Great Spellbook of A DND
Great Spellbook of A DND
Great Spellbook of A DND
Level 1
Ahrvars Forgery
Alphas Acid Stream
Alphas Electric Arc
Alphas Hunting Hound
Alphas Sparkle Beam
Alphas Starlight
Alphas Wall of Darkness
Animal
Animate Mist
Association
Awaken
Azalldams Fabricated Bridge
Baazblade
Buoyancy
Cat Spirit
Clean
Coloration
Comeliness
Detect Poisoning
Diminutive Darkness
Drowse
Electric Blades
Fellstars Flame Finger
Find Water
Flash
Flu
Fools Spell
Freeze
Frost Touch
Glow
Guildas Treacherous Tripwire
Hallucinatory Steps
History
Human Torch
Inaudibility
Influence Other
Insolence
Invisibility to Draconians
Jamyes Melodramatic Music
Kazagos Lock Pick
Last Image
Lesser Invisible Object
Little Death
Mental Notepad
Minor Annoyance
Minor Mimicry
Murder Weapon
Orkos Initial Marker
Painting
Personal Magnetism
Pilpins Mapper
Pilpins Prompt
Protection from Chaos
Protection from Rain
Quantas Target Bow
Sand Skin
Sand Spray
Sangfroid
Sanhs Ray of Light
Saras Searing Skean
Shadows
Sharpen
Sigil
Skeleton
Skulkskin
Snapshot
Spirit Command
Starshine
Static Charge
Swim
Time of Death
Tree Swipe
Tricks
Urlics Unwholesome Meal
Waterproof
Wimblys Wonderful Web
Wither
Wizard Glue
Level 2
Acid Water
Aerate
Ahrvars Instant Offensiveness
Ahshays Mystic Mutable Aura
Alphas Moonlight
Alphas Rainbow Beam
Alphas Spark Shower
Alphas Star Gaze
Alphas Starblades
Ambient Light
Annoyance
Anvil Fall
Azalldams Fabricated Boat
Bigbys Tickling Fingers
Byens Arrow
Carrions Foul Stench
Cause of Death
Chameleon
Charm of Healing
Cheffields Major Feast
Circle of Power
Claws
Cloud Walk
Coin Toss
Continual Sparks
Dancing Fire Light
-1-
Death Armour
Deaths Dark Grasp
Detect Chaos
Detect Dragonkind
Detect Illusion
Detect Magic II
Detect Phase
Detect Spirit
Disease
Dispel Silence
Disposal
Draconiangliding
Dream Control
Dreamoores Explosive Missile
Dreamoores War Disk
Duck
Dumbness
Dust Warriors
Elemental Burst
Excite Fire
Expose Magic
Exterminate
Fellstars Flamehand
Fiery Eyes
Fog Phantom
Fossilize
Frostfire
Garithralls Hideous Leech
Gold to Gems
Guildas Sneakabout Light
Hair Growth
Hand of Ithiqua
Heat Feed
Horizontal Rope Trick
Hydrate
Imitation
Improved Find Familiar
Inaudibility
Incinerate
Kestrels Voice of the Bat
Last Experience
Lightservant
Magic Eye
Magic Mikes Projection
Maltas Pattern Creation
Maltas Pattern Image
Mangars Bloodfire
Memorize Song
Mimicry
Noise Filter
Noska Trades Blackfire
Paldeggerons Accurate Arrow
Petition
Photocopy
Plane Source
Pobithakors Pacifier
Pointdexters Dex Points
Power Bolt
Power Word, Awaken
Protection from Enchantment
Refresh
Resist Paralysis
Restore
Reveal Owner
Runetrue
Sanhs Improved Ray of Light
Sarius Golden Squares of Protection
Secret Light
Secret Torch
Seduction
Sexify
Sexual Imagination
Shadow Bolt I
Shadow Bolt II
Shield II
Shocksphere
Level 3
Albino Fruit Flies
Alphas Comet
Alphas Darklight
Alphas Flames of the Faltine
Alphas Heat Lightning
Alphas Ice Bolt
Alphas Images of Ikonn
Alphas Lightwall
Alphas Lucent Lance
Alphas Night of the Leonids
Alphas Rolling Thunder
Alphas Silverlight
Alphas Starfire
Apparition
Astral Wall
Azalldams Waterspray
Biladors Spellshape
Bleed
Brains
Channel Item
Charm Undead
Chime
Conceal Magic
Control Normal Fires
Curse Weapon
Detect Charm
Detect Teleport
Dheryths Tomelore
Dispel
Disrobe
Distract
Dreamoores Eldritch Sphere
Dwindle
Eldarrs Spell Conversion
Enhance Illusion
Exploding Coins
Fellstars Flaming Vortex
Forget Spell
Free Action
Gaseous Form
Go-Behind
Gopher
Grasping Hands of Horror
Hang
Hold Spirit
Hypnosis
Improved Armour
Level 4
Acid Bolts
Acid Spray
Advanced Magic Mouth
Alcoreaxs Icetrail
Alphas Acid Rainstorm
Alphas Acid Resistance
Alphas Ball Lightning
Alphas Chill of the Void
Alphas Elemental Form
Alphas Firefall
Alphas Flames of Falroth
Alphas Hunting Pack
Alphas Rainbow Blast
Alphas Ray of Paralysis
Alphas Shadowfire
Alphas Sheet Lightining
Atom Blast
Attacking Mist
Band of Ice
-2-
Level 5
5-Mile Carrier
Absorb Level Drain
Alphas Aurora Borealis
Alphas Balefire
Alphas Blue Blaze
Alphas Incantation of Elemental Domination
Alphas Lightningarmour
Alphas Moons of Munnopoor
Alphas Saint Elmos Fire
Alphas Shooting Stars
Alphas Spectral Hound
Alphas Star-Powered Magery
Alphas Starshield
Alphas Wizard Light
Anti-Anti-Magic Shell
Auralons Deflective Plates
Azuras Death Shadow
Azuras Soul Whip
Bigbys Strangulation
Blizzard
Bone Splinter
Cantrip Permanency
Chaos Magic
Chelymbers Improved Non-Detection
Continual Fly
Continual Invisibilty
Continual Secret Light
Detect Spell
Dheryths Stone Integrity
Doubled Magic Missile
Dragonstrength
Dreamoores Greater Eldritch Sphere
Dreamoores Spellblade
Dwarf Golem
Elemental Square
Eyeray
Fellstars Flame Cone
Fire Charm
Force Shield
Forcewhip
Freamoores Spellblade
Greenfire
High-Energy Lightning Bolt
Improved Fireball
Jamyes Armour Reversal
Kalessins Long Arm
Kestrels Skill Eraser
Kiris Excellent Skill
Kiris Mystical Coat of Armour
Kiris Mystical Screen
Lightning Curtain
Lycanthropy
Magic Mist
Master of Arms
Matthias Rainbow Doom
Meillikhoms Room of Seclusion
Mental Ledger
Missile Multiplication II
Mordenkainens Involuntary Wizardry
Negate Magic Resistance
Nightmare
Noska Trades Bizarre Insemination
Ouija Board
Pentagram
Phantasmal Force I
Pilpins Enhanced Alarm
Pilpins Insanity
Pilpins Power
Pobithakors Protection
Rathes Contigency Trigger
Rhuvas Wizard Stomper
Sanhs Sunray
Sarius Ethereal Transfer
Sarius Golden Stars of Protection
Sex Change
Sillvatars Dragon Claw
Sillvatars Flamestaff
Sillvatars Shockingstaff
Sonorics Illusionary Observer
Sonorics Superior Minions
Spell Turning
Summon Warrior
Superior Sleep
Taint Alignment
Timespeed
Travel Cancellation
Trytons Armour
Trytons Death Grip
Vanquils Drifting Blizzard
Vanquils Freeze Ray
Wileys Door
Wileys Teleport
Wolldins Backstabber
Wonderlight
Level 6
Acid Rain
Alphas Firefountain
Alphas Rainbow Warrior
Alphas Starlight Citadel
Alter Occurrence
Azuras Black Scythe
Block Teleport
Bonebind
Celestarions Barrier of Blackwhite
Contingent Polymorph Other
Copyright
Coradons Cataclysmic Corinary
Create Ghast
Detect Individual
Dheryths Energy Cloak
Dheryths Energy Globe
-3-
Level 7
Bloodstars
Chaos Environment
Create Mummy
Level 8
Annihilate Matter
Celestarions Warding
Caligulas Vitality Drain
Channeling
Deathshroud
Demonstar
Dheryths Sanctum Sanctorum
Ditans Everdeep Pocket
Elemental Gate
Fellstars Flame Jet
Improved Mirror Image
Jamyes Spell Reversal
Life Leech
Lightning Storm
Long-Range Carrier
Lorths Sending
Major Globe of Invulnerability
Masols Spell of Item Transferal
Mystyks Halflife
Mystyks Major Backlash
Mystyks Plane Survival
Noska Trades Mass Contagion
Oskos Elemental Triads
Orkos Petrifying Gaze
Orkos Spell Extension
Phantasmal Force III
Phase Conjugation
Pilpins Black Death
Pilpins Ephemeral Wand
Power Link
Remember
Repair
Rune III
Sarius Ethereal Gateway
Seizure
Sheath
Shout - Word of Sound
Sillvatars Dragon Armour
Smoke Cage
Sonic Blast
Stargate
Stone Protection
Stonemorph Survival
Summon Wraiths
Teleport Block
Teleport Warp
Tonal Attack
Twin
Vandergasts Vacuous Void
Level 9
Alamanthers Return
Bone Shatter
Cantors Closed Cottage
Celestarions Total Blast
Coradons Conflagaration
Damians Mindswap
Ding Shus Draconian Holocaust
Ding Shus Marvelous Chopsticks
Ditans Portable Dwelling
Eldarrs Major Spell Conversion
Expanded Awareness
Fellstars Flame Sheet
Fenzills Phantasmal Fingers
Fire Gem
Genocide
Greater Disintegration
Kiris Possession
Lazatars Spellstopper
Lazzaros Murderous Sword
Lichdom
Lorths Translocation
Magic Swarm
Mental Library
Mezzalldams Choking Fist
Mezzalldams Lightning Swarm
Mystyks Mystical Missile
Orkos Absorption
Orkos Dimensional Travel
Orkos Mnemonic Enhancer
Pilpins Dark Wall
Pilpins Nightmare
Pilpins Soul Exchange
Power Word, Vapourisation
Ralors Bolt of Dragon Slaying
Rune IV
Sarius Endosmotic Zone of Magic
Sillvatars Dragon Breath
Sillvatars Superior Summoning
Sphere of Annihilation
Staff of Smiting
Sunball
Symmetry
Telnornes Force Layer
Tempestcone
Uldarks Ultimate Summoning
Level 10
Conduit
Learn Language
-4-
Mass Death
Noska Trades Selective Death Spell
Orkos Time Travel
Rune V
Vorpal Blade
Youth
Level 2
Bat Sense
Battle Cry
Command II
Cure Moderate Wounds
Detect Invisibility 15' Radius
Detect Phase
Detect Style
Diemes Forceful Hand
Dispel
Efembes Spitting Image
Empathy
Flame/Frost Blade
Heliots Healing Sleep
Improved Detect Good
Inaudibility
Mystic Bolt
Nausea
Planar Vision
Protection from Charm, 10' Radius
Resist Eye Contact
Resist Paralysis
Sethrons Fearful Braying
Specialisation
Spread Healing
Stone Message
Stop
Strength of the Avenger
Summon Swarm
Level 3
Air Column
Air Lance
Animate Wood
Aura of Nature
Berserker
Chameleon
Chime of Opening
Cure Medium Wounds
Curse I
Dhalkuirs Diametric Abjuration
Etherealness
Heat
Improved Charm Person
Light Step
Lions Claw
Miscount
Oxen Strength
Preserve
Protection from Constriction
Protection from Lycanthropes
Protection from Petrification
Protection from Undead, 3 m Radius
Oath
Remove Scar
Root
Selective Entangle
Status
Stone Seeds
True Speak
Level 4
Adaptation
Awake
Beppies Happy Hour
Cure Serious Wounds
Detect Curse
Double Specialisation
Fearlessness
Fish Command
Etherealness
Hallucinatory Plain
Lathanders Mourning Glow
Lightning Strike
Meandering Path
Moonlight
Neutralize Gas
Offensive Summoning
Pacify
Possess Animal
Protection
Protection from Elementals, 3 m Radius
Remove Scars
Reptile Command
Revive Plant
Sanctum Sigil
Song of Courage
Spirit Tracker
Spiritual Triangle
Varmoose
Wings of God
Avian Command
Cure Critical Wounds
Cure Insanity
Dariods Vestigial Vine
Divinae Attributes of the Avenger
Entreaty
Godrage
Hidden Champion
Improved Forget
Improved Lions Claw
Karma
Kiss of Death
Lightning Strike
Mammal Command
Ostracise
Quench Flame
Raise Energy
Revisitation
Scram
Stonewood
Vindicators Quest
Vipers Bite
Warp Metal
Level 6
Adaption, 3 m Radius
Conjure Air Elemental
Dedis Invisible Poison Swamp
Hold
Improved Animate Dead
Mass Cure
Mental Grunt
Monster Merge
Pass via Water
Polymorph into Tree
Protection from Undead
Sacrifice
Spontaneous Combustion
Word of Passage
Level 7
Avatar
Awaken Forest
Black Storm of Vengeance
Conjure Water Elemental
Death Wail
Death Warrior
Divine Visage of the Avenger
Hammer of Retribution
Henleys Digit of Disruption
Lifeforce
Oathbreaker
Raise Energy
Razorwind
Stop the Sun
Treegrowth
Level 5
Animal Merge
-5-
Buggery (Conjuration/Summoning,
Illusion/Phantasm)
Range: 9 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
The wizard creates a number of small bugs
equal to his level. In the illusionists case, these
bugs are only illusionary, but with the conjurer,
they are real. If they are made to appear within
the pockets (or open orifice) of an individual,
a save vs. magic may apply to negate the
cantrips effects.
Compass (Divination)
Range: Special
Components: V
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: One glowing arrow, 0.3 m
long
Saving Throw: None
This cantrip causes a glowing arrow to appear where indicated by the caster. It is a light
green colour, and points directly north. Will
work underground, as well as on sea, and is not
affected by lodestones (magnets).
Count (Divination)
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One 1 m/level
Saving Throw: None
Count verbally announces the number of
objects in the specified area (with a minimum
of one cubic metre), like grains of sand or
pieces of silver. Count can count 10^(level +
Range: 3 m
Components: V, S
Duration: 2d6 seconds
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
This spell causes the recipient to emit a loud,
raunchy, obnoxiously odoriferous fart for 2d6
seconds. The victim must make a Dexterity
check to avoid distraction.
Firefinger (Evocation)
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: The wizards finger
Saving Throw: None
When cast, the Firefinger cantrip causes
flame to spurt several inches from the wizards
outstretched finger. Combustibles will be ignited by the flame if they are dry.
The material component is pitch, which must
be rubbed on the finger prior to casting.
Impersonation (Illusion)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None
Reversible
moning)
Range: 1 m
Components: V, S, M
Duration: Concentration
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By casting this cantrip, the wizard brings into
existence a field of force able to write on normal materials with a quill pen. The wizard must
sit quietly for the duration of the writing, and
simply speaks what is to be written. The Scribe
-6-
Range: 0
Components: V, S
Duration: Concentration
Casting Time: 2
Area of Effect: One target
Saving Throw: Negates
Casting Time: 2
Area of Effect: One person
Saving Throw: None
This cantrip protects the target from suffering sunburn even under very adverse conditions. It does not protect against sun stroke,
sunblindness, or heat exhaustion. The reverse
of the spell allows the target to get a nice tan
by staying in the sun for only an hour or so in
any clime and on all but the cloudiest days.
The material component is a small amount
of coconut milk, which the wizard must rub on
a patch of bare skin.
Notice (Enchantment/Charm)
Remove (Alteration)
Range: 0
Components: V
Duration: Concentration
Casting Time: 1 round
Area of Effect: The wizard
Saving Throw: None
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 minute
Area of Effect: 1 m/level
Saving Throw: None
Pitch (Evocation)
Range: 0
Components: V
Duration: 2 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This cantrip sounds a perfectly-tuned note
from out of nowhere. The note is centred on the
caster, and can be heard from a distance of 6
m. Things that block normal noise (walls, curtains, Silence 4,5 m Radius, etc.) block this as
well.
This spell is useful for tuning instruments by
ear, or with the help of a Tune cantrip. It is also
slightly disturbing to those around the caster,
as any single note would be if held out for two
rounds.
To cast this cantrip, the bard must speak out
loud the name of the note he wishes to hear,
such as Middle C, B Flat, or Quarter-step
above the first F Sharp above High C.
Scratch (Illusion/Phantasm)
Range: 3 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
-7-
Shoo (Abjuration)
Range: 0
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 9 m radius
Saving Throw: None
This spell allows the wizard to shoo away
annoying bugs and small pests.
Slap (Illusion/Phantasm)
Range: 3 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
The victim of this spell feels a forceful slap
across the cheek. Creatures must save vs.
magic or lose concentration of spells and be
distracted for one round, dazed by the blow.
Sobriety (Alteration)
Reversible
Range: Touch
Components: V, S, M
Duration: See below
Casting Time: 2
Area of Effect: One person
Saving Throw: Negates
Casting this cantrip removes all effects of
alcohol from the wizard or any one other person
he touches. It also instantly cures hangovers.
The material component is a fresh lemon,
juice from which must be squeezed on the
wizards fingers before the casting. Unwilling
targets are granted a save vs. Spells. The duration of this cantrip is permanent, until the
Sort (Alteration)
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 minute
Area of Effect: 1 m/level
Saving Throw: None
This cantrip separates the specified amount,
with a minimum of 1 cube metre, of any mixture of dry materials: salt and pepper, for example, or gold, platinum, and bronze. This
cantrip does not affect living things, and cannot be used to separate materials bound together, i.e. mortar, plaster or stone.
Sparks (Evocation)
Range: 1d4 feet
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: A few square feet
Saving Throw: Special
When this cantrip is cast, a shower of sparks
sprays forth from the wizards hand. These
sparks are harmless unless cast in the presence of highly flammable or explosive substances.
Creatures particularly susceptible to fire
damage, such as trolls, may, at the DMs option, suffer a point or two of damage from the
sparks. Such injury can be avoided with a successful save vs. breath weapon at +4.
Stone (Conjuration/Summoning)
Range: 6 m
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One pebble
Saving Throw: Special
This cantrip conjures up a small pebble in
any desired location within 20 feet of the wizard. The verbal component is a short phrase
describing the desired location (e.g.: in Johns
shoe). If the pebble will in any way affect another creature, as in the above example, a saving throw is permitted to resist the spell.
Tweak (Illusion/Phantasm)
Tasters Choice (Illusion/Phantasm)
Range: 9 m
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Under the influence of this cantrip, an individual at meal will taste whatever taste he inwardly desires.
Tune (Alteration)
Reversible
Range: 0
Components: V or M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1.5 m radius sphere
Saving Throw: None
With this cantrip, the bard can bring one note
of an instrument in tune with either a hummed
note, the equivalent note played by a second
instrument (in which case the component of
the spell is that other instrument, which is obviously not consumed in the casting; what
good would that do?), or the result of a preceding Pitch cantrip (q.v.). The one note will end
up perfectly in tune with the reference note. As
many instruments as are in the area of effect
can be brought into tune at once.
A well-Tuned instrument (with two or more
Tuned notes) has the effect of making the
bards songs more melodious and enjoyable;
this has the game effects of reducing the saving throws of hostile creatures vs. the bards
mood-altering story telling by 1, as well as
making the bards morale-boosting song affect
the listeners for half again as long (i.e. one and
a half rounds per level) as it usually does.
Too many notes perfectly Tuned on an instrument, however, will have a negative effect on
other bards in the area, who will realize that the
Tuned instrument has been magically altered
to sound so perfect. For each note above one
that the instrument has been Tuned, the hostile bard personally gets a +1 to his saving
throw vs. the playing bards friendly effects.
Although the Tuning is instantaneous, the effects of the cantrip last for a while. In perfect
conditions (humidity on the low side, comfortable temperature, no rough handling), the instrument will stay Tuned for a week. In less than
-8-
Range: 3 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This cantrip causes the victim to feel the
sensation of being tweaked as if by an unseen forefinger and thumb. The portion of the
body being tweaked must be seen by the wizard and be uncovered by armour. The wizard
must either save vs. spell or make an Intelligence check to avoid losing concentration.
Other intelligent, small, and medium sized
creatures must make the same save or check
or be distracted for one round. The wizard must
make a tweaking motion with his hand in order to affect the spell.
Umbrella (Abjuration)
Range: 0
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
As with all cantrips this one can be very
useful though not very powerful. It manifests
itself as a field of force that resembles an
umbrella. It lasts for up to one hour per level
of caster as a maximum though if the concentration of the caster is broken for more than 1
minute it will fade away. It actually does have
some form and is worth 6 hit points though
only magical weapons will affect it.
Vision (Alteration)
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Allows the caster to see things in the distance up to three times better for the duration
of this spell. It will also allow him to see things
more clearly as they appear to be only one third
of the distance from them. It does cause some
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
With this spell, the caster is able to perfectly
duplicate the any style of handwriting of which
he has a sizable sample. The forgery is good
enough to fool even the closest scrutinisation,
although it does radiate faint magic.
The caster merely casts the spell, and begins writing. His handwriting will perfectly
match that of the sample, for the length of the
spells duration. Those watching the caster
write will believe that the handwriting on the
page is actually that of the caster, unless of
course they witness the casting of the spell,
which may make them rather suspicious. The
caster need not be writing the entire duration
of the spell; he is free to stop and resume writing any number of times within the duration.
Also, the caster only needs the handwriting
sample to be copied during the initial casting
of the spell.
The material component of this spell is a
sample of the handwriting to be copied (containing an example of every letter in the alphabet to be used), and a writing instrument.
Tiny
Small
Medium
Large
Huge
Gargantuan
Modification to
saving thr
ow:
throw:
+3
+1
-1
-2
-4
Level:
Type of hound:
1-3
4-7
8-12
13+
Jackal
Wild dog
Wolf
Dire wolf
-9-
Animal (Illusion/Phantasm)
Range: 9 m + 3 m/level
Components: V, S
Duration See below
Casting Time: 1
Area of Effect: One animal formed/level
Saving Throw: Special
An illusion of one or more small animals can
be brought into being by means of this spell.
The animals must be of a sort very familiar to
the magic user, and each can be no larger than
a fox, a rabbit, or a medium hawk. Animals created can be of more than one type. The illusion
is visual and auditory, being much like a specialized form of the second level magic user
spell Improved Phantasmal Force.
Awaken (Evocation)
Author: August Neverman
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 3 m radius
Saving Throw: Negates
This spell will wake a character (or characters) to full alertness instantaneously. It can be
set to trigger on a specific action such as a
word or action.
The material component is a horn (which
can be reused). Each being that may be woke
up must be named in the spell when cast.
This spell allows the caster to enchant piercing and slashing weapons, so that they are not
affected by the imprisoning effect of a dying
Baaz. When a Baaz is killed by such a weapon,
no saving throw has to be made. The wizard
may enchant up to one weapon per three levels, if it belongs to one of the following categories: small, medium. Any larger arm counts as
two weapons. For example, a 10th-level wizard
may enchant four long swords, two long
swords and one two-handed sword or two twohanded swords.
The material component for this spell is a
pinch of dust from a killed baaz, which must
be trickled over the weapon.
Buoyancy (Alteration)
Range: 0
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
This spell causes the person whom it is cast
upon to immediately float towards the surface
of any body of water. The person immediately
falls towards the surface of the water and
remain there. While the spell is in effect, the
person cannot be drowned by waves or
weather. The spell will lift 100 pounds per level
of wizard. Water breathing creatures which may
die in the air are allowed a save vs. spells to
resist the spell.
Baazblade (Enchantment)
Clean (Alteration)
Author: Axel & Marc Gerstmair
Association (Divination)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 2 surfaces
Saving Throw: None
Range: Touch
Components: V, S, M
Duration: 3d6 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None
- 10 -
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One person or creature
Saving Throw: Negates
Coloration (Alteration)
Range: 3 m/level
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: 1 m/level maximum
Saving Throw: Special
This spell causes a chosen surface to
change colour, glow, or both, be it a section of
wall, a box, a sword, or a creature (a saving
throw vs. magic will negate the effect if the
subject is unknowing or unwilling). Multiple
colours can be chosen (up to 256 different colours and shades). If made to glow, the object
will emit light for a range of five feet.
The material component for colour is a small
amount of die or ink of the appropriate colour,
and to cause a glow the spell consumes a bit
of phosphor or a glowworm.
Comeliness (Illusion/Phantasm)
Reversible
Range: 0
Components: V, S
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None (Negates)
Incr
ease in
Increase
Comeliness
Decr
ease in
Decrease
Comeliness
Pr
esent
Present
Scor
e
Score
6 or less
7 to 12
13 to 15
16 to 17
18 to 19
20+
Pr
esent
Present
Scor
e
Score
5 or less
6 to 7
8 to 9
10 to 12
13 to 16
17+
2-8
2-7
1-6
1-4
1-2
1
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Range: 0
Components: V, M
Duration: Special
Casting Time: 1
Area of Effect: 2 blades
Saving Throw: None
With this spell, the forensic wizard can determine if a corpse has been poisoned. One
corpse can be checked each round. The wizard can determine the means by which the
poison was administered and the place at
which it entered the body, and he has a 5%
chance per level of being able to exactly identify the poison.
Range: 3 m/level
Components: V, S
Duration: 2d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: 0.6 m radius sphere
Saving Throw: None (Negates)
This spell is very similar to the first level
magic user spell Darkness (see also the second level magic user spell Darkness). It has
only a 0.6 m radius, however. This gives the
spell many different uses. For example, it can
be used to block the light of a torch, lantern,
magic sword, etc. This would prevent all sorts
of vision only within the 0.6 m radius, so one
could still see about with infravision or ultravision (or normal vision, if there is another light
source). It can blind a creature as a light spell
would without creating light that could alert others, and also without obscuring the casters
own sight as would a normal darkness spell (if
cast upon a creature or its possessions carried, the creature gets a saving throw, and if the
throw is made, the darkness appears 1.5 m behind). The spell can cancel a light spell, but has
no effect on continual light or ambient light.
Change
Change
1
1-2
1-4
1-6
2-7
2-8
Drowse (Illusion/Phantasm)
Range: 9 m
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell creates the illusion in the victim
mind that she or he is extremely exhausted,
and in fact on the verge of collapsing and falling asleep. There is no saving throw. The victim will suffer a -4 to hit, -2 on AC, 50% vision
and 1/2 her or his normal movement rate for the
full duration of the spell. Spell casters will have
a chance of spell failure equal to 100% - 5%
per point of their prime requisite (use intelli-
- 11 -
Range: 25 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One target
Saving Throw: 1/2
When this spell is cast, a thin bolt of searing flames shoots forth from the casters index
finger. This bolt will automatically hit a single
target inflicting 1d10 points of damage, plus 1
point per level of the caster, up to a maximum
of 1d10+10. A successful save vs. spell reduces this damage by half. If a save is failed,
possessions do not have to make a save, unless they were targeted specifically by the
spell, in which case the owner suffers no dam-
Flash (Evocation)
Range: 36 m
Components: V
Duration: 3 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Victims failing their saving throw are blinded
for the next round due to a flash of light that
appears in their eyes. All to-hit rolls for the next
two rounds are made at -2 due to spots in their
eyes.
Flu (Alteration)
Range: 1 foot/level
Components: V, M
Duration: 1d6 days + 1 day/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Casting Time: 1
Area of Effect: Special
Saving Throw: none
A wizard can cast a Fools Spell prior to casting any other spell in a given round; it costs the
wizard a +1 to initiative. When the spells power
is called upon, it makes the next spell cast by
the wizard appear to be another spell. Example: a wizard casts Fools Spell followed by a
Domination spell in a court of law. Since other
wizards are watching, he makes the Domination spell look like a Comprehend languages
spell. Only Spell Tell can detect the use of Fool
Spell.j
Freeze (Enchantment)
Range: 9 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 0.2 m/level
Saving Throw: None
This spell instantly freezes a quantity of
water in any shape the wizard desires. If a living creature has any part of it inside the area
of effect, it can make a saving throw vs.
paralysation (with a +4 bonus) to escape, or
be stuck in the ice. The ice is nonmagical and
can be affected normally.
Glow (Alteration)
Author: August Neverman
- 12 -
History (Divination)
Author: Jim Gitzlaff
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: one object or place (max
90 m
Saving Throw: None
This spell allows the caster to tune in to the
psychic impressions left on an object or small
area. The power gives the wizard the ability to
divine special purposes, famous owners, and
powerful alignment bends. The spell will not
identify a magic item per se, but would identify the signet ring of a long deceased noble
house as such. Furthermore, history doubles
the chance of a rare or unknown items value
being determined. This spell is most commonly
The material component is a genuine licence of some sort, which is not consumed in
the casting.
Insolence (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
Range: 6 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell causes the caster and all his clothing to become engulfed in flames. These
flames do not harm the caster or his equipment
but cause 1d4 points of damage to anyone
within 1.5 m and an additional 1d6 to anyone
who actually touches him. The flames themselves are only about as hot as a torch but the
surrounding area will feel like a blast furnace.
Inaudibility (Illusion/Phantasm)
Author: Thom Watson
Range: Touch
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
This spell completely masks all sounds
made by the recipient: bodily functions such
as breathing and sleeping as well as sounds
made by striking another object (walking, for
example). Any object held by the recipient is
likewise silenced. Objects thrown, dropped, or
knocked over by the recipient are not under the
effect of the spell, however, and these may
make noise at the ends of their trajectories. An
unwilling victim receives a saving throw against
this spell.
The material component is a bit of cotton.
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
When the forensic wizard casts this spell, he
sees whatever the recipient corpse saw at the
very instant of death, with the intent of learning the identity of the murderer, or at least the
location of death. If the recipient was killed by
a gaze attack, the wizard suffers this attack as
well, but with a +4 bonus to his saving throw.
Mist (Evocation)
Range: 20 m
Components: V, S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Up to one 15 m cube/level
Saving Throw: None
Mist creates a huge fog cloud that can be
seen through, but reduces the range of vision
greatly. In normal use, all sighting distances (in
the Players Handbook) are halved. Vision can
be decreased to a third of its normal range by
reducing the area of effect to one cube (with a
7.5 m side) per level.
The shape of the cloud must be rectangular. For example, a second-level wizard could
create a Mist cloud of 30 x 15 x 15 m.
- 14 -
Summoning)
Range: 5 m/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One defeated creature
Saving Throw: None
When this spell is cast, it creates a giant
black (or other colour) magic marker to appear
and draw the wizards initials on a defeated
victim. The marker will draw on any surface:
water, fire, magma, acid, etc. The wizard can
choose to alter the colour of the marker if he
wishes.
The material component for the spell is a
piece of black cloth.
Painting (Illusion/Phantasm)
Range: 36 m
Components: V
Duration: Concentration
Casting Time: 1
Area of Effect: 6 m high cube
Saving Throw: Negates
By the means of this spell the caster can
create an illusion of whatever he wants, as long
as he concentrates and the illusion remains in
the area of effect. It is usually easy to recognize what the illusion is supposed to be of, but
any creature that can do so can also recognize that it is an illusion.
Modification to save:
-4
-3
-2
-1
-
Save:
0
Save:
-4
-3
-2
-1
0
Save:
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
saves against the spell. Otherwise, it is reusable, and only need be touched during the
casting to act as a focus for the mage.
The source of this spell is Sarius
Mendlekine.
A successful saving throw against the attraction means that the spell is unable to attract
this creature toward the target creature.
Note that the mage may reduce the size of
the area of effect to less than he is able to affect (in 3 m decrements) but the saving throw
modifiers are a product of the size of the area
of effect, not the level of the mage casting the
spell. This means that if a 10th level mage reduces the area of effect to a 3 m sphere it
would only be able to affect creatures within 3
m of the target creature and they would receive
a normal save, but he will still able to try to attract 20 creatures toward the target whereas
the 1st level mage would only be able to attract
2. Also, remember that the area of effect is
three dimensional, and can affect creatures
through any material that does not shield
against magic (e.g., lead). Creatures that are
physically unable to become stuck to the
target will stick to whatever physical object is
blocking their path, such as walls, floors, doors,
etc.
If any creatures become stuck to the target creature, it and whatever is stuck to it become entangled with each other, effectively
reducing their normal movement rate to 0.
Creatures being drawn toward the target are
totally unable to attack, but may attack from the
mass with one attack form per round if the attack does not require melee combat (e.g.,
breath weapon, gaze, etc.). If the combat form
requires physical contact, a stuck creature is
only entitled to attack once per round and only
if it is first attacked by someone striking at it
while it is entangled. Attacks on entangled
creatures are at +4 to hit, and the creature(s)
are penalized -3 on the return attack. Also,
creatures so entangle lose all armour class bonuses for dexterity.
The material component of this spell is a
lodestone of at least 2 GP in weight. It will disintegrate if the target creature successfully
- 15 -
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
By this spell, the caster will cover himself
with sand that will repel damage. The caster will
be able to cover himself with enough sand to
block 8 + 1 per level points of damage. The
type of sand used causes the body to be
slightly shaded to that colour. The spell lasts
until all the points are used up. Multiple casting only raises you back to the maximum of a
single casting.
The material components for this spell are
ground granite, sandstone, or some other type
of fine sand.
Sangfroid (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell confers immunity to all nuisance
cantrips and first-level spells cast upon the
bard. In addition, it gives the bard a +4 bonus
to his saving throws vs. nuisance spells of second level or higher.
Nuisance spells are those that do no damage, but are designed to adversely affect the
bards concentration, train of thought, or
senses. Most Illusion and Charm spells fall into
this category, as do Blindness, Deafness, and
such spells that otherwise cause blindness or
deafness. All three variations of the Annoyance
spell (q.v.) are included as well. There are more
such spells, but an exhaustive list here is unwarranted.
This spell is primarily used while performing,
as it keeps outside events such as hecklers
and Taunt spells from interrupting the bards
performance.
- 16 -
Shadows (Illusion/Phantasm)
Range: 0 or 18 m (see below)
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: See below
Saving Throw: None
This spell has three different potential functions, the choice of which may be made at the
time of casting:
i. The magic user may cast shadows upon
herself or himself, with this covering giving her
or him a chance of hiding in shadows as that
for a thief of equal level. The magic user can
take advantage of (or is penalized by) dexterity and racial adjustments. This form of the spell
is only shadow enhancing, so an effort must
still be made to hide. It can be cast only on the
magic users person (a range of 0 for this function), and the magic user must remain still and
concentrate faintly to maintain the shadows.
This can only be of use where shadows already
exist. If the caster is also a thief, this spell can
be used to either give the chance of hiding as
described above or add a 2% per level (magic
users level) to the characters normal thief
chances of hiding in shadows.
ii. This version causes a number of shadowy
forms to dart about up to 18 m distant in a 6 m
square area, until the spell expires. This could
be most distracting, for it appears as though
there are humanoid and possibly animal forms
moving about. These shadows cannot exist in
sunlight or a continual light, but could still be
seen jumping between areas of cover.
iii. This version creates the illusion of a
number of humanoid forms, appearing exactly
as the undead shadow. Up to 1 form per level
can be made, appearing in a 3 m + 0.3 m per
level square area. The magic user has control
over each forms actions. While they may look
like shadows, they are completely powerless
(with the exception, perhaps, of causing fear
or uncertainty - a normal reaction for one confronted with this situation). The magic user
must maintain concentration, and even then
the maximum duration of 3 rounds per level still
applies. If she or he breaks concentration, the
shadows will last 1-2 rounds longer before fading away.
Sharpen (Alteration)
Sigil (Conjuration/Summoning)
Range: Touch
Components: S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One object
Saving Throw: None
The wizard may inscribe or write his personal
sigil, emblem, or seal over any nonmagical
item. The sigil will prevent the opening of any
door, chest, or lock until dispelled, and any
person touching the item inscribed with the
sigil (other than the wizard) will receive 1d4
points of damage.
Skeleton (Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One corpse
Saving Throw: None
With this spell, the necromancer can turn
one humanoid corpse into a skeleton. The skeleton may then be controlled as per animate
dead. A mage may only have in existence
through us of this spell one skeleton per level.
Hit points of the skeleton are determined
randomly. Disposing of skeletons with insufficient hit points is possible, if expensive. When
a skeleton created by this spell is damaged,
the damage cannot be repaired.
The material component of this spell is a
salve that requires 50 GP and 24 uninterrupted
hours to create.
Skulkskin (Illusion/Phantasm)
Range: Touch
Components: S, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Similar to the effect of the skulks renown
ability, this spell enables the recipient to
change colour so as to blend with her or his
background; however, unlike the skulks ability, it changes not only the skin colour, but the
colour of any items worn or carried also. The
chance of successfully hiding depends on the
activity of the recipient, as shown on the following table:
Range: 0
Components: V, S, M
Duration: 3 months/level
Casting Time: 1 turn
Area of Effect: One weapon
Saving Throw: None
Movement Rate
0 (stationary)
Up to 1
Up to 3
Up to 6
Up to 9
Chance of Success
80% + 2%/level
60% + 2%/level
40% + 2%/level
20% + 2%/level
2%/level
Snapshot (Invocation/Evocation)
Range: Sight
Components: V, S, M
Duration: Instantaneous
Casting Time: 0
Area of Effect: One page
Saving Throw: None
With this spell, the wizard causes an image
of whatever he sees, even thermal images and
magical auras, to appear on a sheet of parchment or vellum (the material component of the
spell).
Starshine (Illusion/Phantasm)
Range: 0
Components: S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 9 m radius
Saving Throw: None
This spell causes the immediate area
around the wizard to become dimly illuminated
as if by starlight, enabling clear vision of up to
thirty feet, with indistinct vision at up to sixty
feet. The spell will only work in near to total
darkness, and will cause the ceiling of indoor
- 17 -
Swim (Alteration)
Range: Touch
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
When cast on a willing creature who cannot
swim, that being is granted the ability to swim
tirelessly for the duration of the spell. If the
recipient can swim, he tirelessly swims at double his normal swimming speed for the duration of the spell. Note, this spell does not grant
the ability to breathe underwater.
The material component is the fin of any fish,
or the leg of any amphibian.
- 18 -
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Creature or item touched
Saving Throw: None
This spell creates an invisible, thin membrane around the recipient and any objects in
his possession, through which water cannot
pass, except at the mouth (water breathing, for
example, is not hindered if it is in effect, but it
is not otherwise provided by this spell). Its
purpose is to protect and keep dry objects that
could otherwise be damaged or destroyed by
water (spellbooks, torches, tinderboxes, etc.),
since precipitation merely beads and rolls off
the recipient and bodies of water do not penetrate the barrier. The spell does not confer any
special abilities to survive or breathe underwater, but it will keep the wizard and his possessions dry while there.
If used against a creature native to the elemental plane of water, the spell inflicts 1d4
points of damage on a successful attack roll.
The wizard may affect an additional man sized
creature for every extra level of experience.
The material component of the spell is a
duck feather or a small square of oilcloth.
Wither (Necromancy)
Range: 30 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 9 m/level
Saving Throw: Special
This spell kills all normal vegetation within an
area of 9 m per level of the caster, who determines the shape of that area at the time of
casting. Trees receive a saving throw of 11, and
special plants such as treants suffer but 1d6
points of damage.
The material component is acid, sprinkled
over the whole area of effect. Casting time is
exclusive of this administration.
- 19 -
1d8
Colour of beam:
1
2
3
4
5
6
7
8
red (cold)
orange (heat)
yellow (acid)
green (poison)
blue (electrical)
indigo (holy water)
violet (force)
multi-hued beam - roll twice ignoring 8s
The beam does a base of 2d6, plus an additional point of damage for each level of the
caster (e.g. a 7th level caster would inflict 9-19
(2d6+7) points of damage). Any creature resistant to the attack form indicated by the colour of the beam takes NO damage, while a
creature vulnerable to the specific attack form
(such as heat vs. a yeti) will suffer double damage. A saving throw indicates that the beam
has missed and the intended victim is unaffected. Note that the beam may hit a target
other than the one intended. Once the beam
hits a solid object, it stops, even if that object
is transparent. Any creature suffering damage
from the spell must make item saving throws
if appropriate.
The material component of the spell is a
small clear gem or crystal prism worth at least
50 GP.
- 20 -
the intensity of the light is consistent throughout the entire globe. The light is even behind
objects or walls, in a closed chest, in fact, everywhere in the area of effect. Therefore, absolutely no shadows exist. The spell has a
number of interesting effects because of this;
for example, if cast in a hallway, the light would
extend through a door or wall into an adjacent
room (or even into secret tunnels below the
hall) up to the full area of effect. Just beyond
the 12 m radius globe, reflected light from the
actual area of affect lights up 4 m further. This
is much dimmer than the globe, is very shadowy (if there is something to cast one), and
fades off into complete darkness (assuming,
of course, the area would be dark without this
spell). One obvious advantage of the spell is
to make hiding in shadows impossible within
the area of effect.
Annoyance (Illusion)
Range: 1.5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This is a more powerful version of the first
level spell Minor Annoyance (q.v.), in that it
creates the illusion of a bumblebee flying into
the victims ear. The victim only gets one saving throw; if successful, the annoyance lasts for
only one round. The spells effects start at the
beginning of the next round, just like Minor
Annoyance.
The material component of this spell is a
dead insect. If an actual dead bumblebee is
used, the victims saving throw is made at -2.
assassinations which would seem completely real but in which the victim would (hopefully) not be killed. Byens Arrow creates a very
powerful illusion that is modelled exactly after
an actual arrow. The caster must take a real
arrow, of fine quality, and spend one entire
round chanting and weaving her or his hands
along the edge of the arrow. To complete the
casting, the caster must prick her or his finger
with a splinter of wood and smear it upon the
arrowhead. The arrow is then actually replaced
by an illusion, that has full visual, audible, tactile, thermal, and olfactory components. An
attempt to disbelieve can be made, but the
save is made a -2 DM (or +2 if informed of the
illusion); however, in most circumstances, there
will be no reason to suspect anything is amiss.
The magic user can enchant up to 1 arrow
for every two levels she or he possesses, each
arrow taking one round of preparation.
The arrows must be shot in a normal manner (i.e. the magic user must have someone of
a class able to make use make use of a bow
to shoot them). Such a user will in no way suspect that the arrows are illusionary from just examining them. If these arrows hit a target, the
illusion continues so that the target will bleed
illusionary blood, an will feel illusionary pain.
Unless the victim for some reason attempted
to disbelieve and this attempt was successful,
the victim will take the full 1-6 damage from the
arrow, plus any applicable bonuses for
strength, specialisation, a magic bow, etc. Only
25% of this damage is actual, but even after
the illusion fades (which happens in 5 rounds
+ 1 round per level after being hit) the victim
will still suffer form shock and a loss in confidence and composure. Hit points lost because
of these arrows that were not part of actual
damage will be recovered at a rate of 1 HP per
round of rest or 1 HP per turn of even mild activity, but not at all for strenuous activity. Creatures brought below zero HP because of this
illusionary damage will be unconscious and
must make a system shock survival roll of else
die of shock, losing 1 HP per round until reaching -10, unless they receive aid. Even creatures
that can be hit by only by silver, iron or magical weapons will suffer from all the above effects unless they have some special resistance
to illusions (or have reason to be suspicious
and disbelieve).
Note that Byens Arrow will work on light and
heavy quarrels of high quality as well as on
arrows.
The material component for this spell is an
arrow or quarrel of fine quality (s.a.).
- 21 -
Cause
Exposure
Falling or
hanging
Disease or
old age
Magic
Wound
Chameleon (Illusion/Phantasm)
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
Claws (Alteration)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
When cast, this spell causes a vicious set
of serrated claws to grow on the hands of the
recipient. The recipient must be willing, and a
being not already possessing claws. These
claws vanish in one round per level of the wiz-
- 22 -
ard. They double the number of attacks normally afforded, and damage is 1d6 plus any
Strength bonuses. The recipient may use no
other weapons, nor cast somatic spells.
The material component is the claw of a
griffin.
When this spell is cast, rather than producing an earthen hand, this spell causes many
undead arms to spring from the ground underneath the targets feet. If the targets save is
successful, then the arms sink into the earth
and the spell progresses as per the spell description. If the target fails his save, undead
forms resembling zombies burst up from the
ground, lashing out at the target to grasp and
hold him with unyielding strength.
The armour class of the arms or creatures
is 6 (as opposed to the AC 5 in Maximillians
Earthen Grasp). The hit points of the undead
forms created are equal to twice the wizards
normal hit points up to a maximum of 40 HP.
The undead forms created are unturnable, and
at the end of the spells duration will sink down
into the earth from whence they came.
If this spell is cast in a graveyard, the soil of
the graveyard will be more likely to produce the
undead forms in a quick, unexpected manner.
Thus saves vs. this spell would be at -1 and the
chance that the undead hands or forms reappear under the targets feet after a successful
save throw is 10% per level of the wizard rather
than 5% per level which is the usual chance
for this occurrence if cast in other
environments.
- 23 -
wings upwards 5 metres above ground. Otherwise, he suffers 1d6 points of damage per 3
metres falling height up to a maximum of 20d6.
The normal speed is 18, while nosediving is
at 30, manoeuvrability class is D. The wings
support 20 pounds per level of the caster.
The material component for this spell is a
part of a draconians wing, which is consumed
by casting this spell.
Disease (Illusion/Phantasm)
Range: 30 m
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Similar to spells such as Blindness and
Deafness, a Disease spell will cause its target
to believe that she or he has contracted a real
(natural) disease. Even though the spell affects
the mind, the victim believes so strongly in the
disease that boils, pains and any other symptoms normally associated with the affliction will
be imagined, putting the individuals health
under considerable stress.
If the target has recently been in a situation
where contracting a disease is quite likely
(such as living in filthy surroundings, falling into
sewage or garbage heaps, attacks from giant
rats or othyugs, etc.), a saving throw is made
at a penalty of -4; on the other hand, if a character has recently had a Cure Disease cast
upon herself or himself, is immune to normal
diseases, or has some other strong reason to
believe that she or he could not possibly have
contracted a disease, then a saving throw at
+4 or higher (probably +8 if normally immune)
is allowed.
Once the spell takes effect, it is permanent
until the inflicted receives a Dispel Illusion. The
disease is determined randomly from the table in the DMG, with the full effects described
inflicting the target.
Phantasm)
Range: 0
Components: V, S
Duration: 1 day/level
Casting Time: 2
Area of Effect: 0.25 m circle
Saving Throw: Special
The casting of this spell evokes a hole, 0.25
m in diameter, in the wizards hand. The hole
may be placed on any surface; anything subsequently dropped into it (an item must be
smaller than the holes diameter; since this is
neither an extra-dimensional space nor a
sphere of annihilation, items larger than that are
not sucked into it) vanishes and is teleported
to the bottom of the nearest sewage system
(moat, sewer, large body of water, etc.). It is
especially effective for disposing of garbage,
kitchen waste, body wastes, etc., and may be
used in the garderobe of an area otherwise
devoid of plumbing. Magical and living items
(of at least animal Intelligence; normal insects
and non-sentient plant life are therefore not
considered living for this purpose) receive a
saving throw to resist the teleportation. (There
was no plumbing in Kestrels tower, hence this
spell saves on traipsing up and down all those
stairs with a chamberpot).
Draconiangliding (Alteration)
Author: Axel & Marc Gerstmair
Range: Touch
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
By casting this spell the mage bestows himself or one creature with the ability to glide like
a draconian. The recipient must spread his
arms, while semi-material wings grow from
them to a total wingspan of 3 metres.
The spell only affects large or smaller creatures including their equipment. The recipient
is capable of gliding four metres per one metre height. The bestowed creature is not able
to gain height. It cannot stop gliding, while it is
not on ground, but he may accelerate by turning his wings downwards. The glider must be
aware of having a crash, if he does not turn his
- 24 -
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
This spell actually has two variations. The
first produces a special dart which the magicuser hurls toward its target. The dart has a +3
to hit bonus at 10 m or less, +2 at 20 m, and
+1 at 30 m. A successful hit does 3-6 damage
points +1 hit point per casters hit die. The second version enchants an ordinary arrow or
quarrel, making it magical for hitting purposes,
and delivering double normal damage +1 hit
point per casters level.
Both versions also have a residual blast radius, inflicting 2d4 damage, or 1d4 on a save
vs. magic. Any item struck directly by an explosive missile must save vs. crushing blow to
avoid damage. The explosive missile must be
used within three rounds of creation, otherwise
it detonates and does damage to those immediately around it.
Duck (Enchantment/Charm)
Range: 10 m
Components: V, S
Duration: Instantaneous
Casting Time: 1 (but takes up the entire
round - s.b.)
Area of Effect: One creature
Saving Throw: None
By this spell, the caster helps the defence
out on himself or another creature. If the caster
sees an attack coming, the caster can cause
the creature to be suddenly moved out of the
way so as to cause the attack to miss. This will
only work against body (claws, bit, etc.) or hand
held weapons. The creature that has been
moved must then take 5 segments readjusting
his position before it can attack again.
The caster must prepare for this spell, and
must declare at the end of the previous round
that he is casting this spell. The caster then
waits until the monster attacks, and throws the
spell.
Creatures that have never had this done to
them before must make a save vs. petrification
or be stunned for 2 rounds.
Dumbness (Illusion/Phantasm)
Range: 30 m
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell causes the recipient creature to
become completely dumb, believing that she
or he is unable to speak by means of voice in
any way (cf. Blindness, Deafness). This effect
can only be removed by Dispel Illusion, or by
- 25 -
This spell causes fire to hurl itself at a victim for up to five feet per point lost for a maximum of sixty feet. Upon contact with the victim, the fire does 1d4 points damage per level
of the wizard minus Range loss and divided by
two if save versus spell is successful. Since the
fire is dragged from a source, that fire is effectively lost from the source. Candles supply 1
point each, torches can supply 6 points, flasks
of lighted oil supply 12 points, and average
sized fireplaces or campfires supply 30
points.
Exterminate (Abjuration)
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None or special
Exterminate negates Call Insect , protects
one person against Insect Plague, and gives
+6 on saves vs. Summon Insects. Dispel Magic
requires a mage of t wice the casters level.
Magic resistance applies only to the creature
touched.
To negate this spell, both victim and insects
have to make their saves.
Frostfire (Alteration)
Range: 10 m/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
Fossilize (Alteration)
Range: 0
Components: V, S, M
Duration: 1 turn (+1/level) see below
Casting Time: 1
Area of Effect: 1 creature/level
Saving Throw: Negates
Specialist/School: Elementalist, Alteration, Abjuration
- 26 -
- 27 -
Hydrate (Alteration)
Range: 0
Components: V, S, M
Duration: 1 turn (+1/level) see below
Casting Time: 1
Area of Effect: 1 creature/level
Saving Throw: Negates
Specialist/School: Elementalist, Alteration, Abjuration
This spell will cause the victim to change into
a pillar of water will collapse into a puddle of
water. The intended victim must be touched by
the caster. The caster can touch one victim per
round up to the maximum number affected for
his level. The intended victim is allowed a saving throw vs polymorph to negate. The spell
causes no pain, discomfort or actual damage,
however a system shock roll must be made
(with a +5 bonus) or the creature will remain a
puddle of water forever. The natural duration of
the spell is listed above. The spell can be cancelled by the caster, a Dispel Magic from a
mage of equal or higher level to the caster, or
the caster may set a specific duration at the
time of casting. This last option is particularly
useful if the mage casts the spell on himself.
When the spell expires or is cancelled, the victim will be restored. The water can be dispersed over an area of 9 m per level of the
caster and the victim will still be restored successfully. If the water is dispersed more than
this, the victim cannot be restored until all the
water is brought within these limits.
The material component of this spell is a
drop of water.
Imitation (Illusion/Phantasm)
Range: 0
Components: V, S
Duration: 2 turns + 1 turn/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: Special
This spell is similar in nature to Change Self
(q.v.), but allows the magic user to assume the
form of a specific creature. There is, however,
a chance that the form will not be accurately
imitated, with some inconsistency or fault being noticed by the observer(s). The chance of
an observer detecting this ruse is as follows:
Modifier for
caster
casters
familiar
familiar--
25%
15%
10%
5%
0%*
-5%
+0%
+10%
+20%
N/A
Inaudibility (Illusion/Phantasm)
Range: Touch
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell completely masks all sounds
made by the recipient. These include sounds
such as breathing, talking, as well as sounds
made when the recipient strikes another object, in fact, any object held by the recipient will
also likewise be silenced.
Object thrown, dropped, or knocked over by
the recipient will not be silenced by the spell,
as they are not in contact with the inaudible
creature.
- 28 -
Incinerate (Alteration)
Range: 0
Components: V, S, M
Duration: 1 turn (+1/level) see below
Casting Time: 1
Area of Effect: 1 creature/level
Saving Throw: Negates
Specialist/School: Elementalist, Alteration, Abjuration
This spell will cause the victim to erupt into
flame and immediately collapse into a pile of
ash. The intended victim must be touched by
the caster The caster can touch one victim per
round up to the maximum number affected for
his level. The intended victim is allowed a saving throw vs polymorph to negate. The spell
causes no pain, discomfort or actual damage,
however a system shock roll must be made
(with a +5 bonus) or the creature will remain
ash forever. The natural duration of the spell is
listed above. The spell can be cancelled by the
caster, a Dispel Magic from a mage of equal
or higher level to the caster, or the caster may
set a specific duration at the time of casting.
This last option is particularly useful if the mage
casts the spell on himself. When the spell expires or is cancelled, the victim will be restored.
The ash can be dispersed over an area of 9
m per level of the caster and the victim will still
be restored successfully. If the ash is dispersed
more than this, the victim cannot be restored
until all the ash is brought within these limits.
The material component of this spell is a
pinch of ash.
The source of this spell is Korbin Imiriss.
mancy)
tion)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
Range: 0
Components: V, M
Duration: 3 turns/level
Casting time: 2
Area of Effect: One 30 m high, 30 m radius cylinder
Saving Throw: None
With this spell, the caster can create a pattern for use with the spell Maltas Pattern Transport. The Pattern can be any image with any
colours, but it must include a circle which forms
the outer edge. The Pattern can be any cm radius, but the cost of making the Pattern is dependent on the materials used - so bigger Patterns cost more. The Pattern can be woven into
cloth, painted onto cloth or a hard surface, or
inlaid into a hard surface. The Pattern must be
at least one metre in diameter with no maximum size. The cost to make a Pattern is equal
to the square metres of the Pattern times the
amount below:
Cost
Painted on Cloth
Woven into Cloth
Woven into Rug
Painted on Wood
Painted on Stone
Inlaid in Wood
Inlaid in Stone
5 SP
1 GP
2 GP
1 GP
2 GP
3 GP
5 GP
- 29 -
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Material
Save
T ime
1h
10 h
15 h
3h
4h
12 h
16 h
15
12
10
10
8
5
2
plants) and have no effect on nonliving material or undead. The end product of Blackfire
combustion is oxygen and a grey-blue ash.
The material components are human fat and
powdered magnesium.
Source: Ted Dreibelbis.
Material components are a piece of parchment, paper or canvas - which is not expended
and upon which the image appears - and a
silver coin and a pinch of salt (which are
expended).
Reversible
chantment)
Range: Special
Components: V, S
Duration: 1d6 turns + 1 turn/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
When cast, Paldeggerons Accurate Arrow
minorly enchants one missile weapon (i.e. sling
stone, arrow, quarrel, etc.) to automatically hit
any target normally within the weapons range.
Effective with called shots, and situations of
that nature. The missiles enchantment does
normal damage as it were an unaided hit of the
same nature. The enchantment instantly wears
off upon the arrival at the missiles
destination.
Petition (Conjuration/Summoning)
Range: Special
Components: V
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
This spell is used to alert an extra-planar
being that the caster wishes to contact it. The
spell does not allow further communication
(though the extra-planar being may then contact the caster through other magic).
Photocopy (Evocation)
Range: 5 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature or item
Saving Throw: Negates
Reveals the Plane of origin of any one creature, object or magical phenomenon in spell
range, or the Plane reachable by the closest
gate or dimensional nexus point. Hostile or
unwilling creatures save vs. spells to avoid their
origins being divined.
The reverse obscures detection by this spell
for 24 hours.
- 30 -
Range: Touch
Components: V, S, M
Duration: 6 turns/level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Similar to a Strength spell, this spell causes
an increase of a characters Dexterity for a limited duration. The spell may never increase a
Dexterity rating score beyond the maximum
values set by race and sex. The amount of increase depends on the class of the character
affected:
Class
Dexterity gain
Priest
Fighter
Wizard
Thief
1d4
1d6
1d6
1d8
-1 to hit. The awoke creatures will know the general location of the wizard, since they heard the
Power Word consciously.
This spell is not effective within a magical
Silence, nor will Vocalize make the spell castable. Since this spell does not cause damage,
it will not disrupt an Invisibility spell.
Refresh (Alteration)
Reversible
Range: Touch
Components: V, S, M
Duration: 1 day + 1 day/level
Casting Time: 1 round
Area of Effect: One person or creature
Saving Throw: Negates
This spell has an initial effect exactly like that
of the first-level spell Clean (q.v.). In addition,
Refresh keeps the recipient in that condition for
the full duration of the spell. Thus, any dirt or
odour would simply not find a hold upon the
person. One could survive downpours of rain,
wading through mud, and walk through a sand
storm with ones clothes clean, skin fragrant,
and hair in place (after a pass of the comb or
two).
The spell also prevents the recipient from
contracting any of the common nonmagical
contagious diseases, keeps wounds from infecting, and blocks the suns ultraviolet rays.
The reverse of the spell, Dirty, has all the
effects one would expect: attract dirt and filth,
etc.
The spell components are a piece of soap,
a small sheet of silk, and a fairly freshly plucked
rose or similar flower.
Symbol
Protects from
Pentacle
Pentagram
Magic circle
Magic
(protection) circle
Thaumaturgic
circle
Thaumaturgic
triangle
Demons, demodands
Devils, daemons
Spirits of Good
Undead
Spirits of Nature and
Neutrality
Elementals
Seduction (Enchantment/Charm)
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: One hour
Area of Effect: One person
Saving Throw: Special
The wizard may affect one individual of the
opposite sexual orientation to become enamoured with the wizard and willingly subject to
all his or her commands. That the victim has
been seduced (magically or otherwise) will be
readily apparent to all on a Wisdom check. In
order to cast the spell, the enchanter must
extract a personal item of the victims, and then
cast the spell onto the item in solitude. When
the item is given back to the victim and recognized, the spell is complete. The victim is
allowed a special saving throw on a 1d20
based his or her highest class.
Class
Saving Thr
ow
Throw
Barbarians
Cavaliers
Paladins
Other Fighters
Rogues
Wizards
Priests
Monks
Specialist Priests
15
10
10
13
12
9
8
8
DMs option
- 32 -
W izar
d
New
Duration
izard
Level
Comeliness
3rd
4th
5th
6th
7th
8th
10th
12th
14th
16th
18th
20th
22nd
14
15
16
16
17
17
18
19
20
21
22
23
24
10 minutes (1 turn)
20 minutes (2 turns)
half an hour (3 turns)
one hour (6 turns)
two hours
four hours
eight hours
sixteen hours
one day
three days
seven days
one moon
one year
Note that if two specialized wizards, an enchanter and an illusionist, work this magic in
conjunction, then their levels may be added
together to achieve a stronger magic. Furthermore, this spell has the effect of negating any
curse magic which degrades the recipients
natural beauty.
The material component of this spell is a
cosmetic and perfume kit magically prepared
by a thaumaturge.
Shocksphere (Evocation)
Range: 60 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 20 m diameter sphere
Saving Throw: 1/2
This spell creates a small ball of crackly blue
light which expands outwards when it contacts
a solid object, hits its target, reaches its maximum range or it reaches the point where the
caster wishes it to expand. When it does expand, a large amount of electrical energy is
given off, small lightning bolts arc from object
to object inside the sphere and blue light is
given off in a 60 m diameter sphere. All creatures within the area of effect must make a save
vs. spells or take 1-3 points of damage per level
of the caster (a successful save means damage is halved) up to a maximum of 10d3. If a
particular creature was targeted for the spell
then it takes 1d4 points of damage per level
of the caster (up to 10d4) and its saving throw
is made at a -2.
If the area in which the Shocksphere expands is not circular then the sphere will expand an conform to the volume it can occupy.
The Shocksphere covers a volume of 112 m.
If a creature fails its saving throw vs. spell
then all of his items must make a saving throw
vs. lightning or be destroyed.
Otherwise this spell is similar to a Fireball
spell in many respects.
The material components for the spell is a
small chunk of dried flesh from an electric eel
or any other creature that uses electricity for
an attack.
Shield II (Abjuration)
Range: 10 m
Components: V, S
Duration: 5 rounds/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell creates an invisible barrier in a
hemisphere around the caster. This barrier provides the equivalent protection of:
- 33 -
Range: 9 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell causes the affected persons
shadow to rebel, for the duration of the spell.
The shadow will not act properly, will disappear
at will, reappear in the wrong place and in
general do everything in its power to make the
affected creature look really bad.
The material component for this spell is a
doll, which is not consumed in the casting.
Slowspell (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell can affect an area centred on the
caster, another creature or a stationary area
itself. Whether this area is stationary or can
move with the caster must be determined during casting. If used to affect an area, slowspell
protects a sphere of 3 m radius per level of the
caster.
A slowspell causes spells cast at a protected
being or area to be delayed in taking effect,
depending on the level of the mage who cast
the slowspell. The magic won't take effect for
one round if the caster is 8th level or less, for
two rounds if the caster is 9-12th level, or for
three rounds if the caster is 13th level or greater.
A powerful caster can choose during casting
to shorten the delay. (A 13th-level wizard can
choose to cause only a one-round delay, for
example.) The delay can't be lengthened beyond three rounds by any known means. A
slowspell has no effect on magic cast or
wielded by the being it protects, but if cast on
an area, a slowspell affects all magic in that
area, from any source.
Once cast, a slowspell remains ready indefinitely. It is activated by contact with appropriate magic. When activated, the slowspell delays the spell that triggered it and all others it
Using this spell, the caster is able to determine the general direction of a creature within
the one mile, per every three levels of the
caster (i.e. two mile range at fourth level, three
at seventh, etc.). This direction sense last for
the duration of the spell, regardless of the
movement of the caster, or the creature. If the
distance between the caster and the target
should exceed the maximum range (target
teleports, etc.), the spell is broken.
If the caster comes within three feet of the
object of the spell, he gets a sharp headache.
If the caster actually touches the object of the
spell, the spell is broken.
The material component of this spell is some
item which was in contact with the creature, up
to the casters level in turns previously.
- 34 -
Spelltouch (Enchantment)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One item of less weight and
volume than the casters body
Saving Throw: None
The spell, cast on a nonliving item, allows
another spell (priestly or wizardly magic of third
level or less) cast on it in the following round
to remain dormant until the item touches a
target creature. The caster of the spelltouch
can specify what race and sex, or type (undead, summoned, living, avian, etc.) of creature
will trigger or be affected by the second spell.
The second spell (which need not be known
to or be castable by the caster of the
spelltouch) is unleashed by contact between
the item and the triggering creature but need
not be a spell that affects only the creature.
For example, a gem set into a throne could
unleash a fireball spell when triggered by the
touch of a guard. (A living human male or female can be specified, but not a wizard or
the king.)
The caster of the spelltouch can (during
casting) specify a single type of being as immune to the spell, as well as specifying what
sort of being will trigger the spell. An immune
being in the unleashed spells area of effect
gains a +4 bonus to any saving throws. If the
enchanted item is touched by an immune
being, either the second spell is not triggered
by that touch, or the being escapes all harm
form the spell (whichever is specified by the
spelltouch caster).
The material components of this spell are a
pinch of powdered gemstone (of any type and
value) and a pinch of the ash left by any fire
created or augmented by a spell, combined
with a drop of water and touched to the item
during the casting.
Spitfire (Evocation)
Range: 3 m
Components: V, S, M
Duration: 1 round + 1 round/5 levels
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
The casting of this spell causes the recipient (victim) to be surrounded by a swarm of
small popping, fire-crackerlike bursts of fire.
While these bursts do little damage (only 1
points of damage per round) and only 1 points
of damage per turn to anyone wearing armour
other than a shield -they make it impossible to
concentrate to the degree necessary to cast
any spell. This spell will do no damage at all to
anyone who is thoroughly soaked in water, but
the concentration breaking effects of the spell
still function.
The material component of this spell is a
pinch of sulfur.
Strengthen (Alteration)
Range: Touch
Components: V, S, M
Duration: 10 years/level (or see below)
Casting Time: 1 week
Area of Effect: See below
Saving Throw: None
This enables the wizard to carve a special
rune on some structure, a wall well, or other
stone design, that will keep it sturdy and strong
for the duration specified. About 250 cubic feet
of stone per level can be affected. Earthquakes
will not damage the structure.
After the tenth level, the spell becomes permanent (until dispelled). The material components for this spell are a piece of chalk, and a
set of arches constructed of steel. The wizard
must analyse the structure beforehand, to
place the spell appropriately.
- 35 -
Mass
(pounds)
Dexterity
adjustment
Distance
1 - 30
31 - 60
61 - 90
91 - 120
121 - 150
151 - 180
181 - 210
211 - 240
241 - 270
271 - 300
300+
-8
-6
-4
-3
-2
-1
0
+1
+2
+3
+4
25 m
20 m
15 m
10 m
5m
-
Range: 30 m
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Negates
The Shadowcurse can affect any creature of
the world of light. The area of effect is one creature for every two levels of the mage above
first; i.e. a third level mage can affect one creature, a fifth can affect two, and so on. The effect of the Shadowcurse is to afflict the victims
with some of the vulnerabilities of a shade. The
effects depend on the light conditions, as
shown on the following table:
This spell enchants up to three small pebbles, which can be no larger than sling bullets.
They can then be hurled or slung at an opponent. The Warstones have a +3 to hit and to
damage, and are considered to be enchanted
for purposes for determining if a creature can
be struck.
Upon striking, the stone shatters and flings
shards in a 1.50 m radius, inflicting 1d3 points
of damage, or only 1 if the stone is smaller than
sling bullet size. The stone will still shatter if it
misses.
The material components are three unworked stones.
Wings (Alteration)
Light
Bright
Average
Twilight
Shadowy
Night
Darkness
Abilities
-2
-1
-1
Move
1/2
3/4
3/4
Max. HP
1/2
3/4
3/4
Warstone (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
- 36 -
Range: Touch
Components: V, S, M
Duration: 3 rounds + 2 rounds/level
Casting Time: 3 rounds to cast, 3 more
for wings to grow
Area Of Effect: One creature
Saving Throw: None
By this spell, the caster creates wings to
appear out of the effected creatures back. The
wings are magically attached to the back area,
but are not attached in the sense that the person can be wearing clothing or armour. They
are not part of the creature. The wings need a
+1 magical weapon to hit, have AC 7 and have
2-12 hitpoints before being destroyed. The spell
has no effect on creatures that already have
wings. If there is no room for the wings to grow,
e.g. because of clothing, the spell is lost.
If used against an opponent without a Stoneskin cast on him, an unmodified attack roll vs.
the targets armour class is required. If successful, each pebble will inflict but one hit point
of damage, and a successful save vs. spell
reduces this to half damage, rounded down.
If the spell creates more pebbles than the
target has Stoneskins, the extra pebbles are
lost, not inflicting any damage.
The material components are a pebble or
sling stone to be multiplied and hurled towards
the target.
Zombie (Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One corpse
Saving Throw: None
This spell is identical to Skeleton in most respects. Instead of creating a skeleton, it creates a zombie. The caster may control a number of zombies made by this spell equal to half
his level, round down.
The material component is a salve that costs
100 GP and takes 48 hours of uninterrupted
time.
- 37 -
Damage
Mod.
Save
Mod.
Candlelight
0.5
+3
+1
+0
-1
-2
12
-4
Leonids comes blazing down from the heavens, striking for d6+1 impact damage and an
additional d6+1 fire damage.
The material component for this spell is a bit
of meteoric iron.
Range: 60 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 9 m radius sphere
Saving Throw: Special
This spell is similar to the 2nd level Continual
Light spell in that it creates a very bright light
(almost as bright as full daylight). However, any
creature within the area of light which is vulnerable to silver (e.g. wights, wraithes,
lycanthropes, devils) will suffer 1d6 damage
every round that it remains in the area of effect, and will be at -2 to on to hit rolls and +2
to be hit due to the intense discomfort felt by
such creatures while within the Silverlight. Alternatively, the caster may throw the spell directly at a single target. Such a creature must
save vs. spells or be blinded for the duration
of the spell. If the save is made, the spell forms
as per usual about 30 cm behind the intended
target, and its duration is halved. A creature
vulnerable to silver who is thus targeted need
not save vs. blinding, but will instead suffer
d6+1 (2-7) points of damage per level of the
caster, up to a maximum of 10d6+10, and will
be stunned for 1d4 rounds. A successful saving throw vs. spells at -2 will halve the damage
and reduce the duration of the stun to a single
round. If thrown thus at a creature vulnerable
to silver, the spell will not form normally, regardless of the saving throw, as its magic is used
up in the attack on the creature.
The material component is a bit of pure
silver.
- 39 -
Apparition (Illusion/Phantasm)
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creatures face
Saving Throw: Negates
This spell transforms the recipients or victims face into a horrible and terrifying mask of
the wizards own imagination. The spell will not
duplicate the face of any known creature, but
the characteristic of a number of creatures can
be mixed. The magic used is highly volatile,
and often takes on a life of its own, adding
emphasis to the ideas of the wizard. Creatures
of 1 HD or less who are surprised must roll save
vs. magic or flee for 1d3 rounds. If the spell is
cast on an unwilling victim, the victim is allowed
a save vs. magic to avoid the affects.
Bleed (Alteration)
Range: 1.5 m + 0.3 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: One creature
Saving Throw:
When cast, this spell causes the victims
nose to bleed for the duration of the spell. The
victim will loose one hit point every turn of the
spell. The spell will also cause the victim to be
highly uncomfortable and therefore fight at only
95% of efficiency (add 1 to the victims THAC0).
The damage can be negated by a Cure Light
Wounds, or having the nose completely bound
and having the victim to lay motionless for the
duration of the spell.
The material component is a drop of blood.
Brains (Alteration)
Range: Touch
Components: S, M
Duration: 6 hours/level
Casting Time: 1 hour
Area of Effect: One creature
Saving Throw: None
The recipient of this spell gains a temporary
increase in intelligence as follows:
Nor
mal
Normal
Intelligence
Extra
Points
1-4
5-8
9-11
12-13
4
3
2
1
him and the magic item to be recharged, taking one round to initiate the channel. At this
time, the total possible charges an item may
contain may be discerned by casting an Identify at this time with a modifier of +10% added
onto his normal chance of success. Then, the
appropriate spells must be cast into the item
to affect its recharging. While the spells needed
for various items are too large to be listed, it
can be assumed that a spell which the item
imitates is able to recharge the item. (Spell research can aid in gaining more knowledge of
this subject).
At the end of the recharging session (or at
least before the channelling effect ends due to
the casting time limitations) the mage must
close the items channel. This requires a successful saving throw vs. spells modified by +1
for every level of the spellcaster and -1 for every
spell cast into the item which did nothing to
recharge it. A failed saving throw means that
none of the spells cast into the item had any
recharging affect. If the mage is physically attacked and/or the spell disrupted during the
recharging period the mage must make an unmodified successful saving throw vs. spells,
with a successful save indicating the entire
process has been merely cast for naught and
a failed save indicating that the magic item
explodes for a magical blast effect in a 3-18 m
radius doing damage equal to 1-4 HP of damage per charge the item currently contains
(save vs. spells for half damage). The item in
question (unless of artifact or relic status) is irrevocably ruined in the explosion.
The material component of this spell is a
small gold funnel worth at least 100 GP value,
which is destroyed in the casting of the spell.
The source of this spell is the Telnorne
Mageocrat.
- 40 -
This spell works just like the Players Handbook spell Charm Monster, except as noted
above and that it only works on undead.
Chime (Alteration)
Range: 9 m
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates
This spell enchants an object such that,
when a condition is met (specified as in Magic
Mouth), a reasonably loud chime, bong or ring
will sound from the item. This chime is loud
enough to wake a nearby sleeper or be heard
from a nearby room. This behaviour will con-
Range: 0
Components: V, S
Duration: Concentration
Casting Time: 3
Area of Effect: 240 m radius sphere
Saving Throw: None
Aftering casting this spell the caster gets an
impression whenever anyone arrives via teleport, enters or leaves the prime material plane
in the area of effect. The spell lasts only while
the caster concentrates on it. The impression
will not reveal the location within the range in
which the effect occurs.
2. Specific spells and scrolls will not be revealed (e.g. Secret Page spell on p.2, Fire Trap
cast on cover, Explosive Runes on binding,
etc.), nor will the exact nature of a curse, if
present, be told.
3. If the book or scroll contains spells, the
wizard will not be told precisely which spells
are there, although the DM might allow weak
statements like 20 pages are devoted to
spells, or a few weak spells seem to be inside
this tome.
The reverse of this spell, Tome Shield (Abjuration), must be cast on a particular book or
scroll, which is thenceforth immune to
Dheryths Tomelore for one month. It further
resists the operation of the History and Identify spells, granting the protected book a save
vs. spell as if it were a wizard of the same level
as the one who cast Tome Shield.
The material component for this spell is a
magnifying glass, for the reverse it is a blank
page. Both are consumed in the casting.
Dispel (Abjuration)
Range: 9 m
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By use of this spell, the wizard can attempt
to negate the affects of any other single spell
providing that at least some part of that spells
area of effect is within nine metres of the wizard. The base chance for success is 50%
modified upward or downward by 5% per level
the wizard is above or below the caster of the
spell being negated. This spell can also be
used to negate the magical effects of potions
(either before or after ingestion), with the level
of potion maker being generally treated as 12th.
The material component of this spell is a
piece of gum.
Disrobe (Alteration)
Dheryths Tomelore (Divination)
Reversible
Range: Touch
Components: V, M
Duration: Instantaneous
Casting Time: 15 rounds
Area of Effect: One book or scroll
Saving Throw: None
With this spell, the wizard may detect
whether or not a book or scroll is cursed, what
language it is in, whether or not its contents are
encoded or enciphered, and other general information about its contents.
None of the following things will be revealed
by the spell, though:
1. Absolutely nothing will be told about the
special books listed in the DMG (e.g. a Librum
of Ineffable Damnation, a Manual of Puissant
Skill at Arms, etc.). Likewise, very powerful
books (artifacts or relics) will be utterly out of
this spells power.
- 41 -
Range: 60 m + 10 m/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
The target of this spell must make a saving
throw versus magic. Success indicates that the
spell has no effect; failure means that all magical and nonmagical items worn by the creature,
excluding items held in hands, are stripped
from the creature and strewn in a one metre
radius. Items magically blink from the creature
to the ground and will not be harmed by the
fall unless the creature is flying more than one
metre from the ground.
This spell was researched by Insley Hofton.
Insley has a kinky streak. This was invented
partly as an amusement, and partly to strip all
those nasty magic items from the bad guys. Its
Distract (Enchantment/Charm)
Range: 18 m
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One wizard
Saving Throw: Negates
This spell is specifically designed toward
distracting wizards before they can unleash
their magic. The victim must save vs. spell at 5 or lose spell concentration. Note that this
spell has absolutely no effect against non-wizards. All it does is interrupt the flow of magical
information between the wizards conscious
and subconscious.
The material component for this spell is a
pair of scissors, which is consumed in the
casting.
Dwindle (Alteration)
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: The wizard
Saving Throw: None
The wizard is able to shrink himself to as
small as one inch in height for the duration of
the spell, during which time all items carried are
also shrunk. This spell may be cancelled at any
time by the wizard. Effects on combat mechanics are left undefined and to the DMs
discretion.
- 42 -
it, and is treated as normal with respect to armour class, attacks, etc., if the victim failed the
saving throw and doesnt recognize it as an illusion. The illusion also becomes armour class
10, and gains 10% of the hit points it would
normally have; however, illusionary creatures
may never have more combined hit dice than
the caster.
If the illusion is not cast in the enhanced area
within 2 rounds the former spell will be wasted.
Multiple enhance illusions on one illusion will
cancel each other. This spell can also be used
in conjunction with shadow monsters, demishadow monsters or shades, adding 10% more
realism to that already inherent in the spell, and
lowering the perceived armour class by 1.
Enhance illusion is attributed to the deceased mage Scaurlin Oberlin, who died in a
magical duel with a grey slaad he summoned
and subsequently released. This is reputedly
the only spell Scaurlin ever wrote in his oncepromising career.
Burst
Level
damage
1d2
1d3
1d3
1d4
1d4
1d4+1
1d6
1d6
1d6+1
1d8
1d8
1d10
1d10
1d12
Radius
(me-
5
6
7
8
9
10
11
12
13
14
15
16
17
18
0,5
0,6
0,7
0,8
0,9
1
1,1
1,3
1,5
1,75
2
2,5
3
4
Casting Time: 3
Area of Effect: One wizard
Saving Throw: Negates
Gopher (Conjuration/Summoning)
When casting this spell the Meta Mage tries
to make another wizard forget a single spell.
The target wizard must save vs. spell at -5, if
successful, nothing happens. If he fails, one of
his spells is lost (determine at random). The
Meta Mage does not steal the spell, it is simply forgotten and must be re-memorized.
Range: Touch
Components: M
Duration: 5 rounds/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
This spell grants the recipient the benefits of
Protection from Paralysis, and the additional
benefits of being able to function without penalty in a constricting environment (such as water, Web spells, Entangle spells, etc). It does not
affect paralysis already existing, unless it is
cast specifically to counter such in which case
it gives no further benefit.
- 43 -
Range: 12 m
Components: V, S, M
Duration: 2 hours/level
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Negates
When cast, this spell causes the victim to be
followed by a crazed man who is convinced
that the victim is a gopher. The man has a
magic wand that shoots Magic Missile as projectiles. However, the man always misses but
he shows up at the worst times, i.e. when
sneaking up on a sleeping dragon. Even
though he misses he will continue to attempt
to shoot the victim succeeding in destroying
the area where the victim is.
The man has AC -2, 200 hp, regenerates 2
points of damage per melee round, has an
Intelligence of 5 and a Wisdom of 3. He just
loves to yell freeze gopher! at the top of his
voice. While this spell is in effect, the victim has
a -95% chance to surprise.
The material component of this spell is a
gopher tail.
Hang (Alteration)
Range: 0
Components: V, S
Duration: 3 days
Casting time: Special
Area Of Effect: Caster
Saving Throw: None
Hypnosis (Enchantment/Charm)
Range: Sight (reciprocal)
Components: V, S, M
Duration: 24 hours
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
The victim of this spell must save versus
magic or be hypnotized by the wizard, thus
obey all commands of the wizard, except those
that are self-destructive or radically against his
alignment. While under the unclosed spell, it
will be somewhat apparent that the victim is
under a charm (Intelligence and Wisdom
checks apply), however, the spell may be
closed by the wizard until the duration expires. To do this, the wizard may give the victim a set of instructions to obey under a spe-
cific set of circumstances. Until those circumstances arise, the victim will act normal not
realizing that he is under the spell.
After the spell has elapsed, the victim will
have no recollection of any events while under
hypnosis unless the wizard has instructed him
to remember. In this way, the victims long-term
memory for the hypnosis period can also be
programmed. To effect the hypnosis, the wizard must use a small shiny object to catch the
victims attention. This object is not consumed
in the casting.
Save vs.
Ef
fect
Effect
1
2
3
4
5
6
7
Spell
Spell
Poison
Paral.
Paral.
Spell
Wand
Charm Person
Faerie Fire
Taunt*
Spook
Glitterdust
Bind
Tashas Uncontrollable Hideous
Laughter
Red
Orange
Yellow
Green
Blue
Indigo
Violet
Leap (Alteration)
Range: Touch
Components: V, S, M
Duration: 1 turn + 1 turn/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast the individual is empowered with the ability to leap. The distance
the individual is able to leap is a total of 6 m
per level forward, backward or straight up. A
number of jumps up to the level of the wizard
can be made. Also, at the end of the leap, the
individual will always land without taking falling damage. Leaps must be completed within
1 turn plus 1 turn per level after the spell is cast.
An example: given a seventh-level wizard,
the individual affected can jump up to a total
of 42 m in up to a total of seven jumps, i.e.
seven times a 6 m jump.
The destination Pattern must not be supporting any object (even partially). The destination
Pattern must also be uncovered such that there
is room for the incoming creatures/objects.
If all of the above conditions exist, then casting the spell will transport the caster and any
objects/creatures which are completely supported by the source Pattern to the destination
Pattern. All objects transported will end up on
the destination Pattern at the same ratio of
distance to the edge as on the source Pattern.
That is, if an object is halfway from the centre
to the edge on the source Pattern, then it will
be halfway from the enter to the edge on the
destination Pattern (regardless of the size of
the destination Pattern).
An object is considered to be completely
supported by the pattern when its weight is
supported by the material inscribed in the
outer circle of the Pattern or by something
which is itself completely supported. That
means that a person held in the air by another
will be transported only if the holder is completely supported. Flying creatures must not be
flying at the time of transport.
To cast the spell, the caster must stand in the
centre of an undamaged Pattern and cast the
spell. In the first round of the casting, the Pattern will begin to glow (each colour of the Pattern will emit its own colour). Over the next
eight rounds, the Pattern brightness will increase to approximately the same as outside
on a sunny day. As the last word of the spell is
stated, the brightness of the Pattern doubles
and all completely supported objects/creatures are transported to the destination Pattern.
If the destination Pattern is not available (see
above), then the transported objects/creatures
are returned to the source Pattern after one
second (and the source Patterns save is at 4). The source Pattern is subjected to some
heat and other energies in the course of the
transport. These energies cause the source
Pattern to make a save or be damaged (a single crack or burn mark will alter the Pattern and
render it unusable). The destination Pattern is
not subjected to the same amount of energy,
so it does not need to make a saving throw.
The lighting conditions at the destination
Pattern do not change, so the transported
creatures will have to adjust to the current lighting (1-2 rounds, depending on lighting).
Some notes:
1.) Tossing a rug over an inlaid Pattern prevents incoming transports.
2.) Rolling up a rug/cloth Pattern prevents
incoming and makes it easier to transport the
Pattern.
3.) The only bidirectional Patterns are exactly
the same size (hence the Pattern Image spell).
4.) The caster must remain in the middle for
all of the casting, but creatures/objects also
transported only have to be on the Pattern in
the last segment.
- 46 -
Roll (1d6)
Ar
ea Hit
Area
1
2
3
4
5 or 6
left leg
right leg
left arm
right arm
body
- 47 -
Proficiency (Alteration)
Range: Touch
Components: V, S, M
- 48 -
Reconstruct (Divination)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One pound/level
Saving Throw: None
This spell temporarily resurrects an item that
was shattered, burnt, or disintegrated, so that
the forensic wizard may study it. He must
gather as much of the debris as possible, for
otherwise the object can be but partially reassembled, in which case it may be illegible or
unidentifiable. The object will be very fragile, but
it may be the subject of various divination
spells such as identify or reveal owner.
The material component is a drop of
honey.
Range: 18 m + 3 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
Ef
fect
Effect
The wizard must save vs. death or be destroyed. All within 6 m of wizard save vs. magic
or be thrown into an Ether cyclone. The wizard
is automatically sucked in. 6 m diameter rift to
Ether lasts 1d6 turns + 1 turn per level of wizard. There is a 1% chance per level of the (very
foolish) wizard that the rift will be permanent.
Evocation)
(Evocation)
Range: 3 m/level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: One floating 0.6 m diameter circle plate/level
Saving Throw: None
When cast, this spell covers a surface (usually a floor) with an unstable, rapidly shifting
force field, rendering it extremely slippery. Anyone within the spells effect must roll a Dexterity check for every action taken to avoid slipping and falling. The following penalties apply:
Action
Modifier
Standing
Walking
Running
Fighting
- 49 -
-1
-3
-5
-9
This spell creates golden, shimmering circular plates of force which move around the
caster in a constant motion, deflecting any
missile, hand, or weapon attacks directed at
the caster. The AC of the mage is improved by
a factor of 1 for every three circles still active
and any successful physical melee attack
(less boulders, ballista, or attack forms similar
to dragons belly flop manoeuvre) will be deflected automatically. Non-missile attacks by
creatures with an effective strength of 21 or
greater require a saving throw versus breath
weapons to deflect.
Shup Up (Alteration)
Range: 36 m
Components: V, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell causes the mouth of the victim to
disappear (only skin will be present) for the
duration of the spell. The victim may not talk
(except in muffled noise), nor place any ob-
- 50 -
Snowball (Evocation)
Range: 100 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 2 m radius sphere
Saving Throw: 1/2
A snowball is an explosive burst of cold gas,
which comes into being with a loud whoosh
and delivers damage proportional to the level
of the mage who cast it, i.e. 1d6 per level of the
spell caster. The snowball doesnt expend a
considerable amount of pressure, and it will
generally conform to the shape of the area in
which it occurs, thus covering an area equal
to its normal spherical volume. [The area which
is covered by the snowball is a total volume of
roughly 900 m].
Besides causing damage to the target, the
snowball freezes all liquids within its radius.
Items exposed to the spells effects must make
a saving throw to avoid being affected. Items
with a creature which makes its saving throw
are considered to be unaffected. The mage
points his finger and speaks the range (distance and height) at which the snowball is to
come into being. A streak flashes from the
pointing digit and unless it impacts upon a material body prior to attaining the predescribed
range, blossoms into the snowball.
If creatures fail their saving throws, they all
take full hit point damage from the spell. Those
who make their saving throw manage to
dodge, fall flat or roll aside, and thus take only
half damage from the effect of the spell.
The material component of this spell is a
hollow crystal filled with water; suspended in
the water are tiny white quartz flakes [cf.
Fireball].
Duration: 3 turns/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
This spell is an improved version of Tensers
Floating Disk . The big improvement is the
speed of the disk - now 30. The disk can also
move from 1-3 m off the ground/water. The disk
movement is based relative to the caster, which
prevents the caster from riding their own disk.
However, if two casters use this spell, they can
ride each others to travel. This travel can either
be in the form of independent movement
(tricky to communicate since somebody else
is steering yours) or master-slave. In the master-slave travel, one caster steers a disk while
he rides on a disk which stays the same distance from its caster.
S1 <> S2 <> M
Caster 1 is the master and riding in the back
(caster 3s disk). Caster 2 is in the front riding
on the masters disk - his own disk stays x feet
behind him. Caster 3 rides in the middle and
his disk also stays x feet behind him. Caster 1
steers the chain while the other two can sleep,
eat, cast spells, etc. I have this written down
at home, but I believe that all other parameters
are the same as Tensers Floating Disk.
Reversible
Range: 10 m
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This summons one incorporeal spirit of hit
dice equal to one half the casters level from
the astral plane. The round after it is summoned, it will begin to perform services for the
wizard. In its native form, it is a powerful Unseen Servant which can go up to 100 m from
the wizard, lift 50 pounds per hit die, and fly at
18. This form has a punch for 1d6 damage, AC
0, and takes one point of damage from any
weapon blow.
Secondly, it may provide animating force to
a body or statue, in which case it uses whatever weapons or armour are available (a stone
statue will be AC 0, damage 2d6 or by weapon,
move 9 unless affixed or possessing wings).
Thirdly, it may attempt to take over the body
of one enemy creature. The being so affected
is allowed a save, and the spirit will be forced
back to the astral plane immediately if the save
is successful. If the save fails, effects are as a
Domination spell for the duration of the Spirit
Call, but the domination cannot force someone
to use magic (the Spirit would not understand
the instructions). A spirit who has less than 1/
2 of its hit points left will be unable to possess
someone.
The material component is a piece of
candy.
Necromancy)
Range: Touch
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 turn
Area of Effect: Person
Saving Throw: None
This is a variant of the second-level spell
Strength. Unless otherwise noted it mimics the
effects of the Strength spell. This spell can only
be cast on a willing recipient.
This spell utilizes a creatures own life force,
temporarily binding it with negative material
plane energies, channelling the resulting energy flow to produce unholy strength in the
spell recipient. Strength gained is based upon
class as follows:
Class
Str
ength Gain
Strength
Priest
Rogue
Warrior
Wizard
1d8 points
1d8 points
1d10 points
1d6 points
Range: 60 m + 10 m/level
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 3
Area of Effect: One creature/3 levels
Saving Throw: Negates
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None
This devious spell causes a targeted creatures to believe that they have just discovered
and successful disbelieved an illusion. This is
a bit of misdirection caused by the caster, as
the item selected by the caster to be believed
as an illusion could actually be real.
This spell could be great for causing enemies of the caster to walk into a pit because
it does not really exist.
If the victim has a reason to believe that a
so called illusion is actually not an illusion, then
he get a saving throw vs. illusion to actually
determine if the item is an illusion or not.
The material component of this spell is a bit
of burning incense, which of course adds to a
magical atmosphere, thus making the victims believe even harder that they are really
seeing an illusion.
- 52 -
- 53 -
Number of balls:
1
2
3
4
4d12
5d4
2d6
2d4
tion, Evocation)
- 54 -
Range: 10 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
This spell conjures an extra-dimensional
black flame to surround a single object or creature within range. This fire has exactly the opposite effect of normal fire, in that it restores
creatures or objects burned to destruction by
fire or acid to their original state. This will not
restore life to a person slain by a Fireball spell,
but it will restore the body to full health, such
that a Raise Dead spell will bring the character back to full physical health (though an
amount of time equal to the time dead must be
spent recovering from the psychological
shock). Similarly, it will not restore enchantment
to a once-destroyed magic item, though a Limited Wish spell is capable of restoring the lost
enchantment to the item reconstructed by the
Flames of Falroth.
In order to restore an item or creature, the target must fail a saving throw of the same type
that resulted in its destruction. Hence, plate
mail destroyed by the breath of a black dragon
must fail a saving throw vs. acid, and an adventurer felled by a Fireball must fail a save vs.
spells. For effects against which there is no
save (e.g. Wall of Fire), assume the save to be
as against breath weapon for creatures or
magical fire for items. It is thus more difficult
to restore items that were more difficult to destroy in the first place. One such save may be
attempted each round, and as many saves as
desired may be attempted during the use of
this spell. No object can ever be affected by
this spell after the spell has been used on it
once, whether or not it was successful. Once
the save is failed, the object will take 2 rounds
to be fully reconstructed from its remains. The
Flames of Falroth may be moved to another object or creature at any time during the spells
duration, with 1 round of concentration on the
part of the caster.
Number in
pack:
Type of
canines:
01-10
11-60
61-90
91-00
4d4
3d4
2d4
1d4
Jackals
Wild dogs
Wolves
Dire wolves
- 55 -
by the beam and, unless the creature possesses some innate magic resistance, is paralysed for 2 rounds per level of the caster. If the
save is made, the pencil-thin ray has missed
its original target and continues on in a straight
line to the extent of its range. Any creature in
the path of the beam must make the same
saving throw or be struck and paralysed. If the
ray actually strikes, there is no save vs. its effects.
The following list shows modifications applying to the size of the affected creature:
Size of cr
eatur
e:
creatur
eature:
Tiny
Small
Medium
Large
Huge
Gargantuan
save modifier:
+3
+1
-1
-2
-4
- 56 -
Broom (Enchantment)
Range: Touch
Components: V, S, M
Duration: 1d6 hours + 1 hour/level
Casting Time: 1 turn (s.b.)
Area of Effect: Broom touched
Saving Throw: None
A witch uses this spell to enchant her broom
with the power of flight. The broom flies with a
movement rate of 30, minus 1 per 14 pounds
above 182 pounds which it is carrying, and it
can climb and turn at an angle of 30 in response to the verbal command of its mistress.
While the enchantment lasts, the witch can
summon the broom from up to 300 m away.
The long casting time is necessary to set the
command words, but if the spell is recast on
an already enchanted broom, it has a casting
time of 3.
The material components are a broom,
which is not used up by the casting, and a
feather, which is.
ration)
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: Special
Due to his personal dislike of lightning the
archmage Damian crafted this spell to specifically counter its harmful effects. When cast, this
spell seems to cover the caster in a pale blue
light resembling an envelope. Once cast the
caster gains 2 benefits (much like Fire Shield).
1) A save vs. lightning at + 2 indicates no
damage to the caster. A failed save merely indicates half damage. If at any time the caster
is hit by any acid or acid spell the caster must
save normally or take double damage.
2) If any melee attacks are made on the
caster, on a successful strike the caster takes
normal damage but so does the attacker.
- 57 -
96%
Well
Known
70%
2d4
Known
30%
3d4
Forgotten
2%
1d10+10
Name and
profession
Relating to
current mission
Relating to
previous
mission
Overheard
once
This spell will continue as long as the wizard concentrates, but on every round there is
a 1% chance of that he will go insane.
The material component is a pair of metal
helmets, linked by a copper wire.
Deja Vu (Divination)
Range: 20 m
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell throws the victim back to the location he occupied at a pont in the recent past.
It does not turn back time, it merely teleports
back along the victims time line. This restriction makes the resistance that the magic must
overcome much less than a full Teleport Other
spell would have to fight. Deja Vu sends the
victim to the position he occupied 1d6 hours
in the past per level of the caster.
If the victim would be placed inside another
object or creature, the victim is placed in a random direction along his time line until an unobstructed location is found.
The material component is a timekeeping
device which is destroyed at the time the spell
is memorized by the caster.
W izar
d
izard
Level
Weight
Min./Max.
Races
Age
7 or 8
9 or 11
12 or 13
14 or 15
16 or 17
18+
-10%/+10%
-20%/+25%
-30%/+50%
-50%/+80%
-70%/+125%
-90%/+200%
*
**
**
**
**
**
+/-10%
+/-20%
+/-40%
+/-60%
any
*Same as wizard
**Any known
Displacement (Illusion)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
When cast on a subject, this spell causes
the subject to appear to be 2 metres to the left
or right (50% chance of each at time of casting) of his actual location. The subject will appear to react to attacks aimed at his apparent
position as if they had actually hit him. If the
subject appears to have been killed by an attack aimed at his apparent position, he cannot move more than 2 metres from the apparent location of his corpse without cancelling
the spell. Duration is 24 hours or until dispelled
or destroyed.
Dragonstrength (Alteration)
Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 5
Area of Effect: One person
Saving Throw: None
This spell increases the strength of a character. For the duration of this spell the recipient gains all benefits of a higher strength, i.e.
a better chance to hit, more damage or a
greater chance to pry bars. Regardless of the
characters class and actual strength he gains
the strength of the dragon whose claw is used
as material component. If the recipient has
already a girdle of giant strength or another
magical item that increases strength in use, the
effects are not added. If a claw of a Crystal
Dragon is used, and the charmed character is
Str
ength*:
Strength*:
Gold
Silver
Bronze
Copper
Brass
25
24
23
22
21
Amethyst
Sapphire
Emerald
Topaz
Crystal
23
22
21
20
19
Red
Blue
Green
Black
White
24
23
22
21
20
- 59 -
Flooding Font
Crack of Doom
This spell will cause a crack 1.5 m long and
0.3 m wide to open and a geyser of flame will
erupt forth. Any creature within 3 m of the crack
will suffer 4d4+4 points of damage from the
heat. Anyone else within the area of effect suffer half damage from falling cinders.
Stone Spout
This spell will cause a ragged hole approx.
1.2 m in diameter to appear. From the hole will
erupt a geyser of dirt, sand, and gravel. Anyone in the area of effect of this spell is not only
subject to 4d4+4 points of damage from flying
stone and sand, but anyone losing more than
half their current HP must make another saving throw vs spells or be buried under the
mound of debris.
Wind Tunnel
This spell creates a 0.6 m high 1.5 m diameter cone from which bursts forth hurricane
force blast of wind. Any object not securely
fastened down will be hurled about (including
any creatures). Anyone within the area of effect
will suffer from 4d4+d points of damage due
to being blown about and impact with flying
debris.
The diameter or length of each crack or hole
will increase by 0.3 m per level of the caster.
Any victim of the above spells who is standing directly on the spot where a geyser erupts,
will suffer from double damage.
- 60 -
Evocation)
Range: 10 m/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 3 m/level radius area
Saving Throw: 1/2
This spell will cause an area of water to instantly burst into flames as if covered with oil
and set alight. The centre of the area of effect
may be as far away as 10 m per level of the
caster; the area of burning water has a radius
of 3 m per level of the caster, but may be
smaller if the caster desires. The spell must be
cast on an open body of water, such as a lake,
river, or ocean; it may not be cast at a container
of water on the person of an individual.
If the centre of the area of effect is on the
surface, the flames will remain only on the
surface; if the spell is cast underwater, the
flames will form a sphere (if the distance between the surface and the center of the area
of effect is less than 3 m per level of the caster,
the flames will obviously not form a perfect
sphere; in this case, the surface of the water
will burn as well).
The fire will last 2 rounds per level of the
caster, or until extinguished; the flames may
not be doused with water, as this added water
will burn as well. The fire must be extinguished
by magical means (i.e. dispelled or via a Fire
Quench or similar magic), or allowed to expire.
If cast underwater, the duration of this spell is
halved.
The flames from this fire are sufficient
enough to start ships on fire, and any creature
caught in the area of effect suffers 3d6 points
of damage, plus 1 point per level of the caster
(to a maximum of 3d6+20). A successful save
vs. spell reduces the damage by half. If this
spell is used to attack a water elemental or
similar creature, the damage is doubled, and
there is a -4 penalty to the save.
The material components for this spell is a
vial filled with a water and oil mixture.
Range: Touch
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: Negates
History (Divination)
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One object or place (up to
90 m)
Saving Throw: None
This spell allows the wizard to tune in to the
psychic impressions left on an object or small
area. This power gives the wizard the ability to
divine hidden purposes, prior owners, secret
compartments, and powerful alignment bends.
The spell will not identify a magic item per
se, but would for instance tell the wizard that
the ordinary looking golden ring he holds is in
fact the signet ring of a long deceased noble
house. Further, use of the History spell doubles
the chance that the value of an antique or relic
will be correctly guessed.
This spell is usually used on nonmagical
plunder, books, and items sold at auctions (to
verify claims made about their antiquity). Although the casting time is long, it is unobtrusive, and only a single touch is required to
make the spell work.
The material component for this spell is a
page from an encyclopedia.
- 61 -
Illumine (Alteration)
Range: 60 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: One or more 3 m radius
globes (s.b.)
Saving Throw: Special
The Illumine spell acts as a multiple light
spell. The wizard may create two globes of
light, with an additional globe per two levels of
experience of the wizard above the 7th. Immediately after casting, two globes appear where
the caster wills. The additional globes appear
in the following round. The wizard must spend
that round specifying the centres of spell effect, and may take no other action in that round
or all succeeding globes are lost. The caster
may permanently dispel some or all of the
globes at any time during the duration of the
spell. The material component for the spell is
one piece of phosphorescent moss for each
globe. In all respects other than the ones
above, this spell conforms to the restrictions of
the light spell.
Illumine is the fourth of six spells researched
by the mage Auralon Deathrin in his lifetime. It
was developed as a partial solution to the annually increasing crime rate in the capital of
Travinthia. (They make good streetlights with
some form of spell extension!)
Range: 30 m + 5 m/level
Components: V, S
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: One opponent
Saving Throw: None
This spell causes a ghostly, glowing hand,
shaped from the casters life force, to materialize within the spell range and move as the
caster desires. Any touch attack spell of 6th
level or less that is subsequently cast by the
wizard can be delivered by the spectral hand
The spell attacks as the caster at a +2 bonus
to hit. The caster may perform other actions.
The hand is AC -3 and may be hit by magic
only. Any damage dispels it and does 1d6
points to the caster.
Inertia (Alteration)
Range: 20 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: One creature or object
Saving Throw: Negates
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One spell
Saving Throw: None
By means of this spell, the wizard may transfer the concentration requirement and control
ability of any illusion spell to the creature
touched. The Illusion spell must be cast the
next round or this spell is wasted. The creature
touched must posses the Intelligence to concentrate and control the spell. Non-spellcasters and spellcasters who have never cast illusion spells will require practice before they can
control the illusion. In addition, creatures of low
Intelligence will produce low quality illusions
that will be easier to detect and disbelieve.
Spell control may only be passed to willing
subjects.
The material component is a 200 GP worth
gem that is given to the spells subject by the
wizard at the completion of this spell and before the next spell is cast.
- 62 -
Range: 30 m
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 3
Area of Effect: One creature + 1 creature
per 4 levels of the caster
Saving Throw: Special
This spell is a more powerful version of the
third-level Haste spell, with the first-level
Grease spell thrown in too. The people that the
spell is cast upon suffer none of the side effects of the grease (i.e. they dont drop their
weapons, they dont slip, etc.) but those that try
to attack or grab them will. It negates special
attacks by creatures that inflict damage automatically every round after a successful hit (i.e.
stirges or executioners hoods) - the creature
must roll to hit every round due to the slipperiness of the target. Otherwise, it conforms to the
normal Haste spell ( -2 on initiative, double
movement rate, double number of attacks per
round, ages recipient 1 year). It is not cumulative with Haste or other Greased Pig spells.
The material components for this spell are
a bit of butter and an anis seed for each
recipient.
ment)
Range: 1 mile
Components: V, S, M
Duration: Permanent
Casting Time: 10 minutes
Area of Effect: 1-mile radius area
Saving Throw: None
Range: Touch
Components: V, S, M
Duration: 1 day + 1 day/3 levels
Casting Time: 1 hour
Area of Effect: One container
Saving Throw: None
AC
clay
wood
stone
metal
8
6
4
2
Mimic (Enchantment/Charm)
Range: 3 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
This spell forces some humanoid creature in
the casters line of sight to begin mimicing his
actions. The creatures actions will directly reflect those of the caster, regardless of position
or orientation. The creature will be frozen momentarily at the onset of the spell, but after that
segment of inaction, the creature begins
mimicing the caster.
This can be potentially harmful for the target, if say for example, the caster waves his
hand in the vicinity of his neck, and the target
happens to be wielding a sword.
Once the spell is cast, the caster need not
be able to see the target for the target to mimic
his actions. The target does get a second save
if forced to do actions that are obviously lethal,
such as the aforementioned hand waving example. If the target passes outside of the range
of the spell, the spell is broken.
The material component of the spell is a
small ivory figurine, which is broken to bits in
the casting of the spell.
Pain (Necromancy)
Range: 15 m
Components: V, S
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
The victim suffers from excruciating pain
and is unable to cast spells or to move at
greater than half speed. The wizard must concentrate on the target for the spell to remain in
working.
Components: V, S, M
Duration: 1 hour + 3 turns/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
Paranoia is a spell used to unnerve and
frighten humanoid creatures. If the target
makes a saving throw vs. spell with a -3 penalty (adjusted for Wisdom), then he will greatly
desire to leave his present location, but will
suffer no other ill effects. Elves have a 5%
chance to resist the effects of the spell, but still
get a saving throw.
Creatures who fail the saving throw are convinced that everyone is out to get them. The
spell creates a hallucinatory person who follows the target everywhere, but disappears
when looked for. The target also has the feeling that he is being watched, and in fact has a
chance (5% per wizard level) of thinking someone nearby is spying on him. The target believes that everyone is talking about him, especially those whose conversations he cant
hear. Remove Curse or Heal will restore the
persons mind, but Dispel Magic will not. Furthermore, any action that requires concentration (spellcasting, turning undead, using a
psionic ability or thief skill, etc) has a chance
to fail to the victims highly emotional state. The
chance of failure is: (level Paranoias wizard *
5%) - 30%.
The final result of this spell is that anyone
who fails their saving throw will be branded
insane or bewitched, and treated appropriately.
NPCs who are subjected to this spell will
spend at least the next day sulking, still afraid
of everyone (this is not a magical effect, simply an aftereffect). If an NPC knows who cast
the spell, they will either be afraid of the wizard (for weaker NPCs) or very angry (stronger
NPCs).
For example: Two wizards cast Paranoia at
Strongarm and Bloodaxe, who are in a large
dining room. Bloodaxe makes his saving throw,
and becomes aware of something being
wrong in the room. He leaves, wary of what
might be out there, but more afraid of what is
inside. Bloodaxe suffers no other ill effects.
Strongarm fails his saving throw, and becomes
convinced that everyone in the room is either
plotting against him, or spying on him. In fact,
hes certain that the Duke is spying on him. Not
willing to fight everyone in the room (theyre
all out to get me!), Strongarm flees. As he runs
down an empty hallway, he gets the feeling hes
being followed, and actually sees someone in
the corner of his eye. When Strongarm tries to
confront his shadow, he finds nothing. Once the
spell expires, he will still feel uneasy (memories of having everyone against you are not
easily forgotten!), but will no longer act abnormally.
This spell was developed by Vanquil as a
response to another wizards powerful mental
spell, which caused great pain in its victims
(specifically, Corinna and her Psiblade. Corinna
has yet to experience a Paranoia spell...). This
Components: V, S
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: None
This spell protects the effected creature from
all sorts of domination attacks. This includes
psionics and spells which do domination.
Reverse (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One spell
Saving Throw: Special
Rune I (Enchantment)
Sarius Mage Ward (Enchantment,
Range: Special
Components: V, S, M
Duration: Until Discharged
Casting Time: 1 turn/spell level
Area of Effect: Variable
Saving Throw: Variable
This spell allows the wizard to inscribe a rune
containing the energies of one spell up to third
level. Instructions of up to 1 word per level may
be given to control the conditions under which
the spell contained in the Rune is discharged.
Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One amulet
Saving Throw: None
This spell is used to create a magical amulet which, when worn or possessed by a creature, will cause all spells cast by the amulets
creator to affect the creature with different variables of power. All defensive or beneficial
- 67 -
is
Sarius
Sleep II (Enchantment/Charm)
Range: 60 m
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell is the same as the first level Sleep
except as noted. All creatures to be effected
by the sleep spell must be within the 12 m radius sphere created upon completion of casting. The sphere must be centered on a creature or object within sight and not an area; in
addition the area of effect can not be reduced,
although the caster can specify during its casting that creatures closest to the center be effected first dependent upon the hit dice of
those creatures.
The number of creatures that can be effected is a function of the casters level: for
every 2 levels of the caster, 1d6 hit dice,
rounded up, can be effected. Example: A fifth
level wizard could affect 3d6 hit dice of monsters. Monsters with 6 + 1 hit dice or more are
unaffected. The centre of effect is determined
by the caster although the caster may not be
in the area of effect upon spell completion or
risk its effects. The creatures with the least hit
dice are affected first (dependent upon the
casters wishes, additionally creatures below a
certain hit dice may be excluded), and partial
effects are ignored.
The material components for this spell is a
pinch of fine sand and rose pedals, or a live
cricket.
Sleepcloud (Evocation)
Range: 10 m
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 12 m x 6 m x 6 m cloud
Saving Throw: None
This spell is identical in every way to
Cloudkill, except that instead of slaying its victims, they are put to sleep for 1 hour per level
of the wizard, up to a maximum of 12 hours.
They cannot be awakened by any normal
means until at least 1/4 of the sleep time has
passed.
There is an up side to it, however: if the victims are not disturbed, they will awaken completely refreshed, and will have healed at double the normal rate due to the depth of their
rest. Consequently, this spell has many beneficial uses.
The gas created by this spell is a deep indigo, and has a pleasant sweet smell as opposed to Cloudkills vile green fumes.
- 68 -
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
During casting of the spell the caster has to
throw a piece of basalt, the size of a fist, into
the air high above her or his head. Upon reaching the climax of the chanting, the rock splits
into several smaller fragments, which begin to
rotate around the recipient. The fragments increase in speed until the chanting ends, spinning round the recipient within a distance of
one metre.
If a creature tries to pass this shield of whirling stones, it suffers 1d4 points of damage per
level above 6th. The shield Protects from Normal Missiles (as per the spell) with a chance
of 80%. This means that for every incoming
missile a check is made whether it is deflected
(s.a.) and in which direction (use scatter diagram). Note that this applies also to enchanted
arrows, bolts, stones, etc. (per magic plus
chance of deflection is decreased by 5%, i.e.
a sheaf arrow +4 has a chance of 40% to penetrate the star shield). The star shield protects
from melee weapon attacks, too. Every creature trying to attack the shielded person, receives a penalty of -4 on all to-hit rolls. If the
attacker hits, he has to make a DEX check at
-3. In case of failure, the fast spinning basalt
fragments snatch away the weapon, which is
hurled at a random direction (use again the
scatter diagram). Anyone who uses a small or
medium weapon to attack, suffers 1d6 points
of damage from reaching into the whirling
rocks.
The shielded person may move around at
half the normal movement rate, with the star
shield following. Any faster movement means
that the person moves into the rotating fragments and thus suffers the damage from
above. On concentration the person may stop
the rotation of the basalt fragments, for example he could halt the rocks, in order to pick up
an item. Note the star shield follows, even if the
rotation has stopped. If the recipient of this
spell tries to bring any living being of size small
or larger into the protected area, the spell
ceases. Note that if the shielded person tries
to oppress someone with the star shield, the
spell ends abruptly.
The source of this spell is Dalin Najare.
By means of this spell, the caster can temporarily suppress the magic resistance emanating from one creature or object, thus allowing other spells and magical effects to have an
increased chance of effect. The spell affects
one creature or object and the area that its
magic resistance protects. For example, this
spell can be cast a paladin wielding a holy
sword that provides magic resistance in a 1.5
m radius, and the magic resistance can be
suppressed in the entire area of effect. If there
are multiple sources of magic resistance affecting the same area, this spell may only target
one of them.
This spell can suppress up to 5% magic resistance per level of the caster. Partial effects
are possible. For example, if a 10th level mage
is casting the spell at a creature with 80%
magic resistance, that creatures magic resistance will be lowered to 30% while this spell is
in effect. Of course, this spell will not go into
effect unless the creature fails its magic resistance roll.
chantment)
The caster must maintain some concentration in order to preserve the spells effect. The
caster may not perform any actions except
moving at up to half his normal movement rate.
If the caster is successfully attacked, then his
concentration is also broken. If concentration
is broken, the spells effects terminate immediately.
The caster, however, may choose to terminate the spell in a controlled manner, and during the last round before the spell is terminated,
the spellcaster, in addition to moving at up to
half his normal movement rate, may also cast
one spell whose casting time is up to one
round. The targets magic resistance remains
lowered when making its resistance check
against this spell. Of course, other spellcasters
and devices may also cast spells while the
targets magic resistance is lowered, and such
magic does not terminate the suppress magic
resistance spell.
This spell will totally negate a magic resistance spell if it is successful at suppressing
magic resistance of a percentage at least as
high as the percentage given by the magic
resistance spell. In such a case, concentration
by the caster is not necessary.
- 70 -
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: The wizard
Saving Throw: None
By means of this spell, the wizard places a
number of spells on hold for the next day. The
spell is intended for casting at night, before
sleep. The held spells are stored in the wizards
memory for the evening undisturbed. If the
wizard is awoke, the spells are available to him,
and are used up normally when cast. In the
morning, the spells are still retained, and will
remain with the wizard as though he had spent
the time to memorize them that morning.
The wizard may retain a number of spell levels equal to 9 + 2 per wizard level. (i.e. a ninthlevel wizard may retain 27 spell levels worth of
spells).
The material component is any form of
headpiece (hat, hairnet, comb, skull cap, whatever) and must be specially enchanted by the
caster of the spell. The cost to construct this
item is 500 GP. The item must be worn both
while memorizing the spells to be retained, and
when the Hold spell is cast, though not while
casting the spells.
Note that because a cast spell is lost as per
usual, the Nimbleton Hold must itself be memorized and cast every day. (Therefore, a ninthlevel wizard saves himself 270 minutes memorization time in the morning, but at some other
time during the day spend 50 minutes to
memorize and cast the Hold. Thus, his total
savings are 220 minutes, or three hours forty
minutes. In addition, the wizard may defend
himself with the held spells during the night or
morning before memorizing the next days
list).
Understanding (Divination)
Range: 1.50 m/level
Components: V, S
Duration: 1 round + 1 round/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
This spell allows the wizard get use both ESP
and Empathy on a creature if it fails a saving
throw vs. spell with a -2 penalty. For more detailed information, like memories or motivations,
someone else must ask the wizard the question. The wizards player can under no circumstances supply questions for other people to
ask! Doing so ends the spell immediately (forcing the wizard back into his own mind). One
question per round is reasonable for easy
questions, but long or complicated questions
can take longer (up to the DM). A common
language is not needed between wizard and
target, and the wizard always replies in the
tongue he uses most. While the spell is in effect, all the wizard can do is answer questions
without ending the spell. The spell can be
ended at any time, simply by willing it to end.
For example: a wizard casts Understanding
on a dragon attacking a town, and learns (by
ESP and Empathy) that it is angry and plans
to destroy the town. The wizards apprentice
asks the wizard why the dragon is attacking,
allowing the wizard to probe the dragons
memories, and to discover some humans stole
the dragons eggs. The wizard lets the spell
end, to try to bargain with the dragon.
- 71 -
Healing
1 hp of damage
1d4 hp of damage
1d4 hp of damage
1 hp of damage
If the recipient performs any strenuous activity during the spell duration (like combat,
casting spells over third level, or using a psionic
power that requires a Constitution check), the
spell is immediately aborted. All hit points are
gained at the end of the appropriate round.
Due to the stress of regeneration, this spell
cannot be cast more than once per person for
increased healing. For the spell to be effective
again, the recipient must take more damage.
The material component is a piece of troll
flesh that has been burned in acid.
Note: this spell is intended to give wizards
some curative abilities, not to replace priests.
The spell is much less powerful that the
equivalent Cure Serious Wound, both in terms
of damage and limitations. I would suggest that
DMs limit the spell to be useful to a single
person only once per day (regardless of injuries). If you wish to increase the level of the
spell, thats up to you. I would not recommend
banning it - unless all the NPC necromancers
in your world are murderous scum with an
obsession for dead things.
- 72 -
Modific.:
Situation:
+10
+6
+4
+2
- 73 -
-2 vs. fire
-2 vs. petrification
-2 vs. water or cold
-2 vs. electricity
- 74 -
2d6 within 15 m, and 1d6 within 45 m. The target of this spell may, if desired, intentionally try
to use the nimbus of electricity and the personal electrical charge as a weapon. The
caster may end this spell at any point, if desired. The material components are phosphorus, a bit of fur, amber, and a bit of cold iron.
- 75 -
1d4
Dir
ection of deflection
Direction
(height):
1-2
3-4
Same height
Up
1d6
(r
elative to defender):
(relative
1
2
3
4
5
6
Left
Left and front
Up in front/Back at rival caster
Right and front
Right
Straight up, or absorbed
and destroys a plate
The plates can be brought down by Disintegrate or Dispel Magic, impact with a Rod of
Cancellation or Shatter (destroys one plate), or
a Limited Wish or Wish. The plates do not protect against nonmagical attacks or magical attacks of a type not listed above.
At the end of the spells duration, the plates
disappear two per round until all are gone.
The material components for this spell are
tiny disks cut from 50 GP gems, one for each
plate to be invoked; the disks are used up in
the casting.
Auralons Deflective Plates is a spell Auralon
devised in his spare time while serving under
the Mageoclave, and before becoming a member of that group.
- 76 -
Location
To-hit
mod.
Head
-8
Arm*
-4
Leg*
-4
Ribs
-4
Spine** -8
Range: Touch
Components: V, S, M
Duration: 1 round/5 levels
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
-4
Ef
fects
Effects
Blizzard (Evocation)
Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
- 77 -
- 78 -
When cast
School of magic
Location and area of effect
Relative level of spell
Casting time and duration
Relative level of caster
Means of casting
Possible means of casting include from
memory, from a scroll, and from a natural power.
Eyeray (Alteration)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 turn/4 levels
Area of Effect: The wizard
Saving Throw: None
This meta-magical spell enhances the effectiveness of all ray-type spells, such as Ray of
Enfeeblement, the cold ray version or Otilukes
Freezing Sphere, Sanhs Ray spells, Disintegrate, Prismatic Spray, etc. The spell causes the
energies to radiate from the wizards eyes instead of his hands (the spell is split into two
converging rays). This affords the wizard better control of the spell, as he hits what he sees.
As a result, all saves against ray-type spells are
made at -4. If the wizard has only one eye, the
saves are at -3.
One ray-type spell can be so affected per 4
levels of the wizard. When casting a ray spell,
the wizard must declare whether or not the
Eyeray will be used. The spell is active until all
its uses have been exhausted. Only one casting of Eyeray may be active at a time.
The material component is one pair of gems
of the same colour as the wizards eyes per 4
levels of the wizard, and a few of the wizards
eyelashes. The gems must be worth at least
100 GP apiece. If the wizard is missing an eye,
only one gem per 4 levels is required.
- 79 -
Forcewhip (Evocation)
Range: 3 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Str
ength
Strength
09
10
11
12
13
14
15
16
17
18
18/30
Level
20
21
22
23
24
25
26
27
28
29
30
Str
ength
Strength
18/60
18/90
18/95
18/00
19
20
21
22
23
24
25
Greenfire (Evocation)
Range: 30 m + 10 m/level
Components: V, S, M
Duration: 1/10 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
- 80 -
Range: 6 m
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell allows the caster to cast various
spells requiring physical contact at range. The
caster must have a clear view of the creature
to be touched, and there can be no obstructions between target and caster.
To use this spell, the caster first casts Long
Arm, then whatever spell he wants to do at
range, in the following round. If the caster is
disturbed following the casting of Long Arm,
the spell is ruined. Disturbance could be anything from heavy jostling, to actually taking
damage. If the target moves out of sight before
the caster can get off the second spell, the
spell is ruined. The target gets regular saving
throws for the second spell.
- 81 -
Class I
Class II Class III
(Mes(Guar
chs)
(Guar-- (Monar
(Monarchs)
sengers)
dians)
sengers)dians)
Environment
# Appearing
Intelligence
Alignment
Hit Dice
AC
THAC0
# Attacks
Dmg/Attack
Spec. Att.
Plane of Air
1
1
1
10-12
13-15
16-19
Neutral Neutral Neutral
2
4
6
4
2
2
17
15
13
1
2
1
1d2
1d6
1d6
Suffocation
Suffocation,
Spells
Dissipate
300
800
2500
Spec. Def.
XP Value
Intelligent mists are normally solitary creatures who exists on the elemental plane of air.
They normally only occur on the prime material plane when summoned by a Talking Mist,
Attacking Mist or Magic Mist spell, which summons a mist of Class I, II, and III respectively.
Combat: Messenger Mists (Class I) only
attack in self-defence, and even then they can
avoid a conflict by dissipating. Guardian Mists
(Class II) attack by making whiplike appendages semi-corporeal. On an attack roll of 20,
the mist has succeeded in either suffocating
its enemy which causes 1d6 point damage for
each roll (no attack roll necessary) until the
victim is dead or the Mist is destroyed.
When a Mists hit points reach 0 on the prime
material plane, the creature is not killed, but is
sent back to it own plane. Killing it on its own
plane does kill it.
Monarch Mists (Class III) have the following
spells which they can cast once per day: Wall
of Fog; Fog Cloud; Darkness, 4.5 metres Radius; Gust of Wind; Wind Wall and Lightning
Bolt. They cast these spells as seventh-level
wizards.
Nightmare (Enchantment/Charm)
Range: 1 mile
Components: V, S, M
Duration: 8 hours
Casting Time: 1 turn/level
Area of Effect: One creature/2 levels
Saving Throw: Negates
This dreadful spell causes its victims to suffer from wrecking nightmares the night after it
is cast, robbing them of any benefit of sleep. A
save vs. death negates the spells effect.
If the save is failed, the victim must make
another save each following night with a +2
cumulative bonus to avoid recurrences. Once
a successful save has been made, the nightmares cease. Since the recurring nightmares
are nonmagical, the victim gets the equivalent
of 1 hour of sleep per 2 hours.
If another nightmare spell is cast on a victim before he has successfully saved against
recurrences, he must save at -4, with this penalty being applied against his subsequent
saves. This penalty is non-cumulative, i.e. additional castings will not increase the penalty
to worse than -4.
The material component of this spell is a
black mithril statuette of a nightmare worth at
least 100 GP per level of the wizard.
- 83 -
minute. Long dead creatures will be more difficult to contact and keep on-line once contacted.
Having a part of the skeleton of the creature
being contacted or being at the place of death
or main place of living or place of burial also
helps somewhat (+50% for contact and staying).
As a final note, it should be remembered that
the ouija board is a powerful magical item linking the prime-material plane to the various
spirit domains including the plane of the dead.
Powerful spirits have been known to use such
a board as an exit from their final places of
rest.
Pentagram (Abjuration)
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard inscribes
a pentagram inside which he cannot be
harmed by non-elemental forms of magical
energy, though neither can he attack with such
spells. A save versus Intelligence must be
made to determine whether the inscriptions
were made correctly.
The material component for this spell is the
dust of three emeralds to be sprinkled inside
the pentagram.
Roll Insanity
dipsomania
11
2
3
4
kleptomania
schizoid
pathological
12
13
14
5
6
7
8
monomania
catonia
melancholia
megalomania
15
16
17
18
9
10
delusional
mania
19
20
dementia insanity
praecox
lunacy
paranoia
manic-lair depressive
hallucinatory
sado-masochism
homicidal
hebephrenia
insanity
suicidal mania
schizofrenia
A person affected by this spell will not notice anything different about himself, and depending on the type of insanity - those
around him may not notice any difference. The
insanity is permanent unless negated by a
Heal, Restoration, (Limited) Wish, or a successful Dispel Magic.
The material component of this spell is a nut
shell from a tree standing alone in a field or
plain, picked on a new moon, using a clean,
white glove.
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Person touched
Saving Throw: None
Pilpin, a greedy and jealous individual, saw
that priests could imbue spells upon their followers. He decided that this ability could be
used to increase his personal power and reach,
as it has. This spell allows the wizard to transfer a number of spells, and the ability to cast
them, to a another person. Only non-wizards
(including rangers under eighth level and paladins under ninth) with a minimum Intelligence
of 9 and at least one hit die can receive this
enchantment. The number and level of the
spells transferred depends on the recipients
level as follows:
Level of
Recipient Spells transfer
transferrred
1st or 2nd One first-level spells
3rd or 4th Two first-level spells
5th or 6th Two first- and one secondlevel spells
7th+
Two first- and two secondlevel spells
- 84 -
Range: 0
Components: V, S, M
Duration: 4 hours + 10 rounds/level
Casting Time: 5 minutes
Area of Effect: 10 m/level
Saving Throw: Special
Designed to prevent the casting of spells in
the area of effect, the wizard stomper produces
a nearly uncontrollable surge of energy into a
wizard who attempts to draw power for a spell.
The victim must save vs. spells at -6. Failure
means the spell is aborted and the caster
takes 1d6 damage per level of the spell attempted. If the save is made, the spell can be
cast at +1 on all damage dice, but at double
normal casting time.
If a wizard has been stomped before, and
knows what to expect, the save is only at -3.
The material component is a handful of ruby
dust worth at least 25 GP.
Chance:
80%
55%
10%
5%
Ef
fect:
Effect:
Affected as if by the spell Forget
2d4 hit points of damage from
the backlash
Falling into a coma lasting 1-20
days
Feebleminded, as per the spell
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person in a 90 m
radius sphere
Saving Throw: Special
- 85 -
tion/Summoning)
Range: 3 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
ration/Summoning, Divination)
Range: 0
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 5
Area of Effect: The wizard
Saving Throw: None
Range: Special
Components: V, S, M
Duration: 1 hour + 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
- 86 -
Die
Roll
Thr
ow
Throw
%
Tur
ned
urned
01-05
06-15
16-25
26-35
36-45
46-55
56-65
66-75
76-85
86-95
96-00
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Sav
ow Special
Sav.. Thr
Throw
Bonus
Sav
Sav..
+9
+8
+7
+6
+5
+4
+3
+2
+1
-
20
19
18
17
16
15
14
13
12
-
Roll
Ef
fect
Effect
Fighter : Ranger:
70%
60%
50%
20%
20%
25%
10%
20%
25%
Hit dice of
cr
eatur
e to
creatur
eature
fected
be af
fected
affected
up to .5
.5 +1 to 01
01+1 to 03
03+1 to 05
05+1 to 07
07+1 to 09
09+1 to 10
10+1 to 11
11+1 to 12
Max.
Cost
.5
01
02
03
04
06
12
24
30
Max.
Average
Af
fected AfAffected
96
48
24
16
12
08
04
02
01
60
30
15
10
07
05
02
01
01
- 87 -
Misfir
es
Misfires
Rope Trick: Victim is unable to enter extradimensional space.
Blink: Victim always reappears in the same
spot, but facing away from enemies.
Dimension Door: Distance travelled is constant, but direction is random.
Dimension Folding: The fold closes in front
of the victim, preventing transit.
Bowgengles Fleeting Journey: The wizard
is teleported instead of the passenger.
Teleport: Either fails, or arrive 1d10 km
from destination (DM choice).
Teleport Dead: The wizard is teleported instead of the body.
Plane Shift: The group lands in a random
area in the prime material plane.
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Hit Dice
(nor
mal)
(normal)
Fir
e-Based
Fire-Based
cr
eatur
es
creatur
eatures
4 or less
4+1 to 5+1
6 or less
6+1 to 7+1
Saving Thr
ow
Throw
Killed instantly
Save vs Spell at
-4
5+1 to 6
7+1 to 8
Save vs Spell
6+1 or more 8+1 or more None, 1d10
damage (2d10
for fire based)
- 88 -
Range: 6 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This spell requires the presence of any piercing melee weapon in order to work; the caster
holds the weapon, and when the incantations
are complete, the weapon vanishes and reappears in the hands of an invisible spectral creature. A True Seeing or Detect Invisible spell, or
similar magic will reveal the vague outline of a
figure; others will only see the weapon hovering in the air.
Range: 10 m + 5 m/level
Components: V, S, M
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 m + 0.5 m/2 levels
Saving Throw: 1/2
Wonderlight (Enchantment/Charm,
Illusion)
Range: 240 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This spell is designed to help heal the mind
of fears, especially illusionary or phantasmal
fears, and other magical ones.
When cast, the creature affected by fear
sees a wondrous pattern of images and lights
that begin to suffuse his being, until eventually
he believes himself to be some armoured hero.
The effect lasts until the wizards dispels it, or
until the duration expires.
The effects of this spell allow the creature an
automatic save against fear effects. It also allows him to disbelieve a Phantasmal Force and
a +4 saving throw per round against Phantasmal Killer. If the affected goes out of the spell
range, the effects wear off and he returns to his
original state of mind.
- 89 -
- 90 -
Bonebind (Necromancy)
Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: One undead/level
Saving Throw: Special
This spell requires a bone from any creature,
held in the casters hand. It can affect only
undead. The effects of a bonebind are automatic on all chosen undead of 7 HD or less
with corporeal forms. Such undead are curled
into a ball (if more than one undead is affected,
they are all gathered into one tightly-packed
sphere) and held helpless, immobile and with
their special abitlities in stasis, until the spell
expires or the caster frees them by an act of
will. Typically, this boneball is rolled of a cliff,
into an obstacle or fire, or conveyed into the
midst of foes, where upon the caster ends the
magic, freeing the undead to fight.
level in rounds. When he has lost half his levels, then he starts to lose 1 Intelligence point
per round until the spell ends. The wizard can
not voluntarily end the spell.
Hit point and level losses are temporary and
return at the rate of one per turn each, but Intelligence losses are permanent. These effects
can be avoided if the wizard himself casts a
spell at the barrier. He cannot dispel it when
he wishes, however.
The material components of this spell are
one star sapphire, and one black star opal of
at least 20,000 GP value each. Both are lost in
the casting.
- 91 -
Range: 0
Components: S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Distance to Gem
Impact Place
Damage
4 points/level
2 points/level
1 point/level
- 92 -
Diamondblade (Enchantment/Alteration)
Range: Touch
Components: V, S, M
Duration: 2 turns + 1 round/level
Casting Time: 1 turn
Area of Effect: One edged melee weapon
Saving Throw: None
This spell turns an ordinary edged melee
weapon into a blade of sharpness, as per
Sword of Sharpness (see AD&D 2nd edition,
page 186). For the duration of the spell, the
weapon is treated as a weapon +3 or better
for purposes of who or what can be hit by it,
even though it gets only a +1 bonus to attack
and damage rolls. However, on a very high roll,
it will sever an extremity, determined by a dice
roll. The spell functions on existing magical
weapons, as long as the total combined bonus is +3 or less.
Opponent is
Scor
e
Score
Normal or
armoured
Larger than
man-sized
Solid metal
or stone
Mod. Scor
e
Score
Mod.
to Sever*
to Sever**
19-21
20-23
20-21
21-23
21
22-23
- 93 -
to hit roll vs. base AC 6, modified by dexterity, etc.) and inflicts 2-5 (1d4 + 1) damage
points per level of the spell caster, up to 12d4
+ 12 maximum. A successful save vs. spells
halves damage. These beams may be unleashed from the decagon:
Eldritch beam: Magic Missile energy;
affects only animate targets.
Impaling force ray: inflicts piercing or
impaling damage.
Planar force beam: inflicts edged or
slicing damage.
Spherical force bolt: inflicts blunt or
crushing damage.
Vibration or shock wave: an ultrasonic
bolt which affects only crystal, glass, stone,
and other objects vulnerable to vibration
damage.
Wind blast: as the 3rd level magic-user
spell, Gust of Wind, against a single target
(c.f. gust of wind)
The magic-user must concentrate to maintain the eldritch decagon, thus any successful attack against him negates the spell.
The material component is a small crystal in
the shape of a 10-sided die set inside an iron
ring, and a lodestone.
Feeblebody (Alteration)
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates
Range: 80 m
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Range:
90
180
270
360
60 m
45 m
30 m
15 m
- 94 -
18/00
19
20
21
22
23
24
Ogre
Hill
Stone
Frost
Fire
Cloud
Storm
+3
+3
+3
+4
+4
+5
+6
+6
+7
+8
+9
+10
+11
+12
This spell causes an acid cloud to form anywhere within range of the spell; the cloud billows out to its full dimensions (3 3 1.5 m
for each level of the caster) instantaneously
and everyone caught inside the area of effect
suffers 4d6 points of damage; a successful
save vs. spell reduces damage by half. Anyone
who fails the save must roll saves vs. acid for
all possessions to avoid destruction.
Immediately after the acid cloud forms, it
bursts into flames, inflicting another 4d6 points
of damage to all inside. As before, a successful save vs. spells reduces the damage by half;
those individuals who successfully saved vs.
the acid, receive a +4 bonus to their save vs.
the fire. If this second save fails, possessions
must save vs. magical fire or be consumed (the
+4 bonus mentioned previously, does not apply to these saves).
The material components for this spell are
the intestines of a black dragon and the heart
of a red dragon; both are consumed when the
spell is cast.
Range: 5 m + 10 m/level
Components: V, S, M
- 95 -
Ef
fect
Effect
1
2-5
6-10
11-15
16-20
Head severed
Arm severed
Hand severed
Leg severed
Normal damage
The material component of this spell is comprised of a large crystal (for example a diamond), worth at least 1000 GP, mounted in a
precious metal (platinum or better) on a handle constructed from a precious wood (ebony
for example). This construction is not consumed in the casting.
Duration: Instantaneous
Casting Time: 4
Area of Effect: 4.5 m radius
Saving Throw: Special
This spell will instantaneously create a sphere
of intense light, that will almost certainly blind
any creature inside the area of effect. A saving throw vs. paralysis at a -4 penalty is needed to avoid permanent blindness for those
within the sphere. Those who do make their
save are blinded for the next 2d8 hours. Creatures in the sphere will also take 1d2 per level
damage due to flash burns, a successful saving throw results in half damage.
Also, any creature who looks at the light must
make the same saving throw (without the penalty) or risk going blind for 2d8 hours. A successful saving throw - from this point - will result in no ill effects.
The material components are 10 fireflies
enclosed in a crystal sphere of at least 500 GP.
This is thrown and shattered at the impact
area.
- 97 -
Detect Lie,
Locate Object,
Clairaudience,
Clairvoyance,
Know Alignment, and
any of the Detect spells
will return no information (which in itself will
be quite peculiar). Finally, when a priest casts
a commune spell and asks a question regarding events taking place within the dead area,
said priest must make a secret saving throw vs.
magic for each question asked or receive a
wrong answer.
Note that anyone can see into the area just
fine, and no physical protection is given. The
spell simply counters detection magic.
The material components for this spell is a
finely crafted ball of layered onyx, gold, and
lead. Such a ball costs 3000 GP, takes a month
to make, and disappears upon casting.
- 98 -
Level
Colours Available
12
13
14
15
16
Red
Red, Orange
Red, Orange, Yellow
Red, Orange, Yellow, Green
Red, Orange, Yellow, Green,
Blue
Red, Orange, Yellow, Green,
Blue, Indigo
Red, Orange, Yellow, Green,
Blue, Indigo, Violet
17
Range: 10 m + 10 m/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 15-foot radius sphere
Saving Throw:
This spell is similar to the Fireball spell, except that it douses all creatures in a 5 m radius
sphere with an incendiary liquid. Everything
and all within the area of effect will be engulfed
in non-magical fire for 1d6 rounds. Any
combustibles within the area of effect instantly
ignite. A creature in the area of effect that fails
its saving throw takes 1d4 hp of fire damage
per level of the wizard on the first round, and
the same damage each subsequent round,
until it saves. The round the creature saves it
takes half damage, rounded down, and the
next round it takes none. All the creatures noncombustible possessions must save versus
normal fire or be destroyed (the combustible
ones dont get a save). A creature that successfully saves on the first round takes half
damage for that round, and all its possessions
(including combustibles) are unaffected.
For example, a creature failing its first save
against Pilpins Liquid Fire, cast by a 12th-level
wizard, takes 32 hp of damage (rolled on 12d4)
on the first round. The creature fails its save
again on the second round and takes another
32 hp of damage. On the third round it saves
and only takes 16 hp of damage and no damage on the fourth round.
The wizard must have a clear line of sight to
the target area.
The material components are a pinch of
sulphur and the distillate of softly boiled lamp
oil (dangerous to get).
triangle somatically, and must make a Dexterity check to hit a given object (with modifier for
size, if any).
The amount of damage caused varies with
the type of motion of the triangle. E.g., simply
passing through an object will cause roughly
the same damage as an arrow, whereas repeatedly raking an object can cause up to
1d12 points of damage per round. More imaginative uses can cause more serious injuries
much more quickly. If the wizard loses concentration, or something interferes with the movements of his hands, the triangle will instantly be
dispelled, and the wizard will take one full round
to recover before being able to cast another
spell.
ration)
Range: 10 m
Components: V, S, M
Duration: Special
Casting Time: 2 turns/level
Area of Effect: 3 m radius
Saving Throw: None
This spell is a more refined version of Dispel Magic . The spell allows the wizard to
specify the exact conditions under which it will
manifest its effects, much like a Contingency,
but without that spells side effects.
Instructions may contain one word per level
of the wizard. Some examples follow:
* When evil passes, dispel Stoneshape.
* When a century has passed, dispel Sepia
Snake Sigil.
* When box is opened, dispel all magic.
The spell must be cast on an object or place
and can affect all magic within 3 m. Magic cast
by other wizards will resist being dispelled as
per Dispel magic, unless those wizards collaborate with the wizard in the spells preparation.
The material component is a silver candle
snuff, and a scroll made of vellum prepared
form disenchanter skin and ink prepared from
disenchanter blood, and the crushed lens from
a beholders central eye. The cost is 100 GP per
word, and the scroll is consumed in the casting. The candle snuff is not destroyed.
Projectile (Evocation)
Range: 10 m/level
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates an adamantine triangle
measuring one inch per side in the immediate
vicinity of the wizard. For as long as the wizard is able to maintain concentration, the triangle is under his complete control, accelerating
at the rate of 0.05 m per round per level of the
caster. The triangle is half a centimetre thick at
the center and thins out to razor sharpness at
the edges. The wizard guides the path of the
- 99 -
Range: Touch
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
When cast on a subject, this spell will absorb
damage up to 20 hit points per level of the
wizard. It persists until it has absorbed this
amount of damage, after which the spell terminates. The kind of protection must be specified while casting and the caster may chose
between protection from cold, fire, electricity
and poison.
Because there were so many Protection
From spells on fifth level I thought it would be
handy to have only one spell capable to imitate all these spells.
Infor
Infor-ments
mation
Race
Anatomy
True name
Knowledge
Saving Thr
ow
Throw
Known
-1
-1 to -4
-4
-1 to -5
Adjust-
Unknown
+2
+3
+2
+3
The saving throw modifier because of knowledge of the creatures anatomy depends on
how much the caster has studied the creatures
species. As a general guide, it would take
about one month of study, along with lots of
specimens, to be completely familiar with a
certain species anatomy.
The saving throw modifier because of knowledge of the creatures background depends on
how much and how deeply the creatures history and current life was researched.
The material component for this spell is a
copper spearhead and a glass or crystal prism.
If the creature was killed because of a failed
saving throw, then the spearhead will be found
in the brain. If the save was made, then the
spearhead will be found in a random part of the
body.
There is an additional -2 to save modifier if,
for some obscure reason, the creature is
resubject to this spell with the same copper
spearhead that was used the first time (the
spearhead has learned where to go this time).
The prism disappears after the spell is
cast.
Rainbow Warrior is unaffected by poison, paralysis, petrification, fire, electricity, gas, or acid.
Unholy water causes it 2d4 damage, and cold
attacks do full normal damage.
Negative energy attacks gain a bonus of +1
per die of damage, and any spells involving
darkness cause the Rainbow Warrior 2d6 damage per level of the spell, though the darkness
spell will then be dispelled. Any darkness spell
coming into contact with the 6 m globe of light
surrounding the Rainbow Warrior must be
checked as if Dispel Magic was being cast at
the level of the summoner of the Warrior. Only
one such dispelling attempt is possible for
each darkness spell that could be affected,
although the Warrior can automatically dispel
any darkness spell by touching the area of
effect, but it will suffer damage as if the spell
had been cast specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are affected
by the Rainbow Warriors globe of light as they
would be by Continual Light.
The material component of this spell is a
clear diamond worth not less than 5000 GP.
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 6 6 m area
Saving Throw: None
This spell causes past events to be re-enacted in the area of effect. The replayed events
will consist of a three dimensional, semi-transparent image superimposed over the area of
effect.
The caster can freeze the action, reverse it,
scan forward for a particular event, or skip to
any time within the range of the spell as given
in the table below.
Level:
Time Range:
12-14
15-17
18-20
21+
Rune II (Enchantment)
Replay (Divination, Illusion)
Range: 18 m
Components: V, S, M
- 100 -
Range: Special
Components: V, S, M
Duration: Until Discharged
- 101 -
INT
INT::
Maximum
Speed: Weight:
Maximum
Lift: MCF
A:
MCFA:
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
3m
3m
3m
3m
6m
6m
6m
6m
6m
6m
9m
9m
9m
9m
9m
9m
9m
900
1000
1100
1200
1300
1400
1500
1600
1700
1800
1900
2000
2100
2200
2300
2400
2500
C/+1
C/+1
C/+1
C/+1
C/+1
B/+2
B/+2
B/+2
B/+2
B/+2
B/+2
A/+3
A/+3
A/+3
A/+3
A/+3
A/+3
12 12 m platform:
INT
INT::
Maximum
Speed: Weight:
Maximum
Lift: MC/F
A:
MC/FA:
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
4.5
5
5.5
6
6.5
7
7.5
8
8.5
9
9.5
10
10.5
11
11.5
12
12.5
1.5 m
1.5 m
1.5 m
1.5 m
3m
3m
3m
3m
3m
3m
4.5 m
4.5 m
4.5 m
4.5 m
4.5 m
4.5 m
4.5 m
3600
4000
4400
4800
5200
5600
6000
6400
6800
7200
7600
8000
8400
8800
9200
9600
10000
E/+4
E/+4
E/+4
E/+4
E/+4
D/+5
D/+5
D/+5
D/+5
D/+5
D/+5
C/+6
C/+6
C/+6
C/+6
C/+6
C/+6
Maximum Speed: This is measured in metres 0.3 per round indoors and metres per
round outdoors. Incapacitating the controlling
person causes the platform to freeze. Speed
also directly converts to miles per hour when
the platform is flown for that amount of time.
Spellink (Alteration)
Range: 0
Components: V, S, M
Duration: 3d4 hours + 1 hour/level
Casting time: 5 rounds
Area of Effect: Caster
Saving Throw: None
By use of this spell, the mage magically links
4 spells that are currently in his memory. The
link is such that, upon uttering a trigger phrase,
the linked spells are invoked almost simultaneously. That is, they are machine-gunned. In
actual time: there is a 2/10 round gap between
the spells.
The spells that can be linked are one first
level spell, one second level, one third level and
one fourth level. The mage must specify the
order of the link (i.e. 1-3-4-2, 2-1-3, etc). Spells
that are linked may not be cast. Any attempt
to cast a linked spell has an 85% chance to
fizzle (minus 10% per point of intelligence
above 15). Furthermore, the other spells linked
to the cast spell are automatically lost.
The trigger phrase takes 1/10 round to use.
At the end of the duration, which is secretly
rolled by the GM, this spell and the linked spells
are automatically lost.
Spell components are a braided platinum &
copper chain, worth 500 GP, which is consumed by the spell, and - obviously - whatever
is needed for the linked spells.
Teleportal (Alteration)
Range: 9 m
Components: V, S, M
Duration: Up to one minute
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell conjures a dimensional door, either on a solid surface or anchored by some
sort of substance. Two-hundred and fifty
pounds per level of the wizard can enter
through the door to another place, but the wizard must be the last person through. The door
will automatically extinguish itself in one minute
- 103 -
Wimp (Enchantment/Charm)
Range: 9 m
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One humanoid
Saving Throw: Negates
Substance
Scanned
ness
Animal matter
Vegetable matter
Stone
Iron, steel, etc.
Lead, gold,
platinum
1.20 m
0.75 m
0.30 m
2.5 cm
nil
6m
6m
3m
25 cm
nil
- 104 -
Range: 3 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This spell is exactly the same as Chaos Vision except that the environment actually is
changing uncontrollably. The ground constantly
rolls and twists, objects from the casters mind
appear and disappear. All creatures in the environment are constantly polymorphing. Note
that creatures polymorphed will need to save
vs. spells each round to keep their former identity and not take on a new one. All damage from
being crushed, attacked, and otherwise affected by the spell are real, caused by real
creatures and aberrations in the area. I usually
give 1d6 of damage per round due to constantly being battered and thrown. DMs can
give whatever they like however as needed by
the alteration that caused the damage.
A person entering this environment had best
carry nothing with him or risk losing it as it turns
into some form which might not be carryable.
People have to make system shock rolls every
turn, for the stresses will tear even the mightiest hero apart, given time.
The material component of this spell is a
Wild Magic area, which is consumed by the
spell. The area of effect fills the area previously
formed by the Wild Magic area.
The one Chaos Environment in my campaign was formed to protect an artifact that
caused as much harm as good. A lesser magic
item would have eventually been destroyed by
the constant polymorphing and impacts. All
objects will revert to their original form if they
can get out of the area of effect.
1d100
Type of undead:
01-60
61-90
91-00
Wight
Wraith
Spectre
Modific.:
+4
+1
+2
+4
Person was:
good
neutral
a neutral or evil cleric
a good cleric
Electrosphere (Evocation)
Range: 3 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 0.75 m/level radius
sphere
Saving Throw: 1/2
This spell is a more potent version of the
second level spell Shocksphere. This spell is
almost identical in its effects, but the effects are
much more spectacular, and far more deadly.
When this version of Shocksphere explodes,
the little Lightning Bolts are much more powerful, being able to push or throw objects
around during the segment that the spell lasts.
Therefore, not all the damage is caused by the
electricity, one quarter of the damage caused
is caused by the force of the blows of the Lightning Bolts (this means that creatures with protection from electrical attacks will still take
damage from this spell).
If there is a creature which is the target for
the spell, its saving throw will be at -4 and it will
take (2-8 + 1 per level of the caster) damage
from the lightning when the spell explodes. All
other creatures in the area of effect will take 27 damage per level of the caster in hit points if
they fail a normal saving throw vs. spells. If a
creature does fail its saving throw, then all their
objects must make their saves vs. the worst of
either lightning or crushing blow.
If this spell expands in an area which is
smaller than its diameter, it will conform to the
volume it occupies, filling a volume of (casters
level) 0.027) cubic metres.
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 caster.
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.
- 105 -
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: None
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 (i.e.
hit point) damage, and physical attacks. Gasses and magics which do not directly harm
their victims (such as Charms, Polymorphs,
etc.) are unaffected.
For magics which slay instantly, such as Disintegrate and Death spells, subtract the recipients 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.
Etherealness (Alteration)
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast, the creature touched
is moved bodily to the ethereal plane with all
of its (non-living) equipment subject to a maximum weight of 2500 GP plus 2500 GP per level
of the wizard beyond tenth. The creature may
then move from the ethereal plane to any adjacent plane (the prime-, positive-, or negativematerial planes, or the elemental or para-elemental planes). Anti-Magic Spell within its
area of effect, provided that this spell is cast
prior to the casting of the Anti-Magic Shell. If
the wizard casts this spell upon himself, he may
include his familiar within the weight limit.
Range: 0
Components: V, S, M
- 106 -
Note that this spell is not reversible. The effects can only be countered with a Wish or Limited Wish spell.
Luck (Alteration)
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
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 recipients armour class is improved by one. As
material component for this spell various things
can be used, like a four-leaf clover, a rabbits
- 107 -
paw, or a horse-shoe. The material components are consumed on a roll of 1 on a sixsided die.
Detect Invisibility
Fly
Minor Globe of Invulnerability
Protection from Normal Missiles
Shield
Strength
Hit
Ef
fect
Effect
1
2-3
4-5
6
Head
Arm
Leg
Rear
Instant death
Useless until healed
Useless until healed
Useless until healed
Range
Saving Thr
ow
Throw
Small
Medium
Large
18 m
36 m
72 m
made at -4
Negates
tion, Necromancy)
- 108 -
tasm)
Range: 30 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: 1.5 m/level radius
Saving Throw: Special
By use of this spell, the wizard creates an
illusion which may attack all believing creatures
within a five foot per level radius of the illusions
epicentre which itself must be within 30 m of
the wizard. Creatures within the radius must
make both a modified Intelligence check and
a save vs. spell in order to avoid the illusions
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
Number of
Cr
eatur
es Af
fected
Creatur
eatures
Affected
Under 2
2 to 4
4+1 to 6+3
6+4 to 8+3
12d10
6d10
3d4
1d6
This spell is an enhancement of the secondlevel spell Flaming Sphere. The spell creates
one burning globe of fire per level of the wizard. The globes all appear within 30 m of the
wizard and roll in whichever direction the wizard points, at a rate of 100 m 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 spells or suffer 2d4 hp of damage.
Those within 1.5 m 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 can not 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/using creature,
such as a fire beetle or fire bat, which must be
slain during casting.
ment/Charm)
If creatures of differing hit dice are polymorphed, roll 6d20 to determine how many
creatures of under 2 HD are affected. If the
number rolled is greater than the number of
creatures under 2 HD, apply the remainder of
the roll to the higher hit dice creatures by using the following conversion factors (see Death
Spell for an example of this idea).
Cr
eatur
e
s
Creatur
eature
es
Hit Dice
Conversion
Factor
Under 2
2 to 4
4+1 to 6+3
6+4 to 8+3
1
2
10
20
nation)
Range: Special
Components: S
Duration: Special
Casting Time: 1/2
Area of Effect: Special
Saving Throw: None
This spell is similar to Pobithakors tracer for
not only does it allow the two way scrying but
the caster has the option of pulling the scrying
creature through the two way portal right to
the casters current location. The creature gets
no saving throw and the process occurs almost
instantly. The caster, unless special measures
are taken, has no control over the creature
once it arrives.
This was another spell used by the paranoid
mage when he felt his defenses being
compromized.
(Evocation)
Reversible
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One 1 m radius sphere/level
Saving Throw: Negates
Range: 10 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 40 cubic m/level
Saving Throw: None
- 109 -
The material component is a 500 GP diamond which should be gazed through for the
duration of the spell. The diamond disappears
at the end of the casting. The item will replace
the diamond.
Reversible
Range: Touch
Components: S
Duration: Special
Casting Time: 3 rounds
Area of Effect: One creature
Saving Throw: Negates
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. a Forget spell can hide information from this
spell, while a Remember spell 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 recipient from the effects
of a Read Mind spell for 1 day per level of the
wizard.
Retrieve (Conjuration/Summoning,
Divination)
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One object
Saving Throw: Special
This spell enables an item with the spellcasters Wizard Mark inscribed on it to be instantly
summoned. The item must weigh no more than
one pound per level. The item must have a
Wizard Mark of the wizards glyph inscribed
upon it.
When this spell is cast, the wizard can see
in his mind all Wizard Marked items that have
his glyph. The glyph and the extra six characters can be read. The wizard concentrates on
one set of glyphs, and the item with that set of
glyphs inscribed on it is summoned. Only one
object can be summoned per spell. During the
course of the spell casting, the bearer of the
item will feel a small tugging sensation on the
item. If no one is in physical contact with the
item at the completion of the casting no saving throw for retrieval is required: the spell is
an automatic success. If someone is in physical contact with the item, and he rolls a successful save vs. spells, then the item will not
be retrieved.
(Conjuration)
juration, Evocation)
Range: 30 m + 3 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7 turns
Area of Effect: Special
Saving Throw: None
Range: 3 m/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
- 110 -
creature appears to have all the natural abilities of the original. Many of these shadow abilities will be illusionary.
No material component is required but the
creature must be lit to produce a shadow for
the spell to work. For the duration of the spell
the original creature will not cast a shadow, the
spell is sometimes cast just for this particular
side effect. The semi-real shadow form produced by the spell will cast a shadow and can
be used to create a further duplicate, the 60%
factor applies again, with another application
of the spell.
Sharpness (Alteration)
Range: Touch
Components: V, S, M
Duration: 1 round/3 levels upon use
Casting Time: 1 round
Area of Effect: One edged weapon
Saving Throw: None
When cast on an edged weapon, the
weapon will become a Weapon of Sharpness
upon its next use, and will remain that way for
1 round per 3 levels of the wizard. The weapon
may not be magical, except if subject to an
Enchant an Item spell.
The spell adds no plusses to the weapon (it
severs on a 20), but plusses due to quality or
an Enchant an Item spell do apply. The material component is a mithril razor enchanted to
+3 with an Enchant an Item spell costing 500
GP. The spell can be made permanent, but to
do so requires a specially forged weapon, and
a miniature version of the weapon forged from
the same metals in lieu of the razor. The total
cost starts at 30,000 GP.
- 111 -
Stash (Alteration)
Range: 300 m
Components: V, S
Duration: Special
Casting Time: 1 hour
Area of Effect: 300 pounds/level
Saving Throw: None
Stores a large mass in hyperspace for an indefinite period of time until a command word
is spoken. The object(s) in hyperspace do not
experience passage of time so for example a
small army with all its weapons and equipment
could be stashed in time of peace and recalled
when war started. A spellcaster can have only
one Stash spell in effect at the same time: if
he wishes to stash anything, he will first have
to recall the items or persons previously
Stashed.
Only objects and willing victims are affected
by this spell.
There is a chance that an extraplanar creature may enter through the opening whenever
this spell is cast. The chance of this occurring
is: 20% - 1% per level of the caster (to a minimum of 1%). Any creature entering the casters plane will normally be hostile to the caster.
The material component for this spell is a
crystal or glass prism; light is sent through the
prism to create a spectrum when the spell is
cast. The prism is consumed with the casting
of the spell.
Summoning)
Range: 100 m + 5 m/level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One creature/bolt
Saving Throw: 1/2
When this spell is cast, a small interdimensional connection opens between the quasielemental plane of radiance and the casters
plane; through this opening, a 0.3 m diameter
glowing sphere appears and slowly hovers
around the caster. This sphere contains all
colours of the spectrum; this sphere will last for
2 rounds per level of the caster; if not used to
its full potential at that time, the sphere dissipates.
During any round which the sphere is in effect, the caster may discharge a bolt of one
colour of the spectrum; only one such attack
may be made in a single round, and the sphere
may discharge only one bolt per colour; once
used, that colour disappears from the sphere.
When all colours have been discharged, or
when the duration expires, the sphere dissipates. Each bolt may affect one creature, and
each colour has a unique composition as follows:
Colour:
Composition:
red
orange
yellow
green
blue
indigo
violet
fire
poison
acid
gas
lightning
cold
force
magical fire
n.a.
acid
n.a.
lightning
cold
crushing blow
All the bolts do an identical amount of damage: 1d6 + 2 per level of the caster. A successful saving throw vs. spell reduces the damage
by half. If this save fails, the victims possessions must save vs. the indicated composition
(if applicable) or be destroyed.
Caster
Casters level:
Number of units:
14-15
16-17
18-19
20+
2
3
4
5
- 112 -
Range: 10 meters/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1-yard radius sphere
Saving Throw: Negates
This spell causes a spherical region 1 metre in radius to appear anywhere within range
of the wizard. In this region all matter vanishes.
When it appears, a hurricane-force wind blows
into the sphere as the air inside it is annihilated.
All human-sized or smaller creatures in the
vicinity who have no means of support must
make a saving throw versus magic or lose their
balance and be sucked into the sphere and
destroyed (in which case a Wish or possibly a
Limited Wish is required to recover them).
Means of support can include for example,
holding onto something solid, being held by
another character, being under the influence of
a Fly spell or having the natural ability to fly or
levitate (e.g. a beholder).
- 113 -
Note that the wizard is not necessarily immune to being sucked into the sphere. Light
objects which are not being held by anything
or anyone e.g. papers lying on a desk, are also
liable to be sucked into the sphere and destroyed. Anything thrown into the sphere, short
of an artifact or relic, is automatically destroyed.
While the sphere can move under control of the
wizard, it is not a useful weapon because it
moves only at walking pace, hence even the
clumsiest creature can easily dodge it. If an
attempt is made to actually cast the spell at a
target, a saving throw indicates whether the
target dodges or is hit and destroyed. A successful Dispel Magic will destroy the sphere,
otherwise it neither affects nor is affected by
spells.
Channeling (Alteration)
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: The wizard
Saving Throw: None
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
wizard the following effects occur:
* +1 per die of damage (maximum of +3), *
-1 on saves, * +50% on range and duration, and
* -5% on targets magic resistance.
Deathshroud (Necromancy)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One creature/two levels of the caster
Saving Throw: Negates
By casting this spell, the wizard draws upon
the Negative Material plane and surrounds
himself with a shroud of negative power. While
the spell-caster suffers no ill effects from this
magical energy, it may have dire consequences for anyone who comes into contact
with him.
Demonstar (Evocation)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: One target
Saving Throw: Special
This powerful attack spell is used exclusively
against natives of the lower planes. Against
other creatures, it is absolutely harmless. When
the spell is cast, a star appears in the hand of
the wizard, and travels at very high speeds to
implant itself on the creatures forehead, or the
nearest equivalent of a forehead. Then the star
starts to glow very brightly and hot. The demon
gets to make his magic resistance roll, but at 30%. If he fails his saving throw, he gets a saving throw vs. spells every round to reduce
some of the spells effects.
The star does 10d6 hp of damage per round,
and immobilizes the demon in pain. The saving throw is for half damage and the ability to
act, despite the pain. The spell also blocks any
Gate attempts by the demon. This blocking of
- 114 -
Frame T
ype
Type
Air
Fire
Water
Silver
Brass
Gold or Gilt
Element Spell Ef
fect
Effect
Air
Fire
Water
- 115 -
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One item
Saving Throw: None
When this spell is cast, the wizard establishes a link with the item he holds. Immediately
after casting this spell, the wizard must cast
another touch ranged spell or the effects of the
Transferral are negated. The casting time of this
second spell equals its original casting time
plus 1. The second spell is cast in the same
round as the first.
Whenever the item hits another creature, the
effects of the second touch spell immediately
take effect. The spell stays in the item until it
either is discharged, or the second spells duration runs out.
A Permanency spell cast on an item with
Transferral cast on it, will have the effect of the
Transferral until dispelled (note that the second
spell will not be permanent)
The material component of this spell is the
item on which the Transferral is to take place.
- 116 -
by 2. The effect persists until the character receives a Cure Disease spell or spends 1d3
weeks taking a complete rest to recover. Characters ignoring the contagion for more than a
day or so may be susceptible to worse diseases at the discretion of the DM.
Saving Throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty.
- 117 -
This powerful defensive spell provides superlative protection against directed energy
attacks. Any spell or effect which projects a
discrete stream of energy at the recipient is
deflected back in the direction from which it
came. This is more than just a simple deflection, however. The spell is Phase Conjugated,
that means it retraces its path exactly. If the
recipient is within 1/2 the range of the attacking spell, the offending wizard suffers the full
effect of his own spell, no save allowed. The
reason this is so is that the wizard cannot possibly dodge fast enough to avoid the rebounding energies. Only magic resistance, and whatever other defenses he may have, will protect
him.
Examples of spells effected by Phase Conjugation are:
any ray-type spell,
Magic Missiles of any type,
Lightning Bolts (Call Lighting will not strike
wizard), and
Cone of Cold, Heat, or Force (only the recipient is protected).
Examples of spells not affected are:
Fireball, or any similar magic (they change
form on impact),
breath weapons,
Power Words,
touch spells, and
Cone of Acid or Steam (they project matter, not energy).
The material component of this spell is a
small device consisting of three highly polished
triangular mithril mirrors set at right angles to
each other, forming a corner of a cube. This
device costs at least 1000 GP.
Winter
Spring/
Fall
Summer
50 or 5%
200 or 20%
0%
1%
300 or 30%
3%
- 118 -
Remember (Enchantment/Charm)
Reversible
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5 minutes
Area of Effect: One creature
Saving Throw: Negates
By means of this spell the wizard can cause
knowledge to be temporarily forgotten and
remembered at a trigger. The trigger can be a
word, event, image or any other specific trigger device (e.g., seeing the wizard again).
The reverse of this spell, Forget , causes
knowledge or memory to be forgotten at a trigger. Again, the trigger can be a word, event,
image or any other specific trigger device (e.g.,
being captured).
The degree of effect of this spell is depending on the complexity of the trigger and the
complexity of the description of what is to be
remembered or forgotten. This spell is mainly
used to shield from a Read Mind spell, and is
especially useful in creating fake personas for
infiltration.
The material component for the spell is a
brush.
Repair (Alteration)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8 rounds
Area of Effect: Special
Saving Throw: None
This spell is a heavy-duty version of the firstlevel Mend spell. It can repair any non-magical item, completely mend one structural point
per level of the wizard, and can fix any magic
item the wizard can create.
The material component is a complete miniature tool set appropriate to the damage to be
repaired. The set must be made of the finest
materials and cost no less than 200 GP. If a
magic item is being repaired, a special tool set
costing one tenth the value of the damaged
item, or 2000 GP, whichever is greater, must be
used. The item must than save vs. magical fire
for the spell to work.
Power Duration
Rating: (days):
1
2
3
Range: 6 m/level
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
5
6
7
Comments
(cumulative):
1
10
100
- 119 -
Casting Time: 7
Area of Effect: 6 m radius
Saving Throw: Special
This spell creates a 6 m radius cloud of purple and black smoke up to 10 feet away per
level of the wizard. The smoke is impervious to
all forms of vision. The smoke cloud is actually
extradimensional, employing forces similar to
the Distance Distortion spell. The internal diameter of the cloud is 30 to 45 metres; furthermore, the vapours contain a powerful Misdirection spell (save -2) which prevents those inside
from wandering out. The cloud persists for 1d4
rounds plus one round per level of the wizard,
after which it disperses. Only a strong wind will
break it up prematurely. Extradimensional devices in the cloud are unaffected.
The material component is a black pearl
worth at least 500 GP and a bent compass
needle.
Hit Dice # Af
fected
Affected
Hit Dice # Af
fected
Affected
up to 1
up to 2
up to 3
up to 4
5 or 6
7 or 8
9 or 10
11 or 12
13 or 14
15 or 16
1d20
1d20
1d12
1d10
1d8
1d6
1d4
1d2
1
0 or 1
This spell creates a gate between the casters current location and any location which the
caster has been before. The gate can be freely
crossed in either direction and will last one hour
per level of caster. Range is not an issue
(hence the name of the spell). Anyone can
cross the Stargate, as long as it is in
existence.
Stargate (Alteration)
Range: Infinite
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 2 gates
Saving Throw: None
Range: 3 m/level
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
- 120 -
Range: 10 m/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 30 m/level
Saving Throw: None
This spell will protect any magical or nonmagical stone in the area of effect from the
following spells: Transmute Rock to Mud, Passwall, Phase Door, Disintegrate, Stone to Flesh,
Animate Object, Earthquake, Polymorph Any
Object, Stone Shape, Distance Distortion, and
- 121 -
Twin (Evocation)
Range: 0
Components: V, M
Duration: Special
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: None
This spell causes a creature to appear. This
creature is physical, looks exactly like the wizard, but has no peronality: it is actually only a
channel through which the wizard can operate.
The Twin has only a fraction of the hit points of
the wizard:
Roll (1d6)
Hit Points
1 or 2
3 or 4
5 or 6
40% of wizard
50% of wizard
60% of wizard
Loca- To-hit Ef
fect:
Effect:
tion: mod.:
Head
-8
Arm*
-4
Leg*
-4
Ribs
-4
Evocation)
Range: 60 m + 10 m/level
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell allows the caster to duplicate the
effects of any one spell he has ever seen cast
- even if he does not know how to cast the
spell, lacks the necessary material components, and is ignorant of even the spells name.
The duplicated effect cannot be a magical item
discharge, psionic effect, natural spell-like
power, or a priest spell. The damage, extent,
and duration of the duplicate spell match exactly those of a chosen casting that the caster
saw. The target of the spell is up to the caster;
it need not duplicate that of the observed casting.
A return cant be used to duplicated any
spell available to the caster. A spell that was
cast once form a scroll, which then faded, isnt
available, but any spell studied, copied into a
spellbook, or researched by the caster would
be considered available, even if the spellbook
is presently inaccessible and the spell isnt
memorized. (This prevents a mage from using
a return to forever duplicate the high-damage
effects of an especially successful fireball or
other favorite spell.)
The name of this spell comes from the mage
who devised it, Alamanther of Aglarond, and
his habit of using it to hurl nasty spells used
on him right at those who cast them.
Spine** -8
Pelvis
-4
- 122 -
Necromancy)
Range: 240 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature/object
Saving Throw: Special
This spell was designed as a last line of
defense by Celestarion for use when all else
failed. It is nothing less than a ninth-level blast
of totally destructive energy. Upon casting, the
following things happen, in the sequence
given.
a) A blast of scintillating energy erupts from
the wizards hands and strikes the target.
b) The target has to make a saving throw
versus spells at -6. This spell also causes
Magic Resistance rolls to be made at -30%.
c) Failure of the saving throw totally disintegrates the target.
d) Success of the save means the target
takes 10d20 hitpoints of damage and, if still
alive, is stunned for 1d4 turns.
e) The wizard, regardless of spell effects
automatically loses one level, permanently, and
must make a save vs. spells. Failure indicates
instant death, with only a Wish able to bring him
back. Success results in losing 1d100 of his
remaining spell levels, randomly chosen, and
being unconscious for 1d4 rounds.
The material component of this spell is a
ioun stone, which is lost in the casting.
8d8
4d8
2d8
1d8
6m
4.5 m
3m
1.5 m
0
+1
+2
+3
- 123 -
The reverse of this spell causes one creature to be unable to detect, by any means, any
of the above things for the magic of the spell
will render all attempts ineffective. There is no
save versus this effect.
- 124 -
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One gem
Saving Throw: None
This spell requires an expensive gem. The
value of the gem depends on the number of
spell levels that will be cast into the gem. The
gems value must be 5000 GP per spell level
of the spell or spells (cumulative). This spell
causes a gem to have a flame appear at the
centre. The flame has no real significance other
than that the gem is ready to receive spell(s).
After a spell is cast into a gem it can be called
forth in one tenth of a round. The spell will act
at the level it was cast into the gem. The gem
will be destroyed in the process.
A spell that is going to be placed into a fire
gem must be equal to or less than the wizards
level divided by four, rounded down. An 18thlevel wizard could put up to a fourth-level spell
into a fire gem. A 24th-level wizard could put
up to a sixth-level spell into a fire gem.
If a Permanency spell is used on a fire gem,
it will allow the spell to be cast a number of
times per day. To determine how many times
the spell or spells can be cast, divide the wizards level by five times the level of the spell,
i.e., a first-level spell cast into a fire gem at 18th
level will be able to be cast 18/5 or 3 times a
day. If a Conduit spell is added before the Permanency it will double the effects of the spell
(if appropriate) and double the number of uses
per day.
Remember that a Permanency and a Conduit spell are a total of 19 spell levels. Therefore a Conduit, Permanency and a Magic Missile would require a gem costing 20*5000 =
100,000 GP gem. Also the wizard would be
unable to cast spells for 20 days (due to effect
of the Conduit spell).
- 125 -
forest), the spell will have no effect. If the location does exist, then the caster will be
placed there, no matter where it is.
This spell can transport the caster to any
plane, any distance. Note however that it is
very, very difficult to describe a specific place
in planes such as the Astral or the Ethereal, due
to the lack of good landmarks. Of course, if
there should happen to be a solid object in the
place described, the caster is slain instantly.
As discussed above the material component is a magical sword, the magic of which is
consumed after the spell ends (gives high level
mages a reason to collect all those magic
swords and destroy them in the process). The
other material component is a gem with the
soul of fighter trapped in it. This gem becomes
embedded in the sword during the spell. Each
time the gem is used, it has a cumulative 5%
change of shattering, freeing the poor soul
inside. Obviously the gem is not consumed
after the spell ends.
Lichdom (Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 hours
Area of Effect: Caster
Saving Throw: Special
When this spell is cast, the wizard saves vs.
Death. If he fails, he becomes a lich, otherwise
he dies. Should he be raised or resurrected, he
can try again. This spell makes clear why a wizard has to be 18th level to be able to become
a lich.
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
The magic swarm spell is both a very potent,
and a very unstable spell. With this spell, the
wizard may bind up to three attack-type spells
(those that cause any type of damage) together into one spell. The caster begins the
incantations of the magic swarm and then
loads the spells to be bound into the swarm
(this effectively casts the spells - the proper
components are required, and the loaded
spells fade from memory; the magic swarm is
the target for these spells). The wizard then
finishes the binding process by continuing the
incantations of the swarm. This entire process
takes two turns plus the casting times of the
spell(s) to be bound.
When the magic swarm is actually cast, the
bound spells are released simultaneously (this
has a casting time of 3). However, due the unpredictable nature of this spell, there is a
chance that some of the bound spells may not
function normally. At the time of casting, the DM
rolls 1d3; the result is the number of spells that
work properly - the remaining spells fizzle and
are lost (the spells go off in the order they were
bound, so it is important to keep track of the
order). Due to the extreme exertion required to
cast this spell, the following penalties/stipulations are placed on its use:
only one magic swarm spell may be
memorized in any two day period.
after a magic swarm is cast (actually cast,
not after binding), no further spell casting is
possible for one turn (10 minutes).
after the spell is cast, the caster temporarily loses 1d4 constitution points; if this brings
the wizards constitution score to zero or below, a system shock roll must be made; if this
roll is failed, the wizard dies, otherwise he falls
into a coma until his constitution is restored to
a positive value; it takes one hour of rest to restore one constitution point lost in this manner.
if the magic swarm is not cast in one hour
per level of the caster, the caster must make a
saving throw vs. spell; if this save fails, the
swarm will discharge will full effect, centered
on the caster (1d3 is still rolled to determine
how many spells actually go off and how many
fizzle); if the save is successful, the magic
swarm simply fades from memory and is lost
(along with all bound spells).
- 126 -
- 127 -
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: Personal
Saving Throw: None
This spell allows the wizard to enter a creatures dream and attempt to control it, but the
spell can backfire and destroy the wizard.
Creatures that do not dream are not affected
by this spell (i.e., undead, non-intelligent monsters, etc.). The creature must have been
asleep for at least one hour before the spell will
work.
Cr
eatur
e
s Hit Dice
Creatur
eature
es
less than 1
1 or 2
3 or 4
5 or 6
7 or 8
more than 8
Saving Thr
ow
Throw
none
-4
-3
-2
-1
normal
- 128 -
Rune IV (Enchantment)
Range: Special
Components: V, S, M
Duration: Until discharged
Casting Time: 1 turn/level
Area of Effect: Special
Saving Throw: Special
This spell allows the wizard to inscribe a rune
containing the energies of one spell up to
eighth level. Instructions of up to 1 word per
level may be given to control the conditions
under which the spell contained in the Rune
is activated.
The material component is 100 GP gems
and inks per level of the spell contained in the
rune. This is the most powerful Rune spell normally available.
- 129 -
Components: V, S, M
Duration: Special
Casting Time: 2 turns (casting time of 5
to trigger summons)
Area of Effect: Special
Saving Throw: None
The caster of this spell is able to summon
to his aid one or more prechosen individuals;
the creatures to be summoned must be chosen at the time the spell is cast and must be
willing to receive the summons. The total
number of levels or hit dice of the individuals
summoned must be equal to, or less than the
level of the caster.
When the spell is initially cast, the wizard
must follow a set procedure for each person
or creature summoned: first the individual must
be marked with a Wizards Mark spell; this must
then be made permanent through the casting
of a Permanency spell (to prevent the mark
from wearing off). Finally, the Superior Summoning is cast; this entire process takes two
turns, plus the casting times of the other two
spells. Each recipient must be marked by a
separate Wizards Mark, but a single casting of
the Permanency spell, as well as the Superior
Summoning will suffice. These marks will be
visible only to the caster and the recipient (although a True Seeing spell or similar magic will
reveal them) and will remain until dispelled or
the spell is triggered.
When the wizard wishes to trigger the spell,
the final incantations are uttered along with the
names of each of the recipients (this has a
casting time of 5). The summoned individuals
will appear anywhere withing 30 m of the
caster, as desired. The individuals to be summoned must be on the same plane as the
caster when the spell is cast (triggered) or they
cannot answer the summons.
The reverse of this spell, Sillvatars Superior
Sending, will send the marked individuals to a
pre-chosen location (a separate location may
be chosen for each recipient). The result is
similar to a Teleport without Error spell, but with
a separate location for each recipient. The
same procedure must be followed as for the
Superior Summoning, and since the Wizards
Mark disappears when the individual is summoned, multiple castings of this spell, as well
as the Wizards Mark and Permanency, are required to send summoned creatures back to
where they came from.
The material component for this spell is a
diamond worth at least 500 GP for each individual to be summoned. These diamonds are
powdered and sprinkled on the Wizards Mark
(this fulfills the component requirements for the
Wizards Mark spell as well).
Range: Touch
- 130 -
Sunball (Evocation)
Range: 10 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 6 m radius sphere
Saving Throw:
This powerful spell superficially resembles
a Fireball; instead of fire, however, the ball consists of solar radiance. All within the area of
effect suffer 1d10 hp of damage per level of the
wizard. Undead and similar creatures suffer
double damage. Creatures specifically harmed
by sunlight save vs. death or are slain instantly.
If the save is made, they suffer the effects of 1
turn of full sunlight per level of the wizard.
The material component is a golden sun
symbol with a large topaz set in the centre. The
symbol costs 2000 GP to make and is lost in
the casting.
Symmetry (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 hours
Area of Effect: 10-mile radius sphere
Saving Throw: None
Composed of 2 level 9 spells which have to
be cast simultaneously. Creates within a 10mile radius a condition in which the symmetry
between the physical interactions which prevailed at the time of the Big Bang is restored.
Everything within the 10-mile radius is instantaneously gone regardless of magic resistance, god or artifact status etc. Everything for
a couple of hundred miles around gets burned,
vapourized, melted etc. Note that this has a
range of zero, so use of Long-Range Carrier is
advised.
- 131 -
attained indicates the number of days the wizard is unable to cast spells after regaining
consciousness.
The material component for this spell is a
small piece of hose.
tion)
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: The wizard
Saving Throw: None
This spell allows the wizard to learn to speak
and understand a desired language known by
another creature, or to read and write a language found in a book, scroll, manuscript, etc.
The wizard will only be able to learn the language if he has a nonweapon proficiency slot
left to spend.
The somatic component is a splayed hand
touching the head of the creature or the surface of the written object. There is no saving
throw, but because the hand must be kept on
the subject the entire round of casting, the spell
is effective only on a willing (or unconscious,
firmly held, etc.) creature.
Range: Special
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates
Mass Death is a modified version of Power
Word, Kill. After nine tenths of a round of verbal and somatic preparations, the wizard is
ready to utter the Word of Death. This word can
be uttered any time within one turn per level
of the wizard, provided no other spells except
Shout or Ventriloquism, are cast in the intervening time. The Word has a range of 15 m plus 3
m per level.
All creatures (besides the wizard) within the
range of the spell, including allies, having one
third of the wizards level or less, must save vs.
death or be instantly slain.
A Shout spell will double the range, while
Ventriloquism will allow the wizard to move the
centre of effect. Use of either spell grants the
victims a +4 bonus on their save due to magical synergy.
It should be noted that the final word must
be heard by its victims. The deaf are therefore
totally immune to this spell. Magical silence can
negate the spells effect, while loud noises and
ear plugs will offer partial protection, i.e. saving throw bonuses, at the DMs digression. This
spell does not affect undead or creatures without functioning auditory organs.
- 132 -
Rune V (Enchantment)
Range: Special
Components: V, S, M
Duration: Until Discharged
Casting Time: 1 turn/level
Area of Effect: Special
Saving Throw: Special
This spell allows the wizard to inscribe a rune
containing the energies of one spell up to ninth
level. Instructions of up to 1 word per level may
be given to control the conditions under which
the spell contained in the Rune is released.
The material component is 100 GP gems
and inks per level of the spell contained in the
rune. Since few areas can support tenth-level
magic, this spell is extremely rare.
Youth (Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 10 turns
Area of Effect: One creature
Saving Throw: Special
This spell reduces the physiological age of
the recipient by 2d6+6 years. The recipient
must make a saving throw vs. death for the
spell to succeed. If the save is failed, the spell
is ruined. A fumbled save (a natural roll of 1)
results in the recipient being aged 2d6+6
years. Only the recipients natural saving throw
is used in this roll.
The material component is a quart of dragon blood, and 1000 gold pieces worth of
gems per year of time the recipient has lived
(his chronological age). The recipient must be
willing for the spell to work.
- 133 -
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One gem
Saving Throw: None
When this spell is cast, the cleric enchants
a gem, turning it into a coalstone. The coalstone
glows and gives of heat. It is hot enough to
start a fire, ignite flammable substances and
sheds light in a 1,5 m radius. Holding the
coalstone will inflict 1 hit point of damage per
round unless the wielder possesses some form
of protection. The coalstone will burn for 1 day
per GP value of the gem used for a maximum
of 1 year per level of the caster, after which the
coalstone crumbles into a fine powder. Another
function of the coalstone is that the caster may
opt to cause it to explode. This will cause 1 point
of concussion damage for every 100 days left
on the duration (save for +) and ignite any flammables within a 1,5 m radius. The material component for the spell is the gem to be enchanted and a sprig of holly.
Reversible
Sphere: Divination
Range: Touch
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: Creature or object
touched
Saving Throw: None
This spell simply causes the victim to be offensive to animals for the period of one day.
Horses will shy or buck, dogs will bark, bulls
will charge, birds will aim at them, etc. Note that
animals with a close association to the victim
wont do anything to hurt the victim, theyll just
treat him like you would treat a friend who, for
some reason, smelled horrible.
Coalstone (Alteration)
Sphere: Elemental (Fire)
Range: Touch
This spell is the same as the first level magicuser spell Comprehend Languages.
- 134 -
The verbal component would sound something like, Oh Great Warrior Kos, give me a
broadsword to smite down my foes!, then the
gestures made are those to signify the casters intent.
Grow (Alteration)
Sphere: Combat
Range: 1 m + 0.3m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: 1/2
Sphere: Charm
Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One or more persons listening
Saving Throw: Negates
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: One plant
Saving Throw: None
Faithfulness (Abjuration)
Sphere: Guardian, Protection
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell acts as a Phylactery of Faithfulness in that it will alert the cleric to any action
or item which will adversely affect his alignment
and standing with his deity, if a prior moment
is taken to contemplate the action. Furthermore, if the cleric is forced by some form of
possession or domination to act contrary to
alignment, the spell bestows a 10% chance per
level of breaking free of the mind control, as
well as a saving throw to not carry out the offending act.
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Itch (Enchantment/Charm)
Sphere: Charm
Range: 30 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Causes the victim to have an irresistible urge
to scratch, if he, she or it fails its saving throw.
This can be cast on any sort of animal that
might have to scratch, and dogs save at -4. This
spell works with embarrassing effectiveness on
armoured folks. The actual location of the itch
is semi-random (i.e. GM rolls a dice, pretends
it matters, then does whatever (s)he likes).
Rock-Jump (Conjuration)
Sphere: Creation
Range: 100 m
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
With this spell, the cleric can cause a rock
to find its way into the shoe of the victim. If the
victim has no shoes, the spell causes a thorn
or something to stick into the foot of the victim. The material component for this spell is a
small stone of thorn, that is to be thrown in the
direction of the victim. It is consumed in the
victims shoe or foot.
Seedling (Alteration)
Reversible
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
This spell causes one tree seed or seedling
per level of the caster to be specially blessed
by the casters god. When the spell is cast
upon a seed or seedling and planted in the
ground, it will immediately start to grow at an
astonishing rate. It will grow to a total height of
0.6 m + 0.3 m per level of the caster in the period of one turn. A tree thus blessed by this
spell will grow to be a large, healthy tree, highly
resistant to both parasites and disease, and will
have a much longer lifespan than the ordinary
trees of its type.
The reverse of this spell, Tree Shrink, causes
one tree to be reduced in height by the above
amount. If this is cast upon a monster tree
then it gets a save vs. spells. If the tree saves,
there is no effect. If the tree fails, then the tree
is reduced in HD by the level of the caster.
The spell can be cast in two ways. The first
way takes 1 round per seed or seedling to cast
and be planted. The other way takes 9 segments per seed or seedling to cast. The spell
is then finished at a later time by completing
the final gestures (1 segment per seed or
seedling) and then planting the seeds or seedlings. There is no limit to the time in between
the original casting and completion in this variation. Anybody can complete the final gestures
needed to complete this spell.
The seeds or seedlings are most commonly
used for gifts or reforestation projects as
needed. The trees around a cleric grove tend
to be of this type.
- 136 -
By use of this spell, the cleric is able to divine exactly what direction his home grove is
in relation to his current position. Only direction
is known, not distance. The component for this
spell is a oak leaf (from the home grove) suspended by a spider silk thread.
Striking (Invocation)
Sphere: Combat
Range: 0
Components: V, M
Duration: 5 rounds + 1 round/level
Casting Time: 2
Area of Effect: One weapon/4 levels
Saving Throw: None
The use of this spell calls down upon a specially consecrated weapon of a believer, the
benediction of his deity. This spell only works
for those of the same faith as the caster and
the weapons used must have been previously
dedicated to that deity through a Ceremony
spell. Once these conditions have been met,
the spell endows the weapon with a glowing,
magical aura that inflict an additional 1d6
points of damage per blow struck. This additional damage will affect creatures that are
struck only by magic weapons of +2 or less
(while the weapon itself may do no damage to
these creatures).
Note: this spell will not affect weapons which
are +2 or better. The material components are
the clerics (un)holy symbol and the consecrated weapon.
Tracker (Divination)
Sphere: Divination
Range: 3 cm/level
Components: V, S, M
Duration: 2 hours/level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates
This spell allows the caster to place an enchantment on an object. The caster will then
know, for the duration, the direction and relative distance to the object. The object can be
Trance (Divination)
Sphere: Divination
Range: 0
Components: S
Duration: 8 rounds
Casting Time: 1 round
Area of Effect: 100 m radius area
Saving Throw: None
The cleric goes into a meditative trance, and,
after being in this trance for one round, can feel
the presence of the spirits in the area including the spirits of the animals in the area.
For example: If, say, a troll happened to be
within 100 metres of the caster, the caster
would certainly know that something large and
fell is in the area, but, unless the caster had
come into contact with the spirit of a troll before, wouldnt know what it was.
Trip (Alteration)
Sphere: Plant
Range: 100 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: One 3m/level long
square
Saving Throw: None
Actually, this is a low-budget Entangle spell.
However, the effectiveness of this spell depends upon the amount of underbrush in the
area of effect. In a bramble of thorn-bushes, it
is as effective as an entangle spell. On a
putting green, it has no effect at all.
Components: V, S, M
Duration: 3 turns + 1 turn/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
When this spell is cast, it enables the recipient to be able to sense objects, creatures, etc.
around him as a bat would (i.e. by the reflection of sound waves). To use this ability, the recipient must spend one round switching his
sensory input. While using this capability, he
must keep his eyes closed. This spell will reduce a thiefs move silently percentages by
50%. Also invisible creatures may be seen using this spell.
Otherwise this spell is the same in all respects as a Cure Light Wounds spell.
Command II (Enchantment/Charm)
Sphere: Charm
Range: 1 m + 0.3 m/level
(and within hearing range)
Components: V
Duration: 2 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
This spell is an improved version of the Command spell (see the first level priest spell Command). The differences are: the range (as
- 137 -
Dispel (Abjuration)
Sphere: Protection
Range: 10 m
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By use of this spell, the priest can attempt
to negate the affects of any other single spell
providing that at least some part of that spells
area of effect is within thirty feet of the priest.
The base chance for success is 50% modified
upward or downward by 5% per level the priest
is above or below the caster of the spell being
negated. This spell can also be used to negate
the magical effects of potions (either before or
after ingestion), with the level of potion maker
being generally treated as 12th.
The material component of this spell is a
piece of gum.
Sphere: Combat
Range: 1.2 m + 0.3 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
Empathy (Divination)
- 138 -
tion)
Reversible
Sphere: Charm, Healing, Protection
Range: 30 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell causes the recipient to fall to its
knees and choke, gag and vomit for 1 round
per level of the caster. No actions are allowed
other than crawling. The material component
for this spell is a bucket.
The reverse of this spell removes nausea or
protects a character from such things as Stinking Clouds and seasickness for 1 turn per level
of the caster. The material component for the
reverse is some food.
The reverse of this spell belongs to the Abjuration school, while Nausea itself belongs to
the Enchantment/Charm school.
- 139 -
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature/level
Saving Throw: None
This spell gives +4 on all saving throws versus gaze weapons for each creature touched.
Note: this does not apply to beings whose
gaze weapons do not require the victim to
meet the attackers gaze.
The material component is a small disc of
translucent material such as mica or smoked
glass.
Stop (Enchantment/Charm)
Sphere: Charm
Range: 1 m
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One 0.3 m/level long,
0.6 m/level wide at base cone
Saving Throw: Negates
This spell is intended for those times an
army is racing toward you in a charge. Each
creature in the cone will have to save vs. spell
or come to a sudden full stop as if it ran into a
solid wall (no damage is caused, they just
stop). For the rest of the duration, those that did
not save can not move towards caster. Those
that did make their save can move towards the
caster only at half rate.
To cast this spell, the cleric puts his open
hand forward and yells stop (like a traffic
cop).
- 140 -
Insect
Ef
fect
Effect
Beelzebub Flies
Seth
Tracking (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn/level
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None
With this spell, the casting cleric is temporarily endowed with tracking ability similar to
that of a ranger. However the tracking spell is
Unentangle (Alteration)
Air Column (Alteration)
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: One person/2 levels
Saving Throw: Special
An unentangle spell is used to allow creatures to pass through an entangle spell cast by
the same caster. If the spell is used to pass
another casters entangle spell then the effects
are as follows: normal movement if a save vs.
spells is made or 1/2 normal movement if the
saving throw fails.
This spell also allows normal movement
through the densest of forests, briar thickets,
wall of thorns, etc.
- 141 -
Modifier
-1
+2
-1
+1
+2
+3
+4
+3
-2
+2
Chameleon (Illusion/Phantasm)
Sphere: Protection
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This spell alters the coloration of the recipients skin, clothes, and gear to match that of
the surrounding background, so that he is difficult to spot and attack. The affected creature
cannot normally be spotted at distances of
further than 100 feet, and at closer distances,
Etherealness (Alteration)
This spell causes the release of any single,
mechanical, non-magical bond or lock. Any
traps on the lock may go off when this spell is
cast.
The material component is a brass tubular
chime, which must be rung and will disappear
at the casting.
Sphere: Astral
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 2 people/3 levels maximum
Saving Throw: Negates
The priest can take himself and others into
the Border Ethereal. From there the travellers
are on their own (DMs, you may want to read
the Dungeon Masters Guide, second edition,
or the Manual of the Planes). The reverse can
force a creature out ot the Border Ethereal into
your plane. Naturally this spell fails if the Ethereal Plane is not reachable. Anyone touched by
the caster, as long as within the area of effect
(see above), is also drawn into the Border Ethereal. Unwilling victims are allowed a saving
throw.
Heat (Alteration)
Reversible
Curse I (Necromancy)
Sphere: All
Range: Sight
Components: V
Duration: Permanent until removed
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell allows the priest to place one of
four curses on the victim: 1. Aging: +10 years
to age. 2. Bane: discomfort, uneasiness, inability to sleep well. 3. Hex: -1 to hit and saves. 4.
Ugliness: reduce Comeliness by half.
- 142 -
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One pound or gallon/level
Saving Throw: None
By means of this spell, the priest may preserve one pound or gallon per level of any nonliving, non-magical, non-animate material in its
present state for an indefinite duration. Any
subsequent use of the material immediately
dispels the dweomer.
The material component is one fluid dram
liquid dust.
ment/Charm)
Sphere: Charm
Range: 25 m
Components: V,S
Duration: Special
Casting Time: 4
Area of Effect: One humanoid
Saving Throw: Negates
This spell will cause any humanoid to regard
the priest as a trusted friend and ally to be
heeded and protected. Although this does not
grant the priest the ability to command the
affected humanoid as a robot, it does assure
that anything the priest says to the affected
creature will be taken in the most favourable
way. If the initial saving throw is made, the creature will not realize that a spell had been cast
on him. Otherwise, the affected creature must
recheck his save vs. magic once per (20 -Intelligence) days until the spell is broken (creatures with a twenty or greater Intelligence are
not affected).
It is, however, possible to double or triple
charm creatures, so even if they break the first
charm, they must still contend with others (for
the purpose of saves, each charm is handled
separately from the others). It has been known,
however, for members of the opposite sex to
on occasion become amorously attracted to
the priest, thus continuing the charm indefinitely. The priest may negate the charm at any
time, unless such attraction has occurred. One
dispel will break all the charms on a creature,
and if the priest attempts to harm the charmed
creature, this will also break the magic. To further confuse matters, a creature may become
charmed to more than one priest.
Note that the claws does not affect the clerics spell casting ability or his capability to hold
or manipulate objects. To cast this spell, the
cleric needs a sprig of mistletoe and a claw
from a lion.
Miscount (Alteration)
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
The priest who casts this spell then deliberately miscounts any number of similar objects
(of a maximum weight of 5 pounds per level
of the priest total). The magic of the spell
causes the number of objects to actually become this new number. The priest may change
the number to anything from double the original quantity to one fifth. The number of objects
remains the same until one turn per level has
passed or until any other creature tries to count
them.
Sphere: Animal
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn/level
Casting Time: 5 rounds
Area of Effect: Caster
Saving Throw: None
Through the use of oxen strength, the cleric
is able to endow himself or herself with the
strength of an ox. The result is that the clerics
strength is raised 1 point for every level that he
has attained, to a maximum of 18. The component for this spell is mistletoe and a strip of beef
jerky made from an ox that was sacrificed
during one of the clerical rites.
- 143 -
Oath (Enchantment/Charm)
Sphere: Charm, Law
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: The priest plus 1 creature
Saving Throw: None
By means of this spell, the priest sets down
a magical contract between himself and some
other individual, which cannot be broken by
either party except where conditions of punishment are specifically agreed upon. All that
is necessary is that the two parties somehow
be in communication, have full understanding
of the agreement, and that both willingly accept
it. Because of the nature of the magic, oaths
which are not clear and well defined tend to
end in disaster for both parties. The oath may
only be unbound if a contingency was set for
its unbinding within the magical contract.
Root (Enchantment/Charm)
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: 3 creatures maximum
Saving Throw: Special
By means of this spell, the cleric causes a
willing recipients feet, paws or hooves to be
firmly rooted to the ground, becoming immovable. The creature gains an extra saving throw
vs. paralysation at +4 to avoid being thrown
back, picked up, knocked down or blown
around. Success means the creature remains
standing; failure indicates the situation is to be
handled normally, with another saving throw if
allowed. The recipient may root and unroot
at will, as long as it occurs within the duration
of the spell. Rooting or unrooting takes 1 segment. The recipient may not perform any action requiring legwork (walking, running, etc.)
while rooted. At he end of the spells duration,
the recipient is automatically unrooted.
Optionally, the spell may be cast upon an unwilling subject (who must be touched by the
caster and fail a save vs. spells at -2 to be affected). Unlike the caster, the victim has no
control over the spell once touched and is anchored until released by the cleric, the root
duration expires or it is dispelled. The material
components for this spell are mistletoe and a
small piece of root from a large tree, preferably
oak.
Root is one of the special prayers granted
by Saint Timorel, patron of clerical groves and
retreats.
- 144 -
Status (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 week
Casting Time: 1 round
Area of Effect: The priest
Saving Throw: Negates
This spell causes an amount of damage
equal to ten percent of a subject creatures
current hit points (rounded down), to creatures
of a level lower than the priests level on a failed
save versus magic when the creature failed to
either address the priest or refer to the priest
as he requests.
The material component for this spell is a
miniature paper crown.
Reversible
Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
This spell is a more potent version of cure
medium wounds. The spell cures (or causes)
9-37 (4d8+5) hit points per application. Otherwise this spell is the same in all respects as a
Cure Light Wounds spell.
- 145 -
tion)
Sphere: Sun
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 3 m radius/level
Saving Throw: Negates
This spell causes all undead of lower level
than the priest, within the range, to glow with a
pale blue radiance equivalent to a Faerie Fire
spell (unless they make their save). This glow
causes no damage to the undead nor does it
inhibit them in any way, it simply outlines the
presense of the undead to others.
Etherealness (Alteration)
Sphere: Astral
Range: Touch
Components: V, S
Casting Time: 3
Duration: Instantaneous
Area of Effect: 2 people/3 levels
Saving Throw: Neg.
- 146 -
Moonlight (Alteration)
Sphere: Sun
Range: 4 m
Components: V, S, M
Duration: 1 hour/level
Casting Time: 8
Area of Effect: 1000 contiguous square
metres (see below)
Saving Throw: None
Pacify (Enchantment/Charm)
Sphere: Charm
Range: 4 m
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: All creatures in a
1 m radius sphere
Saving Throw: None
By means of this spell, the cleric dispels feelings of anger and fear from the target creatures. Note that this does not produce any feelings of goodwill in the subjects: a creature
engaged in premeditated homicide would be
unaffected. The duration is permanent until the
creatures in concern are again given cause to
be angry or afraid.
Note: magic resistance does not affect this
spell.
Protection (Abjuration)
- 147 -
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2 per creature touched
Area of Effect: One creature/level
Saving Throw: None
All creatures affected by this spell are bestowed with the equivalent of a +1 Ring of Protection (+1 on armour class and saving
throws). This is not cumulative with bonuses
given by rings or cloaks of protection. Each
creature may be touched only once, i.e., the
protection is not stackable.
Vamoose (Enchantment/Charm)
Spirit Tracker (Conjuration/Summoning)
Sphere: Astral, Divination, Vengeance
Range: Special
Components: V, S
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The spell operates by creating an ethereal
presence capable of tracking an enemy with
complete certainty. This spirit tracker is magically linked to its creator in such a way that the
priest becomes aware of the direction to an
enemy as soon it is located by the tracker. The
tracker can find a creature in the same plane
as the priest in 2d12 turns, and can find an
enemy anywhere in 2d12 hours.
The enemy must have in some way, mentally
or physically brought harm on the priest or
someone known to the priest. At ninth level, the
priest learns the exact location as well as the
direction to the hunted creature. At twelfth level,
the priest can actually see through the eyes of
the spirit tracker.
During the operation of this spell, the tracked
creature continually has the feeling that he is
being watched. If the hunted creature is sensitive to ethereal vibrations (high level wizards,
certain creatures of the outer planes, etc.) then
the spirit tracker itself may (5% chance) be
seen. The third-level wizard spell Detect
- 148 -
Sphere: Charm
Range: 15 m
Components: V, S, M
Duration: 2 turns/level
Casting Time: 1
Area of Effect: 4 HD of humanoids/level
Saving Throw: Negates
By use of this spell, the priest may frighten
away four hit dice of humanoids per level of
experience.
The material component for this spell is a bit
of sulphur.
Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
This spell is a more potent version of cure
serious wounds. The spell cures (or causes)
13-48 (5d8+8) hit points per application. Otherwise this spell is the same in all respects as
a Cure Light Wounds spell.
Charm)
Sphere: Animal, Charm
Range: 90 m radius
Components: V, S, M
Duration: Instantaneous
- 149 -
Entreaty (Conjuration/Summoning)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 2 m radius area
Saving Throw: None
This spell exactly duplicates the effect of a
Chant spell, except that the caster need not
continue chanting. Its effects are cumulative
only with a Chant spell, and not Bless, Prayer,
or Protection.
Fear (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 1
Area of Effect: 20 metres long, 60 degree
wide arc
Saving Throw: Negates
This spell causes all creatures within the
area of effect of the spell to either save vs. spell
or flee in panic. Creatures affected are (65% 5% per level) likely to drop whatever they are
holding. This spell requires as its material component a single nail from the foot of a sheep.
- 150 -
Karma (Alteration)
Sphere: All
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
With each casting of this spell, the cleric
raises his effective level by one, to a maximum
of two additional levels of effectiveness. The
increase applies to all clerical actions: spell
effects, turning undead, saving throws, hit probability, etc. Not affected by this spell are hit
points, number of spells known and level of
spells known.
Sphere: Combat
Range: 4 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 0.3 m wide, 4 m long
beam
Saving Throw: 1/2
Charm)
Sphere: Animal, Charm
Range: 90 m radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One mammal
Saving Throw: None
This spell allows the priest to command any
mammal within range as long as the mammal
can hear him and he does not exploit it. Only
normal mammals can be affected, including
variants in size. Thus polar bears, whales, etc.
can be commanded but sphinxes and xorns
cannot. The command must be given in a short
sentence of at most 25 words. The mammal will
automatically understand the language the
caster is speaking. Note that for this purpose,
humans, demihumans and humanoids are not
considered mammals. Since familiars are not
considered to be normal animals, they cannot
be commanded by this spell.
The material component of this spell is a nail
of a mammal.
Ostracise (Charm)
Sphere: Protection (reversed)
Range: 0.3 m
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
- 151 -
Revisitation (Invocation)
Sphere: Vengeance, Law
Range: 120 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special
This spell is a magical implementation of the
divine edict an eye for an eye. A single
Revisitation spell can reproduce all or part of
the damage that the priest has ever suffered
at the hands of the target (priests option), but
any single injury may be revisited only once.
The priest must name aloud all injuries he
wants revisited on the target. Only those injuries suffered by the priest which went unredressed are eligible for Revisitation.
If, for example, a bandits surprise sword
attack has blinded the priest, then the effect
of Revisitation will be to blind the bandit. If a
dragon swoops down from the sky, breaths fire
on a priest for 20 points of damage, and turns
to fly away, then a Revisitation spell would produce 20 points of damage on the dragon.
However, if the same dragon was on the
ground and breathed fire on the priest, and if
the priest responded with a spiritual hammer
attack, doing the dragon 4 points of damage,
then the breath weapon attack would be ineligible for Revisitation purposes.
If a Revisitation spell is used to revisit an
injury which would be fatal to the target, then
the target is allowed a saving throw versus
death magic. Creatures making this saving
throw take half damage and fall unconscious
for 1d6 rounds.
The Revisitation spell can be used as a
cooperative magic spell. When two or more
priests are available, the spell can be used to
redress injuries received by third parties. One
priest casts a Zone of Truth or True Speak spell
and the other casts the Revisitation spell. At the
crucial moment, the injured third party, under
the effect of a truth spell, names the grievances
to be redressed. The priest casting the
Revisitation spell then repeats the list of injuries and the Revisitation spell is completed.
The material component is the priests holy
symbol, and a balance, or part of a broken
weapon.
Scram (Enchantment/Charm)
Sphere: Charm
Range: 20 m radius
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Stonewood (Alteration)
Sphere: Elemental (Earth), Plant
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 turns
Area of Effect: One object
Saving Throw: None
When the cleric casts a Stonewood and
touches a wooden object, the wood in that
object is magically enhanced and given a
stonelike strength. The altered wood is in every
way the same as untreated wood (i.e. texture,
colour, weight, flexibility, etc.) except for the
stonelike strength and hardness. An object of
up to 10 square metres and 3 cm length per
level of the cleric of wood can be affected by
this spell. To cast this spell, the cleric needs
mistletoe and a gemstone of at least 500 GP.
Summoning)
Reversible
Sphere: Animal
Range: 0
Components: V, S, M
Duration: 1 round/3 levels
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
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This spell causes the bones or lifeless bodies of animals, humanoids, or monsters to become animated as skeletons or zombies, capturing the spirits of the slain and enslaving
them into an existence which lies in a nether
sphere between life and death. These undead
can be controlled by the priest through short,
simple commands. Note that once the spell is
cast, the priest no longer needs to concentrate
to maintain control over the undead, and further note that there is no upper limit on the
number of undead which may be controlled by
a single priest once animated.
level af
fected undead
affected
6th
Skeletal animals and non- combative
servants.
MC: Unanimated skeletons of animals
of humanoids
# affected: 1
7th
Traditional skeletons
MC: Freshly slain warriors
# affected: 1d8 + 1/level
8th
Zombies
MC: Unblessed corpses
# affected: 1d8 + 1/level
9th
Zombie monsters
MC: Freshly slain monsters
# affected: 1 HD/level
Hold (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 20 m long, 60 degree arc
Saving Throw: Negates
This spell immobilizes its victims, causing
creatures affected to stop all activity and freeze
in position. The creatures affected may be allowed to talk (this often includes spellcasting)
as desired by the priest, but no other actions
than non-magical thinking may proceed during the duration of the spell. Hold may be cast
on one creature per every two levels of priest,
but for every additional creature above one, all
creatures to be affected save at +1.
The material component for this spell is a
miniature silver cage, which is not consumed
in the casting.
Casting Time: 1
Area of Effect: The priest
Saving Throw: None
This spell causes the priest to give a special oomph! to any single action he is performing, regardless of its nature. In combat
(magical, melee, or missile) it has the affect of
either improving the damage, duration, area of
effect, or otherwise of any spell or attack.
Whatever the situation, however, its effects can
only be felt for a short (often instantaneous)
duration. It cannot be used to help the priest
go several days without sleep, but it might allow the priest to double his maximum pace for
a round. Occasionally, the spell backfires,
causing some sort of catastrophic fumble. In
order to determine the general affect of the
spell, role a 1d20, and consult the following
table.
Roll
1
2
3
4-7
8-10
11-13
14-15
16
17
18
19
20
Result
In game ter
ms
terms
Oops...
Catastrophic Fumble
Uh oh...
Normal Fumble
Dud...
No effect
Fizz...
+10%
Eeehh...
+20%
So-So.
+30%
Not too bad. +40%
Yea!
+50%
Wow!
+75%
Kick Ass!
*2
Take that!
*3
Did I do that? DMs option
Sacrifice (Necromancy)
Sphere: Necromantic
Range: Touch
Components: V, S
Duration: Special
Casting Time: 3 hours
Area of affect: Caster plus one other
creature
Saving throw: Negates
chantment)
Sphere: Plant
Range: 2 m
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature/2 levels
Saving Throw: Negates
This spell is similar to the polymorph other
spell except that target creatures can only be
turned into trees (usually oak). All creatures get
a saving throw to avoid the effects of this spell.
Those who fail turn into trees with their minds
trapped within. Clothing, possession, etc. are
not transformed as part of the spell. Those who
save, feel their limbs turn wooden and stiff (effects as if a slow spell were cast upon them,
with duration 2 rounds per level of the cleric).
To cast this spell, the cleric needs a sprig of
holly and tree sap from the tree type to which
the targets are being polymorphed into. Only
a wish or a higher level cleric can reverse the
effects of this spell.
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Oathbreaker (Conjuration/Summoning)
Sphere: Summoning, Vengeance
Range: 0
Components: V, S, M
Duration: 5
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
The Oathbreaker spell is a powerful method
of obtaining vengeance for a fallen comrade.
The deceased person must have been known
to the priest, and must have been killed
through the treachery of the intended target of
the spell. That is, the target must have violated
an oath or agreement with the deceased person (king to subject, guest to host, etc.), or
conspired to bring about the death of the deceased.
The Oathbreaker spell begins with the priest
naming the deceased and detailing the treachery which resulted in his death. Thereafter, two
huge columns appear in front of the priest.
Between the columns appears a great door.
The priest then knocks three times on the door,
names the deceased, and pulls the doors
open. The deceased person then steps
through the door as a special undead creature.
The deceased comes back in a near corporeal form which mimics his form in life. The spirit
has the same hit points as it did in life, and
appears as it did in life. Although the spirit
appears unarmoured, is affected only by magical weapons of +2 or better enchantment. The
spirit has 50% magical resistance, and is unaffected by sleep, charm, and other forms of
mental control. It can attack adversaries as a
Spectre, and can cast the Revisitation spell any
time it comes within range of the person responsible for its death. In any case, the spirits
only purpose is to seek out and destroy the
person responsible for its death; the spirit will
exist only as long as the target remains alive.
If the spirit is slain with magical weapons, or
is dispelled (for which it gets a saving throw
versus spell as it would have in life) it can never
be raised from the dead again, except by a
Wish.
Treegrowth (Alteration)
Author: Jim Gitzlaff
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 7 rounds
Area of Effect: One HD/level, one creature, or one building
Saving Throw: Negates
Causes a plant of desired type to start growing upon the target, which can be a person,
building.. whatever. This plant shall feed on the
life force of the target creature, or if cast on
something that has none, then on whatever
other energy it can find and use.
If the target is a building, then the plant shall
simply grow in/on/around it, possibly causing
structural damage, as specified by the priest.
It takes seven hours for the plant to grow to full
size, so this spell shall not work as an Instant
Ladder. It can, on the other hand, be used to
hide an entrance or make a treasure cache
quite undetectable.
If the target is a creature with life force (or
other energy, undeads and golems are not
immune), the plant shall feed on the life force
of the target creature, draining one level of
energy until the target is dropped to -1 HD, and
dies. The abilities fall as fast as the hit dice. So,
a ninth-level character with Strength 18 and
Intelligence 9 would lose 2 points of Strength,
1 HD, and 1 point of Intelligence, among other
things, for nine rounds, and then die. The
corpse of the target creature shall then turn into
parts of the plant. For this, Raise Dead etc. is
not possible, having Intelligence zero makes
Speak with Dead impossible. On the other
hand, such a victim can Reincarnate, and
Speak with Plants is not hindered, as the mind
remains within the plant.
This is a spell that is very seldom used by
druids because of its long casting time and
obvious evilness. It is used on old druids that
feel that their life is at an end and wish to live
on in the grove, or as a partial retribution on
those who destroy plant life needlessly or violate any dryad, supposing either is within the
protection of a druid.
Sources
Author: August Neverman
Fog Phantom (Conjuration/Summoning)
Magic Eye (Alteration)
Leap (Alteration)
Delusion (Alteration, Phantasm)
Fog Warrior (Conjuration/Evocation)
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