a change of
alignment for good or neutral wizards.
The material component for this spell is a holy symbol from any good
faith (minimum value 500 gp; it must have been made by that faith) which
is broken as the spell is cast.
Gem Store (Alteration, Enchantment/Charm)
This spell causes unliving, non-undead, non-animated material of any
kind to be reduced in size and to be transported into a gem. No material
with any intelligence nor any kind of animating or life force may be
contained within the gem. Any material can be stored at any time that
the wizard has the gem in hand (the gem must still have the required
capacity) and the wizard has read gem active. If all these requirements
are met, the wizard may add to or take from the gem anything he desires.
This gem contains the material in its structure. It is not in itself
magically stored. It thus cannot be changed by dispel magic, anti-magic
shell, or Mordenkainen's disjunction. If the gem is somehow destroyed or
alter significantly, the items inside it will be destroyed. The gem can
only be accessed by someone with a read gem active. The gem can hold a
maximum of 1 pound per gold piece. If its "volume" is too small to
contain a caster's ability, it shatters. If the duration of the spell
runs out the structure of the gem changes back into its normal structure
over the course of 1 week per 100 gp worth. Any items in it are
destroyed after it has changed back over half of its worth.
If the gem is not filled to capacity, there is a chance that items
stored within it will not be destroyed if the gem is altered or
destroyed. This chance depends on the state the gem is in and on the
amount of space still left within the gem. The chance is a base 100%,
minus 1% per percentage of storing ability used, minus 1% per fragment
of the gem (two large pieces -2, many small splinters probably -2000%).
The material components are two gems of the same kind, size, price,
colour: everything. One gem then has to be enlarged with an enlarge
spell. The gem has to be cut in half, hollowed out, and one half filled
with enough potions of reduction to be completely filled. For every
100 gp worth, one potion is required. The gem the has to be sealed with
ultimate glue. Once this is done, the whole gem has to be reduced again
to its original size. Now it can be used as a material component for the
actual storing gem.
Impregnate (Necromancy)
This spell creates life and, according to some mythos, a new soul, in a
creature capable of bearing young. Its reverse, abort, destroys unborn
life. The casting of these spells upon a male, though theoretically
possible, would produce unpredictable effects, although male pregnancy
is not impossible. Casting this spell on an undead is rumoured to result
in the gruesome death of both undead and caster. Both of these spells,
especially abort, are highly controversial both for good and for lawful
creatures. The material component for both is an arrowhead dipped in
rabbit's blood.
Improved Alacrity (Alteration, Metamagic)
This spell is an improved version of alacrity. It reduces the casting
time of all spells up to and including seventh level by half (round down
if an initiative modifier unless below 1). Casting times of 1 round are
reduced to an initiative modifier of 5; casting times of more than 2
rounds are halved with any fraction giving the modifier in the last
round of casting (a 7th-level spell with 7 rounds of casting is
affected, it has 3 full rounds of casting with an additional modifier of
5 in the fourth round). It is not possible to reduce casting times to
zero with this spell, but it might be combined with other time reducing
spells. Any spells up to seventh level cast during the duration of this
spell are affected by the reduction of casting time. It is not possible
to affect more than one spell per round with this spell. Thus, even if
speed casting is used, only one of the two spells may be reduced in its
effective casting time (but it might be halved and then reduced by 2 for
the speed casting).
The material components is one hour glass which was created by mistake
so that its sands run a lot faster than normal (lets say by a factor of
10 minimum). This hour glass has to be made from diamonds so it costs no
less than 5000 gp.
Improved Conjure Elemental (Conjuration/Summoning)
This is an improved conjure elemental designed to lower the risks of
that spell. In most respects, it is similar to the 5th-level spell.
However, the elemental will have 12 HD, and there is only a 1% chance
per round that the elemental will break free of its control. As well,
the wizard can maintain concentration even if wounded or grappled if he
can save versus breath weapon. Finally, every three rounds the wizard
can cast another spell and still maintain control of the elemental.
Increase Helm Power (Alteration)
This spell causes the towing capability of a helm to be increased. The
casting time is dependent on the ship's weight in tons which exceed the
normal towing capacity of the helm. It is possible to increase the
towing capacity of a helm by multiple castings of this spell (at once or
in sequence does not matter). Thus, it would be possible to
significantly increase the towing capacity of a helm. Thus, if a casting
time of 3 hours were to be used it would be possible to increase the
towing capacity of a minor helm to 110 tons (20 tons per hour). It does
not increase the helm's speed.
The reversed spell, decrease helm power, causes the towing capacity of
a helm to be reduced by 1 ton per three rounds casting time. If the
towing capacity of the helm falls below the ship's tons it does not
function. It can be dispelled with a dispel magic.
The material component is the bone of a giant and a potion of giant
strength for each ton of ship to be increased. For the reverse, a scroll
with one enfeeblement spell per ton is needed.
Invulnerability (Abjuration)
This spell protects the wizard from all forms of weapons. The
spellcaster is totally immune to non-magical weapons. Magical weapons
only inflict damage equal to their plus, no strength or specialization
bonuses apply. Natural weapons (claws, bite, etc.) inflict -3 hit points
per die of damage (with a minimum of one point). This spell offers no
protection against spells or special attack forms, or even weapons
created by spells (Mordenkainen's sword, for example). The material
component of this spell is a normal metal weapon of any sort.
Item Protector (Abjuration)
This spell offers items carried by someone the possibility to survive
any failed saving throws as long as this spell is in effect. It offers
protection for one failed saving throw per 2 levels of the caster. It
includes all effects of saving throws like those against fireball,
lightning bolt, disintegration, meteor swarm, crushing blow or any other
saving throws which the carrier fails to save against except dispel
magic, Mordenkainen's disjunction, and sphere of annihilation. The
effects above have their normal chances to affect or destroy the items
as usual.
The spell may also be used to protect items which are not carried by
someone. In that case the spell has to be placed on the item directly.
It cannot benefit from additional protection by an additional casting of
this spell on the caster (if the item is protected, it does not gain the
protection of the spell on the carrier, but it still has to save only
when the caster fails to save). If the spell is cast on an item
directly, it protects from one failed item saving throw per 7 levels of
the caster (two at fourteenth to twentieth level, three at twenty-first
to twenty-seventh level, etc.). Once these protections are used up the
item will not receive additional spells of the same kind for one month
per failed saving throw.
The saving throws are used up one by one by failed saving throws. The
items do not need save if their carrier saves unless the spell or effect
normally requires them to save (the carrier falls 500 feet which causes
all items to save versus crushing blow).
Both types of the spell last until the last protection is used up or
until 100 days per caster level have passed.
The material component is a perfect sphere of adamantine with no hinges
which contains a single sheet of paper. On this sheet are written all
the items which are to be carried and protected by this spell. This can
be done even with conditions under which new items may be picked up by
the carrier so that they are also protected. This paper has to be
written in the freshly taken blood of the caster (or the carrier) as the
spell is cast. Thus, it is a very rare spell to have around during the
normal adventuring time.
Jadwin's Deceiving Forgery (Illusion)
By means of this spell, the wizard may disguise his mental signature to
be identical to another wizard's. All in-place spells react to the
wizard as if he were the other wizard. For instance, the wizard would be
able to pass through another's wizard locked door, or use another's
passwall. The wizard would even be able to travel through a priest's
glyph of warding or forbiddance, provided that the password is known.
Note that some in-place spells such as prismatic sphere are not designed
for access by two persons. Powerful, in-place, wizard specific spells
will not be fooled by the forgery if their real wizard is present. While
this spell allows the wizard to walk into another one's unoccupied
prismatic sphere, should the wizard attempt to enter an occupied sphere
the attempt will fail, resulting in the wizard taking the full
consequences of such an attempt. The caster of the prismatic sphere will
never have a problem entering, however if the caster of the sphere
enters after the caster of the forgery, the sphere will no longer be
deceived by the forgery. If the caster of the forgery then comes in
contact with the sphere he will take the full consequences.
Less powerful, in-place, wizard specific spells either are not specific
enough to exclude two mental copies of the wizard or will refuse the
second access attempt even if it is the caster of the original spell.
This spell does not foil active detection spells such as know alignment
and true seeing, only in-place ones. Also, the wizard is not recognised
by his own in-place spells for the duration of the forgery.
The material component of this spell is an ivory plaque on which is
inscribed the name and magic symbol of the wizard whose aura is to be
duplicated.
Jamye's Flesh to Toast (Alteration)
This spell turns the flesh of any creature affected into a golden-brown
piece of hot yummy toast. Only the victim is affected; anything the
victim may be wearing (or non-organic items ingested) will not be turned
into toast. The resultant toast is subject to any forces normal toast is
subject to (slicing, buttering, eating, whatever). One cubic foot of
toast will satisfy the appetites of four humans, although they may get
tired of toast way before then.
The material components of this spell are a small pat of butter or cream
cheese, and 1 foot of steel wire. The steel wire will not be consumed in
the casting.
Note that this spell is not reversible
Jamye's Improved Armour Reversal (Abjuration)
This spell is an improved version of the 5th-level Jamye's armour
reversal. With this spell, bonuses to-hit by the attacker are added to
the die roll (thus working against the attacker) instead of subtracted.
For example, a 10th-level fighter attacking an AC 5 wizard with improved
armour reversal would need a die roll of 5 or less to hit the wizard; if
the fighter had a Strength of 17 (+1 to-hit) and a +2 weapon, he would
now need a die roll of 2 or less (5 minus 1, minus 2) to hit the wizard.
This spell also affects missile weapons in the same way it affects melee
weapons, unlike the 5th-level spell. Also, whereas armour reversal can
be dispelled by a subsequent casting of improved armour reversal on the
same subject, improved armour reversal cannot be so dispelled by the
weaker spell. If armour reversal is cast upon the subject of a previous
improved armour reversal, the armour reversal is wasted and has no
effect.
The spell components for this spell are a small magnet, a piece of black
silk of no less than 20 gp value, and a diamond of no less than 250 gp
value.
Jimmy's Ultimate Sight (Divination)
This combines wizard sight, read magic and detect magic. The wizard can
detect auras of spell casters and enchanted objects normally visible to
the wizard, and can detect through one foot of stone, inch of metal and
yard of wood. Any visible magical writing may be deciphered. The wizard
can see whether anyone is casting any spells and gain information on the
spell being cast as well. For example, he could determine the potential
and power of a wizard's aura, whether it is a cleric or mage (or
specialist priest or wizard), school and sphere, etc. The wizard's eyes
become blue and show up as magical.
Kiri's Mega Magic Missile (Invocation/Evocation)
In all respects, this is the same as the 1st-level magic missile, except
that an unlimited number of missiles can be created and fired at
multiple targets (cf. Snilloc's major missile in the Forgotten Realms'
Handbook).
In any event, general Intelligence is gained, along with the ability to
speak with a hollow, sepulchral tone (the gem is emitting the sound,
which echoes in the otherwise hollow skull). The undead can perform at
a level given by the table above. They can display initiative within
their orders, but no more: an animated general given the order "take
these troops and defeat that army", would do so to the best of his
ability, utilizing appropriate battlefield tactics. However, he would
not break off the attack to inform his master that the army is actually
composed of allies.
At the higher levels of intelligence, there are rumours that the undead
gain levels of self-consciousness. They are forbidden by the spell from
disobeying their orders in the slightest or taking actions not supported
by orders, but they can use badly formulated orders to the disadvantage
of their master. In the former example, for instance, a very intelligent
undead general might order his troops to concentrate on the leaders of
the friendly army, knowing them to be friends of the caster.
Nevertheless, the draw for necromancers to create such undead is
immense, since they can be given very general commands - a super-genius
skeleton (especially a disguised one) single-mindedly pursuing the goal
of killing a single person can do so in unbelievably cunning ways.
Should the caster die, the undead affected by this spell gradually gain
their own free will, retaining the Intelligence, over a period of one
year. Defeating one of these undead in battle has a 30% chance of
smashing the skull of the undead, therefore destroying the gem in a
backlash of energies. Otherwise, the gem may be extracted and reused.
The material component of this spell is a gem of the appropriate size
that has been soaked in the blood of a creature with at least the
Intelligence desired for 24 hours. Some casters, with compunctions
against killing other sentient creatures, use their own blood, but this
rapidly becomes impractical.
Layla's Seductive Shapechange (Alteration, Divination)
This spell discerns the nature of what the victim would consider most
sexually and physically attractive. The spell will make a number of
attempts to uncover this information equal to the level of the caster,
or until the information is procured. Each attempt takes one round, and
the victim receives a saving throw against each attempt. Regardless of
whether or not he makes his saving throw, he will under no circumstances
notice this aspect of the spell.
This information will be relayed to the caster, who may then opt to
activate the second half of the spell, which is to shapechange into the
form the information would dictate. If the caster does not, he may apply
the unused attempts against someone else, or give up the spell. If the
caster does, the new form can be assumed for at most one week per
attempt left.
Example: Layla wishes to infiltrate a party using this spell. She casts
against the Dirdan the fighter first, and he fails his saving throw on
her second attempt. She finds he prefers dirty half-orc women - a really
distasteful idea. Since she is seventeenth level, she has fifteen more
attempts to direct against the rest of the party. On attempt seven, she
finds that Alex the wizard would really like a six-foot tall snow elf
who was wearing black leather. Layla finds this more acceptable, forgoes
her remaining eight attempts, and changes shape into a snow elf. The
spell makes her clothing into black leather (without destroying or
altering any of its previous properties) and makes her staff into a bull
whip. After three weeks, she gets bored of Alex, and ends the spell,
changing back to her normal self. Since she had 8 attempts left when she
decided to change shape, she could have remained a snow elf for five
more weeks, had she wanted to.
Lestat's Legion (Evocation)
This spell creates one clone, plus one for every five levels of the
wizard, of the wizard. Each clone has hit points equal to the wizard's
level, and all physical (non-spell) abilities of the wizard. The clones
are completely loyal to the wizard (as their minds overlap in a way,
with his own) and can carry out reasonably complex tasks (DM
discretion). The clones are created wreathed in simple illusions which
mimic the wizard's possessions, though they serve no other purpose, and
can be discarded at the clone's will (as the clone may have real clothes
or the like available). Due to the mental overlap of the clones with the
wizard, while any are within 100 meters of the wizard, the following is
possible:
Lestat's Lieutenant (Illusion, Necromancy)
This spell creates a clone of the wizard. The clone has hit points equal
to the wizard's level (eg.: 14 HP for a clone of a 14th-level wizard),
and all physical (non-spell) abilities of the wizard. The clone's mind
overlaps with the wizard's, though the clone's is by no means complete.
The clone can carry out reasonably complex tasks (DM's discretion), and
is essentially an extension of the wizard.
The clone is created wreathed in simple illusions which mimic the
wizard's possessions, though they serve no other purpose, and can be
discarded at the clone's will (as the clone may have real clothes or the
like available). The clone itself is a magical construct, and is
detectable as such in the normal ways (eg., detect magic or true seeing
will reveal its true nature). Due to the mental overlap of the clone's
mind with the wizard's, while within 100 meters of the wizard, the clone
has the following properties:
Optional extension: the spell has a (25 - wizard's level)% chance (with
a minimum of 1%) of creating a sentient clone, i.e.: the clone is under
the control of the DM. The clone is in all other ways the same as a
normal clone, though should the wizard die, the clone will gain full
abilities of the wizard. Sentient clones have the same personality and
memories as the wizard (and thus know the spell effects, the fact that
they will expire, etc.). Basically, a DM can enjoy some interesting
roleplaying here.
Link to the Planes (Alteration)
This spell causes a link to a specified plane to spring up. This link
allows the caster full access to the energies of that plane. This spell
even causes the link to extend into the phlogiston. Thus, it would be
possible to access the astral, ethereal, the elemental, or the outer
planes with this spell if the spell caster of these additional spells
are within the area of effect (caution: do not conjure a fire elemental
into the phlogiston: it causes quite big explosions). It is possible to
also access such items as portable holes, bags of holding, etc. in the
phlogiston or on other planes if this spell is in effect. The casting
time states that it takes a casting time of one month per crystal sphere
and plane linked. This means that the shells and planes to be linked
have to be named (and see components below) individually. Thus, if one
shell is to be linked with ten planes, it takes ten months casting time,
ten shells with ten planes takes one hundred months, etc. The effect
causes only the sphere around the caster to be able to access those
planes. If a summoned or conjured creature that cannot normally enter
the plane or the phlogiston leaves the shell they have to make a saving
throw versus death magic each round or be sent back immediately to their
respective planes. Anything not completely inside the shell is
considered to be outside the shell and all effects that happen at this
time are witnessed upon the creature or object.
The material component is the distilled liquefied essence of the plane
to be accessed (astral luminaries, ethereal radiance, liquefied
elemental fire, etc.). In addition, one magic item per shell has to be
destroyed for the link to be brought about. This item has to be
completely immersed into a diamond cylinder which is made from a single
diamond. Then the liquefied essence of the planes has to be added and
the cylinder has to be plugged with a stopper made from a carved king's
tear.
Lizward's Dragonform (Alteration)
This spell is a modified version of shapechange, except that it is
limited to dragon-like forms only. The dragon-forms created by this
spell will be perfect in all details, undetectable by other dragons, who
will of course, depending on their alignment, either greet or attack the
caster. All attributes of the dragon are as listed in the Monster
Compendium, volume 1, except for Intelligence, Wisdom, and alignment.
This spell allows transformation into any age area except great wyrm.
This spell was devised by a dragon named Lizward for his elf companion
Ditan, may thousands of years ago and has only recently been allowed to
be distributed in the Tower of the Realms.
Llewllynn's Wall of Force (Evocation)
This spell is equivalent to the 5th-level wizard spell wall of force
(q.v.) in all respects save one: the wizard is able to manipulate the
force wall. The following variations are possible:
Version 1: the wizard can cast the wall in a hemispherical or spherical
shape around himself with himself as the centre point. The wizard can
then move about and the wall will move with him. This version is tinted
red.
Version 2: the wizard can cast the spell as a wall (2-dimensional
barrier) and then move in a direction with the wall moving 1 to 3 yards
in front of him. The wall will always be in front of the wizard, and
will turn as he turns. This version is tinted blue. Note that this
version cannot be cast horizontally.
The material components for version one are a pinch of diamond dust and
a pinch of ruby dust. The material components for version two are a
pinch of diamond dust and a pinch of sapphire dust.
Lorlovelm's Mistaken Alignment (Illusion/Phantasm)
For purposes of magical detection, this spell changes the apparent
alignment of the victim. It can be negated with a successful disbelief
only by someone who knows the victim well enough that they believe
without a doubt that they are of a different alignment. This spell is
not detectable with detect magic, and cannot be dispelled by dispel
magic. Only a full wish can remove its effect before duration ends. The
spell cannot be used on those of demigod status or higher. The material
component is an item from the victim (hair, toenail, blood, etc.).
Luck (Alteration)
This spell gives the person affected a bonus to all rolls of +1 for the
duration of the spell. Rolls include to-hit rolls, saving throws,
ability checks, proficiency checks, etc. Also, the recipient's Armour
Class is improved by one. As material component for this spell various
things can be used, like a four-leaf clover, a rabbit's paw, or a
horse-shoe. The material components are consumed on a roll of 1 on a
six-sided die.
Magic Quench (Abjuration, Alteration)
This spell creates a sphere that has all the properties of a Forgotten
Realms dead magic area (see the Forgotten Realms Adventures for
details). The area of dead magic is permanent until destroyed (it may
only be destroyed as per a dead magic area). The sphere of dead magic is
non-mobile.
The material component for this spell is a pint of blood from any
recently slain magic using creature. The blood is consumed when the
spell is cast.
Mind Find (Divination)
This is an extremely powerful version of true seeing combined with a
form of clairvoyance. Like true seeing, it allows the wizard to exactly
locate people that are displaced, invisible, polymorphed, changed,
enchanted, or masked by an illusion. However, the spell affects the
mind, not the eyes of the wizard, so the wizard can, in addition, see
through fog, around corners, trees, etc. (anything within the 100-foot
radius).
About the only things that will block the penetration power of the spell
are non-detection (the recipient of a non-detection gets a saving throw
to see if the mind find worked), lead walls, or walls of force. The
spell also confers the ability to perceive minds in any direction,
including up or down. Thus, the wizard could locate the mind of someone
80 feet above him and behind him. Needless to say that backstabbing
someone who knows exactly where you are is impossible.
However, this spell cannot locate objects or things without minds, thus
it could not locate anything that had less than zero Intelligence. The
drawback to this spell is that it makes the wizard more susceptible to
mind-affecting spells: save at -2.
The material component of this spell is a whole mind flayer brain.
Muier's Phantom Stalker (Conjuration/Summoning)
This variation on the more common invisible stalker calls forth a
phantom stalker (see the Fiend Folio for information on this monster)
from the elemental plane of fire. The creature obeys and serves the
caster in performing whatever tasks it is assigned, most commonly to
serve as the caster's bodyguard. However, like its cousin the invisible
stalker, the creature resents its servitude and seeks to twist its
master's instructions whenever possible, anxious to return to its native
plane.
There is one explicit instruction inherent in the summoning of the
phantom stalker. If the caster is ever killed with a phantom stalker in
his service, the stalker will immediately vanish, and reappear 1d4 hours
later, having tracked their summoner's killer from the ethereal plane.
The stalkers only gain this ability once their summoner is killed, and
the ability vanishes as soon as the summoner's slayer has been tracked.
The material component of this spell is a piece of clear glass.
Multiply Interstellar Helm Speed (Alteration)
This spell can be used to increase the interstellar speed of
spelljamming helms. It does not increase the tactical combat speed (it
does not increase the SR). The increase is dependent on the level: x2 at
levels 14-16, x3 at levels 17-19, +1 to the multiplier per 3 levels
above 19.
This spell can be cast multiple times on the helm depending on the level
of the caster. The spell may be cast on the helm once for every full 20
levels (only once at levels 14 to 39, twice from 40 to 59, etc.). The
speed which is multiplied is always the current speed at which the helm
is travelling at the time. It can be made permanent only once on a given
helm, but the temporary version may be cast on the helm as often as
described above.
The reverse, reduce interstellar helm speed, will reduce the speed of a
helm to a fraction of its interstellar speed. This reduction will not be
apparent until the affected ship drops out of its first interstellar
journey in which it was affected and notices that it has not travelled
as far. The speed reduction is a fraction determined by taking the
factor given above and creating the reciprocal out of it. Thus, a
17th-level caster could reduce the speed to 1/3. The helm only gets a
saving throw against this spell if it has been used within the last
hour, or if it is an artifurnace-including artifact. It then gets a
saving throw versus spell like its latest user. If failed, the spell
takes effect; otherwise, the spell is wasted. The spell can be negated
with dispel magic, but there is a possibility of negating the helm for
a while, too. If the helm is freed from this spell by a roll of 20 on
the dispel magic table, then the helm is also affected for the duration
of the reduce interstellar helm speed spell. During this time it does
not produce any locomotive force for the ship.
The material component of the spell is the distilled essence of ten
quicklings per factor. The quicklings must have given up their lives
willingly (without magical or psionic coercion) for the caster. An
additional component is one potion of speed for every factor increase
over the current speed.
Nancy's Quiet Little Fireball (Alteration, Evocation)
This spell creates a fireball as the 3rd-level wizard spell, with the
added benefit of silence within the area of effect. The silence
neutralizes the explosive noise of the fireball itself, and lasts for
1d4 rounds after. However, after the silence is dissipated, noise
returns to normal, including cries of those not killed outright by the
blast. This spell was created by an Evoker who often found himself
trying to sneak in the back door. The materiel components of this spell
is a tiny ball of bat guano, sulphur, and a small, muffled, silver bell
worth not less than 100 gp.
Nearthia's Combat Spell (Abjuration, Alteration, Divination)
This spell prepares a fighter/mage for combat. It provides the benefits
of the following spells: detect invisibility, fly, minor globe of
invulnerability, protection from normal missiles, shield, and strength.
It also provides 25% magic resistance and 4 temporary fighter levels.
(i.e. +4 to-hit and 40 HP). This spell can only be cast by fighter/mages
(or triple classed characters with both classes). The material component
for this spell is a magical weapon, which is consumed in the casting.
Nearthia's Spell Vortex (Evocation)
Once this spell is cast, a faintly visible 1d4+6 feet tall vortex
appears around the wizard, centred on his feet. The vortex is a
container for spell energy. It can store up to 1 spell level per level
of the wizard. The wizard may place any spell he wants into the vortex.
He also has a chance equal to his magic resistance of catching a spell
cast at him with the vortex.
After the spell's energy is stored in the vortex, the wizard may use the
energy to fire other spells from the vortex. He may only fire spells he
has "taught" the vortex though (the ones he put into the vortex
himself). Shooting a spell from the vortex may be accomplished once a
round, plus one may be fired at anyone who casts a spell at the wizard
that round. The wizard may do anything except spell casting and still be
able to fire all his spells each round.
The material component of this spell is a small golden box, worth at
least 1000 gp.
Nikki's Berserker (Conjuration/Summoning, Wild Magic)
This spell, created by the wild mage Nikki Kell of Greyhawk, brings
forth a human berserker fighter as the ultimate melee weapon of the
wizard. The berserker will battle endlessly until destroyed or the spell
expires - after which it will just simply vanish from existence. The
berserker cannot be dispelled by any magical means, and cannot even be
dismissed by the wizard. The level of the berserker is determined
randomly: 1d10 + 1 per 2 levels of the caster (round up). The berserker
will have ability scores of 18/00 Strength, 18 Dexterity, 18
Constitution. Intelligence, Wisdom, and Charisma scores are irrelevant,
as the fighter will be in a mindless rage and will not stop or
communicate under any circumstances. Hit points are determined randomly.
The berserker will have a natural Armour Class of 4, with a -1 bonus for
every full 2 levels of the caster up to a maximum total Armour Class of
-10. The berserker will appear with a weapon, which can be decided by
the wizard. The weapon will be a magical weapon, +3, which will
disappear with the berserker. The berserker is immune to all mind
affecting spells and saves at +4 to all other spells. Due the berserker
rage, the fighter gets a +1 bonus to-hit and a +3 damage bonus - along
with magical weapon and Strength bonus.
Of course, there is a catch to this wild magic spell. The berserker will
attack endlessly until the spell expires. If the wizard's foes are
killed before the spell expires, the berserker will turn upon the caster
and his companions. As stated above, the wizard cannot end this spell by
choice, and the berserker cannot be magically dispelled. The material
component is a small, sharp piece of metal.
Noska Trades' Feign Dust (Conjuration, Necromancy)
Upon casting this spell the recipient and all his belongings are reduced
to a heap of dust with a skull resting on top. The skull is actually a
conjured one and is not attached to the spell recipient in any way. The
conjured skull may or may not be human, but will always be humanoid (cf.
reincarnation). Feigning creatures are able to smell and hear normally,
but can only see in a 20-foot radius sphere around themselves.
Creatures feigning dust are unaffected by any attack form other than
scattering by magical means (wind wall, gust of wind, polymorph any
object, etc.), which cause 1d6 HP damage per level of the caster of the
scattering spell. Attempts to remove the dust by other means will not
succeed.
Orko's Magic Resistance (Abjuration)
Upon the utterance of the spell, the wizard creates an effect that
drastically increases the target's health so that he will be able to
resist the effects of magic. The base magic resistance is 10% + 5% per
level of experience. The effects of the spell are identical to that of
a person that would naturally have the resistance. All rules concerning
magic resistance apply to this spell.
The material component for this spell is a pinch of platinum in the form
of dust.
Orko's Petrifying Gaze (Evocation)
While this spell is in effect, the wizard may use a gaze attack, exactly
like that of a basilisk, against one opponent every round. The gaze is
in addition to normal attacks and requires but 6 seconds to complete.
The victim must save versus petrification or be turned to stone. The
gaze attack extends into the ethereal plane, and the wizard is subject
to the effects of his own reflected gaze.
The material component is an ointment that includes powdered basilisk
scales.
Orko's Spell Extension (Alteration)
This spell is similar to the 4th-level spell extension I, except that it
quadruples the duration of 1st- to 3rd-level spells, triples the
duration of 4th- and 5th-level spells, doubles the duration of 6th- and
7th-level spells, and extends the duration of 8th-level spells by 50% of
the indicated duration.
Permanent Charm (Enchantment/Charm)
This spell is identical to charm monster, except that only one creature
can be affected, and any creature that fails its saving throw can never
break the spell itself, unless it is abused by the wizard. Permanent
charm can be dispelled normally, and poor treatment of the charmed
creature by the wizard could allow another saving throw. The initial
saving throw versus this spell is at -2 due to its great power.
Phantasmal Force III (Illusion/Phantasm)
By use of this spell, the wizard creates an illusion which may attack
all believing creatures within a radius of five feet per level of the
illusion's centre which itself must be within 100 feet of the wizard.
Creatures within this radius must make both a modified Intelligence
check and a saving throw versus spell in order to avoid the illusion's
effects.
The illusion may cause up to 1d8 damage per creature for every round
such creatures are within the radius. The wizard must maintain minimal
concentration on the illusion, being unable to cast spells but able to
otherwise act normally (or abnormally for that matter). Furthermore, the
wizard may move the epicentre of the illusion at will. Finally, the
illusion may persist in a reiterative form for 1d4 rounds after the
wizard breaks off concentration either by leaving the range of the
epicentre or casting spells. The material component for this spell is a
bit of fleece.
Pilpin's Acidball (Evocation)
This spell is similar to fireball, except that it causes a burst of acid
in a 20-foot radius globe. Pilpin created this spell for security
reasons in his regular dealings with lower plane creatures.
Creatures within the area of effect will take 1d8 points of damage per
level of the wizard unless they make a successful saving throw, in which
case they will take half damage. Any paper, parchment, or soft metals
within the area of effect are destroyed, other items are allowed a
saving throw. Possessions of a creature that successfully saves are
unaffected by the Acidball. The wizard must have a clear line of sight
to the target area.
The material components are a drop of water and a scale from a black
dragon.
Pilpin's Ravaging Spheres of Fire (Evocation)
This spell is an enhancement of the 2nd-level spell flaming sphere. The
spell creates one burning globe of fire per level of the wizard. The
globes all appear within 30 yards of the wizard and roll in whichever
direction the wizard points, at a rate of 100 yards per round. The
spheres can roll over any obstacle, even a city wall. Combustible
substances are ignited by contact with a sphere. Creatures contacting a
sphere must successfully roll a saving throw versus spell or suffer
2d4 HP of damage. Those within five feet of a sphere must also save or
suffer 1d4 points of damage. A successful saving throw means no damage
is suffered.
The spheres move in the direction the wizard directs, otherwise the
spheres will wander aimlessly. Spheres can be extinguished by the same
means as any normal fire of their size. The surface of the spheres has
a spongy, yielding consistency and does not cause damage except by its
flames. It cannot push unwilling creatures aside or batter down large
obstacles.
If the spell is unleashed on a large source of easily combustible
material (such as a city of at least 50% wooden buildings or a dry
forest) there is a 25% chance that a fire storm will start. A fire storm
will burn out of control for many days until at least 90% of the
combustibles are burned. It will also be so hot that it will melt soft
metals and crack thin stone walls.
The material components are a pinch of sulphur, a bit of tallow, a
dusting of powdered iron, and a live fire dwelling or fire using
creature, such as a fire beetle or fire bat, which must be slain during
casting.
Pobithakor's Placer (Alteration, Divination)
This spell is similar to Pobithakor's tracer, for not only does it allow
the two-way scrying, but the wizard has the additional option of pulling
the scrying creature through the two-way portal right next to the
wizard's current location. The creature gets no saving throw and the
process occurs almost instantly. Unless special measures are taken, the
wizard has no control over the creature when it arrives.
This was another spell used by the paranoid wizard when he felt his
defenses being compromised.
Power Word, Disrupt (Evocation)
This spell has the single-minded purpose of fouling spellcasting. The
target creature, as long as he is under twelfth level of experience,
cannot complete any spell that is currently being cast. Spellcasters of
twelfth or higher level are able to keep their concentration, assuming
a saving throw versus death magic is successful. The timing of power
word, disrupt is crucial - it must be cast during the time the target
creature is casting a spell. Therefore, the caster must have gained
initiative during the round for this spell to be effective.
Innate spell-like abilities, command words for magical items, and
psionic powers are not affected by this spell. Any spell disrupted by
use of this spell is wasted.
Prevention of Transmutation from Rock to Mud (Alteration)
This spell prevents the successful use of a transmute rock to mud in the
area of effect, unless a successful dispel magic is cast first. The
reverse totally negates this spell. The material component is a brick,
or a sponge for the reversal.
This spell was researched by Shoogar. Use this when building your next
castle. A long study of the attack strategies of high level parties
reveals the need for this spell.
Prismatic Beam (Abjuration, Conjuration/Summoning)
This spell is like prismatic spray, but all 7 rays hit the same target.
Great for zapping dragons, demons etc.
Protect Atmosphere (Abjuration, Alteration)
This spell exists in two versions: one ship-bound version and one
person-bound version.
The ship-bound version causes the atmosphere of a ship to be protected
from the effects of external sources of pollution. Thus, it does not
allow the atmosphere of two ships to mingle that touched each other with
their air envelopes (even if that would be desired). This also causes
the phlogiston to stay out of the area of effect. Thus, it would be
possible to light fires within the phlogiston or to cast fire-based
spells within the area of effect without the atmosphere to explode. It
is possible to open this shell around a ship if the caster desires such
an opening. This opening of the shell takes one round per ton of ship to
be opened. Thus, it would still be possible to exchange air through the
air envelopes. This shell does not offer protection from other effects
with the exception of gaseous spells that are cast from the outside of
the air envelope of the ship: they are completely negated if they are
cast across the border of the shell. Even if two ships touch each other
their air envelopes still do not mingle; thus, it would not be possible
to cast a cloud kill from one ship to the other if the caster is not on
the other ship, respectively.
The material component for this version of the spell is a perfect model
of the ship in a 1:1000 size including any rooms to be made. This model
is lit and burned within a sealed bottle which contains pure elemental
air from the plane of air. The bottle has to be large enough to contain
the unshrunk model of the ship. The bottle has to be sealed with a
single diamond carved into a stopper.
The person-bound version allows the affected creatures to enter any area
which contains either dangerous gases or no gas at all without negative
effects. The effects are completely negated even if cast inside the
sphere around each creature. Thus, it protects the creature inside the
sphere from any gas attacks, even those of an incredibly high wind. The
notes within parentheses pertain to this version of the spell.
The material component for this spell is one hollow, perfectly round
sphere of blown glass for each creature to be affected.
Read Mind (Divination)
By means of this spell, the wizard can read knowledge or memory of the
victim. Only conscious knowledge and memory can be read, i.e., forget
can hide information from this spell, while remember can recall
information for this spell. The victim may be conscious or unconscious.
A successful to-hit roll must be made on unwilling victims, which, if
conscious, also get to make a saving throw. Time required depends on the
information that is required, but is typically the time it would take to
relate the information wanted.
The reverse of this spell, mind shield (abjuration), protects the
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 10 yards
Components: V, S, M
Duration: 5 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown
Range: 100 yards + 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 20-yard radius sphere
Saving Throw: 1/2
Author: Unknown
Range: 10 yards per level
Components: V, S, M
Duration: 2 hours per level
Casting Time: 7 rounds
Area of Effect: One specific creature
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
Author: William T. South <tsouth@netcom.com>
Range: 10 feet + 1 foot per level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>
Range: 20 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One object or 12-foot cube
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>
"Different spells" does not mean multiple spells of the same type. For
instance, seventeen magic mouth spells cast on a single statue would
require 17 Intelligence checks but none would be penalized. But if four
magic mouths and a permanent illusion were cast on the statue, the
wizard would make five Intelligence checks, each at a +1 penalty (only
2 different spells).
If the trigger is complex, the caster of analysis discovers only the
simplified portion of it. Furthermore, if the spell is a simple timed
one (delayed blast fireball, for example) then the caster learns only
that it is "about to go off" or "far from going off" or something like
this, DM's discretion.
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 5 yards per level
Components: V, S
Duration: 1 day per level
Casting Time: 7
Area of Effect: One spellcaster
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 yards per level
Components: V, S
Duration: 2 rounds per level
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negate
Author: Francois Menneteau <mennetea@acri.fr>
Range: 120 feet
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 10 feet per level
Saving Throw: None
Author: Ditan
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One pocket
Saving Throw: None
Author: Ditan
Range: 20 feet + 10 feet per level
Components: V, S, M
Duration: 1 day
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Author: Ditan
Range: Special
Components: V, S, M
Duration: 1 day per 9 levels
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
Author: Ditan
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Creature or object touched
Saving Throw: Negates
Author: The Wizard <ier101@psuvm.psu.edu>
D100 Roll
Travel Result
01-10
Spell Failure
11-20
2d8 hours back
21-50
24 hours back
51-70
1d10 + 24 hours back
71-99
48 hours back
00
48 hours + 1 hour
per level back
Level
Volume
14
180
15
221
16
268
17
322
18
382
19
449
20
524
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: One creature
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
Author: William T. South <tsouth@netcom.com>
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
Author: Unknown
Range: 0
Components: V
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 day
Area of Effect: The caster
Saving Throw: None
Author: Ron <rsm58307@uxa.cso.uiuc.edu>
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 40-foot wide, 20-foot high, 20-foot deep cloud
Saving Throw: 1/2
Author: Fellstar
Range: Special
Components: V, S, M
Duration: 1 round
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Author: Mark the Malkavian <kp25@maristb.bitnet>
Range: 0
Components: V
Duration: Permanent
Casting Time: 7
Area of Effect: Item touched
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>
Range: 10 yards per level
Components: V, S
Duration: 2 rounds per level
Casting Time: 7
Area of Effect: One 10x10-foot cloud, 30 feet high
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 feet per level
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 turn per 100 pounds
Area of Effect: 100 pounds per level, or 10 cubic feet per level
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Reversible
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3 rounds
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Reversible
Range: 10 feet
Components: V, S, M
Duration: 1 day per level
Casting Time: 3 rounds per additional ton of ship
Area of Effect: One ship's helm
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 7 rounds
Area of Effect: One person's items or one item
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Jadwin
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Author: D.J. McCarthy <dmccart@modl01.intel.com>
. The effects can only be
countered with a wish or limited wish.
Range: 0
Components: V, S, M
Duration: 1 round per level, minus 7 rounds
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Special
Author: D.J. McCarthy <dmccart@modl01.intel.com>
Range: 0
Components: V, S
Duration: 3 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: The tiger <ma3tcb@sunlab1.bath.ac.uk>
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One or more creatures
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>
Gem Value
Intelligence
Skills (cumulative)
10 gp
1-2
One immediate command
20 gp
3-4
Command activated by condition
50 gp
5-6
Simple strategies, like ambush
100 gp
7-8
Multi-step, conditional commands
200 gp
9-10
Average servant skills (cook, clean)
500 gp
11-12
Can command other undead with permission
1000 gp
13-14
Effective use of mid-sized group
2000 gp
15-16
Effective command of troops
5000 gp
17-18
Impersonation of humans
10,000 gp
19-20
Extremely cunning
Range: 10 yards per level
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: A.C. <ac001@freenet.carleton.ca>
Range: Special
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Lestat
The material components are a number of pearls (each worth at least
500 gp) equal to the number of clones to be created (the number of
clones created is equal to the number of pearls used, with an upper
limit of one plus one for every five levels of the wizard), and a drop
of the wizard's blood upon each pearl. At the completion of the spell,
the bloodied pearls are flung from the wizard, and where each lands, a
clone forms out of it.
Range: Special
Components: S, M
Duration: 1d6 turns + 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Lestat
The material components consist of a representation of the wizard (a
carved figure or a clay model, for example) coated with the dust of a
crushed pearl (made of a perfectly round pearl, worth at least 1000 gp),
and a drop of the wizard's blood. When the spell is cast, the figurine
is placed where it is to appear, and it transforms into the clone (when
the clone disappears at the end of spell duration, the figurine is
gone).
Range: 0
Components: V, S, M
Duration: 1 month per level
Casting Time: 1 month per crystal sphere and plane linked
Area of Effect: One 1-foot per level radius sphere
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Lizward
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 10 square feet per level
Saving Throw: None
Author: Llewllynn
Range: 0
Components: S, M
Duration: 1 week per level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
Range: 5 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1-foot per level radius sphere
Saving Throw: None
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 100-foot radius sphere
Saving Throw: None
Author: Unknown
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Calvin (Azrael)
Reversible
Range: 10 feet
Components: V, S, M
Duration: 1 week per level
Casting Time: 3 turns
Area of Effect: One helm
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Range: 100 yards + 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 20-foot radius sphere
Saving Throw: 1/2
Author: Brian Graham <graham@oyster.smcm.edu>
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Author: Nearthia
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One vortex around the caster
Saving Throw: None
Author: Nearthia
Range: 100 feet + 10 feet per level
Components: V, S, M
Duration: 1d10 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
Range: 0
Components: V, S
Duration: 3 hours + 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Noska Trades
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Orko
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: Personal
Saving Throw: Negates
Author: Orko
Range: 0
Components: V
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Author: Orko
Range: 5 yards per level
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>
Range: 100 feet
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: 5-foot per level radius
Saving Throw: Special
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Range: 100 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 20-foot radius globe
Saving Throw: Half damage
Author: Pilpin
Range: Special
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One 3-foot radius sphere per level
Saving Throw: Negates
Author: Pilpin
Range: Special
Components: S
Duration: Special
Casting Time: .5
Area of Effect: Special
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Range: 120 feet
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>
Reversible
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 40 cubic yards per level
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70-yard long beam; 35-yard at end, 3-yard at base
wide
Saving Throw: Special
Author: Unknown
Range: 10 feet per level
Components: V, S, M
Duration: 1 week per level (or 1 turn per level)
Casting Time: 5 rounds per ton (or 1 round per foot)
Area of Effect: One ship's atmosphere (or one 1-foot radius per level
sphere for one creature per level)
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Reversible
Range: 0
Components: S
Duration: Special
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>
recipient from the effects of read mind for 1 day per level of the
wizard.