Great Spellbook of A DND

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Mage Spells Contents

Mage Spells Contents


Level 0
Boil Water
Buggery
Compass
Count
Fart
Firefinger
Impersonation
Invisible Scribe
Jamyes Appearing Ink
Mini Missile
Nareks Shears
Narins Mask
Notice
Pitch
Protection from Sun
Remove
Sanhs Harmless Ray of Light
Scratch
Shoo
Silvadels Magic Feather
Slap
Sobriety
Sort
Sparks
Stepping Stones
Stone
Tasters Choice
Tune
Tweak
Umbrella
Vision

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

Mage Spells Contents


Silhouette
Sillvatars Silver Lining
Slowspell
Sonic Barrier
Sonorics Lodestone
Sound Bit
Spelltouch
Spider Climb II
Spitfire
Stealth Missile
Strengthen
Summon Undead
Talking Mist
Transcribe Song
Tread of the Corpse
Troslis Spontaneous Defenestration
Vanquils Tent
Veschiuls Shadowbolt
Veschiuls Shadowcurse
Warstone
Weave Knots
Wings
Wound Closure
Zhaidas Instant Stoneskin Remover
Zombie

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

Improved Know Alignment


Intelligent Mist
Jam Radio
Jamyes Prismatic Snowball
Kallums Cold Frost
Kevins Holy Rain
Kiris Guardian Sigil
Kuglans Key Warden
Leap
Magic Missile II
Major Annoyance
Maltas Pattern Transport
Martys Magic Bow
Merkridans Misplayal
Mirror Escape
Molten Ground
Necromantic Bolt
Noska Trades Ghoul Arrow
Open Book
Orkos Lubricity
Panders Improved Identify
Pilpins Infatuating Greed
Pobithakors Tracer
Proficiency
Protection from Chaos, 10 Foot Radius
Rathes Trigger
Reconstruct
Resist Paralysis
Rhuvas Spellscan
Sanhs Laser Bolt
Sanhs Slippery Surface
Sarius Golden Circles of Protection
Selective Defiling
Shadow Bridge
Shadow Stave
Shup Up
Snowball
Sonorics Magic Tracker
Sonorics Trance
Soul Safe
Spirit Call
Strens Improved Floating Disk
Stength of the Damned
Suggest Illusion
Telepathic Familiar
Tensers Deadly Strike
Timejump
Vanquils Immunity to Pain
Vanquils Snowball
View Past
Warboulder
Wimblys Enwrapment

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-

Bergils Fire Bolt


Branits Backstabbing Surprise
Broom
Chaos Vision
Cheffields Kingly Feast
Circle of Protection
Continual Ambience
Damians Insulated Envelope
Deaden Senses
Deadly Strike
Deadthought
Deja Vu
Delusion
Detect Spellcasting
Dheryths Monomorph
Disguise
Displacement
Dragonstrength
Dreamoores Eldritch Shield
Dreamoores Warding Shield
Dust Devil
Eldarrs Flameshroud
Eldarrs Shockshroud
Elemental Geyser-Spells
Enemy Blink
Fellstars Flaming Water
Fog Warrior
Force Bolt
Glamdens Mixer
Hand of Time
History
Hydro Shield
Illumine
Improved Charm Person
Improved Magic Mouth
Independent Spectral Hand
Inertia
Jadwins Concentration Conspiracy
Jadwins Item Exchange
Jamyes Greased Pig
Jamyes Headless Flying Roasted Pig
Jamyes Morning After
Jibrils Anti-Magic Shield
Justins Mental Map
Kiris Container
Kiris Energy Field
Kiris Smarter Servant
Kiris Toy Soldiers
Knots and Binds
Mimic
Missile Multiplication I
Mystyks Backlash
Necromantic Runes
Negative Bolt
Noska Trades Endoplasmatic Quagmire
Panders Whirlwind Travel
Pobithakors Alarm
Protection from Domination
Orkos Gaseous Form
Orkos Geyser
Pain
Paranoia
Peace and Quiet
Pilpins Band
Pilpins Fire Carpet
Rathes Mage Lock
Resist Acid
Reverse
Rhuvas Counter-Scry
Rhuvas Tracker
Rune I
Sarius Golden Triangles of Protection
Sarius Mage Ward
Shadow Wall
Sillvatars Dragon Wings
Sleep II

Mage Spells Contents


Sleepcloud
Song of Fear
Sonorics Animal Awareness
Sonorics Fly on the Wall
Sonorics Spying Minions
Spell Tell
Spirit Skill
Spiritual Triangle
Star Shield
Steal Skill
Sting
Stone Bridge
Suppress Magic Resistance
Teleport Trace
The Nimbleton Hold
Thorgons Faithful Steed
Time Warp
Tsuguas Uncontrollable Hiccups
Turn Acid to Water
Uldarks Conjured Fireball
Uldarks Conjured Frost Bolt
Understanding
Vanders Librarian
Vandergasts Forcetrap
Vanquils Backbiter
Vanquils Cellular Regeneration
Vanquils Iceball
Vanquils Lightshed
Vanquils Milling Crowd
View Past
Wax Impressions
Wind Blast

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-

Dheryths Energy Lance


Dheryths Energy Net
Dheryths Spell Support
Diamondblade
Ditans Demolition
Ditans Portable Quarters
Dragons Breath
Dreamoores Blade Summoning
Dreamoores Eldritch Decagon
Dreamoores Missile Tempest
Dreamoores Viper Lance
Eldarrs Improved Spell Conversion
Energy Field
Feeblebody
Fellstars Flame Arc
Fellstars Flame Dome
Flashburn
Giant Strength
Glamdens Acid Fire
Glamdens Gas Jet
Globe of Force
Improved Wileys Door
Jadwins Free Thoughts
Jadwins Illusion Enhancer
Justins Skimmer
Kalessins Spell Load
Lestats Liteblade
Lichs Palm
Lightning Cloak
Lorths Stasis
Mage Lock
Masols Light Blast
Mass Teleport
Micahs Shield
Minor Accursed Rite
Minor Poltergeist
Moloranis Marvelous Map
Mystyks Improved Backlash
Noska Trades Immortal Mount
Orkos Acid Cone
Orkos Dragonfire
Pilpins Etherealness
Pilpins Liqid Fire
Prismatic Ray
Programmable Dispel Magic
Projectile
Projection Spell
Quintessas Slaying Spear
Rainbow Warrior
Rape Trick
Rebels Fly
Replay
Retroactive Dispel Magic
Rune II
Sarius Frost Giant Manifestation
Sarius Platinum Platform
Sertains Certain Slaying
Sillvatars Surgical Strike
Spellink
Staff of Light/Darkness
Teleport Trap
Teleport via Fire
Teleportal
Vandergasts Armoured Forcetrap
Wimp
Wizard Watch
X-Ray Vision
Zhaidas Improved Identifier

Level 7
Bloodstars
Chaos Environment
Create Mummy

Priest Spells Contents


Create Undead
Deflect Magic Weapon Attacks
Electrosphere
Energy Shield
Etherealness
Eye of the Beholder
Feather Fall Field
Fellstars Flame Fog
Jadwins Deceiving Forgery
Jamyes Flesh to Toast
Jamyes Improved Armour Reversal
Lestats Legion
Lestats Lieutenant
Llewllynns Wall of Force
Luck
Merals Minor Bang
Mind Find
Nearthias Combat Spell
Nearthias Spell Vortex
Noska Trades Feign Dust
Orkos Laser
Phantasmal Force II
Pilpins Acidball
Pilpins Alignment Charm
Pilpins Massmorph
Pilpins Ravaging Spheres of Fire
Pobithakors Placer
Prevention of Transmutation From Rock to Mud
Read Mind
Retrieve
Sarius Fire Giant Manifestation
Sarius Temporal Demi-Plane
Sever Shadow
Sharpness
Sillvatars Dragon Bite
Stash
Summon Wizard
Tharos Temporal Study
Uldarks Radiant Bolt
Valcons Spectral Army
Wind Tunnel
Wolldins Fearstalker
Zandares Twist

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

Priest Spells Contents


Level 1
Animal/Bird Call
Animal Enmity
Animal Tracks
Coalstone
Comprehend Languages
Conjured Weapon
Create Earth
Detect Enemy
Detect Life
Diemes Forcing Hand
Dispel Fatigue
Faithfulness
Flame Tongue
Gnat Swarm
Git
Gnat Swarm
Grow
Guardian Watch
Itch
Quick Step
Request Animal
Rock-Jump
Seedling
Sense Direction
Sharpleaf
Striking
Tracker
Trance
Trip
Water to Wine

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

Priest Spells Contents


Tracking
Unentangle
Weakness
Wild Deer Speed

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-

Mage Spells Level 0


Cantrips

1) things, i.e. a first-level wizard can Count 100


things, a second-level one 1000 things, a thirdlevel one 10,000 things, and so on.

Boil Water (Evocation)


Fart (Enchantment/Charm)
Range: 0.3 m
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One container
Saving Throw: None
With this cantrip, the wizard can heat the
water (or water-based liquid) in a container of
up to a quart to boiling. The wizard must concentrate on the container during the entire
casting. The cantrip is used mainly by herbalists, who use it to create poultrices and
draughts quickly.

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.

writes in a handwriting vaguely like the wizards


in any language the wizard knows how to read.
It is fairly slow.
The material component for the spell is ink,
which is consumed in the casting.

Jamyes Appearing Ink (Alteration)


Reversible
Range: Touch
Components: V, M
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This cantrip turns a small amount of ink (up
to one pint) into water. The ink remains clear
and colourless until it dries, at which time it
reverts to its normal state. The material component is the ink itself.
The reverse, Jamyes Disappearing Ink, turns
up to a pint of water into an inky liquid that
evaporates like water, leaving no trace when it
dries.

Mini Missile (Evocation)


Range: 1 m + 1 m/3 levels
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Special

Impersonation (Illusion)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None

This cantrip is a weaker version of the Magic


Missile. Casting generates one missile plus one
per level. Each is sufficient to kill creatures typically affected by an Exterminate cantrip; i.e.,
those that normally have zero hit points. 10 Mini
Missiles will inflict 1 point of damage if a save
vs. spells is failed.

Nareks Shears (Alteration)


This cantrip allows the wizard to impersonate any speaker with nearly perfect ability. The
wizard can only speak in languages he knows,
and must possess a small item recently in
close proximity to the original speaker (for
example, an article of clothing). The wizards
audience will probably be greatly amused if
they can see who is speaking, or completely
fooled if not.

Reversible

Invisible Scribe (Conjuration/Sum-

Nareks Shears causes hair, fur, or fur-like


growth on the target to shorten by up to an
inch, possibly causing it to disappear. Its effect
on nearly bare skin is to completely prevent
growth for 2 days.
The reverse of this spell, Augmented Hairiness , causes hair or fur to thicken and
lengthen by up to two inches. This increase is
permanent until the hair is trimmed or cut.
Neither form affects rugs, furs, or any other hair
or fur not on a living body. Unwilling targets get
a save vs. spell.

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

Narins Mask (Illusion)


Range: 0

Mage Spells Level 0


Components: V, S
Duration: 1 turn
Casting Time: 3
Area of Effect: The wizard
Saving Throw: Special
This spell causes others to not see the details of the wizards face. Anyone paying attention to the wizard is entitled to a saving throw
vs. Spell. If the save succeeds, they realize that
they cannot discern some detail in the wizards
face; careful attention will then negate the
spell. A Dispel Illusion will cancel the spell
entirely.

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

With this cantrip, the wizard can put himself


into a trancelike state in which he is highly
aware of the details of his surroundings. For the
duration of the trance, the wizard is at +2 perception (or +4 if there is something particular
he is looking for), but cannot take any actions.
Also, he loses any Dexterity bonus to armour
class and takes a further -2 penalty, and is
likely to ignore most attempts at communicating with him. The wizard can break the trance
at any time, and can do so in response to a
remark he didnt hear, an impending attack,
or whatever - it is assumed that his subconscious will snap him out if really necessary.

Like Sort, Remove can remove a number of


things from a pile of things. The objects removed are not gone, but placed on a pile adjacent to the original pile. This cantrip has the
same restrictions and capacities as Sort
(q.v.).

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.

Protection From Sun (Abjuration)


Reversible
Range: Touch
Components: V, M
Duration: 3 hours + 1 hour/level

Sanhs Harmless Ray of Light (Evocation)


Range: 6 m + 1 m/level
Components: V, S
Duration: One second
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
When cast, a ray of light is emitted from the
wizards index finger, lasting about a second.
The colour is up to the wizard (sunlight cannot be duplicated, as the ray is monochromatic,
like a laser). If aimed at a creature, a save vs.
spells is required. If the save succeeds, the ray
missed. If it fails, the ray hits, inflicting no damage.
Only a critical failure (1) can result in any ill
effect. In that case, the victim was struck in the
eyes, and is dazzled for 1d6 tenths of a round
(-2 on all rolls). Of course, if the creature in
question is blind, or immune to such attacks,
there is no effect. At the DMs option, creatures
particularly sensitive to light may be dazzled
for a longer period of time.
Note: While the spell is magical, the light
generated is not, and therefore is not subject
to magic resistance.

Scratch (Illusion/Phantasm)
Range: 3 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
-7-

The victim of this cantrip will experience an


annoying itch on some portion of his body and
must save vs. magic or involuntarily attempt to
scratch the itch.

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.

Silvadels Magic Feather (Enchantment)


Range: 10 m
Components: V, S, M
Duration: Concentration
Casting Time: 1
Area of Effect: One feather
Saving Throw: None
This spell simply allows the caster to control a feather. This is very useful for writing
things secretly, or for tickling someone. It is
related to the Unseen servant spell. It lasts until
concentration is broken.
The material component for this spell is a
feather.

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

Mage Spells Level 0


subject gets drunk again. If the spell is cast on
the wizard himself, a saving throw at -5 is required, since concentration is very difficult.
The reverse cantrip, Drunkenness, makes
the wizard or his chosen target drunk for about
an hour with no hangover. The wizard must
wave his hand before the chosen targets eyes
for the spell to take effect.
The material component is a sip of alcoholic
drink.

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.

Stepping Stones (Evocation)


Range: 0
Components: V, S
Duration: 1/10 round/level
Casting Time: 1
Area of Effect: 4 spheres, 0.3 m diameter
each
Saving Throw: None
This cantrip creates 4 spheres of force approximately 0.3 m in diameter. They can be
placed anywhere within 6 m of each other, and
last approximately 1/10 round per level of the
caster. Magical combat of just about any sort
will destroy these very useful discs so try not
to use them in combat.

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.

perfect conditions (typical adventuring abuse,


for example), the instrument will have to be reTuned every day. If the instrument is taken
apart for storage, such as flutes or other
woodwinds are, the instrument will have to be
re-Tuned every time it is reassembled.
The reverse of this cantrip, Untune, causes
one note of the specified instrument to become
horribly out of tune. It also has the side effect
of turning the casters hands a brilliant red for
one turn after the cantrip is cast,
unfortunately.

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

Mage Spells First Level


problems though with trying to see things
close up. The spell duration may be ended at
any time.

Mage Spells First Level

in the path of the acid must save as above or


be struck by the spell. The Acid Stream can
affect only one target in any event.
The material component is a drop of any
acid.

Alphas Electric Arc (Evocation)


Ahrvars Forgery (Alteration)
Range: 10 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

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.

Alphas Acid Stream (Conjuration)


Range: 30 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
The spell causes a thin stream of purplish,
hissing acid to shoot forth from the casters
outstretched hand, out to the maximum range
of the spell. This acid causes 1d4 damage per
level of the caster, up to a maximum of 8d4. The
intended target may attempt a save vs. petrification to dodge the jet of acid,
Size of tar
get:
target:

Tiny
Small
Medium
Large
Huge
Gargantuan

Modification to
saving thr
ow:
throw:
+3
+1
-1
-2
-4

and if successful the jet of acid will have


been avoided, and will continue on in a straight
line out to the extent of its range. Any creature

This spell causes an arc of electricity to leap


from the casters extended fingertip. This electricity unerringly strikes one target of the casters choice, inflicting 1d4 damage, plus one
point per level of the caster (up to a maximum
of +12), with no saving throw. A target in metal
armour or wielding a large, mostly metallic
weapon (e.g. any sword, battle axe) must save
vs. spells and, if the save is failed, the bonus
(i.e. per level) damage inflicted by the spell is
doubled.

Alphas Hunting Hound (Conjuration/Summoning)


Range: 10 m
Components: V, S, M
Duration: 12 turns + 6 turns/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This spell calls a canine creature to be a
helper and boon companion to the spell caster
for the duration of the spell. The type of hound
summoned depends upon the casters level,
but the hound will always understand verbal
commands given it, so long as they are 12
words or less and relatively simple. The hound
will further also be capable of tracking as if a
ranger of half the level of the summoner, and
can hunt sufficiently well to feed the spellcaster for one day, provided there is game extant in the casters area.
The type of hound summoned is as follows:

Level:

Type of hound:

1-3
4-7
8-12
13+

Jackal
Wild dog
Wolf
Dire wolf

If the caster takes a lower-level hound (or a


dire wolf when 18th level), it will have maximum
hit points, be +1 to hit and on damage, track
at +1 level, and can understand even relatively
complex commands of up to 50 words in
length.
The material component is a piece of fresh
meat.

-9-

Alphas Sparkle Beam (Evocation)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 0.3 6 1.5 m cone
Saving Throw: Special
This spell draws upon the power of the Positive Material Plane and calls forth a ray of
golden light. Anyone in the area of effect of the
spell must save vs. petrification or be blinded
for 1 round. The true function of this spell, however, is its use against undead, creatures of the
Lower Planes, and those drawing power from
the Negative Material Plane or the Plane of
Shadow. Such creatures suffer 1d4 damage,
plus an additional 1d4 at every even level of
the caster (e.g. 4d4 at 8th), up to a maximum
of 8d4. These creatures may save vs. spells to
halve this damage.
The material component is a bit of crushed
sunstone.

Alphas Starlight (Evocation, Illusion)


Range: 5 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 1 m/level
Saving Throw: None
This spell illuminates an area as a cloudless
outdoor night sky filled with stars. This light is
pale and wan, and dilutes vision mostly to
black and white. Full visual acuity is possible
only out to a range of 10 m, but general identification can be made out to 20 m.
Stationary figures can be made out at 40 m,
and movement detected out to 80 m. Intervening cover will, of course, reduce sighting distances accordingly. This light does not interfere
with infravision, and there are ample shadows
within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of
effect is stationary.
The material component is a piece of black
velvet and a few bits of glass.

Alphas Wall of Darkness (Alteration)


Range: 60 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 3 3 m/level
Saving Throw: None
This spell brings into being a wall of blackness which cannot be seen through, even with
infravision or ultravision. It is dispelled instantly
by a Light or Continual Light (q.v.) spell. It has
no physical existence, and does not hinder nor
harm those passing through it. It does, however, block the passage of sound from one side
to the other, assuming that the spell is not cast

Mage Spells First Level


in such a way (such as in a field of grass) which
would otherwise allow sound to move around
the edges of the wall.
The material component is some pitch and
soot, or a lump of coal.

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.

Animate Mist (Alteration)


Range: 30 m
Components: V, S, M
Duration: 2d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: 6 m + 3 m/level
cube of mist or fog
Saving Throw: Special
This spell allows a wizard to shape a dense
mist or fog into any shape within the confines
of the area of effect. The shape can then be
animated. The details of the shape and the
complexity of the animation are poor at lower
wizard levels, but increase with experience. A
first-level wizard may be able to make a humanoid-shape of a given size, but couldnt
make it look like a dwarf. Similarly, he couldnt
animate it, but could displace it within the
spells range. By third level, the wizard can
animate the shape to the point where it could
look like a dwarf (but not a particular dwarf)
and talk.
The material component is a bit of dense
mist, fog or smoke. The spell can add mist,
but it cant create mist out of nothing. For example, the smoke from a fire or a fog spell
works sufficiently.
Mist ma
ges
mag
es: When cast by a mist mage, the
mist-shape spell has the meta-magic ability of
increasing the effect or potency of other spells.
If Animate Mist is cast prior to a spook spell,
the spook can affect more creatures - usually
1 die more -, or a -2 penalty on the victims
saving throws can be added.

When casting this spell, the forensic wizard


must bring two surfaces into contact with one
another. Possibilities include the surface of a
jewel and that of a safe, or the surface of an
arrow and that of a bow. If the two surfaces
were ever before adjacent, the spell so indicates, and if the surfaces were ever directly
connected as a single item, an even stronger
reading results.

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.

Azalldams Fabricated Bridge (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 2 round/level
Casting Time: 1
Area of Effect: 10 m/level 5 m/level
bridge
Saving Throw: None
Using this spell, the caster conjures material from the plane of shadows and uses it to
shape a semi-real bridge. This bridge is 5 m
wide and is 10 m long per level of the caster;
both ends of the bridge must rest on solid
ground. The bridge will support 100 pounds per
level of the caster; any additional weight will
cause it to collapse. The bridge will normally
last for 2 rounds per level of the caster, but the
caster may end the spell with a single word.
The bridge is not an illusion per se, and so
cannot be disbelieved; it may however, be dispelled normally.
The material component for this spell is a
small wooden carving of a bridge; this carving is not consumed when the spell is 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.

Cat Spirit (Alteration)


Range: Touch
Components: S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
The cat form spell grants many of the abilities traditionally associated with cats, though
it does not significantly alter the features of the
recipient. The spell grants a +2 bonus to
stealth, as the recipients tread will be absolutely quiet for the duration. The spell also
halves all damage taken from falls and allows
the recipient to land on his feet. Finally, it grants
the ability to grow claws, allowing each hand
to do 1d3 damage. It does not, however, improve singing ability.
The material component is whiskers from a
cat.

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

Mage Spells First Level


This particular version of Clean was researched by Carlene the Rose a few years
earlier in her career, to maintain her appearance with care.
When cast, the recipient is immediately relieved of any dirt or filth from the body and
clothes. The skin is softened as if washed by
the finest soap and spiced perfumes. The hair
is set back to a current fashionable style as
envisioned by the wizard. These effects normally last until nature takes its toll upon the
recipient.
This spell also has a 5% chance per level,
applicable once, of cleaning the recipient of
any non-magical skin disease or parasites.
The material components are a small piece
of soap and a fairly freshly plucked rose or
similar flower.

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

gence or wisdom). The spell can be negated


by Dispel Illusion or Dispel Exhaustion (but not
by Dispel Magic).

Detect Poisoning (Divination, Necromancy)

Electric Blades (Evocation)

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.

This spell must be cast with a metal blade


of some sort in each hand. Both blades then
acquire a flickering blue glow. When a hit by
either blade is scored it causes 1-4 more points
of damage of electricity. If both blades hit the
same target in the same round the victim must
save versus petrification or be stunned for one
round. Each blade only shocks once and then
is normal again.

Diminutive Darkness (Alteration)

The material components for this spell are


two metal blades, which are not consumed by
the casting.

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.

Far Sight (Alteration)


Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
This spell allows the targets sight to be increased up to five times (the target has control over this, but can change during the spells
duration). The spell can be cancelled at any
time. While the spell is in effect, the target cannot see anything close; after the spell is cancelled, the target is disoriented for 1d4 rounds
and has a 5% chance per sight multiplier used
to fall unconscious for 1d6 rounds unless a
Constitution check is made.
The material component for this spell is a
small round piece of glass which is consumed
in the casting.

Fellstars Flame Finger (Evocation)

A comeliness spell will increase a creatures


comeliness score (or decrease it if the reverse
is cast) by means of illusion. The change in
points is dependent upon the recipients
present comeliness:

Change

An unwilling victim receives a saving throw,


which, if successful, will negate.

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-

Mage Spells First Level


age, but the object must save vs. magical fire
(at +2) or be destroyed (only one object may
be targeted per casting).

Find Water (Divination)


Range: 1 mile, depth 3 m/level
Components: S, M
Duration: 2 rounds/level
Casting Time: 1 turn
Area of Effect: One twig
Saving Throw: None
When casting this spell, the diviner grasps
two ends of a Y-shaped twig. The remaining
end twists around to point in the direction of
the nearest source of fresh water within the
spell range. The branch can twist but twenty
degrees, and then the diviner will feel a tug in
the direction of the water. The diviner can
specify a minimum amount of water to seek
(greater than the amount in a human body, for
example). Also, he can restrict the depth at
which to seek the water.
The material component is a Y-shaped
twig.

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.

Frost Touch (Evocation)


Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell delivers 1d6 points of damage. In
addition to this, you add 1 point of damage for
every level above first. Cold based creatures
are immune to this, and fire based creatures
take double damage.

Glow (Alteration)
Author: August Neverman

This spell will cause the victim to get the flu,


which will last 1d6 + the level of the wizard in
days. The Flu is very contagious: anyone within
1 yard of the victim will also get the flu. With
subsequent victims, the flu is no longer contagious, however. The Flu reduces surprise by
5%, and combat attack and defense rolls by
5% for the duration of the spell. The flu will start
1d4 hours after the victim has failed his saving throw.
The material component for this spell is a
handkerchief.

Fools Spell (Alteration)


Range: 0
Components: Special
Duration: Instantaneous

Range: 0.6 m/level


Components: V, S, M
Duration: 1 hour/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
This spell causes the object or person affected to emit an eerie glow. The colour ranges
from blue to green. It cannot be dispelled but
it can be negated by a Darkness spell. The
saving throw is made at +1 per level (or hit die)
of the victim, but at a -1 per level of the wizard.
The glow is not bright enough to read with, but
is easy to spot in the dark.
The material components of this spell are
some fireflies.

- 12 -

Guildas Treacherous Tripwire (Enchantment/Charm)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One tripwire
Saving Throw: Negates
One wire (up to 3 m long) can be stretched
across a hall, or such. The wire becomes camouflagedundetectable without find traps. The
first creature to attempt to pass must save vs.
wands (add dexterity defensive adjustment) or
be caught when the wire springs free. The wire
will twine tightly about the ankles of its victim,
tripping him. It must then be tediously untangled (or sawed loose) which will take at least
30 seconds under ideal conditions. If hacked
loose in combat, it will take 1 round, and the victim will take 1d4 damage unless an enchanted
blade is used (which will cut without effort).
Note that the wire is required, but not consumed. The material component is a small
spring.

Hallucinatory Steps (Alteration, Illusion/Phantasm)


Range: 3 m
Components: S
Duration: 2d6 rounds + 1 round/level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Negates
This spell, when cast, will cause the affected
person to keep thinking there is a just one more
step (or stair) in front of them, you know, like
when you go up 10 flights and start forgetting
you have got to a landing and take that extra
step. It reduces movement rate by 5% and is
extremely annoying. This effect happens, even
when the affected person is walking on flat
ground.

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

Mage Spells First Level


used on nonmagical plunder, books, and items
sold at auctions. Only a single touch is needed
to make the spell work.

The material component is a genuine licence of some sort, which is not consumed in
the casting.

Human Torch (Evocation)

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.

This spell causes its victims to sound and


appear crude, insulting and arrogant, in all that
she or he says or does, to all observers. The
victim, however, will not be aware that anything
is amiss. While the general meaning of whatever is said will be the same, the illusion
causes observers to see and hear a twisted
version in which the speaker is so insolent that
all reactions are checked at -50%. Additionally,
such speech might not be tolerated at all in
some situations (for example, automatic dismissal from a kings court, or perhaps even
worse...). Even if the target makes her or his
saving throw, the attack will not be noticed
(unless the somatic and verbal gestures of the
caster are seen and recognized).
If an observer has reason to believe that
something is amiss, she or he gains as saving
throw if an attempt is made to disbelieve. Such
a saving throw is made at +4 if the fact that it
is an illusion has been communicated. If these
saving throws are failed, it still appears real.
The material component is a bit of dung or
spittle, which is wrapped in the magic users
hand. The hand is then subtly waived at the
creature to be affected. The verbal component
is a low guttural sound made in the throat.

The material component is a burning torch.

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.

Influence Other (Alteration)


Range: 0.3 m/level
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
On success of the spell, the wizard may
cause the victim to produce any of the following bodily functions.
Giggle, belch, hiccup, sneeze, wink, spit,
pee, trip, fall, gag, congest, choke, stumble,
limp, nod, punch self, faint, nap, sleep, drool,
think, moan, screech, giggle, bark, hoot, caterwaul, shout, yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper, shriek, scream, hiss,
heckle and any others you can think of.
Success of each is determined as 10%
chance of failure for each level the victim has
higher than the wizard (maximum 99%, minimum 1%).

Duration: 4 rounds + 1 round/level


Casting Time: 1
Area of Effect: One intelligent creature
Saving Throw: Negates
The spell causes the music to be played
whenever the victim performs certain actions;
such as entering a room, charging into battle,
or making an announcement. The type of
music is determined by the caster.
The material components for this spell are
a miniature golden horn, moustache wax, a
short length of rope, and a lace handkerchief.

Kazagos Lock Pick (Alteration)


Range: 0
Components: S, M
Duration: 1 day + 1 day/5 levels
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell allows the bard to pick locks. The
bards Pick Pockets percentage roll becomes
an Open Locks percentage roll, and the bard
is treated as a thief in this respect for the entire duration of the spell.
This spell is different from both the secondlevel Knock spell and the Unlock cantrip in that
it can possibly affect much more than one lock,
and that its effects are far less certain. It is especially useful on fact-finding missions where
the bard is worried about coming across many
locked doors along the way.
The material components for this spell are
a set of thieves picks and tools, which are not
consumed in the casting.

Last Image (Divination, Necromancy)


Invisibility to Draconians (Illusion/
Phantasm)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
When casting this spell, the wizard must
touch one creature in order to make it invisible
to draconians. Draconians can neither detect
the recipient by normal means nor infravision.
If the recipient does not speak, no noise can
be heard from moving, as if he is using Elven
Boots. Any other effects are similar to the normal invisibility spell.
Dragons are not affected by this spell; they
can see and hear the recipient normally. The
creature can also be seen by his companions
and any non-draconian.

Jamyes Melodramatic Music (Alteration, Conjuration, Enchantment/


Charm)
Range: 10 m + 10 m/level
Components: V, S, M
- 13 -

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.

Lesser Invisible Object (Illusion/


Phantasm)
Range: 3 m
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: One object not larger than
81 dm/level
Saving Throw: None

Mage Spells First Level


This spell causes an object to vanish from
sight, much like the second level magic user
spell invisibility (which affected only creatures).
The spell lasts only 2 rounds per level of the
caster or until the caster wills it to end. For example, a quiver of arrows or a bow could be
made invisible and carried, and when desired,
a moments thought could make them appear.
Note that not even the caster can see the invisible object, so if she or he is to use it most
effectively, it may be necessary to make it
visible.

Little Death (Necromancy)


Range: 18 m
Components: V, S
Duration: 1d4 + 1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell may be cast on any living (not
golem, undead, etc.) creature native to the
Prime Material plane and with 6+4 or less hit
dice. The victim must save vs. magic at -3 or
fall paralysed for 1d4 + 1 rounds.

Mental Notepad (Alteration)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: See below
Area of Effect: Caster
Saving Throw: None
This spell allows the caster to store information in the unused portions of his brain for later
recall. The information thus stored will be available for complete recall as if the caster was
reading the information from a parchment in his
hands. The caster is able to store up to two
pages of information in the brain through the
use of this spell. If at a later time, the caster
wishes to add more information, it change the
information that is current in his brain, then the
caster will be required to recast the spell and
re-memorize the information again. Note that
there can only be one spell active in the casters brain at anyone time.
The material component of this spell is a
lead crystal sheet of no less than 50 GP value
which disappears after the spell is cast.

Minor Annoyance (Illusion)


Range: 1.5 m/level
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell creates the illusion (sound and
feel) of a mosquito flying into the victims ear.
The victim will then act appropriately, which
usually means stopping and trying to get the
illusionary mosquito out of his ear, until either
a successful saving throw vs. spell is made, or
the spell expires.

The spell takes effect at the beginning of the


round after it is cast. This means that it cannot
be used to interrupt a spell, although it can be
used to keep spells from being cast in the
round(s) afterward.
The victim gets a saving throw at the time
of the casting, and then at the end of each
round thereafter.

Minor Mimicry (Illusion/Phantasm)


Range: Touch
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Special

Murder Weapon (Divination, Necromancy)


Range: Touch
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The caster of this spell can check one
weapon per round to determine if it was used
to kill a specific corpse, of whom he has a
blood sample. A murder weapon is one which
reduced the victim to zero hit points, or delivered the poison which did so.

Orkos Initial Marker (Conjuration/


This spell allows the magic user to make the
creature touched to appear as something else
for the duration of the spell. The illusion has
visual and minor auditory (such as crackling
of fire, mumbling, etc., similar to Improved
Phantasmal Force) components only. The form
is chosen by the magic user, and unwilling
creatures gain a saving throw. The illusion can
be as small as half the size of the creature
masked, and as large as something that would
fit within 8 dm + 8 dm per level. Once the form
is taken, it remains almost stationary, with only
minor movement possible; for example, a troll
illusion could growl and make threatening
motions but could not walk and attack, and a
fire could dance and crackle but could not
spread. For this reason, objects are the forms
most often chosen. Movement is not possible
for the recipient creature if the spell is to be
maintained, as this would break the spell. If the
recipient remains still or nearly still, however, the
spell will last so long as the magic user maintains faint concentration (spell casting and
taking damage break the spell, but talking and
walking do not) and remains within 3 m per
level of the location of the recipient (obviously
not a problem if the magic user and the recipient are the same person). If the spell is broken for any reason, it will last a further 1-3
rounds + 1 round per level of the caster. The
illusion does not follow any movement made
by its recipient.

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.

Personal Magnetism (Alteration)


Range: 15 m + 3 m/level
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
By means of this spell, a mage is able to
endow a single target creature with a magical
field which causes all creatures within the area
of effect (of the same basic species) to be
drawn toward the target creature, much in the
say way that metal is attracted to a lodestone.

Mage Spells First Level


The spell will affect target creatures of up to 4
+ 2 HD. A saving throw (vs. spells) will totally
negate this spell, but the hit dice of the target
creature modify its saving throw in the following manner:
Hit dice:
less than 1
less than 2
less than 3
less than 4
4 or more

Modification to save:
-4
-3
-2
-1
-

Creatures that have magical auras are totally


immune to this spell. This includes dragons,
cockatrice, etc.
If the spell dweomer successfully affects the
target creature it will then attempt to attract all
surrounding creatures of the same species,
causing them to move at their normal movement rate (and locomotion) toward the target
creature. The area of effect is sphere around
the target creature which extends outward 3 m
per level of the spellcaster, up to a maximum
of a 30 m radius. The number of creatures
within the area of effect which the dweomer will
attempt to attract is equal to twice the current
level of the spellcaster. The mage is unable to
change this number in any way and may himself be affected by the dweomer (if of the same
species as the target creature) if caught within
the area of effect. For purposes of this spell,
hybrids are considered an individual species,
so half-orcs would only attract other half-orcs,
not other orcs and/or humans.
The area of effect is stronger near the target creature and therefore has more of a
chance to attract a being toward the target than
at the outer limits of the sphere. The outer 3 m
area of the spheres influence will always allow
creatures to save (vs. spells against the attraction normally. But, for every 3 m closer the
creature(s) is penalized by a cumulative -1
modifier to its saving throw.
Here are examples of a 1st level, 5th level,
and 10th level mage casting this spell:

1st level Mage


Range:
0m
10 m

Save:
0

5th level Mage


Range:
0m
10 m
20 m
30 m
40 m
50 m

Save:
-4
-3
-2
-1
0

10th level Mage


Range:
0m
10 m
20 m
30 m
40 m
50 m
60 m
70 m
80 m
90 m
100 m

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.

Pilpins Mapper (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 6 turns + 1 turn/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell will create a map of the wizards
path for the duration of the spell. The map will
record basic features (e.g., doors, stairs, windows, cliffs, rivers, etc.) on a piece of vellum
provided by the wizard. Unusual or special
features (e.g., statues, paintings, smells, and
noises) can be added at the will of the wizard.
The material components are a piece of vellum (that the map is created on) and a vial of
ink. Neither is consumed in the casting, except
for some drips of ink.
Source: Allan Longley

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 -

Pilpins Prompt (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 1 week/level
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None
This spell is used to remind the wizard of an
appointment or event. The wizard decides
when and what to be reminded of (within 1
week per level), and a voice only the wizard
can hear will deliver the reminder at that time.
The reminding message can be up to 20 words
long.
The material component is a small piece of
elephant hide.

Protection from Chaos (Abjuration)


Reversible
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell is very similar to Protection from
Evil (q.v.) except in its purpose and intent; it
keeps out chaotic, as well as summoned or
enchanted creatures. It acts as magical armour
on the recipient; the protection encircles the recipient at a one foot distance, thus preventing
bodily contact by creatures of an enchanted
or summoned or chaotic nature. Summoned
animals or monsters are similarly hedged from
the protected being.

Mage Spells First Level


Furthermore, any and all attacks launched
by chaotic creatures incur a penalty of -2 from
dice rolls to hit the protected creature, and any
saving throws caused by such attacks are
made at +2 on the protected beings dice.
This spell can be reversed to become Protection from Law, although it still keeps out enchanted or summoned chaotic creatures as
well.
To complete this spell, the mage must trace
a 1 m diameter circle upon the floor/ground with
powdered obsidian for protection from law and
powdered glass for protection from chaos; or
in the air using burning incense or burning
dung with respect to law/chaos.

Protection from Rain (Abjuration)


Range: 0
Components: S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
After casting this spell, the wizard will remain
dry even if standing in the midst of a torrent.
The caster is protected from splashes and falling drops, but he is not protected from more
concentrated bodies such as puddles. The
water will simply bead and flow down an invisible field which surrounds the caster and his
clothing at a distance of about one inch.
An oiled leather rag is the material component of this spell.

Quantas Target Bow (Enchantment)


Range: Touch
Components: V, S, M
Duration: 2d4 rounds + 1 round/level
Casting Time: 2
Area of Effect: One bow
Saving Throw: None
While this spell is in effect, any arrows fired
from the bow (which may not be a crossbow)
are +2 to hit a specific target. The caster must
be able to see the target, and call his shot. The
+2 only affects hits on the target, not on someone or something that gets in the way.
If the target is in melee, the target gets a +2
to its size rating when the DM determines the
odds of hitting the target as opposed to those
around it. For example, if firing on a size six
giant who is in melee with a size two elf, there
would normally be a one in three chance to hit
the elf. With target bow in effect, the giant would
be raised to size eight, giving only a one in four
chance to hit the elf. Should the arrow go at the
elf anyway, it would not get its +2 to hit (since
the giant is the target).
Note that the arrow fired from the target bow
is in no way magical.
The material component is a feather from a
bird of prey, rubbed against the bow string.

Sand Skin (Conjuration)


Range: 0

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.

Sand Spray (Alteration)


Range: 6 m
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard sends out
a spray of sand in a horizontal arc of 90 degrees in front of himself. This attack is resolved
on the fighters missile attack table. If successful, it will blind 1d4 individuals in the field of fire
for one round. Those individuals blinded will
suffer a -4 penalty to their attacks, while giving the wizard and his companions a +4 gain
to their attack rolls - for the remainder of the
round - or give them a 2 round headstart to flee.
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 -

The material component for this spell is a


chip of granite.

Sanhs Ray of Light (Evocation)


Range: 6 m + 1 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell is a more powerful version of
Sanhs Harmless Ray of Light. If a save vs.
Magic is failed, the victim suffers 1d6 points of
damage plus one per level of the wizard. A
fumbled save results in the victim being permanently blinded in one eye and dazzled for
1d6 rounds (-2 on all rolls).
As per the cantrip, Sanhs Ray of Light is
basically a laser beam. The colour is chosen
by the wizard, but multichromatic light, such as
sunlight, cannot be duplicated. Since the beam
itself is not magical, magic resistance has no
effect against this spell.

Saras Searing Skean (Summoning)


Range: 60 m + 10 m/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
Saras Searing Skean summons a sprite from
the elemental plane of fire which is manifested
on the prime material plane as a flaming aura
surrounding a silver dagger in the possession
of the wizard. To invoke the Skean, the wizard
points the silver dagger at the intended target
and speaks a command word. The flame leaps
off the dagger and unerringly strikes the target
indicated by the wizard. Even if the target is
engaged in melee, it need only be seen by the
wizard in order for the spell to succeed.
The attack of the Skean results in damage
of 2 HP + 1d3 HP per level of wizard to a maximum of 9d3 at ninth-level. Also, flammable
objects such as paper or wood will be ignited
by the flames, and undead receive normal
damage from the attack. The sprite will not
travel through or over water, but does double
normal damage to creatures from the elemental plane of water which are otherwise standing in open air. The dagger does not harm fire
using creatures or creatures from the elemental plane of fire.
After its attack, the sprite normally returns to
the elemental plane of fire, however, there is a
5% chance that the sprite will remain, attacking the nearest creature (possibly even the
wizard) on the next round. The sprite must
make this 5% roll each round it stays away from
the elemental plane of fire, and for each round
the sprite remains, the strength of its attack is
reduced by 1d3 until it dissipates. If the sprites
attack strength falls below 1d3, it will automatically return to the elemental plane of fire. For

Mage Spells First Level


every level of the wizards experience beyond
the first level, the probability of the sprite remaining is reduced by 1%.
The material component of this spell is a
silver dagger which may be re-used, and a
pinch of sulphur which is thrown into the wind.
The results of this spell on planes other than
the prime material plane are currently undefined.

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)

This keeps a sharp edge on any one


weapon for at least the time period specified,
provided the weapon is used normally only (i.e.,
in combat).

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

The recipient may attack without ruining the


spell, and will surprise on a 1-4 in 6 if successfully hidden from view. Once seen, a creature
cannot successfully hide from an observer until
first moving out of its line of sight. Note that
chances to detect invisibility (DMG page 60)
apply against this spell.
The material component is a bit of skin from
a colour-changing creature (such as a chameleon, troglodyte, skulk, pseudo-dragon, etc).

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).

Spirit Command (Enchantment/


Charm)
Range: 30 m
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell enables the mage to command a
spirit or extra-planar creature with a single
word. The command can be uttered in a language the creature can understand (or a language the creator could understand if it is a
summoned spirit). Spirits and creatures with 6
or more hit dice receive a save; spells save at
their casters level (if the caster is at least of
sixth level).

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 -

Mage Spells First Level


caverns to appear as a constellation, taken
conveniently from the wizards memory. The
material component for this spell is a silver
piece.

Static Charge (Alteration)


Range: Touch
Components: V, S, M
Duration: 4 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell causes the victim to have a serious static charge for the duration of the spell.
The static charge causes the affected creature
to be very edgy and irritable. The saving throw
is at +1 per level (or hit die) of the victim - but
at -1 per level of the wizard.
The material components are a glass rod
and wool.

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.

Time of Death (Divination, Necromancy)


Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: One corpse
Saving Throw: None
This spell allows the forensic wizard to estimate the time of death of the recipient corpse
to within 5% if the corpse has been dead no
more than one day per level of the caster, to
within 20% otherwise.

Tree Swipe (Alteration)


Range: 9 m + 3 m/level
Components: V, S, M
Duration: 1 round + 1 round/3 levels
Casting Time: 1
Area of Effect: One fully grown tree
Saving Throw: None

By use of this spell, the caster will control a


tree branch for the duration of the spell. The
caster can make the branch wave, attack, fan
a small breeze, etc. If the branch attacks, it
does so as a fighter of the same level as the
caster and will do 2d6 damage. This spell
works only on full-size trees.
The material components needed are a tree
branch, a verbal smack and a swing of the
arm.

If a complete illusionary meal is consumed,


a victim will believe that his hunger and/or thirst
has been satiated, but only for as long as the
spell duration. A saving throw is allowed, being the same as that of the former application
of the spell.
The spell requires the magic user to sprinkle a pinch of gold dust over the food (or air)
where the illusion is to be created.

Waterproof (Alteration, Evocation)


Tricks (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 3 m radius
Saving Throw: Special
The wizard creates a number of various minor illusions such as coloured sparkles, puffs
of smoke, or small floating objects equal to his
level. Creatures of low and semi-intelligence
(Intelligence scores of 2-7) must save versus
spell or become involuntarily fascinated for 1d6
melee rounds or until attacked (DMs discretion), while even creatures of higher Intelligence or lower Intelligence may become distracted. Tricks is most commonly used for the
purpose of entertaining an audience.
The material components are some pebbles.

Urlics Unwholesome Meal (Illusion/


Phantasm)
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn/level
Casting Time: 5
Area of Effect: 2 portions + 1 portion/
level
Saving Throw: Negates
This spell is used to disguise existing food
or to create a completely illusionary meal. The
illusion will have full visual, thermal, touch and
smell components.
With the former usage, a bland meal can be
made to appear in all respects as a royal feast
(or vice versa), and even spoiled food or poison can seem irresistible. The serving vessels
and utensils can also be disguised. (Spoiled
foods will often cause nausea, and as a general rule, if a save versus poison is failed, a
character will be incapacitated for 3-18 rounds
following a 2-16 round onset time. Allow a 25%
or greater chance (depending upon what was
eaten) for more serious poisoning lasting 4-48
hours. Both Slow Poison and Neutralize Poison
would be effective in countering these symptoms.) A saving throw vs. spells is not given
until the creature actually begins to consume
the affected meal, and this is made at -4 unless a close examination of the food is made.
If failed, the diner will believe the illusion to be
real, and will have no cause for alarm. If the
save is successful, the creature will see the
meals true form, and will be aware of the presence of an illusion.

- 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.

Wimblys Wonderful Web (Conjuration, Evocation)


Range: 10 m/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell, when cast, creates one strand of
a very sticky web material similar to the kind
spiders use to wrap up their captured prey.
When the strand hits a creature, it immobilizes
them for the duration of the spell. When the
spell wears off, the weblike material ceases to
be sticky and the creature can easily escape.
During the spell, the webs require at least a
21 strength or better to break, or an edged
weapon doing at least 2 points of damage per
level of the caster. If this is not done carefully
then the entangled creature takes 3/4 full damage if the would be helper misses the webs or
half damage if he does not. The webs would
take 1/4 or 1/2 damage respectively. The webs
could be more easily burned off but the entrapped creature would take 2-7 damage from
the burning webs. The webs for this case are
considered Armour Class 0

Mage Spells Second Level


In order for the target creature to be hit, the
caster attacks as a monster of equal hit dice.
Dexterity bonuses are added to the casters
roll, if any.
If the spell misses the target creature, then
an other creature behind the target may be hit
(the spell travels in a straight line out to its
maximum range or until it hits something).
The material component for this spell is
some spider webs which disappear when the
spell is cast.

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.

Wizard Glue (Enchantment)


Range: Touch
Components: S, M
Duration: Permanent
Casting Time: 1
Area of Effect: 1.8 m/level
Saving Throw: None
Wizard Glue will hold one relatively flat surface to another, a mirror to a wall for example.
The strength of the bond is 20 pounds per level
of the wizard, up to 120 pounds. Dispel Magic
will end the spell, and a strength of 10 or greater
can break a 20-pound bond. A strength of 12
can break a 40-pound bond, a strength of 14
can break a 60-pound bond, and so forth. If the
item held by the glue is brittle, it may be shattered in the separation.
Honey is the material component of this
spell.

Mage Spells Second


Level
Aerate (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 small cloud which will descend into a ground
covering mist. 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 mist 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 mist can be dispersed
over an area of 9 m per level of the caster and
the victim will still be restored successfully. This
is the most dangerous of the four elemental
polymorph spells for if the mist is dispersed
more than this, the victim cannot be restored
until all the mist is brought within these limits.
The mist tends to spread rapidly if not contained within a sealed room for example.
The material component of this spell is a
burning twig or incense.

Acid Water (Alteration)


Range: 20 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 5 l/level
Saving Throw: None
This spell turns water into an acidic substance. If a creature touches this stuff, it takes
2d4 damage. If the acid is drunk, it will take 4d4
damage. The caster can do anything in or to
the substance without taking any damage.

Ahrvars Instant Offensiveness (Enchantment/Charm)


Range: 120 m
Components: V, S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
This spell effects any single intelligent being
it is cast upon. By intelligent being, it is meant
any creature with a rudimentary form of spoken language. This includes humans, demihumans, humanoids, intelligent monsters, etc.
The victim receives a saving throw vs. spell
to avoid the effect, with the appropriate adjustments due to Wisdom. If the victim fails his
save, the victims speech immediately becomes offensive to all who can understand the
language the victim is using. The victim, however, only hears what he thinks he is saying,
and may become extremely curious as to why
everybody is mad at him. The words of the victim become so offensive, in fact, they act as a
low-power Taunt spell, with those hearing and
comprehending the victims speech making a

- 19 -

save vs. magic at +4, or else be consumed with


a mindless desire to bash the victims head in.
Each person within hearing of the victim will
hear whatever would be considered most offensive by them. The caster is the only one able
to hear what is actually spoken by the victim,
and is thereby immune to the taunt effect.
The components of this spell are the command word, and a subtle pointing motion by
the caster, at the target.

Ahshays Mystic Mutable Aura (Illusion/Phantasm)


Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: One object or person
Saving Throw: Special
This spell creates a magic aura around an
object similar to the one from Nystuls Magic
Aura. However, it hides not the magic property,
but the alignment of the target. The caster can
specify which alignment he wants the object
to radiate as well as the strength of the radiation. The higher the level of the caster the more
radical alignment he could place on the object
or person. Note that this aura does not change
the alignment (if present) of a person or object.
This spell foils such spells as Detect Good/
Evil, a paladins Detect Evil ability and the spell
Know Alignment. It does not change the effect
of the Protection from Good/Evil spells. Note
that the priest version of True Seeing or a Gem
of True Seeing will see through this spell. If the
object or person acts in a different way than is
indicated by the aura, other people will get a
disbelieve check. A mage with the true sight
spell will now get a true reading off a detect evil.
The material component of this spell is a
sheet of thin silk in an appropriate colour to the
alignment being cast. It is consumed
completely.

Alphas Moonlight (Evocation)


Range: 5 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 3 m/level radius
Saving Throw: None
This spell creates an area of soft blue-grey
light, apparently coming downwards from
above. This light effectively washes out all colour, but clear vision is certainly possible within
the area of effect. Vision is also possible out to
10 m beyond the spells radius, but such vision
is dim and shadowy at best. The moonlight
does not interfere in any way with infravision,
but the nature of the light is such that creatures
adversely affected by bright light suffer only
half the normal penalties when within the
Moonlight and none when within its shadowy
fringes. The Moonlight spell may be centred on
the caster, in which case it moves with him.
Otherwise, the spell must be cast on an area
and is stationary.

Mage Spells Second Level


The material component of this spell is a
moonstone that has been exposed to actual
moonlight for a full night.

Alphas Rainbow Beam (Evocation)


Range: 10 m + 5 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell draws upon the power of the
Quasi-Elemental Plane of Radiance and brings
forth a beam of pure light. The colour of the
light making up the beam is normally randomly
determined by a roll of a d8. However, the
caster has a chance equal to 5% per level of
being able to select the colour of the beam (the
caster may not select a multi-hued beam. Such
occurs only as the result of an aberration in the
magic). The colours of the beams are as follows:

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.

Alphas Spark Shower (Evocation)


Components: V, S, M
Duration: 1 round
Casting Time: 2
Area of Effect: 1,5 x 6 m long x 3 m base
wedge shape
Saving Throw: 1/2
The caster extends his arms and speaks the
spell, and a sheet of sizzling purple sparks
shoots forth from the casters hands. These
sparks cause 1d4 electrical damage per three

levels of the caster, rounded up, to a maximum


of 5d4. Those wielding metal weapons (swords,
etc.) or wearing partially metal armour (ring,
scale, chain) save at -2 and suffer +1 point of
damage per die. Those wearing full metal armour (splint, banded, plate, etc.) save at -4 and
suffer double damage.
The material component is a bit of fur, glass,
and copper.

Alphas Star Gaze (Evocation)


Range: 60 m
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature/2 levels
Saving Throw: Special
This spell causes a blazing white sheet of
light to issue from the casters eyes. This sheet
will envelop a number of creatures based on
the casters level. Those who fail a save vs. petrification will be blinded for a full turn. Those
who do save are merely dazzled (-2 on to hit
and AC) for 1 round, having looked away just
in time. Dark dependent creatures such as
drow and gray dwarves save at a -4 vs. this
spell, and the duration of its effects are
doubled.

Alphas Starblades (Conjuration)


Range: 10 m + 10 m/level
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 2
Area of Effect: One creature/3 levels
maximum
Saving Throw: None
This spell creates one magical star-shaped
bladed weapon for each three levels of the
caster, up to a maximum of seven. The caster
may then throw these as weapons, out to the
spells maximum range. They are treated as
Slashing weapons with respect to effectiveness vs. armour, and the casters to hit rolls with
them are at +3, in addition to any bonus for
high dexterity. Each Starblade that strikes
causes 2d4 damage, +2 vs. creatures with
powers drawing on the negative material plane
or plane of shadow.
The material component is a small silver
star.

Ambient Light (Alteration)


Range: 60 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 12 m radius globe
Saving Throw: None
This spell is in many ways similar to the first
level spell Light (q.v.). With an Ambient Light
spell, while there is a centre for its sphere of
effect, there is no point of light at this centre -

- 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.

Anvil Fall (Alteration)


Author: Thom Watson
Range: 10 m/level
Components: V
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
When this spell is cast, the creature(s) or
object(s) affected immediately assume the
mass of solid lead. A falling or flying object or
creature affected starts to plummet, and damage taken from falling is doubled, i.e., 2d6 per
3 m fallen, to a maximum of 20d6 from a height
of 30 m. The Anvil Fall affects one or more
objects or creatures in a 3 m cube, as long as
the maximum original weight of the creatures
or objects does not exceed a combined total
of 200 pounds plus 200 pounds per level of the
wizard.
A Feather Fall cast upon a creature or object under the influence of an Anvil Fall will only
negate the latter, and the creature then receives only normal falling damage. An additional Feather Fall would then be needed to

Mage Spells Second Level


achieve the normal effect of that spell, and two
such spells could probably not be cast in time
by a single wizard.
Like a Feather Fall, an Anvil Fall works only
upon free-falling, flying, or propelled objects,
and cannot affect a sword blow or a charging
creature.

Azalldams Fabricated Boat (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell is similar to Azalldams Fabricated
Bridge except it shapes a boat from the conjured shadows instead of a bridge. The caster
may create a boat of 4,5 m per level (up to a
maximum of 90 m). The boat will support 100
pounds per level of the caster; any additional
weight will cause the boat to capsize. The spell
will last 1 turn for each level of the caster, or until
the caster ends it.
Similar to the Fabricated Bridge spell, the
boat may not be disbelieved, but may be dispelled.
The material component for this spell is a
small wooden carving of a boat; this carving
is not consumed when the spell is cast.

Bigbys Tickling Fingers (Evocation)


Range: 1 m + 1 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
When cast, this spell creates a pair of disembodied hands which proceed to tickle a
victim of the wizards choosing. Each round, the
victim must save vs. spells or suffer a -4 penalty to all rolls. If the save is failed, the victim
may cast no spells that round. The wizard may
select a new victim each round. If the wizards
concentration is broken while the spell is in
effect, the spell is terminated.
The hands cannot be physically attacked,
only Dispel Magic type attacks or breaking the
wizards concentration will destroy the hands.
The material component is a pair of gloves
and a feather.

Byens Arrow (Illusion/Phantasm)


Range: Touch
Components: V, S, M
Duration: 6 turns/level
Casting Time: 1 round/arrow
Area of Effect: One arrow/2 levels
Saving Throw: None
Several decades past, Byen, the famed assassin/illusionist of the City of Yorkad, created
this spell so as to be able to execute certain

assassinations which would seem completely real but in which the victim would (hopefully) not be killed. 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.).

Carrions Foul Stench (Evocation)


Range: 30 m
Components: S, M
Duration: 1 round/level above first
Casting Time: 3
Area of Effect: 6 m cube
Saving Throw: Negates
This spell in many respects duplicates the
effects of the second-level spell Stinking Cloud.
Except where noted, this spell duplicates the
effects of Stinking Cloud.

- 21 -

It has a slightly longer casting time and a


duration which is shorter by one round, but it
has the advantage of lacking a verbal component: the material components are waved in
the air and the spells gestures made, but otherwise the spell is utterly silent.
It produces a thin grey cloud of vapour
which reeks of rotting flesh and the odours of
the tomb.
The material component for this spell is a bit
of zombie or ghoul flesh or a small strip of
carrion crawler hide.
If ghast flesh is substituted saves versus this
spell will be at -1.

Cause of Death (Divination, Necromancy)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One corpse
Saving Throw: None
With this spell the forensic wizard can determine if the corpse has received damage
from any of the causes listed in the table below, and which cause actually reduced him to
zero hit points. This spell involves dissection of
the corpse, and the material components are
a magnifying glass and a set of scalpels. These
are not expended by the casting.

Cause

Notes and secondar


y
secondary
infor
mation
information

Exposure

exposure to cold, fire, heat,


or lightning; drowning
height fallen from

Falling or
hanging
Disease or
old age
Magic
Wound

organs affected, parasites


involved
applies only to magic missile or necromantic effects
wound inflicted by bludgeoning, piercing, or slashing

The DM may introduce a chance of failure if


the body is greatly decomposed, and he might
give false information based on nature of the
trauma. A corpse swatted by a dragons tail, for
example, might show the same indications as
one which fell from a great height, and a poisoned corpse usually looks like one which died
of disease. The prudent forensic wizard always
detects poison just to be sure.

Chameleon (Illusion/Phantasm)
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

Mage Spells Second Level


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 30 m, and at closer distances, he
is 20% unlikely to be seen when moving, and
thieves are given a 20% bonus to hide in shadows if remaining still (even in sunlight). Further,
missile weapons suffer a -4 penalty to hit. The
material component for this spell is some chameleon skin.

Charm of Healing (Illusion/Phantasm)


Range: Touch
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
Charm of Healing allows a wizard to convince the recipient of the spell that they have
been cured of some damage. The spell heals
1d4 points of damage plus an additional point
for every three levels of the wizard, this curing
is in-fact illusionary and only lasts for the duration of the spell. Note where the recipient of
this spell has suffered illusionary damage then
the hit points recovered are permanent (i.e.,
equivalent to priestly cure spells).
The material components for this spell are
a piece of coral, a bandage and a few drops
of pure spring water.

Cheffields Major Feast (Alteration)


Range: 30 m
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: 4 people fed/level
Saving Throw: None
When this spell is cast into a large pot or
onto an appropriate number of plates it brings
into being enough food to feed four per level
of the caster for one meal. The food is nourishing and filling, the drink is cool and refreshing.
The food may not taste the best in the world
but it certainly fills the cracks. It also makes,
when chilled and rewarmed, exceptional leftovers.
This spell requires a handful of rice which is
cooked over a low boil while the caster mutters cooks in just 5 minutes.
The spell was created by a magic user
whose abilities as a chef far surpassed those
of his spell casting. He is known far and wide
as a chef of great skill.

Circle of Power (Evocation)


Range: Special
Components: V, S
Duration: Special
Casting Time: Special

Area of Effect: Special


Saving Throw: None
This powerful spell allows a group of mages
to work in conjunction to create a special area
of effect (the circle) into which one mage (or
possibly two) may enter and have their working level of experience increased. A minimum
of four mages is required to initiate the spell,
and the spell must be cast by the mages of the
circle, not read or used from any device.
First, the mages form a circle and begin
casting the spell. The spells from each mage
must then synchronize into a rhythmic chanting effect. This means that it will take as many
rounds as the highest level member of the circle to make the circle synchronize and become
operative. From that point on, a mage may
enter the circle and have his working level of
experience increased by the total combined
levels of the circle spellcasters minus one level
for each member of the circle. Once entered,
the central mage may rest and study as a
higher level mage, but may not use new spell
levels, just the higher memorisation capabilities, spell range, duration increases, etc. If the
total number of levels bestowed reaches 20,
another mage may step into the circle and divide the increased level benefits between himself and the first mage with all odd remaining
levels becoming useless and therefore ignored.
Any members of the circle who are injured
immediately fall away from the circles synchronisation and the central mage(s) lose(s) the
benefits of that members levels one turn later.
New mages may join into the circle at any time
(taking an equal number of rounds as their
experience level to synchronize with the circle),
though, and since the effects of being in a circle will not wear off for one full turn other circles may be formed which the mage may enter to retain his current working level (or increase of decrease it according to the levels
of the new circle).
Members of the circle may chant (from the
synchronisation point) for a period of turns
equal to the combination of their intelligence
and constitution scores divided by two and
then added to their current experience level.
The circle members (but not the central
mages) gain a magic resistance to any attacks
against the circle which would silence the spell
equal to the total experience levels of the circle members.
The source of this spell is the Telnorne
Mageocrat.

Claws (Alteration)
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.

Cloud Walk (Alteration)


Range: Touch
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 3
Area of Effect: Creatures touched
Saving Throw: None
This spell allows the recipient to walk on any
form of fog, cloud, or smoke as if it were solid.
The recipient may move at normal movement
rate, plus the movement rate of the smoke
(thus a rising column of smoke from a fire might
carry the recipient up at 12 movement rate).
The smoke must be reasonably thick, reducing visibility significantly. This spell will not allow walking on fine mist.
The material component is a hair from a
nightmare.

Coin Toss (Alteration)


Range: 9 m
Components: S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One metal coin
Saving Throw: None
Coin Toss gives an electrical charge to a
single metallic coin, which is then thrown at the
target. The casting of the spell appears to be
rather innocuous, but a bit theatrical (i.e., taking approximately 10 seconds to take a coin
out of a purse). Only a wizard who has this
spell, someone actively using the spellcraft
proficiency (and states it), or someone who
has fallen victim to this spell before will recognize that Coin Toss is being cast. Upon completing the spell, the wizard throws the coin at
the intended victim, requiring an attack roll.
Treat metal armour as AC 10, but allow for any
magical or Dexterity bonuses. If the victim is
actively trying to catch the coin, consider it an
automatic hit (Take my last gold piece, thief!).
If the attack is successful, the victim takes 1
point of damage per wizard level (up to a
maximum of 16 HP). If the coin is gold or another good conductor, add 1 to the damage roll.
If the victim is wearing metal armour, add 1d4
to the damage roll.
The material component is the coin being
throw, which is consumed in the casting.

Continual Sparks (Alteration)


Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: One small object or area
Saving Throw: None

Mage Spells Second Level


A modified form of the Continual Light spell,
Continual Sparks causes an object or area not
greater than a few square inches to continuously emit electrical sparks. These do no damage, but are a tremendous source of ignition
around flammable substances.
A variant of the spell causes a spark to strike
anything coming within 3 cm of the area affected. A small metal ball with both Continual
Sparks and Continual Light is a highly effective device for eliminating bothersome
insects.

Dancing Fire Light (Alteration, Evocation)


Range: 60 m + 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Save: 1/2
This spell - except as noted - is the same as
Dancing Lights (out of TSRs Players Handbook). The lights are orange-like in colour and
give off heat. If the caster concentrates on the
balls, he can have them attack doing 1-3 points
of damage per ball (4 balls maximum). All the
balls must attack the same target in any given
round. Optionally, the caster can form one
mass that looks like a fire elemental and can
attack once per round and does 3-9 points of
damage. The heat can set fire to flammables.
The material components needed are a
piece of flint and either a bit of phosphorus or
withwood.

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.

Detect Chaos (Divination)


Reversible
Range: 60 m
Components: V, S
Duration: 5 rounds/level
Casting Time: 2
Area of Effect: 0,3 m wide path
Saving Throw: None

Detect Illusion (Divination, Illusion/


Phantasm)
Range: 0
Components: V, S, M
Duration: 3 round + 2 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
The wizard can see what is illusion and what
is not, and can pass this ability to others by a
joining of hands.
The material component for this spell is a
feather-duster, which is consumed in the
casting.

Detect Magic II (Divination)


Range: 0
Components: V, S
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 1,8 m + 0,6 m/level path,
0,6 m wide
Saving Throw: None
This spell is just like TSRs Detect Magic spell
except it is more sensitive, has a longer range
(1,8 m+ 0,3 m per level for the TSR version), and
the caster will be able to determine accurately
what kind of magic (alteration, divination, conjuration, etc.) is in effect if the magic is within
1,8 m + 0,3 m per level. This spell will not blind
or hurt someone if in an area of extreme magic,
the caster will simply know that stronger magic
is in effect.

Death Armour (Necromancy)


Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
While this spell is in effect, any creature who
touches the caster with exposed flesh (to cast
a spell, for example) will suffer 1d8 points of
damage. The spell will not protect the necromancer from damage, nor does it have any effect on an armed opponent, but it will affect
undead, and the death master adds one point
to damage inflicted with his bare hands.

Deaths Dark Grasp (Conjuration/


Summoning, Necromancy)
Range: 10 m + 10 m/level
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special

This spell is similar in all respects to the


second level mage spell Detect Evil/Good
(q.v.), except that the mage is detecting for
Chaos/Law.

Detect Dragonkind (Divination)


Range: 0
Components: V, S
Duration: 1 turn/2 levels
Casting Time: 2
Area of Effect: 20 m + 10 m/level radius
Saving Throw: None
While the duration of this spell, any kind of
draconian, including dragons can be sensed
by the caster. Invisible and polymorphed
dragonkind can be sensed regardless of their
alignment or size. Only special magical items
grant them a total immunity to the spell effect.
By casting the spell the mage only learns the
exact direction and distance of nearby creatures, not their number or type. The caster can
concentrate on one direction (north, east,
south, west) per round. It should be mentioned
that dead and transformed dragonkind can be
detected, too.

This spell is a variant of Maximillians Earthen


Grasp from the Tome of Magic. Except where
noted, this spell duplicates the effects of
Maximillians Earthen Grasp.

- 23 -

Detect Phase (Divination)


Range: 5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the caster can see
and perceive any creature that is out of or in a
different phase than that of the caster. This
means that the caster will see clearly such
creatures with special defences as displacement, blinking, duo-dimension, astral, or etherealness and those who can shift out of phase,
such as a phase spider. Furthermore, if the
caster has means to attack such creatures, he
will have none of the ill effects that normally occur when trying to attack (i.e. the caster would
know the exact location of a displacer beast,
or where the phase spider is etc.). The information cannot be communicated to his fellows
by words.
The material component of this spell requires a lens of calcite crystal which must be
viewed through for the spell to have effect. It
does not disappear at the end of the spell.
Some Mages have made spectacles of calcite crystal so they would have their hands free
to do other things after casting the spell.

Mage Spells Second Level


Detect Spirit (Divination)
Reversible
Range: 20 m + 5 m/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature or object
Saving Throw: None

When cast, this spell automatically dispels


any magical silence within its area of effect.
Furthermore, no silence spell will have effect
within the area of effect for the duration of the
spell.
The casting of this spell requires a small silver bell, chime, or gong, which must be struck
twice, at the end of each segment of casting.
The device must be worth at least 50 GP, and
is consumed in the casting.

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.

Dream Control (Enchantment/Charm,


Detects the presence of a soul spirit or
mentality in any body or object (enchanted
swords, etc.), and whether or not the mind
controlling the body is its native. Thus, it will
not detect charming or hypnosis but will detect possession. Only the fact of a mind is detected, not its nature. If it is cast on a normally
invisible spirit (such as an Invisible Stalker or
Unseen Servant), the caster can see the creature as a visible force for one turn per level.
The reverse, Obscure Spirit, has a range of
touch and conceals a single mind or spirit from
detection by this spell for 24 hours.

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.

Dispel Silence (Abjuration)


Range: 10 m/level
Components: S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 4,5 m radius sphere
Saving Throw: None

Disposal (Evocation, Alteration)

Phantasm)

Author: Thom Watson

Range: 0.3 m/level


Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates

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).

This spell causes the victim to have dreams


exactly as the wizard lays them out. Nightmares, messages, fantasies are all possible
actions in the dreams. These dreams will seem
real. If the person finds out about the source
of the dreams it is likely that he will not take
kindly to them. The chance of success is 5%
per level of the wizard minus 10% per level of
victim (less 5% per degree of extremeness of
the dreams as determined by the DM). This
spell can deprive the victim of a good nights
sleep with the same chance of success, thus
preventing him from regaining spells overnight.
The victim must have been touched at some
time by the wizard to use this spell. If the spell
is negated, the wizard cannot try to control the
dreams of the same victim again until he has
gained a level.
The material component for this spell is an
ornamental cushion, arduously decorated, of at
least 20 GP value.

Dreamoores Explosive Missile (Alteration/Evocation)

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.

Mage Spells Second Level


The material components are sulphur, diamond dust, and the appropriate missile being
enchanted. The first version requires a 10 GP
silver dart as its missile.

Dreamoores War Disk (Evocation)


Range: 60 m
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None
The war disk is a small hand hurled missile
which the magic-user throws toward its target.
Its to hit bonus is +3 at less than 20 m, +2
from 20 - 40 m, and +1 from 40 - 60 m. The
caster must declare which version he is casting prior to the throw. The first type hits only
once for 1d4 base damage + 1 hit point per
level of the caster. The second may be thrown
once per round for 1d4 + 1 point of damage
per successful hit and automatically returns at
the end of the round. Its duration is one round
per level.

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

the will of the caster, and is permanent until


such time. The victim does get a saving throw
verses spell to avoid the effect.
Note: this spell could be very effective
against creatures such as androsphinxes,
dragonnes and harpies.

Dust Warriors (Conjuration/Summoning, Necromancy)


Range: 5 m/level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 20 m long square
Saving Throw: None
The material component for this spell is a full
set of teeth from a man-sized or larger carnivore which must be cast on an area of earth,
rock, raw stone, sand or gravel as the spell is
cast. The spell generates 1 skeleton + 1 per 2
levels which rise from the area. They will fight
for the caster until they are turned or destroyed,
the caster is slain, rendered unconscious or
moves out of spell range of the group, or the
magic is dispelled. They last only while there
is someone to attack (including each other, if
necessary) - any round in which there are no
targets available the skeletons will fade back
into dust.
If dragons teeth are used as the material
component, each skeleton will have bonus hit
points equal to the age category of the dragon
(count 4 HP = 1 HD for turning and attack
purposes). Furthermore, they will be immune
to the attack type of the dragons breath
weapon.

Elemental Burst (Alteration)


Components: S, M
Range: 18 m
Casting Time: 3
Duration: Instantaneous
Saving Throw: None
Area of Effect: 3 m cube
This spell causes wood or stone to burst
violently, fire to flare, or small volumes of water
of air to become turbulent, possibly knocking
people and objects over within a radius of 6 m.
Wood and Stone will do 1d8 and 1d10 points
of damage respectively to victims within three
metres of burst. Fire will do 1d6 points of damage to victims within 3 m of the fire and 2d6 to
those within one metre. When the fire version
is used, there is a 50% chance of flammable
objects within three metres of catching fire.

Excite Fire (Alteration)


Range: 6 m
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One fire source
Saving Throw:

- 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.

Expose Magic (Divination)


Range: 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell will inform the caster of all of the
details of a single spell cast within one round
per level - including the destination of a teleport, the target of a charm spell, the name of
a spell without obvious effect, etc. The spell
does not invalidate illusion magic - the spell will
return an answer consistent with the illusion (i.e.
that a Fireball was cast rather than a Spectral
Forces) unless the caster has already disbelieved successfully.

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.

Fellstars Flamehand (Evocation)


Range: Touch
Components: V
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: 1/2
When cast, this spell causes the casters
hands to glow with a soft red light; if the caster
scores a hit in combat, his hand will discharge
a sheet of flames that will engulf the target. The
victim suffers damage equal to 1d10 + 1 per
level of the caster (a successful save vs. spell
reduces the damage by one half). This spell
may be used twice per casting (once for each
hand); both charges must be used within 5
rounds plus 1 round per two levels of the

Mage Spells Second Level


caster; after this time, any remaining charges
are lost. Two attacks may not be made in the
same round unless the wizard is normally capable of doing so; in this case, two separate
to hit rolls must be made, and each suffers a
-2 penalty.
The flames from this spell will ignite any
combustible material; these flames may be
extinguished the following round, if no other
action is taken.

Fiery Eyes (Enchantment/Charm)


Range: 0
Components: V, S
Duration: 3 rounds + 1 round/3 levels
Casting Time: 2
Area of Effect: The Wizard
Saving Throw: None
By means of this spell, the wizard causes his
eyes to glow with an unnatural light, causing
beams to shoot forth up to ten metres, causing a single creature or object 1d4 points of fire
damage per round when he focuses his eyes
on for more than three rounds. Further, all creatures in area of affect must save vs. magic or
be distracted and lose initiative for the first
round. If cast in conjunction with Hypnosis,
Hypnotic Pattern, or Mass Suggestion, victims
suffer a -1 penalty on saves if they are looking
at the wizard. After the spell is affected, the
wizard does not need to concentrate to maintain its effect.

This spell will cause the victim to change into


a stone statue which will collapse into a pile of
pea-sized gravel. 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 gravel 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 gravel can be dispersed over an area of 9 m per level of the
caster and the victim will still be restored successfully. If the gravel is dispersed more than
this, the victim cannot be restored until all the
gravel is brought within these limits.
The material component of this spell is a
small stone.

Frostfire (Alteration)
Range: 10 m/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: Special

Fog Phantom (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a vaguely human shaped
pillar of fog. The fog phantom can do no damage, but it can be controlled remotely by the
wizard. The Phantom moves at 0.3 m + 0.3 m
per level of the wizard. The wizard can see
and hear through the Fog Phantom. This spell
requires complete concentration: disturbances
will cause the termination of the spell before
the end of its duration. The Fog Phantom cannot pass through cracks or the like. Strong
winds and intense heat or cold will cause the
Fog Phantom to disintegrate.
The material component for this spell is
some smoke.

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

Through the use of the frostfire spell, the


wizard is able to change the normally hot radiance of fires to a cold radiance. Two effects
may be produced through the use of this spell.
The first is a total absence of heat radiation (c.f.
light spell); the flame will continue to burn and
give off light, but no heat is produced. The
second category will inflict frost damage to
anyone who comes into contact with them. For
example, a torch normally causes 1d3 points
of heat damage. If the cold version of the spell
is cast upon the torch, it will now inflict 1d3
points of cold damage to anyone struck by the
torch. The flames subjected to this spell become tinged with blue for the duration of the
spell.
As a rule, the wizard can affect an amount
of flame equal to one torch or four candles for
every level that the caster possesses. For the
purposes of this spell, a small campfire is considered to be equal to three torches, a bonfire
equal to six, and a wall of fire to eight. If fire
under the effect of a forstfire spell goes out, the
effects of the spell cease immediately.
As a last option, this spell may be cast upon
fire-dwelling or fire-using creature such as an
efreet, fire elemental, etc. The being is allowed
a saving throw; success indicates that the spell
has no effect, but a failed saving throw causes
the victim to suffer 2d4 hp of damage. Only one
creature can be affected by this use of the
spell.
The material components for this spell are
a piece of ivory and a pinch of soot if the heatless version of this spell is cast. If the cold
version is used, a piece of ice and a crystal of
at least 10 gp value are required.

- 26 -

Garithralls Hideous Leech (Conjuration/Summoning)


Range: 150 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This is a variant of Melfs Acid Arrow. Unless
otherwise noted this spell mimics many of the
properties of Melfs Acid Arrow.
When this spell is cast, a small black sphere
a few inches across appears in the wizards
hand. The wizard then proceeds to hurl this
sphere at the target of the spell. If it does not
strike the target or is not thrown immediately
after its creation the sphere fades into nothingness.
If it hits successfully, on the spot which the
sphere struck appears a huge, black, shiny
leech-like creature which bites into the target
and begins to drink the targets blood. This
leech can even bite into creatures hit only by
+1 or better magical weapons. The creature
cannot be removed by any thing short of a
Dispel Magic or the wizards own hand until it
has had its fill of the targets blood and is sated,
at which time the creature falls to the ground.
The number of rounds this takes and the damage inflicted due to the blood drain are as per
Melfs Acid Arrow. The creatures bite carries an
anesthesia which makes the target oblivious
to its presence if it is struck by suprise. The
target will, however, notice that it is growing
progressively weaker and may make a Wisdom
check every round to spot the creature.
As previously mentioned, when the creature
is sated (or if the wizard removes it before this
occurs), it will fall from its target where it may
be collected later by the wizard. The creature
will survive for up to one hour after being removed from the target during which time it retains its immunity to all attacks save Dispel
Magic and the wizards hand. After one hour it
will dissolve into a small puddle of blood. Before the end of this hour, the wizard may force
the leech to dissolve itself at any time or alternately bleed it slowly if he has a dagger or similar weapon on hand (again, only a weapon
wielded by the wizard will be effective against
this creature). The blood may be collected in
whatever receptacle the wizard has available
for later use in poisons, potions, other spells,
sympathetic magicks, etc.
If the target of the leech is not a creature of
flesh and blood that would be harmed by the
leechs blood drain, then the bite of the leech
will inflict only 1d4 points of damage before the
leech falls off the target. Although it should be
obvious, it is worthy of note that this spell does
not damage the targets items as it does not
shower the target in acid as does Melfs Acid
Arrow. Also note the shorter range of this spell.
The material component for this spell is a
leech which has fed upon the wizards own
blood and has afterwards been lanced with a
hot needle and killed.

Mage Spells Second Level


Gold to Gems (Alteration)
Reversible
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 200 gp/level
Saving Throw: None
By means of this spell, the wizard converts
a number of gold pieces, minus some random
percentage, into a single gem of equal value.
The wizard places the gold pieces in the left
pan of an ordinary balance, speaks a command word, and the coins vanish. A single gem
appears in the right pan, equal in value to the
amount of coins minus 1d10%. This extra
amount is the material component. The wizard
can convert up to 200 gold pieces per level per
use of the spell. Thus, a fifth-level wizard could
convert up to 1000 gold pieces into a single
gem.
The reverse of the spell, Gems to Gold, converts a single gem (subject to level limits),
placed in the right pan of the balance, into gold
coins of equal worth, minus 1d10% of the value
of the gem. If too many coins, or a gem of
greater value than the wizard can convert at
his current level, are placed on the balance, the
spell is lost but nothing is expended materially.
The type of gem obtained cannot be specified
by the wizard.

Guildas Sneakabout Light (Alteration)


Range: 50 m
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: 1.5 m radius sphere
Saving Throw: None
Creates a dim, floating light of variable intensity that follows the caster. At its brightest, it is
enough to read with good eyesight, and it can
be extinguished and restored at will during the
duration. No light produced by the spell escapes the 1.5 m radius, preventing the caster
from being given away by his lightso this
spell is ideal for thieves. Note that background
light penetrates the area of effect freely, so the
caster is in no way concealed by this spell.

Hair Growth (Evocation)


Reversible
Range: Touch
Components: S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell causes hair to grow (the reverse
eliminates all hair) on the victim. The victims
hair will grow at a rate of 3 cm per turn for the
duration of the spell.

The material component for the spell is a


hair, and a pair of scissors or a sharp knife for
the reverse, Hair Razor (Alteration).

Hand of Ithiqua (Illusion/Phantasm)


Range: 30 m
Components: V, S
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
A target of the Hand of Ithiqua, failing to save
vs. magic will be pinned to the ground by an
invisible force. The force is illusionary, but will
seem completely real to the victim, so that she
or he will be unable to move. The victim will be
pinned to the ground at a location of the magic
users choice, and despite any struggling will
have a movement of 0 regardless of strength.
The subject will be very prone, +4 to be hit (with
no AC adjustment for dexterity) and -4 to
attack.

Heat Feet (Alteration)


Range: 20 m
Components: V, S, M
Duration: 1 round/level
Casting time: 3
Area of Effect: One creature/level
Saving Throw: Special
This spell causes the affected creatures
footgear to become very hot, blistering the victims feet. Because of this, the target fights with
a -2 to hit, a +2 penalty to its armour class,
loses any dexterity bonuses, and moves at 5/
6 of its normal speed. The reduction in movement rate lasts until the blisters have healed.
Creatures that are immune to fire dont suffer
any of these effects. Flammable footgear must
save vs. normal fire or be ruined; footgear that
saves is merely a bit charred.
Alternatively, this spell can be used to counter the effects of natural cold. In this mode, the
spell will keep the affected creatures feet comfortably warm for 1 turn per level of the caster,
even in snow or ice.
The material components for this spell are
two leaves of stinging nettle and, of course,
footgear.

Horizontal Rope Trick (Alteration)


Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
When cast on the end of a length of rope,
that end may be tossed away from the wizard
(being subject to gravity), where it will remain
hanging in midair at its furthest point from the
wizard for the spells duration. Five persons
may climb the rope and hide at its end (in extra-dimensional space), unseen, drawing the

- 27 -

slack with them as they go. Also, the spell may


be used as a make-shift grappling hook when
there is nothing for a hook to catch onto. The
rope may be thrown upwards up to Strength
metres at most and generally less if accuracy
is desired. Horizontal throws may be twice this
number if there is a ten foot radius of swing
room.
The material components for this spell are
a paper Moebius ring and a string of yarn.

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:

Mage Spells Second Level


Obser
ver
Base chance
Observer
vers
familiarity
of detection
with assumed
ity
for
m
form
Very well known
Seen often
Seen occasionally
Seen once
Never seen

Modifier for
caster
casters
familiar
familiar--

25%
15%
10%
5%
0%*

-5%
+0%
+10%
+20%
N/A

*This is recognizing a nonspecific form as a


false one.
Additional Modifiers:
+5%
-5%
+20%
+10%
+5%
-1%

per level of the viewer


per level of the magic user
if listener attempts to determine
authenticity
if only seen occasionally
if seen once or never seen
per 30 cm of distance

The chance of detection should be rolled


upon initial contact, once for every three turns
of exposure or one turn of direct conversation,
and once for an attempt to determine authenticity. The spell may not be immediately recognized as an illusion, even if a fault is detected,
for it could be seen as a disguise or a physical change (as with a doppleganger). Note
that strong physical contact could reveal the
spell, as the illusion is only visual. Also, unless
a Voice spell is also used, observers could
become very suspicious. The size of the alteration can be 50% of actual. Note that the
change is entirely illusionary (unlike Alter Self)
no actual physical properties are gained
whatsoever and special abilities (gaze attacks,
horror effects, etc.) cannot be reproduced so
as to have these special effects.

Improved Find Familiar (Summoning)


Reversible
Range: 1 mile/level
Components: V, S, M
Duration: Special
Casting Time: 1 up to 24 hours
Area of Effect: One creature
Saving Throw: Negates
This spell attracts a familiar to act for the
wizard. The wizard may attract a familiar of up
to 1/2 his hit dice. The wizard may specify the
type of creature preferred but not the specific
creature. Hence they can specify a cat but
not specify Mrs. Pikes Ginger Tom.
Furthermore, the wizard gains the ability to
communicate mentally with his familiar and to
use the senses of the familiar while this is being concentrated on. Hence they can see
through their familiars eyes, listen with its
ears, etc. No other actions are possible during
this concentration. The range for this communication is 5 miles per level of the wizard.
The wizard gains the hit points of the familiar when it is within four metres, and on its
death (if not Released beforehand), will per-

manently lose double the amount of these hit


points (regardless of the distance to the familiar). If a familiar is in range, it must be of the
same alignment as the wizard and will then
willingly serve its master or mistress as long as
it does not involve a threat to its life and as long
as suitable rewards are given to the familiar at
regular intervals (mice for cats, treasure or
souls for more powerful creatures). Failure to
provide such suitable rewards allows the familiar an additional save vs. magic (at +1 for each
time rewards have been ignored).
The DM determines the likelihood of the
preferred creature being within range and determines all results including the type, size, hit
dice and abilities of the attracted familiar. The
range of the spell is one mile per level of the
wizard.
The material components of this spell include feathers, fur or skin etc of the creature
preferred and a total of 100 GP worth of incense and herbs per hit die of the summoned
familiar. The familiar so attracted receives a
saving throw vs. magic to ignore the summons.
The spell may be attempted only once every
6 months.
This spell is a specialized version of the
Charm Person or Mammal spell, and rewarding the familiar gives a strong chance of an
individual offering his services to e.g. a wizard
or dragon for quite a period. Both stand to
benefit from the co-existence.
By introducing this spell to a campaign,
familiars should be more common to all wizards including dragons, drow, etc. It would be
quite beneficial for a dragon to have a human
familiar. The familiar is able to arrange delivery
of suitable bribes, slaves, information, treasure
or whatever else the dragon would require. It
can always be useful to have such a spy in an
enemy camp. On the same basis, it also means
that a powerful witch is able to have a troll or
doppleganger act as her familiar for several
years. In return, the familiar gains treasure,
knowledge or power or just food and security.
The reverse of this spell, Release Familiar,
has a range of 0, since the wizard must be able
to touch his familiar to release it. This version
of the spell has no material components and
is permanent. Its casting time is 0, and the
familiar is not entitled to a saving throw.

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 -

An unwilling creature is allowed to make a


saving throw against this spell, and it is a great
way to silence spell casters (unless they have
the spell vocalize).
The material component for this spell is a
piece of cotton.

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.

Kestrels Voice of the Bat (Alteration)


Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: The wizard
Saving Throw: None
This spell grants the wizard the ability to use
sonar to see and move safely at a normal rate
in the dark, even in magical darkness. The
wizard can tell size and general shape of objects up to 10 m away in any direction he faces.
The wizard must actively concentrate to see
his surroundings, but merely ceasing concentration does not end the spell, and the wizard
may resume the sonar again within the spells
duration.
The material component is a bit of bat
guano.

Mage Spells Second Level


Last Experience (Divination, Necro-

Magic Mikes Projection (Conjura-

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 forensic wizard relives the


last minute of the recipients life. If the victim
was conscious during this minute, the wizard
must make a system shock check or be
knocked out for 1d4 hours.
The material components are a convex lens
and a scalpel.

Lightservant (Alteration, Conjuration/


Summoning)
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: 30 m radius around caster
Saving Throw: None
This spell is a variation of the first-level
magic-user spell Unseen Servant. The servant
created by this spell is visible as a vaguely
manlike form of glowing light, and is slightly
stronger, being able to lift 30 pounds weight
and taking 8 hit points of magical damage to
destroy. The light provided by the servant is
enough to allow normal vision in a 0,3 m radius
around the servant.
Except as noted above, and that the material components of this spell are a live firefly
and a piece of thread, this spell behaves as
Unseen Servant.

Magic Eye (Alteration)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 turns
Area of Effect: One specific location
Saving Throw: None
By means of this spell, the wizard creates a
third eye, much like the spell Wizard Eye, except that it remains in a specific location once
cast. It can be triggered in two ways, the first
being a predefined event occurring, such as
some creature passing in front of it. The second can be done from anywhere on the same
plane, by willing it to activate. Once activated
the eye lasts 2 rounds per level; however, the
Eye can be reactivated (each activation uses
a minimum of 2 rounds). The Eye sees as well
as the wizard: if the wizard can normally see
invisible so can the eye. Magic enhancements,
such as spectacles or Detect Invisible, do not
work through the Magic Eye.
The material component for this spell is an
eye of some sort.

For this spell to take effect, the mage makes


a cone out of a sheet of parchment and places
inside it one copper coin for each 5 rounds of
spell effect. The magic words are chanted and
the parchment cone crumpled and released.
When the parchment cone is crumpled, it is replaced by a 10 cm diameter, black, sphere
which remains at its location of creation for the
duration of the spell.
The black sphere is the centre of a cylinder
3 m high with a 3 m radius. Any sound within
the cylinder is projected into a surrounding cylinder which is 30 m high and has a 30 m radius. The black sphere is also the centre of this
cylinder.
Anyone within the 30 m cylinder hears
sounds as if they were in a corresponding location within the 3 m cylinder.
This spell was created my Michael Verilait,
a mage who was usually frustrated at not being able to hear what was happening on
stage.

Maltas Pattern Creation (Alteration)

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 -

Maltas Pattern Image (Alteration)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 hour
Area of Effect: One Pattern
Saving Throw: None
With this spell, the caster can imprint the size
and image of an undamaged Pattern. This
imprinted image can later be used by the
caster to create a matching Pattern of his own.
The imprinted image can be recalled by the
caster for up to one month per casters level
(at casting time). If this time is exceeded, or
the caster creates a matching Pattern (even if
different size), then the imprinted image is dispelled. This spell is necessary to create an
exact size matching Pattern if the original Pattern is not present for the creation of the matching Pattern. The caster can have up to one imprinted image/size per level at a time.

Mangars Bloodfire (Evocation, Necromancy)


Range: 40 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: 1/2 (check each round)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None

Material
Save

Patterns cannot be repaired, they must be


remade completely. Patterns can be moved
(assuming the material can be moved as one
unit) without damage. The saving throw listed
is the save the Pattern must make when used
for transport (see Maltas Pattern Transport for
details) - the material saves normally for any
other damaging situation.

T ime

1h
10 h
15 h
3h
4h
12 h
16 h

15
12
10
10
8
5
2

This spell engulfs a creature with blue fire


that burns for 1d4 HP per 3 caster levels (or
fraction thereof) on round 1, then loses 1d4 per
round until it goes out. The flames do not ignite flammable objects, they just hurt
creatures.

Memorize Song (Enchantment/


Charm)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell enables the caster to memorize
the next song he hears. From then on, the
caster can sing and play the song exactly as
he heard it, without worrying about forgetting
verses or notes later on in life.
This is especially useful for travelling minstrels, who must remember someone elses
songs for a long time in order to sing them (in
other words, spread the news) in far away
lands.

Mage Spells Second Level


Mimicry (Illusion/Phantasm)
Range: Touch
Components: V, S
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
This spell is similar to the first level magic
user spell Minor Mimicry (q.v.). However, the
spell continues even after a form is dispelled
by movement, and once the spell recipient
again becomes stationary, she or he can be
concealed by a new form (again chosen by the
magic user). Therefore, the only ways the spell
would end are an end to concentration by the
magic user or the spell recipient passing beyond 10 m range per level. If the casters concentration is ended, any illusionary form will last
5 rounds + 1 round per level.

Noise Filter (Illusion)


Range: 10 m/level
Components: S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1.5 m/level radius
Saving Throw: Special
All creatures within the area effect at the time
of casting will have their hearing muted - they
will not hear anything unless they have some
other confirmation of its existence. Thus, you
can only hear people speak if you can see their
face or know precisely what they will say; background noise will continue if you know it should
be there but sudden noises from the next room
will not be heard, etc. Once a creature notices
or becomes suspicious of the effect (by turning around and seeing a large pile of broken
crockery they did not hear break, for example),
it will automatically be dispelled with respect
to that creature.
The material component is a pair of
blinders.

Noska Trades Blackfire (Evocation,


Necromancy)
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 0.3 m radius sphere
Saving Throw: None
When this spell is cast, a cold, black fire
appears in the wizards hand, shedding violet
coloured light equivalent to torchlight. The wizard can hold the Blackfire without taking damage or throw it at an opponent. Throwing it at
an opponent requires a roll to hit. If the sphere
hits, the target ignites the creatures life force
doing 1d6 points of damage the first round and
1d3 the following rounds until extinguished.
The flames can be extinguished by padding
them out, but water has no effect. The flames
only consume living matter (creatures and

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).

Plane Source (Divination)


Paldeggerons Accurate Arrow (En-

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.

Pobithakors Pacifier (Alteration)


Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1 second
Area of Effect: Caster
Saving Throw: None
This spell is used when the caster is the
subject of the Pobithakors Placer spell. What
this spell does is disrupts the energies and
allows the caster a saving throw vs. spells to
avoid the effect. There is enough time when the
caster is being pulled through to cast this spell.
The verbal component varies, but usually
sounds something like not tonight, I have a
headache or not on the first date.

Pointdexters Dex Points (Alteration)


Range: Sight
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell, a variation of the first-level Copy
spell, allows the wizard to create a permanent
image, on a piece of parchment, canvas, or the
like, of whatever he sees and concentrates
upon at the time of casting, to the range of his
vision. Detail in the final picture depends on
distance, field of vision, and level of the wizard.
For every level of the wizard, he may choose
that the final image will appear on the parchment as if he were 10 m closer to the subject;
e.g., the picture created by a fifth-level wizard
standing 60 m away from a creature could
contain detail he would normally notice at a
distance of 10 m.

- 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

Mage Spells Second Level


For multi-class characters and characters
with two classes, roll the die for whichever
class is most favourable.
The material component of this spell is a set
of three small balls.

Power Bolt (Invocation/Evocation)


Range: 18 m
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: None
This spell sends a magical bolt of electricity which causes 1d8 points of damage to the
affected creature or object.
The material component for this spell is a
piece of cat skin.

Power Word, Awaken (Enchantment/


Charm)
Range: 1d3 feet + 5 feet/level
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
This spell was designed as a counter-spell
to the first-level Sleep spell. A DM which whom
I played ruled that the Sleep spells targets had
to be kicked or somehow given at least a point
of damage to be woken from the slumber.
The wizard must pick a living creature within
the area of effect (see below) for the spell.
When the Power Word is spoken, that target will
be subject to the effects of the Power Word as
listed below. In addition, twice the wizards level
of hit dice of creatures within 1d3 feet + 5 feet
per level, will also be affected, starting with the
closest creature. These creatures may be either asleep or awake, since the spells effects
are not limited to sleeping creatures.
The spell causes an effect like a sudden
rush of adrenaline to the creatures.
If the creatures are asleep, either magically
or normally, the Power Word will wake them
from their slumber. The sleeping creatures will
be up and ready for action half a round later.
There is no save, and the creatures will awaken
even if they wish to remain asleep. Note that
this completely ruins a wizards or priests resting, forcing them to begin again. They have
normal to hit ratios and armour class. Sleeping creatures have no indication of why they
wake up, their unconscious mind just receives
the Word and wakes them.
If the creatures are awake, they automatically gain initiative for the round, as well as a
+1 to hit and a bonus -1 AC for that round. Any
creature performing an action that requires extreme concentration (such as casting a spell,
scaling a wall, picking a lock, etc.) must save
vs. spell or automatically fail the action. Likewise, affected creatures attempting missile fire
must save vs. spell. Failure indicates the shot
will miss, success means they must roll with a

-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.

Protection From Enchantment (Abjuration)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
The recipient of this spell is partially immune
to magical forms of sleep, charm, and fear. He
automatically receives a saving throw even if
one is not ordinarily permitted, and if one is permitted, he saves at +4. Note that this spell will
not free the recipient from any enchantment
already in force, nor will it protect him from
natural drowsiness or feminine guile. Also note
that protection extends only to actual charm
spells, such as charm person or charm monster, not to enchantment/charm spells as a
class.
The material component is a lapis lazuli or
more potent stone.

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.

Resist Paralysis (Abjuration)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
- 31 -

Area of Effect: Creature touched


Saving Throw: None
For the duration of this spell, the recipient is
immune to all forms of paralysis, including
gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
The material component is a feather and an
infusion of tea and ginger (to be consumed by
the recipient).

Restore Circle (Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell restores the magic of a neutralized
Circle of Protection and merged inscriptions as
the wizard inscribes out the break with the
proper magical material, usually a ball of magical chalk.

Reveal Owner (Divination)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One item
Saving Throw: None
The caster of this spell receives a mental
impression of the most recent owner or owners of the recipient object. An owner is defined as an intelligent entity who was in direct
physical contact (i.e., no gloves) with the object one hour, or who had the object upon his
person for 24 hours. These time requirements
may be divided by the casters level, and for
every 4 levels of the caster, one previous owner
can be identified. Thus an eighth level wizard,
for example, could determine the last two owners who carried the object for at least 3 hours
each.
The information gained is sufficient that the
wizard will recognize the owner on sight, and
he can uniquely specify the owner for the purpose of such spells as legend lore.
The material component of this spell is a
handful of dust.

Runetrue (Invocation, Abjuration)


Range: Special
Components: V, M
Duration: 1 turn/level
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
This is a spell that allows wizards to infuse
the magical symbols they draw (see below)
with the power needed to repel summoned or

Mage Spells Second Level


extraplanar creatures. The maximum hit die
creature that may be fenced in or out is equal
to the wizards level plus four.
Note: As the above implies, it is possible to
fence out summoned or extraplanar creatures
of less than 4 HD by using the symbols without the runetrue spell.
The only symbols that this spell empowers
are listed below:

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

The wizard must still create the symbol


manually, using anything from a stick to gold
inlay.

Sanhs Improved Ray of Light (Evocation)


Range: 6 m + 1 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell is a more powerful version of
Sanhs Ray of Light. If a save vs. Magic is failed,
the victim suffers 1d4 points of damage per
level of the wizard. A fumbled save results in
the victim being permanently blinded in one
eye and dazzled for 2d6 rounds (-2 on all rolls).
As per the first-level version, Sanhs improved ray of light is basically a laser beam.
The colour is chosen by the wizard, but
multichromatic light, such as sunlight, cannot
be duplicated. Since the beam itself is not
magical, magic resistance has no effect
against this spell.

Sarius Golden Squares of Protection (Evocation)


Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: One floating 0.6 m long
square plate/level
Saving Throw: None
This spell creates golden, shimmering
square plates of force which move around the
caster in a constant motion, attempting to deflect missile, hand, or weapon attacks directed
at the caster. The AC of the mage is not altered
by the spell, but any successful physical attack
(less boulders, ballista, or attacks similar to a
dragons belly flop manoeuvre) will be de-

flected if the mage successfully saves versus


breath weapons. Non-missile attacks by creatures with an effective strength of 19 or greater
require a saving throw versus spells to deflect.
Each plate is able to sustain 4 hit points of
damage before disrupting, so if a deflected
attack does not cause enough damage to disrupt a square (chosen randomly) the square
will remain active. For every 5 squares active,
the effects of breath weapons directed at the
caster will be reduced by 1 hit point per damage die, with 1 hit point damage per die being
the maximum reduction allowable. Though, unless the breath weapon causes less damage
than the current hit points of a square it will assuredly disrupt the entire field of squares in the
process.
While the squares orbit the mage he is at a
-1 to hit penalty for every square active whenever a to hit roll is needed, including spells. The
mage may create fewer squares than the maximum possible.
The material component(s) of this spell is a
single gold piece for every square created. All
pieces are thrown into the air where they disappear and are replaced by the floating
squares.
The source of this spell is Sarius Mendlekine.

Secret Light (Alteration)


Reversible
Range: 60 m
Components: V, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 6 m-radius globe
Saving Throw: Special
This spell is in all respects the same as the
first-level spell Light, except that only the wizard can see the light. This of course means that
it can in no way be used as an attack (blinding people, harming certain undead, etc.). It will
cancel magical darkness, as it will be cancelled by magical darkness, just like Light.
The material components are the same as
for Light plus two drops of blood and a tear
from the wizard.
The spell can be reversed to Secret Darkness, although this normally isnt very useful.
Perhaps if in presence of a blinding light you
could cast Secret Darkness at the light source,
so that you wouldnt be blinded. Of course,
youd better have another source of illumination handy. Also, it wouldnt save a vampire from
the effects of direct sunlight - the light is still
hitting his body, he just cant see it.

Secret Torch (Illusion/Phantasm)


Range: Touch
Components: V, S, M
Duration: 6 turns
Casting Time: 1 round/torch
Area of effect: One torch/2 levels
Saving Throw: None

This spell lights one or more ordinary


torches. The flames will, however, be cold and
dark, shedding no ordinary light. The wielder
of the torch will however be able to see by the
torch, as if it was an ordinary torch, as long as
he has it in his hand. Only one person can benefit from the torch at a given time: if two or more
persons touch it, no-one will benefit. The
wielder must hold it in his bare hand if he wants
to see by it, and the flames will seem warm to
him. The torch can be put aside or handed
over, as an ordinary torch would be, but can not
set fire to anything. It can be extinguished by
any normal means, e.g. water or very strong
winds. The torch will slowly smoulder and burn
out, as an ordinary torch would.
The material components are the torch(es)
to be lit, and a small portion of oil with rare
herbs, which the torches are rubbed with (3
GPs worth per torch). In addition, the spellcaster must have access to a source of fire.

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

The roll is modified by adding the victims


Wisdom and level and subtracting the wizards
apparent Comeliness and enchantment level.
The spell is effective until dispelled. While under the enchantment, the victim will take as
gospel everything the enchanter says, and will
strive to protect and defend the wizard at all
times. If the spell is broken by another magic
or by the will of the enchanter, however, the
victim will remember everything and know that
magic was involved.
The material component for this spell is a
flask of perfume or after-shave that must be
shattered.

- 32 -

Mage Spells Second Level


Sexify (Enchantment/Charm, Illusion/
Phantasm)
Range: Touch
Components: V, S, M
Duration: Variable
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
The recipient of this spell undergoes a transformation in appearance to become more
sexually attractive to members of the opposite
gender no matter what the recipients initial
Comeliness. Looks, smell, smoothness, and
even taste of the outer skin are all effected. The
recipients Comeliness is effected as follows
(note that Comeliness will not decreases by
casting this spell):

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.

Sexual Imagination (Enchantment/


Charm)
Reversible

Shadow Bolt I (Illusion/Phantasm)


Range: Special
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This spell creates arrows from wisps from the
plane of shadows, when the wizard performs
the somatic action of drawing a physical, unloaded bow, and mutters the word
shadowbolt. The arrow is then fired as normal,
requiring an attack roll to hit the target, doing
1d8 points of damage. Obviously, the wizard
should know how to use a bow.
After the spell is initially cast, up to 2 arrows
per level of the wizard can be fired within the
next hour. Only the wizard can use the arrows,
and they disappear both when they do and
dont hit the target.

Shadow Bolt I (Evocation)


Range: 5 m/level
Components: V, S
Duration: Instant
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell creates a bolt of gray, shadowy
force that leaps from the caster to a target creature. If the target is within range and visible to
the caster as casting is completed, the bolt
cannot miss. If not, the bolt is wasted. If another
creature deliberately blunders into the bolt, it
suffer the spell's full effects; the bolt vanishes
after it strikes a living creature.
Any being struck by a shadow bolt must
make a saving throw. If it fails, the victim suffers 1d6 points of damage plus one point per
level of the caster. On the round after the bolt
hits, the victim is wrecked by pain and suffers
minus one penalty on Armour Class, saving
throws, attack rolls and ability checks. After the
round elapses, the spell's effects end. If the
saving throw succeeds, the target takes only
1d4 hp damage total, and does not suffer from
the pain effects.

AC 0 vs. hand thrown objects (daggers,


dart, throwing axes, etc.),
AC 1 vs. device propelled (arrows, bolts,
etc.),
AC 2 vs. everything else.

Against magic the caster gains +1 to saves


vs. things that are physically damaging, negates magic missiles, and decreases spell
damage by 1 point per level.

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.

Silhouette (Abjuration, Evocation)


Range: 0.3 m/level
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
By means of this spell, the victim is caused
to become terribly horny for the duration of the
spell. The victim has a saving throw as for a
Charm spell (q.v.). This spell causes the victim to actively seek sex (or in the reverse abhor it) for the duration of the spell.
The material component for this spell is a
straight, nonmagical rod. The material component for the reverse, Sexual Lethargy, is a small,
supple twig.

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.

Mage Spells Second Level


Sillvatars Silver Lining (Enchantment/Charm)
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One melee weapon, 2
arrows or 2 bolts
Saving Throw: None
This spell is used to temporarily enchant a
weapon to give it the properties of a silver
weapon. In order for this spell to work, the
caster must have 1 silver piece per pound of
the weapon to be enchanted. When the spell
is cast, the weapon is held in one hand, and
the silver pieces in the other; the two are then
touched together, and the blade absorbs the
silver pieces. For the duration of the spell, or
until it is dispelled, the weapon will have all the
properties of a silver weapon (i.e. it may be
used to hit creatures who are normally harmed
only by silver weapons). If one looks closely at
the weapon, a silver glint will be seen upon its
edge.
This spell will only enchant slashing or piercing weapons; blunt weapons are not affected
by this spell. One melee weapon, or up to two
arrows or bolts may be enchanted per casting
of this spell.
The only components for this spell are the
weapon and the silver pieces; the silver pieces
are lost, but the weapon is unharmed.

contacts until its duration runs out. A slowspell


lasts for one round per level of the caster, or
two rounds after coming into contact with a
dispel magic spell, whichever occurs first. A
slowspell cannot be made permanent.
Casting this spell requires any faceted gemstone, which is consumed while casting.

Sonic Barrier (Abjuration)


Range: 0
Components: S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 3 m radius sphere
Saving Throw: None
This spell creates an invisible, spherical
barrier through which sound cannot pass. The
barrier remains centred on the caster, enabling
an assault group to move in absolute silence
without giving up intercommunication. However, sound cannot pass into the barrier either,
making the party deaf for the duration.
The material component is a glass globe.

Sonorics Lodestone (Divination)


Range: Special
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

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.

Sound Bit (Alteration)


Range: 0
Components: V, M
Duration: Special
Casting Time: Special
Area of Effect: As far as the sound carries
Saving Throw: None
To cast the spell, the wizard places a number
of currant seeds (the material components)
near the sound source. Half way through the
spell the wizard ceases his chanting. All of the
sounds created between this point and the
time the wizard resumes chanting become the
sound pattern to repeat. The maximum duration of the sound pattern is up to 1 second per

- 34 -

level of the wizard. The actual duration is the


length of the pattern times the number of currant seeds, provided this is less than the maximum time. The sound need not be created by
the wizard.
When the spell casting has ended, the
sound pattern is repeated continuously until all
the currant seeds are used. It is repeated at the
same decibel level as the original sound.

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.

Spider Climb II (Alteration)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
By this spell, the creature can walk on any
surface and not slip. The creature can walk on
walls, ceilings, ice, etc. and not slip or slide (feet
are like suction cups to the surface). The crea-

Mage Spells Second Level


ture can also have one jump like the spell Jump
from TSRs books (this is only one jump, not
three like the first level spell gives).
The jump does not include a safe landing,
but by using this spell, the creature can jump
up on a wall and start climbing, or climb up
some wall and jump to a different wall.
The material components needed are: a
piece of gum (tree sap, or some type of sticky
substance) and a small jumping spider (a
grass hopper leg and a piece of spider webbing can be used as a substitute).

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.

Summon Undead (Necromancy)


Range: 30 m
Components: V, S
Duration: 1 turn + 1 turn/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
The spell causes 3 HD of undead per 2 levels of the caster to appear within range. They
will obey his commands until slain, dispelled,
or the spell ends. The wizard may mix and
match types as long as he does not exceed
his HD allotment.
The necromancer cannot summon a creature of more HD than his level. Treat a +3 or
better bonus to HD as the next die up, so a
wight is worth 5 HD and a wraith is 6, a mummy
7, spectre 8, and a vampire (the toughest
undead that can be summoned) is worth 9.

Stealth Missile (Evocation)


Range: 10 m + 5 m/level
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One or more creatures
within a 3 m long square
Saving Throw: None

This spell is the same as a Magic Missile


spell, except that it can be cast in absolute
silence, and its missiles are extremely hard to
see (5% chance per observers level). It is
perfect for those who need quiet and mage/
thieves.

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.

Talking Mist (Alteration)


Range: 30 m
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 6 m + 3 m cube of mist
or fog/level
Saving Throw: None
The Talking Mist is similar in many aspects
to a Magic Mouth and an Animate Mist spell.
When a trigger occurs (as per Magic Mouth),
a mist is created and subsequently animated.
The animation is simple on lower wizard levels, but the message which the mist can speak
is always under 25 words.
All other effects are detailed under Animate
Mist and Magic Mouth.
The material component of this spell is the
smoke from a burning paper which has the
message written on it.

Transcribe Song (Alteration, Evocation)


Range: 0
Components: S, M
Duration: 1 round
Casting Time: 2
Area of Effect: One piece of paper
Saving Throw: None
This spell converts sound waves from a
song currently being played within hearing
range of the bard to musical notation onto a
piece of paper the bard has in his possession.
It will transcribe up to one rounds worth of
music into the musical notation most familiar
to the bard.

- 35 -

This spell is useful for keeping records of


new songs, or for keeping track of songs the
bard is worried about forgetting. It does not
work well for conversations, since it does not
transcribe the words of songs, only the noted
of the song itself.
The material components for this spell are
a piece of paper or parchment, two ounces of
good ink, and a grain of diamond dust.

Tread of the Corpse (Alteration)


Range: Touch
Components: V, S, M
Duration: 1 hour + 1 hour/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
The creature affected by this dweomer will
find that their movements have become utterly
silent. So long as the creature does not exceed
its normal base movement rate for the environment it is in (i.e. measured in tens of feet indoors and tens of yards outdoors), then it will
make no perceptible sound as it moves about,
regardless of the mode of transport be it flight,
swimming, climbing, walking, etc. If the subject
of the spell is willing to take no other actions
besides movement in a given round, then inanimate objects may be handled silently as
well, meaning that a sword may be unsheathed
without being heard, or a door opened that is
not jammed in its frame. Any object that requires great force to move or open will not allow for this silent action.
Environmental factors will not normally affect
the subjects ability to move silently, and thus
squeaky doors, floors, water, and mud offer no
resistance: squeaky doors will not squeak
when opened by the subject of the spell,
squeaky floors will not give enough to creak
under the subjects weight (although unsound
flooring will, of course, not remain silent if the
floor cannot support the subject at all and
breaks out from underneath him), water will not
splash with the subjects passing, and mud will
not slosh. Traps or other items which react in a
noisy manner by snapping shut violently or trip
wires strung with bells must be avoided normally as they will hinder the subjects passage
and make noise as usual.
Any sudden action on the subjects part will
make the expected amount of noise, but cautious, slow actions will make no sound at all.
This spell does not actually mask sounds that
the subject intends on making, and thus
speech, spell casting, and forcefully opened
doors will all be heard normally. The subject of
this spell may, of course, alternate between
making noise and moving unheard for the
spells duration.
Note that this spell is not an illusion, and
actually alters the amount of sound a creature
makes when interacting with its environment.
The material component for this spell is a bit
of zombie flesh.

Mage Spells Second Level


Troslis Spontaneous
Defenestration (Illusion/Phantasm)
Range: 20 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell creates an illusion of a window in
a wall near the subject. The subject must save
vs. spells or be seized by an irresistible compulsion to leap through the supposed window,
bonking his head on the wall and taking 1-4
points of damage per level of the caster and
being stunned for one round. Nonintelligent
creatures are immune to this spell, and creatures immune to blunt weapons, or unable to
perform leaping actions, take no damage.
The material component is a small pane of
glass, which is consumed in casting.
This spell was researched by the gnomish
illusionist/thief Trosli Kenderkin, a notorious
trickster who once took out five gnolls (at first
level) with a bag of marbles and a dagger.

ranges the damage is 1d4 per 4 levels. The


number of dice should be rounded down in all
cases (thus, a fifth level mage at 50 m does
2d4 damage, but a sixth level mage does 3d4).
The creature must make a dexterity check to
remain standing, adjusted by a -1 for every two
levels of the mage (again, rounded down), as
well as by mass:

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
-

The distance column indicates how far the


target has been knocked away from the mage
if the modified dexterity check was failed.

Vanquils Tent (Alteration)


Veschiuls Shadowcurse (Alteration)
Range: 0
Components: V
Duration: 4 hours + 1 hour/level
Casting Time: 2
Area of Effect: 3 m radius sphere
Saving Throw: None
This spell is a lesser version of Leomunds
Tiny Hut. It will keep out winds of up to 75 km
per hour, as well as one type of precipitation
(rain, snow, sleet, hail, etc) that is named at
casting time and cannot be changed. For example, if the spell was cast to keep out rain, but
the weather changed to hail, the hail would be
able to enter the Tent. As with Leomunds Tiny
Hut, the wizard cannot leave the Tent without
ending the spell. Temperatures inside the tent
are the same as those outside the tent, but
there is enough room inside for a small fire.
Vanquil developed this spell as a lower-level
alternative to the Tiny Hut, since he typically
used all of his third-level spells in combat.

Veschiuls Shadowbolt (Evocation)


Range: 120 m
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
The spell Shadowbolt allows the mage to
mold a bolt of shadow from the Plane of
Shadow, and fire it up to 120 m range. A to-hit
roll is required, but is made as a fighter at a
level of 1.5 times the mages level, rounded up.
The Shadowbolt does damage by impact: at
ranges under 40 m, the damage is 1d4 per
level, at ranges between 40 m and 80 m the
damage is 1d4 per 2 levels, and at greater

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.

Weave Knots (Enchantment)


Range: 5 m
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell causes a short length of rope, hair,
ribbon, twine or thread (up to 0.30 m per level
of the wizard long) to weave and knot itself
around or into any thing the wizard wishes
(even itself). The knot is usually quite intricate,
and can be extremely difficult to untie by hand.
It can be used to join two ends of rope together.
Given enough raw material, it could even be
used to weave 0.1 m per level of the wizard of
cloth or tapestry.
The caster of the spell can command the
knot to untie at any time, and also to retie itself. All other creatures cannot untie the lock,
although they may be able to cut or break the
string or rope the knot is on. This effect is permanent, and the knot will detect as magical. In
the case of cloth or tapestry made from this
spell, it will not unravel. However, it may be torn,
ripped, or cut.
Alternatively, the wizard can opt for the knot
to be inextricable by anyone else. This is not
permanent, and the knot will not detect as
magical.

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

See the description of Shade in the MM II


for exact descriptions of these light conditions.
The material component is a piece of pitch.

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.

Mage Spells Third Level


The wings can support a total of 200 pounds
plus 20 pounds per level. They give an aerial
manoeuvre rating of C, and fly at a rate of 12.
The material component of this spell is a
birds feather. The wings appear to be the same
colour as that of the bird feather used in the
spell.

Wound Closure (Necromancy)


Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
This spell closes the wounds of the recipient to prevent bleeding and infection, incidentally curing 1-4 hit points of damage. All of the
victims wounds will be closed by a single casting, but further application is possible to increase the healing effect. The spell can be
used on corpses to disguise the cause of
death, but it does not work on non-corporeal
or extraplanar entities.
Note: A recent posting suggested that
mages be able to cast healing spells using 1d6
instead of 1d8. I believe the above spell description shows my opposition to that approach (see also DMGv2 p. 43), unless you
intend to do away with clerics as a PC class.
From a game mechanics standpoint, such an
approach would destroy the balance between
priest and mage, but there is a campaign background reason as well: Pseudo-medieval medical knowledge would be atrocious. Clerical
healing is a gift from God or the gods, relatively
omniscient and omnipotent fellows, but magical curing would depend upon the mages
understanding of the body and its functions.
Thus you might find a wizard who can pull the
edges of a wound back together, as described
above, but you could not find one who could
stimulate the replication of tissue of various
injured organs, insure an increased blood supply to the affected regions, metabolize fat and
increase respiration to enrich said blood, etc.
You certainly could not find a mage to cure
diseases before any microbes are
discovered.

Zhaidas Instant Stoneskin Remover (Conjuration, Evocation)


Range: 2 m + 1 m/level
Components: V, S, M
Duration: 3 rounds
Casting Time: 2
Area of Effect: One person or creature
Saving Throw: Special
This spell creates 1d4 pebbles, plus 1 pebble per level, up to a maximum of 1d4+12 at
12th-level. Each pebble counts as one attack
regarding Stoneskin spells. To be successful,
the wizard must simultaneously hurl the pebbles at the target, and roll a successful attack
roll vs. AC 10 with a +4 added to the die roll for
this to have effect. No modifiers for range,
magical protection or Dexterity are applicable.
Each pebble will remove one Stoneskin, and
no save is allowed.

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.

Mage Spells Third Level


Albino Fruit Flies (Conjuration/Summoning)
Range: 30 m + 10 m/level
Components: V, S, M
Duration: See below
Casting Time: 3
Area of Effect: One 3 m cube/level
Saving Throw: Negates (but see below)
This spell causes a great cloud of small,
white, harmless but annoying flies to spring
forth. These bugs are so dense as to obscure
vision within the cloud to only 0.6 m. These
albino fruit flies, while they do not bite, secrete
a sticky gooey substance, so that anyone
caught within the cloud and failing a saving
throw will be affected as if by a Slow spell. While
the cloud itself will only last for 2 rounds +1
round per level of the wizard, the effects of the
sticky gunk on characters will last until they
manage to wash it off, a feat which requires at
least half a gallon of water for a man-sized
creature, and takes 1 turn. Using more water will
reduce this time, of course, and complete submersion in water will wash a character in a single round. These flies have an even worse effect on vegetation. Beings made from vegetable matter will take 1d3 points of damage per
level of the wizard for as long as they remain
within the cloud. Other vegetation will surely be
eaten within a few rounds, destroying gardens
or forests, and probably greatly angering any
nearby druids!
The material component of this spell is a live
ash-white fly or any other kind of small, harmless, but extremely annoying insect.

- 37 -

Alphas Comet (Conjuration, Evocation)


Range: 10 m + 5 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a flaming missile with a
trail of superheated noxious gasses. The comet
unerringly strikes one target, the impact causing 3d6 damage and the flames an additional
3d6. Furthermore, any creature within 1.5 m of
the comets path will suffer 2d4 fire damage.
All those within 1.5 m of the point of impact will
suffer 3d4. Anyone who suffers damage from
this spell is also considered to have been engulfed in the noxious fumes, and will be at -2
on all rolls (10% spell failure chance) for 1-6
rounds due to coughing, choking, and blurred
vision.
The material component is a ball of pitch
mixed with sulphur and phosphorous.

Alphas Darklight (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: 4.5 m radius globe
Saving Throw: None
This spell is exactly the same as the second
level magic-user spell Darkness, 4.5 m radius
(q.v.), except in that the caster can see normally through the darkness so created as if in
normal lighting conditions. Alternatively, the
caster can bestow the visual benefits to another character by crushing the material component and sprinkling the dust into the eyes
of the recipient. Note that the spell only allows
normal vision through the darkness caused by
the particular casting, and lends no benefit
towards other darkness, either normal or magical.
The material component is a piece of coal
or charcoal, which must be crushed and applied as above.

Alphas Flames of the Faltine (Alteration, Evocation)


Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell sheathes the caster in hot yellow
flames and blurs the casters features somewhat, causing them to assume a smooth and
somewhat indistinct shape, also turning a dark
red colour. The flames will appear to be present
even coming out of the casters eyes and
mouth. These flames give the caster no special protection, but they do shed bright light in
a 9 m radius. Furthermore, any creature strik-

Mage Spells Third Level


ing the caster with a claw, bite, or similar attack
or a hand-held weapon less than 1.5 m long will
suffer damage as though contacting a Wall of
Fire spell (q.v.) - 2d6 damage + 1 point per level
of the caster. Undead suffer double damage,
and creatures especially susceptible to flame
may also take additional damage. The caster
may attempt a melee attack to burn others with
this fire, a successful blow causing 1d6 damage + 1 point per two levels of the caster. Creatures passing within a 1.5 m radius of the caster
suffer 1d4 heat damage. By standing still and
concentrating, the caster may extend this heat
radiation, inflicting 2d4 within a 1.5 m radius and
1d4 within a 3 m radius, but this falls back to
the usual level if the caster stops concentrating or resumes moving. The caster can attempt
to destroy inanimate objects by touching them,
requiring a save vs. normal fire to avoid destruction. This may be attempted once per
round, at a -1 cumulative penalty for each consecutive round of handling. Items on the casters person at the time of the casting of this
spell are unaffected by the flame. The caster
may end this spell prematurely if desired.
The material component for this spell is a
flask of oil, poured over the casters head during the casting of the spell, and an open flame
of any size.

Alphas Heat Lightning (Evocation)


Range: 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: 1/2
This spell calls down a bolt of reddish-purple lightning which strikes a single creature
within range. The bolt inflicts 1d6 of damage
per level of the caster. Cold or water-based
creatures suffer an additional 1 point of damage per die, while creatures resistant to heat
OR electricity suffer 1/2 normal damage (1/4
with a successful save). All nonmagical metal
worn by the target must save vs. lightning (at
+2 if the save was made, but at -2 if the save
was failed) or be fused to any nearby metal
(sword fused to gauntlet, pieces of armour
fused together, preventing movement).
The material component of this spell is a
short glass rod, a bit of fur, and a bit of iron or
lodestone.

Alphas Ice Bolt (Conjuration/Summoning)


Range: 60 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
With this spell, the magic-user opens a small
hole in the spatial fabric into the supernatural
cold of the para-elemental plane of ice. It
brings forth a shaft of solid para-elemental ice
15 cm thick and 3 m long (the hole is opened
for only a very brief time). This missile hits with

great force, causing 3-30 points of damage


from the impact alone. If the target saves vs.
petrification, only a glancing blow is dealt, and
the victim suffers only 1-10 points of damage.
An additional save (also vs. petrification, and
at +4 if only a glancing blow was suffered)
must be made, or the victim will be stunned for
1-6 rounds from the force of the blow.
The ice absorbs heat from the nearby air,
and this causes 1-6 points of cold damage (no
saving throw) to all within 5 feet of the bolts
path, and within a 10' radius of the target creature. The bolt shatters upon striking its target,
and the victim will suffer an additional 4-24
points of cold damage (2-12 if only a glancing
blow was suffered).
Fire-using creatures take double damage
from the cold caused by the bolt, while those
resistant to cold take none. Both types of creatures suffer full damage from the bolt itself.
Water-based creatures in liquid form will suffer only 1-10 points of damage from the blow,
and cannot be stunned, but they will automatically be slowed for 2-8 melee rounds.
If the target creature is struck fully (i.e. fails
the initial saving throw), then exposed items on
that side of the caster must make a save vs.
crushing blow, and all items carried by the
caster must save vs. magical frost (note also
that items on the side struck by the bolt must
save at -10, due to the cold and the blow).
The material component of this spell is a
clear gem worth not less than 100 GP.

Alphas Images of Ikonn (Illusion/


Phantasm)
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 4.5 m radius sphere
Saving Throw: None
This spell is similar to the 2nd level Mirror
Image spell (q.v.). The caster gains 1 mirror
image for each level of experience, rather than
rolling randomly. These images can appear
anywhere within 4.5 m of the caster, and a blurring distortion effect occurs in the casting of
this spell and at the end of each melee round
which prevents isolation of the true wizard in
the new melee round, even if the wizard was
successfully attacked in the previous round.
Area effect attacks (Fireball, etc.) can still affect the caster even if his location is not known.
As a final benefit, if one of the images is struck
by an opponent, the caster may make an unmodified save vs. breath weapon. If successful, the image will not be dispelled by the blow.
The material component of this spell is a
small carving or doll of the caster and a broken mirror.

Alphas Lightwall (Evocation)


Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 3 m/level long square
- 38 -

Saving Throw: Special


This spell causes a wall of dazzling yellowwhite light to come into being at any point
within the range of the caster. Vision through
the wall by any means is quite impossible,
though it is negated by a darkness (q.v.) spell
cast at it. When the wall first comes into being,
all those within 3 m of it who are not averting
their eyes (thus a mage could warn his companions that he was about to cast this spell)
must make a save vs. petrification to avert their
gaze from the wall in time to avoid being dazzled by its brightness. This dazzling results in
a -2 penalty to hit, a 20% spell failure chance
for spell casters, and a -1 penalty on initiative
dice rolls. These effects persist for as many
rounds as the difference between the victims
die roll and the roll needed for him to save.
These effects can persist even after the duration of the spell has elapsed. Naturally, blind or
sightless creatures are unaffected by this spell,
but subterranean or dark dependent creatures
(e.g. drow, duergar, svirfneblin) suffer a -3 on
their saving throw. Further, they are not protected by their normal magic resistance, as the
spell is not cast directly at them. They are as
vulnerable to its existence as any other creature would be. The light given off is equivalent
to a continual light (q.v.) spell within 6 m, and
equivalent to a light spell (i.e. normal torchlight)
in an additional 24 m radius. The Lightwall, if
cast out of doors, can be seen up to a mile
away per level of the caster (reflecting the
additional size of a larger casters Lightwall).
The wall can, of course, be created smaller
than the maximum size for the casters level.
The wall itself causes no damage to creatures
passing through it. However, a character fighting someone with a Lightwall directly behind
him suffers a -1 on his chances to hit (note that
this is cumulative with the dazzling effects described above). Similarly to the first level wall
of darkness (q.v.) spell, sound is blocked by
the Lightwall, assuming that it does not allow
sound waves to travel around the sides of it (as
when cast outdoors, for example). It does not
absorb sound or prevent spellcasting, it merely
does not allow sound to pass through it (even
if such sound is from a Horn of Blasting or a
Shout spell).
The material component is a clear gemstone
or a sunstone worth not less than 100 GP.

Alphas Lucent Lance (Alteration)


Range: 10 m
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
There must be some ambient light available
in order for this spell to work. The effectiveness
of this spell is determined by the amount of ambient light available. The caster must concentrate for a full round to focus the light into the
Lucent Lance, after which its energy may be
released. The power of the Lance is such that
it can carve through wood or soft metal up to
10 cm thick, stone up to 2,5 cm thick, or hard
metal up to 1,5 cm thick, this thickness multi-

Mage Spells Third Level


plied by the appropriate modifier on the table
below. Items carried by a living creature are
partially protected by that creatures aura, and
gain a save vs. magical fire (modified as below) to avoid being damaged by the Lance.
Living creatures suffer a base of 1d6 damage,
modified as below, with a maximum upper limit
of not more than 1d6 per level of the caster. The
Lucent Lance coalesces as a ball of light
around the casters hand holding the material
component, and shoots forth until maximum
range is reached or until a sufficient thickness
of material blocks its progress. The Lucent
Lance may be traversed over an arc up to 0,3
m per level of the caster at its maximum range.
The casters hand glows brightly while the spell
is being cast and while it is active.
Type of light

Damage
Mod.

Save
Mod.

Candlelight

0.5

+3

Single torch or lantern

+1

Multiple torches, Light


spell, starlight,
magical dagger

+0

Large bonfire, bright


moonlight, Continual
Light spell, magical
sword

-1

Multiple magical light


sources, indirect
or filtered sunlight

-2

Direct sunlight, Sunray


spell

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.

Alphas Rolling Thunder (Evocation)


Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: 1.5 m/level radius
Saving Throw: Special
The caster need but throw his arms heavenward and a great rolling thunderclap will
sound directly overhead. All creatures within 3
m of the caster must save vs. petrification or
be knocked prone, suffering 1d4 + 1 damage,
and are automatically stunned for 1 round and
deafened for 1d4 + 1 rounds. Those within onehalf the radius of the spell (e.g. within 7.5 m of
a 10th level caster) but not within 3 m must
save vs. spells or be stunned for 1 round, and
are automatically deafened for 1d4 + 1 rounds.
All others in the area of effect must save vs.
spells or be deafened for 1d4 + 1 rounds.

Alphas Silverlight (Evocation)

If the light source used is a fire of some sort,


that fire has a 50% chance of going out. A permanent light effect (e.g. magical sword or dagger) will lose its power to shed light for 1d10
rounds. A spell used as the light source will be
automatically dispelled if its a 1st-3rd level
spell, and will have its duration cut by 25% if a
higher level spell.
The material component is a small, oblong
corundum rod worth at least 100 GP.

Alphas Night of the Leonids (Conjuration/Summoning)


Range: 30 m + 10 m/level
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell can only be cast outdoors at night.
It calls down a number of flaming meteorites
to strike unerringly any targets within range. The
caster can call down 1d4 meteorites, plus another for every five levels of experience (d4+1
at 5th-9th, d4+2 at 10th-14th, etc.). Each meteorite strikes a single target, though more than
one may strike any given target. Each of these

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 -

Alphas Starfire (Evocation)


Range: 30 m
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: 1.5 m diameter column, 9
m high
Saving Throw: Special
This spell creates a column of brilliant, blazing silvery-white flames. All within 3 m of the
column not looking away must save vs. petrification or be blinded for 1 round and dazzled
(-2 to hit, +2 to be hit) for an additional 1d3
rounds. Creatures adversely affected by bright
light (e.g drow, duergar) save at -3 vs. this effect. Any creature within the narrow column of
fire (most likely only a single creature) is automatically blinded and dazzled as above, and
additionally suffers 1d6 damage per level of the
caster, up to a maximum of 10d6. A save vs.
spells will halve this damage. If the spell is cast
outdoors under a night sky, a bonus of +1 per
die of damage is added.
The material component for this spell is a bit
of silver and a shard of crystal.

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.

Astral Wall (Abjuration, Conjuration)


Range: 1 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 30 square m/level, 1.5 m
radius at first level
Saving Throw: None
This creates a wall (which can have any
shape the caster desires, including a sphere)
which prevents physical effects which would
pass through normal walls, such as Teleport,
Astral Projection, Monkish phase ability, etc.
Any such attempt by a character will fail, leaving the character on the other side of the wall.
It is, however, possible to simply walk through
an Astral Wall. If the spell is linked to an exist-

Mage Spells Third Level


ing physical wall (including one created by Wall
of Stone or Iron), the duration becomes one
hour per level. The Astral Wall can be disrupted
by Dispel Magic cast from either the physical
or astral plane.
The material component is a piece of
parchment.

Azalldams Waterspray (Invocation/


Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 15 m long, 1.5 to 4.5 m
wide cone
Saving Throw: 1/2
This spell causes a high-pressured cone of
water to stream from the casters hand; this
cone is 15 m long, 1.5 m wide at the casters
hand, and 4.5 m wide at the base. The majority of damage is caused by the high pressure
of the stream; anyone caught inside the area
of effect suffers 3d8 points of damage; a successful saving throw vs. spell will reduce this
damage by one half. Those who fail their saves
must roll saves vs. crushing blow for all their
possessions to avoid their destruction. In addition, victims who fail their initial saves must
make a dexterity check; if this check fails, the
target is pushed backwards 1-20 m, and is
knocked prone.
The water from this spell will extinguish any
normal fires, but has only a 50% chance to put
out magical fires. This spell will inflict double
damage on fire elementals or similar creatures.
The material component for this spell is a
large beaker of water which is used up when
the spell is cast.

Biladors Spellshape (Alteration)


Range: 10 m/level
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Up to 1.8 m/level
Saving Throw: None
When cast, this spell allows the altered spell
to affect the area the wizard desires, up to 1.8
m per level.
For instance, a 10th-level wizard could make
a wall 0.3 m 6 m 1 m in any orientation
which would be filled with the area of effect,
a solid dome in a spherical shape 15 cm thick
and having a radius of 4.5 m, or flood a hemisphere with a radius of 1.8 m. A hemispherical
dome would have a radius of 6.6 m at 15 cm
thickness, and a cube 2.1 m on a size could
also be shaped.
Any spell can be shaped, as long as the
shape has a thickness at the axis of at least
15 cm. For instance, a Teleport can move anything encompassed. Lightning bolts become
fields of lightning affecting all those encompassed. Abjurations can enclose areas or surround people.

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

Note: this is not cumulative.

The material component for this spell is


some sort of brain, be it from an animal or a
monster or from something else.

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.

Charm Undead (Enchantment/


Charm, Necromancy)
Range: 30 m
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One or more creatures in
a 6 m radius sphere
Saving Throw: Special

Channel Item (Enchantment, Invocation)


Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One rechargeable magic
item Saving Throw: Special
This spell is used to recharge any item which
was initially created by the use of an Enchant
an Item spell, such as magical rings, gems,
rods, staves, and wands; but not limited to
such.
The wizard must be fully rested and not
engaged in any physical activity to cast this
spell. Usually, most mages try to find a secure
area since the chance of spell failure can be
deadly. He first cast this spell over the item, in
the process opening up a channel between

- 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-

Mage Spells Third Level


tinue, functioning at most once per round, until the condition ceases, the item is destroyed,
or the dweomer dispelled.

Conceal Magic (Divination)


Range: Touch
Components: V, S
Duration: 4 hours/level
Casting Time: 3
Area of Effect: One object
Saving Throw: Negates
Cast it on a magic item and it renders that
item undetectable by Detect Magic (great for
hiding magical traps). The caster will not know
if the object has made its saving throw, though
he can of course check this by casting a Detect Magic.

Control Normal Fires (Alteration)


Range: 0.3 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 90 dm/level
Saving Throw: None

This spell will negate magical bonuses (only


for the spells duration); if a weapons magical
bonus is reduced, its current value is used for
determining which types of creatures may be
hit by it (i.e. if a +4 sword is reduced to +1 by
this spell, it may not be used to hit elementals
for the duration of the spell).
The material component of this spell is a
small replica of the weapon to be cursed; it is
consumed with the casting.

Detect Charm (Divination)


Range: 30 m
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: One creature/round
Saving Throw: None
This spell will reveal whether or not a recipient is under the effect of a charm spell, provided that the recipient fails his saving throw.
Up to ten persons can be checked before the
spell wanes. The caster has a 5% chance per
level of determining the exact nature of the
charm spell (or spells) which affect the
recipient.

Detect Teleport (Divination)


This spell enables the wizard to cause fires
as small as a torch or lantern to become as
large as a 2 m diameter bonfire or to cause a
bonfire to shrink to the size of a torch or explode into a fire with a diameter of 5.4 m. In this
process fuel is burned according to the size
of the fire. Also heat dissipation can be adjusted which will also affect the amount of fuel
used.
The amount of change a wizard can affect
in a fire is determined as follows: take the wizards level divided by 2 and round it down. This
is the maximum multiplier or divisor for the size
(in volume) and effects of the fire.
The material component differs for the two
different uses of the spell: if the spell is used
to increase a fire, the material component is a
tinderbox, which is not consumed in the casting. If the spell is used to shrink a fire, the
material component is a drop of water.

Curse Weapon (Enchantment)


Range: 1.5 m/level
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 3
Area of Effect: One weapon
Saving Throw: Negates
This spell is used to curse the weapon of an
opponent. When it is cast, the caster chooses
which weapon to curse. Unless the owner of
the weapon makes a successful save vs. spell,
that weapon will have a penalty applied to all
to hit and damage rolls for the duration of this
spell. The penalty is equal to 1 for every four
levels of the caster, to a maximum of -5. This
penalty only applies to the chosen weapon, not
to other weapons carried by the owner.

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

Mage Spells Third Level


best combined with Unseen Servant, Telekinesis, or light-fingered friends which can pick up
the items thus removed.

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.

Dreamoores Eldritch Sphere (Evocation)


Range: 20 m + 10 m/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 0.3 m diameter sphere
Saving Throw: None
This potent spell launches a mentally guided
0.3 m diameter globe which travels 0-18 m per
segment and turns up to 90 degrees per round.
The sphere strikes as a monster of the casters hit dice, but even on a missed roll, the
missile may return the following round as long
as the magic-user concentrates. Once it hits,
the globe disperses and inflicts 2d6 base damage + 2 damage points per level of its caster
to the first creature touched, up to 2d6 + 20
maximum potential (e.g. an 8 hit die eldritch
sphere inflicts 22-32 damage points).
The sphere harmlessly vanishes if the casters concentration is broken or the globe exceeds maximum range. Despite its limited area
of effect, the eldritchs spheres true advantage
is its damage potential and ability to pursue
and possibly corner single foes.

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.

Eldarrs Spell Conversion (Alteration)


Range: 0
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 turn
Area of Effect: Caster
Saving Throw: None
This spell allows its caster to convert one
spell into another of the casters choice. As
long as the Spell Conversion is in effect, when
another spell is cast, the wizard may choose
to cast it normally, or alter it into another spell.
The spell to be altered must be of 3rd level or
lower, and the spell to be converted to, must
be of 2nd level or lower (the addition level of
power is expended in the conversion process)
and must be a spell the wizard already knows,
although it does not have to be currently
memorized.
This spell is usually cast at the beginning of
a day or before a known encounter, to give the
caster ample time to replace it in his memory
with another spell. Only wizard spells may be
converted by this spell -priestly spells are not
affected by it, and only the casters own spells
are affected. Range, duration, area of effect,
and saving throws are as per the spell being
converted to; the spell being converted determines the spell components and casting time
(however, in order to convert a spell, a few additional incantations are necessary, and the
name of the new spell must also be uttered;
this affectively increases the casting time of the
original spell by one).
As an example of the use of this spell, let us
assume Biff the wizard has cast this spell before a large battle; during the fight, Biff finds
himself levitated by an enemy spellcaster and
dropped from a great height. Unfortunately, Biff
has nearly used up his compliment of spells
in the battle, and has a single Fireball left - not
much use in this situation. However, since the
Spell Conversion is in effect, Biff starts the incantations of the Fireball anyway; when he is
dropped, Biff casts the Fireball but uses the
Spell Conversion to convert it to a Feather Fall,
and he floats softly to the ground unharmed.
The material component for this spell is the
pelt of any were-creature; the pelt is consumed
with the casting.

Enhance Illusion (Alteration)


Range: 30 m
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: One illusion
Saving Throw: None
This spell is one way for wizards to add actual substance to their illusions. Up to t wo
rounds before casting an illusion (notably
Phantasmal Force, Improved Phantasmal Force
or Spectral Force), the wizard casts this spell
on the area in which the illusion is to initially
appear. Once cast, the illusion then does 10%
of the actual damage that it would do if it were
real if the victim made a saving throw against

- 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.

Exploding Coins (Enchantment)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 coin/level (up to 10)
Saving Throw: None
This spell allows the caster to enchant one
or more coins with an explosive charge; the
more valuable the coin, the more potent the
explosion (see table below). The coins will retain their enchantment until used or dispelled;
the explosion will be triggered when the caster
utters a command word chosen during the incantation. Alternately, the caster may choose
a delay, after which time the coin will explode;
the length of this delay may be up to 1 turn per
level of the caster (measured from the time the
caster speaks the chosen command word).
The following table gives the amount of damage for each type of coin, along with the burst
radius, and what level is required to enchant a
particular type of coin:
Material
of coin
tr
e)
tre)
brass*
copper
iron*
bronze*
chromium*
cobalt*
silver
electrum
steel*
gold
titanium*
platinum
mithril*
adamantite*

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

*These are additional (optional) materials for


coins, which do not have to be used.

Mage Spells Third Level


A maximum of 10 coins may be enchanted
per casting of this spell; also, no more than 20
of these coins may be brought within 9 m of
each other safely; if this occurs, the owner(s)
must make a saving throw vs. spell for *each*
coin. If a coin fails its throw, it explodes normally; if the throw succeeds, the coin simply
vanishes in a puff of smoke. This spell has the
additional limitation that it may only be cast
once per two day period.
The only material component for this spell
is the coin to be enchanted; the coins are
consumed in the explosion.

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.

Free Action (Abjuration)

Fellstars Flaming Vortex (Evocation)


Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 2.4 m high x 0.6 m wide
inverted cone
Saving Throw: 1/2
This spell calls into being a spinning vortex
of flames that resembles a burning dust devil;
the vortex is 2.4 m high and 0.6 m wide at its
widest. The caster may direct the movement of
the vortex in any direction desired, but it may
not be moved across a body of water. The vortex moves at a rate of 10 per round, and the
caster must maintain full concentration in order to direct its movements; if the caster loses
concentration, the vortex will move in a straight
line at full movement rate until the caster can
again gain concentration. The wizard may not
move the vortex further away than 10 m per
level of the caster, or the spell terminates.
The caster may use the vortex to attack a
single victim per round; he may attack the
same target in following rounds, or may elect
to move the vortex to attack a different one.
Anyone struck by the vortex suffers 1d4 points
of damage per level of the caster (up to a maximum of 10d4). A successful save vs. spell reduces this damage by half. The flames from
this spell will ignite flammable materials on
contact, but will not harm most other materials, unless exposure is prolonged. That is, if a
creature is attacked by the vortex for only a single round, non-flammable possessions are not
affected; if attacked on two consecutive
rounds, all possessions must save vs. magical
fire normally (but only if the target fails his
save). Each additional round of exposure inflicts a -1 on all possessions saves (no penalty
in added to the targets save).
The material component for this spell is a
piece of flammable material suspended from
a string; the caster lights the material on fire
and twirls it in a circle while casting the spell.
He must continue doing this throughout the duration of the spell, and the material must remain
lit; if it does not, the spell ends prematurely.

Forget Spell (Alteration)


Range: 100 m
Components: V, S, M
Duration: Instantaneous

The material component for this spell is a bit


of sulphur.

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.

Gaseous Form (Alteration)


Range: 0
Components: V, S
Duration: 1d6 rounds + 1 round/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negates
This spell allows the caster to turn the creature touched into a pink cloud of gas, for the
duration of the spell. If the creature touched is
an unwilling recipient of the spell, he gets a
save, with a successful save negating the spell.
The spells effects are identical to that of the
Potion of gaseous form, with regards to movement rates, and the effects of a Gust of Wind
spell, though the caster, if he casts the spell on
himself, can turn non-gaseous at any time.

Go-Behind (Alteration, Illusion/Phantasm)


Range: 30 m
Components: S, M
Duration: 1 round
Casting Time: 2
Area of Effect: Special
Saving Throw: Negates
The wizard casts this spell by snapping his
fingers. After doing this, the wizard is instantly
transported behind his opponent (the wizard
must be able to see this area). When this happens, an image of the wizard remains behind
and imitates the actions of the wizard for two
rounds, then disappears. The foe receives a
saving throw vs. spells to believe the image is
unreal.

- 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.

Grasping Hands of Horror (Necromancy)


Range: 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One arm/level
Saving Throw: Negates
This spell causes a number of arms equal
to the level of the caster to reach out of the
ground and grab at the target. The hands themselves do no damage, but when they pull you
under you start to suffocate. Victims have to
make a saving throw every round they are in
the area of effect and for every extra hand they
have a -1 on their save.
In a graveyard or similar corpse-infested
area there is an additional -2. If they fail their
save, they are dragged underground and start
to suffocate. Others can dig the victim out,
mundanely or magically. He will be found simply two feet or so under the ground, paralysed,
but quite aware of what happened. A really
high-level mage could cast this spell and affect many people by giving five arms to this target, four to that one, and so on.

Hang (Alteration)
Range: 0
Components: V, S
Duration: 3 days
Casting time: Special
Area Of Effect: Caster
Saving Throw: None

Mage Spells Third Level


By this spell, the next spell the caster casts
will be held (will not take effect) until either the
duration ends or the caster says a keyword that
will set off the spell. The Spell that is held must
be third level or lower, and a magic user can
only have one spell hung at any given time. For
those spells that require a direction or a special action (like pointing a finger for lightning
bolt), the caster will have to say the keyword
and point at that time. It takes one segment for
the held spell to go off (no casting time, only
initiative), and the caster should be given a
bonus of +2 (in d6 initiative system) or -4 (in
the 10 segment system). When the keyword is
spoken by the caster, it is only letting go of
stored energy. The caster still has 80% of his
activity left in the round: the caster can make
one attack or cast one first or second level
spell late in the round.
The spell to be held must be cast with extreme caution. It will take twice the casting time
and twice the components it would normally
take to cast that spell. If the caster tries to cast
another spell while another spell is hung, the
hung spell will fizzle.
No material components are needed to cast
the spell hang, but those needed to cast the
next spell after are doubled.

Hold Spirit (Enchantment/Charm)


Range: 120 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1-4 spirits in a 6 m cube
Saving Throw: Negates
This spell paralyses creatures which do not
come from the plane they are on, including
conjured spirits and spirits possessing another
creature. If the spell is cast at 3 or 4 spirits, each
gets an unmodified saving throw. If two are
being enspelled, they save at -1. If there is a single target, it saves at -3. Held beings remain
aware of events around them and can use
abilities which do not require motion or speech.
The material component for this is a straight
piece of cold iron.

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.

Improved Armour (Conjuration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: One creature
Saving Throw: None
This spell is identical to the first level spell
Armour although it provides its wearer an armour class of AC 2. The Armour lasts until dispelled or until it has received 16 + 2 points per
level of the caster worth of damage.
Note: The armour does not absorb damage
nor is it ordinarily visible. It will work with a
shield (fighter/mages only), dexterity bonuses,
and other magical protection devices, like rings
and cloaks of protection, although it will not
protect a creature wearing artificial armour. Artificial armour includes all manufactured
armours, but does not include skin or hides
that are a natural part of the creature to be
protected.
The material component is a small piece of
finely cured blessed leather which the caster
must rub all over his body while casting. Note:
the leather is reusable.

Improved Know Alignment (Divination)


Range: 3 m
Components: V, S
Duration: 4 rounds/level
Casting Time: 1
Area of Effect: One creature/level
Saving Throw: None
This spell enables the wizard to sense the
alignments of one creature per level. Diviners
of fourth level and above may sense the degree of commitment vs. flexibility various individuals hold with respect to these alignments,
and a diviner of seventh level and above may
gain insights into recent transgressions and
into the relationship these individuals have with
their chosen deities.

Intelligent Mist (Alteration)


Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
- 44 -

This spell is an extension of the first-level


Talking Mist spell and can be triggered to
appear under certain circumstances. The spell
can summon a Class I type of intelligent mist
from the elemental plane of air. Once it appears, the mist delivers an introductory message, but doesnt dissipate immediately after
delivery. It can then stay for its duration and
converse with anyone in the area.
The mist is actually a being from the elemental plane of air (albeit a low powered one). The
difference between intelligent mists and other
summoned creatures is that the mists actually
have access to the knowledge of their summoner. This includes 1 language (chosen by
the wizard) and information (not spells) dictated by the casting wizard.
For a detailed description of the different
types of intelligent mists, see the monster description provided with the level 5 spell, Magic
Mist. Once the spell duration ceases, the mist
returns to the Plane of Air, but if the spell is
retriggered before this happens, the same
mist is summoned again, with knowledge of
previous encounters.

Jam Radio (Alteration, Divination)


Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 30 m radius sphere
Saving Throw: None
This spell prevents all magical communication spells of first or second level from crossing the boundary of its area of effect.

Jamyes Prismatic Snowball (Alteration, Conjuration, Enchantment)


Range: 0
Components: V, S, M
Duration: 1 round + 1 round/3 levels
Casting Time: 3
Area of Effect: One snowball + 1 snowball/levels
Saving Throw: Special
When cast, this spell creates a pile of coloured snowballs at the casters feet. The
number of snowballs is equal to the duration
of the spell in rounds - 2 at 3rd level, 3 at 6th
level, 4 at 9th level, etc. The caster can throw
one snowball per round as if he were proficient
in snowball throwing. Other characters can also
throw snowballs, but they will suffer a non-proficiency penalty for it (unless they have taken
a proficiency in snowballs). The snowball has
a range of 30 m, plus 10 m per Strength point
of the thrower over 12.
The snowballs do no physical damage when
they hit; however, they have powers that vary
with the colour of the snowball according to the
chart below. In order for the snowballs magic
to work, the target must be hit with it (a successful to hit roll required). The snowballs
power only affects the creature hit, even if the
spell it duplicates has a greater area of effect.

Mage Spells Third Level


The snowballs are always picked up and
thrown in the order given, starting with red and
ending (assuming the spellcaster is high
enough level) with violet.
No. Colour

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

* If the yellow snowball hits on an unmodified


die roll of 20, the victim has been hit in the
face and has eaten some of the snow. It
must then make an additional save vs. poison at a -4 or be violently ill (no attacks, armour class worsens by 4) for a number of
hours equal to the casters level.

The material components for the spell are a


small rainbow-coloured marble.

Kallums Cold Frost (Evocation)


Range: 100 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 3 m radius sphere
Saving Throw: 1/2
This spell creates a ball of extreme cold and
sharp ice particles which expands outward
from its detonation point. All creatures in the
area of effect will take 1d6 hit points of damage per level of the caster from the cold (save
vs. spells for 1/2 damage). All objects in the
area of effect will be frozen, and a layer of frost
will cover the surface of everything in the area
of effect. If a creature fails its saving throw then
all of his items must make a saving throw vs.
frost or be destroyed by the extreme cold.
Because of the sharp particles of ice created in the detonation, the explosion will still
cause damage to those who are immune to
cold. If a creature is immune to cold, then the
damage will be 1-2 HP per level of the caster
with a saving throw for half as normal.
The spell can do structural damage to
wooden structures as can the Fireball spell.
Otherwise this spell is the same in all respects as Fireball.
The material components for this spell is a
handful of glass crystals or any kind of crystals which is thrown in the direction that the
caster wishes the Iceball to go.

Kevins Holy Rain (Invocation)


Range: 20 m
Components: S, M
Duration: 1 round/level
Casting Time: Special

Area of Effect: 1 m diameter/level


Saving Throw: Special
This spell creates a small cyclone that
moves from the wizards finger and grows into
a billowing white cloud from which a steady
downpour of holy water falls.
The cloud can be directed and controlled as
long as the wizard concentrates on the spell.
The cloud can move with MV 6. Undead creatures suffer 1d6+1 points of damage per round
that they are in contact with the rain. Intelligent
undead may save vs. breath weapon for half
damage.
If the save is successful, it means the undead has managed to avoid some of the rain.
The clouds area of effect grows bigger as the
wizard advances in levels, up to a maximum
of 10 m diameter. As the area of effect grows
bigger, the casting time gets longer: 1 segment
per 2 levels with a maximum of 5.
The rain from the cloud keeps falling for one
round per level up to 10 rounds at most. The
wizard can stop the rain at any time by ceasing to concentrate on the cloud. The cloud can
be moved by any wind with a force up to 30
miles per hour; if the force exceeds this limit
the cloud disperses.
The rain remains holy only long enough to
do damage; after it has made contact with any
other matter, it becomes ordinary water.
The material components for this spell are
a drop of holy water and a hair from a priest of
any good alignment.

Kiris Guardian Sigil (Abjuration)


Range: Touch
Components: V, S
Duration: Special (until discharged)
Casting Time: 1 round
Area of Effect: One object or area
Saving Throw: None
This spell is in many ways similar to the
Sepia Snake Sigil in that it traps people in a
shimmering field of force. The spell can be cast
upon an item or upon an area of up to 10
square feet per level. When casting the spell,
the wizard must specify the conditions that will
set the spell off. Examples: Anyone who
touches my spell books besides me, or Anyone who walks on my welcome mat without
saying Arador.
One person per level can be named in the
casting of the spell. When the spell is discharged, the target is trapped in suspended
animation inside a impenetrable field of force.
There is no save against this spell. The only way
to remove the field is to dispel it (against the
wizards level), or wish it away.

Kuglans Key Warden (Conjuration/


Summoning)
Range: 12 m
Components: V, S, M
Duration: 1 turn + 2 rounds/level
Casting Time: 7
Area of Effect: Special
- 45 -

Saving Throw: None


Kuglans Key Warden is usable only by conjurer specialist wizards. It enables the conjurer
to summon a two metre tall, shadowy humanoid - known only as a Key Warden or Key
Master. The Key Warden (HD 4+4, AC 2,
Strength 18/51, 1 AT, Dam. 1d6+3, THAC0 14) will
fight only to defend itself. The creature, whose
essence comes from the plane of shadow,
wears a belt pouch (under its dark cloak) containing duplicates of all of the keys the wizard
has seen, at a maximum distance of six metres, or touched within the last one day per level
of the wizard.
The Warden is summoned to assist in opening doors, chests, and other locked objects.
The conjurer may command it to unlock or
open doors etc., within spell range, by employing either the keys or its strength. If none of the
keys unlocks the object, the Warden, which
never speaks, will bow to the wizard and wait
for the conjurers command to forcibly open the
portal or object. If the conjurer so bids the
Warden, it will attempt to break down or break
open the door or object, employing its strength
(Open Doors: 13 in 20, 25% Bend Bars/Lift
Gates).
The Key Wardens body and keys vanish if
the creature is slain; the Warden and its keys
vanish at the end of the spells duration, otherwise. The Key Warden will not give the keys to
anyone, including the wizard, and, if someone
is somehow able to steal any keys, the stolen
key(s) will immediately vanish. The Warden may
be commanded to unlock or open as many
doors and objects as the conjurer desires,
within the spells range and duration - taking
one round per opening. The Warden will only
respond to commands by the wizard that involve unlocking or opening.
Material components for the spell are five
keys: one of gold, one of silver, one of iron, one
of brass, and one of mithril. The components
are not consumed by the casting, and may be
used again.
This source of this spell is the Kuglan
Shadowgate of Melvaunt, an industrious midlevel conjurer who enjoys good relations with
the Zhentarim.

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.

Mage Spells Third Level


The material components for this spell are
the legs of a grasshopper or of a frog.

Magic Missile II (Evocation)


Range: 60 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One or more creatures in
a 3 m cube
Saving Throw: None
This improvement on the first level Magic
Missile allows the caster to fire 1 missile per 2
levels of experience. Each bolt can be individually targeted and does 1d8 point of damage.
The spell fires that number of missiles every
round until the caster is hit or ends the spell.
After the initial casting the missiles have a
speed factor of 1 each and the caster may
move, or engage in any other action besides
spellcasting after the missiles fire.

Major Annoyance (Enchantment/


Charm)
Range: 1.5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: 1/2
This is an even more powerful version of the
Minor Annoyance and Annoyance spells (q.v.).
It makes the victims leg hurt, exactly as if he
has barked his shin on something. Although
causing no damage, it is painful enough to
disrupt spell casting in the round it is cast in,
as well as subsequent rounds, to the limit of the
spell. The victim also suffers combat penalties:
Armour Class bonuses due to high dexterity
are negated, and attacks are made at a -2
penalty.
A successful save vs. this spell reduces the
duration of the spell to one round per two levels of the caster, and reduces the attack penalty to -1.
The material component is a coffee bean,
carved to look like a miniature table.

Maltas Pattern Transport (Alteration)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
With this spell, the caster can move himself
and other materials from one Pattern to another
Pattern. The two Patterns must have the same
image and the destination Pattern must be at
least as big in radius as the source Pattern.
Both Patterns must be known to the caster
(current locations) and they must be laid flat.

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.

Martys Magic Bow (Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3

- 46 -

Area of Effect: Caster


Saving Throw: None
Martys Magic Bow causes a magical force
to propel objects from the casters fingers
much as a bowstring. With arrows, the effect is
to allow the caster to release one arrow per
round, each arrow attacking as a fighter of 1/2
level of the spellcaster. The advantage of this
spell is the fact that the arrow attacks are not
magical: thus there is no magical saving throw
involved for the target, so if the caster makes
his to-hit roll (at 1/2 his level on the fighter table) he hits, even if the target is, say, in an antimagic shell, or in a Cube of Force that Keeps
Out All Magic, or if the target is magic resistant.
Theres probably a material component (say,
a length of string made of silver thread, or
something like that) but the arrows are not
components - i.e. theyre not consumed, and
you might be able to reclaim some of them.
Also, magical arrows would provide the appropriate bonuses to hit/damage.

Merkridans Misplayal (Alteration)


Range: 20 m
Components: V, S
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: One instrument
Saving Throw: Special
This spell causes music emanating from a
musical instrument to become twisted and
harsh. The musical notes effectively become
interchanged. The target instrument may be
either magical or nonmagical. Only magical instruments gain a saving throw (as if the attack
were magical fire) to avoid the spell effects. If
a bard is playing an affected instrument, all
bard abilities directly resulting from the playing
of his instrument are lost until the spell expires
(or the bard uses a new instrument). The spell
has no effect on sounds from living creatures,
although it could effectively garble communication through instruments (i.e., signalling
drums). It only works on items which are emitting music at any time while (or up to one round
after) the spell is being cast.
The origins and history of the spell
Merkridans Misplayal are unknown. This spell
was discovered in a lost laboratory complex on
the deserted island of Arremara.

Mirror Escape (Illusion/Phantasm)


Range: 0
Components: S, M
Duration: 3 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell is a modified Mirror Image spell.
When it is cast, 1d4+1 images of the wizard
appear in various places around him (in a 6 m
radius). Within seconds, they all start running
in different directions. They are basically unseen servants that have an illusion upon them

Mage Spells Third Level


of the wizard. They will run until 4 points of
damage have been inflicted upon them or 3
rounds have expired.
The material component of this spell is a
small smoke bomb that is cast down as the
wizards feet.

Molten Ground (Alteration)


Range: 6 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 0.6 m/level radius
Saving Throw: None
This spell causes an area of the earth to
bubble up molten lava in its area of effect. After the caster spends one round casting, using up material components of sulphur and
lava rock, the spell begins. In the first round the
ground tremors slightly, and those not wearing
heavy feet covering such as metal boots can
feel a slight warmth.
In the second round of the spell the heat
becomes very pronounced, and will ignite
paper, cloth, and dry vegetation touching the
ground. If the people in the area of effect did
not announce that they were moving in this
round, they are going to be injured.
In the third round the ground becomes molten lava, wooden furniture bursts into flames,
and metals with low melting points start to
soften. Anyone in the area of effect takes 3d6
damage, 2d6 this round only if wearing thick
shoes. In each additional round spent in the
area of effect a person takes 3d6 damage, and
any items carried by the person must safe vs.
fire or be destroyed.
The intense heat of the lava may cause
structural damage to walls that are near or in
the area of effect. Wooden walls will be destroyed by fire just like wooden furniture. Protection from Fire will protect a person but not
his items from this spell. Note that lava rock is
hard to obtain in most medieval settings, and
that the lava generated by this spell will not
work as a component for later casting (its
marked by magic).

Necromantic Bolt (Necromancy)


Range: 60 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
When the caster completes this spell, a blue
glow encompasses his hand and then shoots
forth, unerringly striking its target. This energy
attacks the life force of any living creature. The
creature must roll a successful save vs. spell
or suffer 1d4 points of damage per level of the
caster and 1 point of strength per level of the
caster. If the save is successful, the creature
remains unharmed. Creatures not rated for
strength suffer a -1 penalty to their attack rolls
for every two caster levels. Lost strength re-

turns at a rate of 1 point per hour. Damage must


be cured magically or healed naturally over
time.
This spell has a special effect on undead
creatures. Undead struck by the bolt suffer no
damage or strength loss, but they must successfully save vs. spell or flee for 1d4 rounds
+2 rounds per level of the caster.

Noska Trades Ghoul Arrow (Evocation, Necromancy)


Range: 70 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature/bolt
Saving Throw: Negates
The Ghoul Arrow spell brings into being one
bolt of negative energy for every 5 levels of the
wizard. Each bolt can have a different target.
Each bolt forms into three vaguely arrow
shaped projectiles that hurl towards the wizards opponent. The arrows never miss their
target and inflict 1d6, 1d3, and 1d3 points of
damage respectively. The affected creature
must save vs. paralysis or be paralysed in the
areas hit by each of the arrows. Roll 1d6:

Roll (1d6)

Ar
ea Hit
Area

1
2
3
4
5 or 6

left leg
right leg
left arm
right arm
body

Limbs paralysed are rendered useless. Body


paralysis eliminates any Dexterity bonus and
results in the victim always acting at initiative
10. The paralysis lasts for 1d6+1 rounds.
The material components are a handful of
ghoul flesh and a drop of humanoid blood.
Source: Ted Dreibelbis.

Open Book (Alteration)


Range: Touch
Components: V, S, M
Duration: Variable
Casting Time: 1 hour
Area of Effect: One tome
Saving Throw: Special
This spell may be worked upon a single,
magically-sealed tome, causing the tome in
question to open at the final utterance of the
spells verbal components: Edro ...! Note that
a name which the book recognizes as its own
must be known by the wizard in order to effect
this spell. Generally speaking, a book which
wants to stay shut may save vs. spell at the
level of its writer to avoid being opened, but
special conditions may apply to this, furthermore, very special books may be equipped
with more magical protection, such as the sigil
of the author or powerful runes and wards.

- 47 -

Some diamond dust must be sprinkled on


the book for the spell to take effect.

Orkos Lubricity (Alteration)


Range: 9 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
When cast on an individual creature, this
spell gives the same effect as Oil of Slipperiness. If cast on a single object of 27 dm volume or less, the object becomes impossible
to grasp. Items held by creatures gain a saving throw. If cast on a floor it will make a 6 6
m square area extremely slick: there will be a
95% chance per round that any creature
standing in the area will slip and fall. Fallen
creatures must save vs. spells to regain their
footing or crawl out of the area at 3 m per
round.
The material component of this spell is powdered graphite.

Panders Improved Identify (Abjuration, Divination)


Range: 3 m and 0
Components: V, S, M
Duration: 1 round/level
Casting Time: Special
Area of Effect: One item/level
Saving Throw: Special
When Panders Improved Identify is cast,
magical items subsequently touched by the
wizard can be identified. The eight hours immediately preceding the casting of the spell
must be spent purifying the items and removing influences that would corrupt and blur their
magical auras. If this period is interrupted, it
must be begun again with a new casting of the
spell and the current spell is lost since this
higher level version requires intense concentration. When the spell is cast, each item must
be handled in turn by the wizard. Any consequences of this handling fall fully upon the
wizard and may end the spell, although the
wizard is allowed any applicable saving throw.
However, immediately before handling each
item the caster may scan the items for any
cursed properties from a distance of 3 m without touching the item. The caster has a 5%
chance per level of determining if there is a
curse and also the exact nature of the curse,
to a maximum of 90%, rolled by the DM. Each
try is treated as one reading and the caster
need not use a slot to determine the exact
nature of a curse unless he wishes. This part
of the divination can only detect curses, not
traps. It should be noted that the caster may
not add to the list of original items that were to
be examined once this condition is established. If the act of detecting for a curse actually triggers one that affects the caster he may
make a saving throw vs. spells to avoid the
curse in question.

Mage Spells Third Level


The chance of learning a piece of information about an item is equal to 10% per level of
the caster, to a maximum of 90%, rolled by the
DM. Any roll of 96-00 indicates a false reading
(91-95 reveals nothing). Only one function of a
multi-function item is discovered per handling
(i.e., a 5th level wizard could attempt to determine the nature of five different items, five different functions or a single item, or any combination of the two). If any attempt at reading
fails, the caster cannot learn any more about
that item until he advances a level. Note that
some items, such as special magical tomes,
cannot be identified with this spell.
Exact attack or damage bonuses, charges
of an item may be determined; one per reading. A +1/+4 vs. undead longsword has two
individual functions.
After casting the spell and determining what
can be learned from it, the wizard loses 8
points of Constitution. He must rest for one
hour to recover each point of Constitution. If the
8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is
restored, which takes 24 hours (one point per
three hours for unconscious character).
The material components of this spell are a
crushed pearl and jet gemstone (of at least 100
GP value each), and an owl feather steeped
in wine, with the infusion drunk prior to
spellcasting. If a luckstone is powdered and
added to the infusion, the divination becomes
much more potent and the functions of a multifunction item can be learned from a single
reading. At the DMs option, certain properties
of an artifact or relic might also be learned.
The source of this spell is Pander Pillma.

Pilpins Infatuating Greed (Enchantment/Charm)


Range: 60 m
Components: V, S, M
Duration: 1 day + 1 day/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell causes a person (as defined in
Charm Person) to be overcome with tremendous greed. If the person fails a saving throw
versus spell, he will want the first thing of value
that he sees, and if refused, will become very
angry. They will not act against their alignment
or foolishly risk their life to get what they want,
but will not give up until they own the item or
one just like it. The person will sell or trade
anything it possesses to get the item. Once in
possession of the item or a replica, the affected
person will want the next item of value that they
see, and this will continue until the spell duration expires.
For example: Mel - a lawful good ranger -,
affected by the spell becomes infatuated with
a beautiful carriage he sees in the street. Mel
attempts to buy the carriage from its owner, but
the owner refuses to sell the carriage on the
grounds that its from a far away kingdom. Mel
denounces him as greedy and inconsiderate.
Mel then starts to journey to the distant kingdom to get one for himself. Eleven days later
the spell wears off (if cast by a tenth-level wiz-

ard) and he finds himself 11 days away from


home attempting to buy a carriage he has no
use for.
Shandar - a chaotic evil fighter -, affected by
the spell spies a golden crown she just has to
have. Unfortunately it belongs to her boss, a
High Priest of Hisisi. Realizing that she cant
just take it, she spends all the money she has
to hire an assassin for the job. The mission is
successful and she gets the crown. When the
assassin hands her the crown, Shandars attention is suddenly focused on the exquisite
ring the assassin possesses. Quickly deciding
that the assassin is no match for her in open
combat, she immediately attacks the assassin. Bad move, the assassin kills her.
The spell can be negated by a Heal, Wish,
or a successful Dispel Magic.
The material components are a gold piece
and a small piece of lodestone.

Pobithakors Tracer (Divination, Evocation)


Range: Special
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell was created by an archmage
known as Pobithakor the Powerful, a mage who
was better known as Pobithakor the Paranoid.
His fear of absolutely everything around him
drove him to take extreme measures to protect
himself.
This spell is cast when the caster is being
scried upon (DMG Detection of Scrying, pg.
141).
If the caster detects that he is being scried
upon, by any means, then the spell can be
cast. This spell causes the scrying device to
become two-way. Not only does the scrying
creature see the caster, but the caster can see
the scrying creature. Also, whatever powers the
scrying device has, such as clairaudience,
then the spell also gives the caster such powers. The range and area of effect are those of
the scrying device itself. The duration is that of
the scrying device. Once the caster breaks off
contact the spell ends. If the scrying creature
breaks off contact, the caster can still scry up
to the maximum duration of the scrying device.
The caster will receive all the information inside
his head.
If the scrying creature becomes aware that
he is being scried upon and then casts a Dispel Magic , the spell will end, but his own
scrying device will become unusable for one
day. If the scrying creature casts a Pobithakors
Protection spell then the Pobithakors Tracer
spell will end and the creatures scrying device
will be usable.
This spell can be a useful device for long
range communication for prearranged meetings between two people.

Proficiency (Alteration)
Range: Touch
Components: V, S, M
- 48 -

Duration: One hour/level


Casting Time: 3
Area of Effect: One creature
Saving Throw: None
Upon casting this spell, the wizard magically
empowers himself or another individual to use
one or more weapons that he is not proficient
with. The affected individual will be able to use
the
weapon(s)
in
combat
without
nonproficiency penalties of any kind for the
duration of the spell. The base number of
weapons that proficiency is gained is one, and
one extra weapon can be gained for every
three levels above fifth that the wizard possesses, i.e. an 8th-level mage can empower a
creature with two proficiencies. The proficiencies cannot be split among different individuals.
Care must be taken when allotting a weapon
proficiency for use; if a cleric who worships a
god of peace suddenly gains proficiency with
a two-handed sword, he may have some atoning to do.
Because the spell only grants a nominal degree of skill with a weapon, it cannot be used
to augment the abilities of a character who is
already proficient with a weapon. Thus, a fighter
who can already use a longsword cannot have
his skill with the weapon improved to specialized through the use of this spell.
The material components for the proficiency
spell are a bit of fleece and a miniature bronze
weapon or weapons of the type that the spells
recipient will gain proficiency in.

Protection from Chaos, 3 m Radius


(Abjuration)
Reversible
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 3 m radius sphere around
creature touched
Saving Throw: None
This spell is the same as the first level spell
Protection from Chaos (q.v.) except with respect to its area of effect.

Rathes Trigger (Conjuration)


Range: 3 m
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 27 m/level
Saving Throw: Special
The Trigger spell is designed as a defensive
spell. When it is cast, the caster defines a volume which must be at least 15 cm in every dimension. This area begins to glow faintly. The
caster then casts another spell directly upon
the Triggers area. The Triggers area of effect
must be touched by the caster when applying
the second spell. The glow then vanishes, but
both spells remain. The second spell is held by

Mage Spells Third Level


the Trigger until someone enters or touches the
Triggers area of effect. At this time the second
spell will go off.
If it is an area effect spell (e.g. Fireball, Web)
it will be centred on the centre of the Trigger
area. Other considerations (the dimensions of
the web, for instance) must be specified at the
time of casting the second spell. Person-affecting spells (e.g. Hold Person, Charm Person) will
be applied to the person who triggered the
spell. A saving throw is applicable only if allowed by the second spell. If the caster is in
or touching the Triggers area of effect, it will not
go off. This allows the caster to escort others
safely through the trapped area.
One possible use for this spell is two triggers
overlaid in a corridor, one with a Fireball, and
the other, placed slightly behind the first, with
a wall of force. If a person enters the regions
from the wrong direction, the Fireball will go off,
and the wall of force will instantly restrict the
blast to one direction. If a person enters the regions from the other direction, the wall will trigger first and shield him from the blast. The
spells will last until triggered, but if the second
spell is not applied immediately, the trigger will
only last one turn per level of the caster.
The material component is a black pearl of
not less than 500 GP value per level of the second spell.

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.

Resist Paralysis (Abjuration)


Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
For the duration of this spell, the recipient is
immune to all forms of paralysis, including
gaze attacks, paralytic poison, hold spells and
dragon induced fear paralysis.
This spell does not remove paralysis already
in effect, it just prevents the recipient from
being paralysed in the future.

The material component of this spell is a


feather, and an infusion of tea and ginger which
is consumed by the caster.

Rhuvas Spellscan (Divination)


Range: 0
Components: V, S, M
Duration: 4 hours + 1 turn/level
Casting Time: 1 minute
Area of Effect: 10 m/level radius
Saving Throw: None
Provided the caster is conscious and within
the area of effect, he will be made aware of any
spellcasting conducted in that area. The particular spell cast is not made known, but the
location of the wizard is, precisely if the caster
is familiar with the area, generally otherwise.
The notification is sufficient to disrupt casting
in progress, unless it is consciously suppressed before casting (if suppressed, caster
does not realise the scan was triggered).
The material component is a handful of crystal dust.

Anyone who falls will slide toward the edge


of the area affected. Creatures with magic resistance roll each round to be unaffected for
that round only.
The area of effect is one 3 by 3 m square per
level (9 square metres), and the duration is one
round. If the wizard wishes, area may be traded
for duration, for instance, a tenth-level wizard
may affect 90 square metres for 1 round, 45
square metres for 2 rounds, 22.5 square metres for 4 rounds, etc. The area affected must,
however, be at least 0.9 square metres.
The surface the spell is cast on must be
relatively smooth. A wooden floor with a loose
board or two, or a slightly bumpy stone surface
is ok, gravel, however, is not. It is also possible
to cast Sanhs Slippery Surface on a wall (rendering it unclimbable) or a ceiling.
The material component for this spell is a
small vial of oil, or a fresh banana peel. Using
Oil of Slipperiness (one tenth of an ounce) doubles the effect of the spell and adds an additional -1 penalty to all Dexterity rolls.
Note: Using Oil of Etherealness as a material component is an invitation to disaster. If this
is done, roll 1d100 on the following table:

Sanhs Laser Bolt (Evocation)


Roll

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

01-85 Opens a rift to the ethereal plane,


see below
86-95 Spell fizzles
96-99 Spell functions at half the wizards
level
00
Spell functions normally

Sanhs Laser Bolt is the most powerful of


Sanhs simpler light ray spells. It inflicts 1d6 hit
points per level of the wizard. A fumbled save
results in permanent blindness in one eye, followed by 1d6 rounds of total blindness and 2d6
rounds in a dazzled state. As per the earlier
spells, the light is both monochromatic and
non-magical.

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.

Sanhs Slippery Surface (Alteration,

Sarius Golden Circles of Protection

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.

Mage Spells Third Level


Each circle is able to sustain 6 hit points of
damage before disrupting, so if a deflected
attack does not cause enough damage to disrupt a circle (chosen randomly) the circle will
remain active. For every 5 circles active, the effects of breath weapons directed at the caster
will be reduced by 1 hit point per damage die,
with 1 hit point damage per die being the maximum reduction allowable. Though, unless the
breath weapon causes less damage than the
current hit points of a circle it will assuredly disrupt the entire field of circles in the process.
While the circles orbit the mage he is at a 1 to hit penalty for every circle active whenever
a to hit roll is needed, including spells. The
mage may create fewer circles than the maximum possible.
The material component of this spell is a
single gold piece for every circle created. All
pieces are thrown into the air where they disappear and are replaced by the floating circles.
The source of this spell is Sarius Mendlekine.

Selective Defiling (Alteration, Necromancy)


Range: 20 m
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Negates
As a preserver is avidly against defiling, the
typical preserver, after sufficient experience,
will realize what causes defiling, and why preserver spells dont defile. As such, he can learn
to use this knowledge for his own good.
This spell may emulate any cantrip-like effect, the energy for the spell being drained from
a specific plant source. The spell can be used
for two specific purposes - any other use is
strictly prohibited to one who wishes to preserve the land.
1) To kill a Carnivorous plant that is threatening. Because of the selective nature, the
preserver can drain the plants life without affecting the non-hostile plants around it, and will
thus leave the soil nutrient rich.
2) To neutralize organic poisons. Organic
poisons, since they are made from the basic
elements of life, are also affected by defiling
spells, but only if specifically targeted. Note that
with this use, another spell effect should not be
allowed.
Any other use of this spell condemns the
wizard to the penalties normally associated
with a preserver casting a defiling spell.

Shadow Bridge (Illusion/Phantasm)


Range: 6 m
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1.5 m 1.5 m/level
Saving Throw: Special

This brings into being a shadowy construct


that people who believe in it can see clearly.
The wizard automatically believes in the spell,
others have to save vs. spells to do so.
The bridge will support any weight put upon
it, as long as that weight is put there by people who believe in the spell (physical objects
dropped onto the bridge will fall through), even
if there is no apparent support. The bridge can
take on the form of a bridge, staircase or ladder.
The bridge lasts for the duration, but only as
long as the wizard concentrates on it and has
line of sight with it. The wizard can discontinue
the spell at any time.

Shadow Stave (Illusion/Phantasm)


Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: Special
Saving Throw: None
This spell brings into being a dark, hardwood
quarterstaff, that gives of a slight, dark glow.
The stave is weaved from wisps from the plane
of shadow, and remains in existence for the
duration of the spell.
The weapon is considered to be magical,
with a +1 rating per every 5 levels of the wizard (+1 to hit, +1 to damage, -1 to speed). The
wizard has the weapon ready to parry or attack
at the end of the casting, (somatic components
allow the action of a normal quarterstaff attack). Only the wizard can use the weapon. If
the staff is dropped, only the wizard can pick
it up. To all others it is insubstantial. The wizard
can phase the weapon in and out of reality (this
action is considered to be at speed 1, and can
be combined with a normal attack, e.g., to
phase the staff into reality, and perform a normal attack, the weapon speed is 1 higher than
normal). While it is phased out of reality, the
staff is only solid in the wizards hands, it appears to be a shadow of its normal form, and
it can pass through physical objects. While
phased, it can hit incorporeal objects that are
involved with the shadows.
The weapon does 1d6 + the pluses listed
above points of temporary damage (that lasts
for an hour) to physical beings. Illusionary
beings and beings made from shadows take
permanent damage.
Material components are powdered carbon,
and at least a splinter of hardwood.

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 -

jects in his mouth. When cast against a wizard,


a Dispel Magic will negate Shut Up; however,
concentration of any previous spell in the
works will be broken.
The material component is a plaster.

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].

Sonorics Magic Tracker (Divination)


Range: Special
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 3
Area of Effect: 6 m radius sphere
Saving Throw: None
With this spell, the caster is able to illuminate
the tracks of any being of which he has a some
item that was in contact with the being a
number of turns equal to the casters level previously. The item could be anything from a shirt,
to a scrap of hair, or drop of blood. The tracks
are only visible to the caster, and only tracks
within the area of effect are visible.
The spell only illuminates tracks within the
spells area of effect (which moves with the
caster), and will only illuminate tracks made on
a solid surface (i.e. if the being being tracked
took to flight, or dove into water, the trail would
end there). However, if the caster is able to

Mage Spells Third Level


reach the spot where the trail was resumed (i.e.
the being being tracked wades out of a river
at a certain spot), the caster may resume tracking.
It is up to the caster to determine which direction leads to the most recent tracks (i.e.
which are coming and which are going), although the spell does illuminate a footprint
of the being which is being tracked. The spell
will allow the caster to track the being if it
climbed walls, and even if it tried to obscure
its path, by throwing dirt over it. Objects over 1
m thick covering the path, however, do obscure
it.
The material component of the spell is some
thing which had been in contact with the creature to be tracked, up to the casters level in
turns previously. Once the spell is cast, the
caster need not carry the item with him.

Sonorics Trance (Divination, Enchantment/Charm)


Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 3 m radius sphere
Saving Throw: None

Soul Safe (Abjuration, Necromancy)


Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Special
With this spell, the Necromancer stores the
soul of the recipient in a piece of jet, the material component. While his soul is thus protected,
a character suffers a penalty of -2 to attack rolls
and saving throws, he does not heal naturally,
and magical healing functions on him at only
half normal efficacy. If the character is slain by
undead while under the effects of this spell,
however, his soul cannot be corrupted and
forced to rise as undead itself (though the body
can still be animated as a zombie or skeleton).
If the soul safe is destroyed, or if the spell expires, the soul will return (across any distance)
to its body, unless that body is dead, in which
case it will journey to its final resting place. This
spell affects only races with souls: dwarves,
halflings, and humans.

Spirit Call (Conjuration/Summoning)

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

Strength of the Damned (Alteration,


This spell allows the caster to mimic the
actions of a creature, provided the actions
occurred within a number of turns equal to the
casters level. During the casting of the spell,
the caster must touch some object which the
target creature was in contact with for at least
a round, and that contact must not have occurred more than the casters level in hours
previously.
Upon casting the spell, the caster goes into
a trance, during which he loses all control of
his actions (save vs. spells at -4 to break spell),
and begins mimicing the most recent actions
of the target, provided the actions occurred
within the area of effect. The spell does not
allow the caster to mimic actions of which he
is incapable, such as climbing walls, or broad
jumping 6 m, and the caster merely imitates
any spells the target may have cast, and
doesnt actually cast the spell (although observers may recognize the spell he is attempting to cast). If the target did something which
would take it outside of the area of effect, such
as rapid movement beyond the abilities of the
caster, or teleportation, the spell is broken.
The caster must decide how far back in time
he would like to begin mimicing the actions of
the target. The actions of the target may take
the caster beyond the original area of effect,
but there is a 3 m radius sphere over which is
determined whether or not the target left the
area of effect.
The caster has the option of casting such
movement spells as fly and feather fall, prior
to Trance, to facilitate movement such as climbing, and even flying, and to take the pain out
of such actions as falling (if the target was a
clutz). The target must be man sized, and humanoid.
The casters trance will be broken by such
things as damage, slapping, and other unpleasant stimuli.

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.

Strens Improved Floating Disk


(Conjuration, Evocation)
Range: 0
Components: V, S, M
- 51 -

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

All character classes, not just warriors, have


the chance to jump into exceptional Strength
ratings as if they were warriors providing that
this spell gives the recipient greater than 18
Strength. Warriors, on the other hand, are allowed to advance as high as 19 Strength
through the use of this spell.
The recipient of the spell will undergo a minor change in appearance as well while the
spells duration is in effect. Bright, white, pinpoints of light will glow in the centres of the

Mage Spells Third Level


subjects eyes as a result of the large quantity
of negative plane energy that is being utilized
to augment the characters Strength.
At the end of the spells duration, the recipient will experience a terrible backlash from the
exertion upon his life energies and the terrible
experience of such close contact with negative material plane energies. As the spells
duration ends, the recipient must make a save
vs. death magic. Success means that he takes
only 2d8 points of damage. Failure indicates
that the life force of the character was damaged greatly and the character takes 2d8
points of damage and also loses one life energy level (experience level, HD, etc.).
Creatures without Strength ratings receive a
bonus of +2 to attack and damage rolls on all
attacks.
The material component for this spell is a bit
of bone from a giant skeleton or a pinch of
vampire dust.

Tensers Deadly Strike (Enchantment)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell improves the martial prowess of
the wizard. All melee attacks made by the wizard are at the usual chance to hit, but every
successful attack does maximum normal
damage to the opponent for the duration of the
spell. The spell only affects hand-held melee
weapons and hurled weapons, not device-propelled missile weapons.
The material component is a set of tiger
claws.

Suggest Illusion (Illusion/Phantasm)

Timejump (Enchantment, Alteration)

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.

Timejump allows the teleport ahead in time


by (roughly) 60 seconds. When the spell is
cast, the wizard disappears for 1 round, and
then reappears in the same place. For the wizard, the shift in time is instantaneous, so he
cannot prepare for re-entry in any way. The
wizard reappears at the same time in the round
that he disappeared (using initiative as a
clock), and cannot take any actions during the
round of re-entry. If a solid object is blocking
the spot where the wizard will reappear, then
he will be trapped in the astral plane. Getting
home is up to the wizard.

Telepathic Familiar (Divination)


Range: 1 km + 1 km/2 levels
Components: V, S
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: One familiar
Saving Throw: None
This spell enables the wizard and his familiar to communicate mind-to-mind as though
they were speaking with each other. It provides
for greater understanding and depth of communication than is enabled by the empathic
link automatically conferred by the find familiar spell. If the wizard and his familiar become
separated by a distance greater than that allowed while the spell duration is still in effect,
the spell does not wink out but begins functioning again if the distance is closed.

Vanquils Immunity to Pain (Illusion/


Phantasm, Enchantment)
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Special
This spell is a mixed blessing. It prevents the
subject from feeling any kind of pain, either
from wounds or artificially induced (i.e., magic,
psionics). Thus, wizards and psionicists can
use their abilities regardless of what kind of
damage they take in a round, and tortures and
pain-inflicting abilities (like the psionic Inflict Pain)
do not affect the recipient. On the downside,
the recipient is unaware of any hit point losses,
poisoning, disease, etc., and does not know if
he has been hit or needs healing. The recipient could be down to 1 hit point and not know
it. Low Intelligence creatures tend to feel invulnerable while under this spell (no pain, no injury), while higher Intelligence ones realize the
danger of the situation.

- 52 -

Unwilling creatures get a saving throw versus spell.


Source: Joe Delisle.

Vanquils Snowball (Evocation, Enchantment)


Range: 25 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This spell functions like improved version of
Snillocs Snowball (although developed without
knowledge of Snilloc or his spells). When cast,
it creates a blue-white snowball in the wizards
hand, which is then thrown in the same round,
with a chance to hit equal to the wizards
THAC0 plus 3. As it flies towards the target, the
snowball expands to become a one metre diameter mound of snow. Neither Shield nor Protection From Normal Missiles (or similar spells)
will stop the Snowball, but a Minor Globe of
Invulnerability will. Immunity to cold will not
prevent damage, nor being knocked over if the
save is failed, but will prevent the target from
being unable to cast spells.
If the target makes his saving throw vs. spell,
he takes 1d2 points of damage per wizard level
(maximum 8d2 points of damage), and cannot cast spells in that round or the next round.

View Past (Divination)


Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: one hour
Area of Effect: 1.5 m/level radius
Saving Throw: None
The spell is cast on an area, and allows the
caster to create a three-dimensional image of
the past in that location. The caster specifies
the time in the past by the material component:
one gold piece equivalent of gold dust is used
for each hour back that is viewed. Thus if the
caster uses 24 GP worth of dust, he can view
a period starting roughly 24 hours in the past
through the duration of the spell (a tenth level
caster could view the period from 24 hours in
the past to 24 hours - 100 rounds, that is 22
hours and 20 rounds, in the past).
After the spell has been cast, the DM rolls
1d20 - 10 to determine the error in the time
frame. Thus if the DM rolls 5 - 10 = -5, the time
viewed is actually N hours and 5 rounds in the
past; a roll of 10-10 = 0 indicates exactly the
right amount of gold was consumed.
The caster should roll 1d20 to determine the
clarity of the casting. A 1 indicates that the
scene comes through as shadows in a fog; a
20 indicates a crystal-clear picture. This roll can
be repeated in subsequent castings, and represents the difficulty of seeing through time.
Events that were cloaked by spells that hide
themselves from Clairvoyance also mask out
View Past, and can never be seen using this
spell.

Mage Spells Fourth Level


Warboulder (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This creates a similar enchantment as the
Warstone on a single boulder (up to large catapult size). The wizard can then make this boulder hurl itself up to a distance of 3 m per level,
doing damage as if hurled by a catapult. Upon
striking, the boulder shatters and inflicts 2d8
damage in a 9 m radius.

Wimblys Enwrapment (Alteration)


Range: 5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
When this spell is cast, a little blob of a sticky,
weblike material flies toward its target and
completely wraps it in a very strong, very sticky
webs. The webs cannot be broken unless the
target creature has at least a 23 strength.
To determine if the blob hits, roll the attack
as if the blob was a monster of hit dice equal
to the casters level.
There are 3 applications of this spell:
1) As a glowing sigil drawn in the air by the
caster and pointed at the intended target;
2) As a glyph marked on a surface that is
touched or gazed upon;
3) As a small character written on some magic
work to protect it.
The material components of this spell are
some strands of web that a giant spider uses
to bind up its captured prey.

Mage Spells Fourth Level


Acid Bolts (Evocation)
Range: 60 m + 10 m/level
Components: V, S
Duration: Instant
Casting Time: 4
Area of Effect: Up to two creatures
Saving Throw: None
This spell summons two teardrops of fleshcorrosive force that dart forth from the caster's
hands to strike their targets unerringly.
Each target must be a single creature that
the caster can see and distinguish form others during casting, though a bolt will follow a
fleeing target out of the caster's view. It will
dodge around obstacles and other creatures,
even those who move to intercept it. The caster
cannot aim the bolt at specific body parts,
areas, or carried items. Any being struck by an

acid bolt suffers 4d4 points of damage.


Undead and nonliving objects (even wood and
cloth) are unaffected by an acid bolt.

Acid Spray (Evocation)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: See below
Saving Throw: 1/2
When this spell is cast, it causes a cone
shaped spray of acid to extend outwards from
the casters hand. The length of the cone is 5
m per level of the caster and the cone terminates with a circular area with a radius of 1.25
m per level of the caster. The start of the cone
is a circular area of 1 m radius.
The damage from the acid is 1d4 + 1 per
level of the caster.
The material component of the spell is a vial
of acid which is thrown in the direction which
the cone will go.

Advanced Magic Mouth (Alteration)


Range: 3 m
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One object
Saving Throw: None
This spell is identical to Magic Mouth except
in that the maximum activation range is only
three metres and that it will continue to function as instructed, over and over, until the object is destroyed or the dweomer dispelled.

Alcoreaxs Icetrail (Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: See below
Saving Throw: Negates
This spell creates a wave of hardened ice
which the caster actively directs. After casting,
the wizard simply taps the ground to activate
the spell. The wave of ice begins where the
caster taps the ground, and reaches its full
dimensions after advancing only 3 m. It travels at a speed of 12 m per round. The crest of
the wave is 3 m high and 4.5 m wide; after the
crest of the wave has passed, the height of the
remaining trail is only 1 m high.
Creatures coming into contact with the crest
suffer 2d6 points plus 1 point damage per level
of the caster, or half this amount if the creature
is cold-using (in general, cold-dwelling creatures take half damage from this spell, rounded
down, and cannot suffocate as a result of this
spell). In addition, creatures of less than large
size must save against paralyzation or be buried under the crest. Buried individuals take an

- 53 -

additional 1d3 points of cold damage each


round and must initially make another save
against paralyzation or start to suffocate under the ice (use the rules for drowning).
Trapped creatures may break free, taking 1
more point of damage per level of the caster
from sharp ice.
The crest of the wave can be disrupted by
30 or more points of fire damage, or negated
by a wall of fire in any case. At the end of the
spell duration, the crest of the ice wave immediately loses all momentum and melts; the
spell will cause no more damage, and trapped
creatures can easily break free taking no damage.
The material components for this spell are
a steel pin and a glass of icewater.
Alcoreax is the headmaster of Talarin
Niulivius, one of the better magical schools on
the continent of Niulivia. Alcoreaxs Icetrail is
the only spell he has researched. This one took
him over five years to develop.

Alphas Acid Rainstorm (Conjuration/Summoning)


Range: 240 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 9 9 m square
Saving Throw: 1/2
This spell, which functions only out of doors,
causes thin streams of hissing violet acid to fall
within its area of effect. All within the area must
save vs. spells or suffer full damage. The spell
inflicts 1d8 per two levels of the caster
(rounded up). All exposed items in the area
must also save vs. acid or be destroyed.
Characters under heavy cover which is not
destroyed by the acid are fully shielded from
the effects of the spell. The acid, once it strikes
the ground, harmlessly disappears.
The material component for the spell is a
small vial of aqua regia and a strip of zinc.

Alphas Acid Resistance (Abjuration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
This spell grants the subject complete immunity to acid, up to a point. The spells basic
duration is 10 rounds per level of the caster.
However, for every point of acid damage that
would have been suffered by the character
(after saving throws and any other protections
have been considered), the duration of this
spell is reduced by one round for every point
of acid neutralised by the spell. This spell also
protects the subjects equipment from needing
to make any Item Saving Throws vs. acid for
as long as the spell is in effect.
The material component is a small glass vial
containing lye and water.

Mage Spells Fourth Level


Alphas Ball Lightning (Evocation)
Range: 10 m + 10 m/level
Components: V, S
Duration: 4 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
The caster of this spell can create one to four
spheres of glowing electrical energy. These
spheres resemble Dancing Lights (q.v.), and
the caster can control them in the same way.
The spheres can be moved up to 120 m per
round. Each ball is about 1.5 m in diameter, and
any creature(s) approaching within 1.5 m will
dissipate that balls charge. A save vs. spells
results in half damage, indicating that contact
was across an air gap. Note that more than one
creature approaching within 1.5 m in a single
round can be affected by the ball if that occurs.
The charge values are:

Number of balls:

Damage per ball:

1
2
3
4

4d12
5d4
2d6
2d4

Note that if this spell is cast underwater, the


size of the balls doubles as well as the distance
needed to discharge.

Alphas Chill of the Void (Alteration,


Evocation)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: 6 m wide, 1.5 m/level long
path
Saving Throw: None
This spell brings forth a wave of supernatural cold, rolling forth from the casters outstretched arms to the maximum area of effect.
Its cold vacuum kills all normal vegetation in
the area except for trees, which have a 50%100% chance to survive (DMs discretion,
based on size and native environment). This
cold inflicts 3d4 damage and the vacuum an
additional 3d4 to all living creatures within the
area of effect. Vegetable and fungoid monsters
suffer double damage from this spell.
The material component is a piece of ice.

Alphas Elemental Form (Alteration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None

Use of this spell enable the spellcaster to


transform the matter of a creatures body into
the stuff of a particular elemental plane. The elemental form enables the character to engage
in normal combat with an elemental of the
same or opposite form (i.e. water would allow
combat vs. water or fire elementals), or an elemental creature, without needing a magical
weapon to hit. It also provides protection vs. the
same element as if a ring of warmth (+2 on
saves, -1 per die of damage, regenerate 1 HP
of elemental-caused damage per turn). The
subject can also exist without danger on the
appropriate elemental plane, and can move
normally there. It does not empower the subject with perceptions not normally possessed
(e.g. seeing through the rock of elemental
earth), but it does prevent elemental damage.
A character possessing a ring of elemental
command who assumes Elemental Form of the
same type gains the cumulative effects of both,
and IS empowered with senses on the appropriate plane as if in normal air.

the area of effect must save vs. normal fire (if


struck only by the burning spray) or magical
fire (if the victim of the central plume fails his
saving throw or if the central plume is directed
at an inanimate object) to avoid being set afire.
A creature who is within the area of the spray
who is targeted by the central plume will not
also suffer fire damage from the spray, as this
minor flame is all but lost in the fury of the
central prominence. The spray does not fall
within the area of the original fire source, but
only within 9 m of the perimeter of the fire
source. An aerial creature flying within 18 m
above the rising geyser of liquid fire is affected
just as a creature on the ground would be, and
may also be targeted with the central plume, if
the caster so desires.
The material component for this spell is a
lump of pitch mixed with sulphur, saltpetre, and
magnesium, as well as an existing fire
source.

If this spell is cast on the prime material, the


spell will last 1 turn per level of the caster. If cast
on the appropriate elemental plane, or in the
border Ethereal of that plane, it will last 12 turns
per level. If cast while on an elemental or paraelemental plane different from the form assumed, start with the base of 12 turns per level
and halve the duration for each plane removed.
An Elemental Form in opposition to the plane
the caster is on (air vs. earth, fire vs. water)
cannot be assumed at all.

tion, Evocation)

The material component is a small amount


of the appropriate element on hand (a handful of clay or earth or a torch flame will
suffice).

Alphas Firefall (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell is an improved version of the 2nd
level Pyrotechnics spell (q.v.), specifically the
fireworks application of that spell. That portion of the spell functions exactly as the Pyrotechnics spell does with respect to duration,
area of effect, saving throw, and the blinding
effect created. However, the fireworks created
by this spell are more along the lines of a geyser of brightly burning liquid fire, arcing upwards approximately 18 m into the air and raining down within a 9 m area surrounding the perimeter of the basic fire source. All in this area
of effect suffer 2d6 fire damage with no saving throw allowed. Further, a central prominence of flame is thrown upwards by this spell,
and the caster may direct this column of fire
at a single target within 18 m of the fire source.
This plume of fire will inflict 4d10 damage to the
victim, although a saving throw vs. breath
weapon is possible to halve this damage.
The liquid fire continues to burn during the
following round, under the same conditions as
during the first round, although the fire is less
intense and causes only half the damage
caused during the first round. Combustibles in

- 54 -

Alphas Flames of Falroth (Altera-

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.

Mage Spells Fourth Level


The Flames of Falroth are very hostile to ordinary fire. They may be used as a fire extinguisher or sorts, and will extinguish a 3 m cube
of normal flame every round. Magical fire spells
must be checked as per Dispel Magic, but multiplying the casters level by 2 for the purposes
of determining whether the target spell has
resisted the effects of the Flames of Falroth. If
this Dispelling attempt is unsuccessful, the
Flames of Falroth will vanish back from whence
they came.
If cast at an elemental fire creature of any
sort, the Flames of Falroth will automatically
cause 6d6 damage to that creature. After this
initial attack, the target creature may make a
save vs. spell at -3. If successful, the Flames
disappear without causing further harm. If
failed, however, the Flames continue to attack
the creatures very substance, causing 3d6
damage every round. A new saving throw is
allowed each round, the chance to save improving by 1 each round (-2 after the second
round, then -1, etc.). This continues until the
creature is dead, the caster moves the flames
away (after which time that creature will no
longer be affected by the Flames of Falroth),
or until the spell expires or a save is madein
both of these cases, the Flames disappear.
A fire-using or dwelling creature that uses
fire but is not native to the Elemental Plane of
Fire (e.g. fire giant, red dragon, chimera) will not
be harmed by the Flames of Falroth, but any
external fire powers (fire breath, spells, immolation, etc.) will cause only half normal damage,
as their effectiveness is mitigated by the
Flames.
The material component is a bit of green
wood, a handful of ashes, a smoky quartz crystal, and a piece of obsidian.

Alphas Hunting Pack (Conjuration/


Summoning)
Range: 30 m
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell summons into the casters vicinity a pack of canines who will fight on behalf
of the caster, if such is required. The composition of the pack will be as follows:
1d100

Number in
pack:

Type of
canines:

01-10
11-60
61-90
91-00

4d4
3d4
2d4
1d4

Jackals
Wild dogs
Wolves
Dire wolves

The pack will follow commands to the best


of its ability, so long as they are relatively simple (attack, return, heel, etc.). If attacked by the
caster or his fellows, all creatures summoned
will instantly disappear. The hounds can track
as well as a 5th level ranger, and can be commanded to perform this activity if it is requested of them (such as by allowing them to

smell an article of clothing from the creature


to be tracked, etc.). The hounds will arrive 1-10
rounds after the spell is cast.
The material components are a piece of
fresh, uncooked meat and a finely crafted silver or ivory hunting horn, worth not less than
100 GP, which must be sounded during the
casting of the spell.

Alphas Rainbow Blast (Evocation)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 0.3 m wide, 3 m + 1.5 m
/level long beam
Saving Throw: Negates
This spell is very much like the second level
Rainbow Beam spell, but is much more powerful. Besides a slightly larger area of effect,
and the fact that a solid object will not stop the
beam unless larger than 0.6 m wide and
formed of solid stone or some such similar
dense material, i.e. the beam is not stopped by
mere flesh, even if armoured, but would be
stopped by a stone wall.
The spell does 2-7 (1d6+1) points of damage per level of the caster. The swirling, coruscating tendrils of multi-hued light also have
properties as listed under the Rainbow Beam
spell. A target resistant to one or more of these
forms of attack takes -1 point of damage per
die per attack that it is resistant to. The obverse
applies for creatures that are particularly vulnerable to a certain form of attack (e.g. a frost
giant is immune to cold, but is not particularly
vulnerable to fire, so it would take -1 point of
damage per die. A green slime, vulnerable only
to fire and cold, would take -5 points of damage per die.) The indigo (holy water) beam
does normal damage except to creatures affected by unholy water (paladins, lammasu,
etc., who are considered as being resistant),
and those affected by holy water (undead, demons, etc., who are considered as specifically
vulnerable).
The victim is entitled to a saving throw, which,
if successful, indicates that the beam has
missed. It may hit another target, though. Also,
if a target is struck by the beam, he must save
vs. petrification or be struck in the face and
blinded for 3-6 rounds.
The material component for this spell is a
small diamond worth not less than 100 GP.

Alphas Ray of Paralysis (Alteration)


Range: 10 m + 5 m/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
The caster extends his arm, points his finger, and speaks a word to cast the spell. A thin,
light blue ray leaps from the casters finger. The
intended target must save vs. petrification. If
the save is failed, then the creature is struck

- 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

The ray can affect only one target in any


event.
The material component is a clear gem or
a piece of amber worth at least 100 GP.

Alphas Shadowfire (Evocation, Necromancy)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 0.3 m diameter, 1.5 m/
level long ray
Saving Throw: 1/2
This spell calls forth a seething black ray
shot through with veins of green fire. All creatures in the path of the spell will suffer 1d4
damage per level of the caster, up to a maximum of 20d4. A successful save vs. breath
weapon will result in only half damage. A creature that is immune to fire or to energy drain will
suffer only one-half damage (one-quarter if a
successful save is made). If the damage rolled
exceeds a targets remaining hit points, that
target is disintegrated.
The material component is a black opal
worth at least 500 GP.

Alphas Sheet Lightning (Evocation)


Range: 30 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 3 m/level square area
Saving Throw: Special
This spell creates a very bright flashing jolt
of sheet lightning within the area of effect. All
those in the area receive 4d4 electrical damage with no saving throw. In addition, those
within must save vs. petrification to avoid being blinded for 1d3 rounds and must save vs.
breath weapon to avoid being stunned for 1d3
rounds. Those carrying large, mostly metallic

Mage Spells Fourth Level


weapons (e.g. swords, battle axes) or wearing
partial metal armour (studded-chain) save at
-2 vs. the stunning and suffer +1 per die of
damage. Those in full metal armour (splint or
better) save at -4 vs. the stunning and suffer
double damage.
The material component is a bit of fur and a
sheet of fine crystal worth at least 50 GP.

Atom Blast (Invocation/Evocation)


Range: 1.5 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 pound/level
Saving Throw: None
This spell causes any solid, non-animate,
nonmagical, nonliving substance to explode
from within causing 1d4 points of damage per
level of the wizard to creatures within three
metres of blast.

Attacking Mist (Conjuration/Summoning)


Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell can summon a Class II type of
intelligent mist from the elemental plane of air.
The creature is summoned when an event triggers the spell (similar to Magic Mouth). The
spell attacks first person encountered. The mist
will stop an attack after it has been summoned
upon conditions set by the wizard.
The mist is actually a being from the elemental plane of air (albeit a low powered one). The
difference between intelligent mists and other
summoned creatures is that the mists actually
have access to the knowledge of their summoner. This includes 1 language (chosen by
the wizard) and information (not spells) dictated by the casting wizard.
For a detailed description of the different
types of intelligent mists, see the monster description provided with the level 5 spell, Magic
Mist.
Whether the mist stops attacking or wins the
battle, it will not return to its own plane until
either dispelled or the spell duration expires.
For example, Raji casts an Attacking Mist
spell. He states that a mist will be summoned
when anyone comes into this room, and will
cease to attack anyone who speaks his
name.

Bands of Ice (Evocation)


Range: 10 m/level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

When this spell is cast, the wizard is able to


trap a chosen victim in thick bands of ice. The
spellcaster can create bands sufficient to hold
a creature 0.3 m tall for every level that he
possesses, e.g., a 10th-level spell caster may
capture any being of 3 m height or less. If the
affected being is very broad, such as an umber hulk, add 0.3 or 0.6 m to its effective height
for the purposes of determining who or what
the wizard can capture.
The victim immediately receives a saving
throw to determine the effectiveness of the
bands of ice. If the save is successful, the ice
is brittle and easily broken, allowing the creature to escape in one combat round. Otherwise, the being is trapped for at least one turn.
Once a turn has passed, the victim is allowed
a bend bars/lift gates roll to determine if the ice
has melted to the point where the creature can
escape. If the roll is successful, the creature
breaks free of the ice an is no longer effected
by the spell. The normal duration of the bands
of ice is two turns. If the spell is cast in a cold
environment (22 Celcius or lower), the duration is doubled two four turns, and if the surroundings are very cold (-18 Celcius or below)
the duration is increased to six turns (one
hour).
Applying a torch to the bands will shorten
the duration by one round for each round that
heat is applied. Magical fires such as a Fireball will melt the ice, but the trapped being will
be injured in the process.
Creatures trapped within the bands of ice
suffer 1d6 points of frost damage each turn the
ice encircles them. Cold-dwelling creatures do
not receive any damage while fire-dwelling
beings suffer double damage. The extra damage suffered by heat-based creatures is offset
by the monsters body heat, which will cause
the ice to melt twice as fast, halfling the spells
effective duration.
The material components for this spell are
several chain links made of nickel, a piece of
iron in the shape of a hoop, and a bit of snow.

Bergils Fire Bolt (Evocation)


Range: 20 m + 5 m/level
Components: V, S, M
Duration: Instant
Casting Time: 4
Area of Effect: Special
Saving Throw: 1/2
The spell creates a powerful bolt of plasma
that in inflicts 1d8 points of damage per level
to anyone in its area of effect (maximum damage is 12d8). This bolt is 18 m long by 1.5 m
wide, it cannot be forked. It streaks outward
much like a Lightning Bolt. It does not reflect,
however. If the Firebolt hits a wall the plasma
spreads out in 1.5 m radius hemisphere, anyone in the hemisphere takes damage. Thus it
is possible to hit someone standing near a wall
twice with the Firebolt, once with the bolt and
once with the hemisphere. The Firebolt automatically sets fire to anything combustible in
the path or in the hemisphere. The bolt has the
same penetration ability as a Lightning Bolt.

- 56 -

The material components are: a stick, a bit


of sulfur, and a dab of royal honey. All are
consumed.

Branits Backstabbing Surprise


(Conjuration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One person
Saving Throw: None or 1/2
This spell provides protection against
backstabbing. When the recipient of the spell
is backstabbed, a cloud of acid is created
behind the spell recipient which blows back
and out to form a semi-sphere 2.4 m in radius.
All within the area of effect, the recipient not included, take 6d4 + 6 points of acid damage.
Note that the backstabber gets no save (due
to surprise and proximity), all others receive
half damage upon successful save.
A backstabbing attack is any physical attack or combination of attacks initiated from
behind which causes damage equal to 1/5 or
more of the victims hit points at the time of the
attack, assuming the attacker is within 2.4 m
of the victim when the attack is initiated. The
spell is in effect until dispelled or discharged.
This spell will work in combination with other
defensive spells.
The material component is 100 red ants
which must be rolled in the casters hands, the
husks then thrown over each shoulder of the
recipient, and the juice rubbed into the recipients back.

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.

Chaos Vision (Illusion/Phantasm)


Range: 10 m/level
Components: V, S
Duration: 1 turn/level
Casting Time: 2 rounds

Mage Spells Fourth Level


Area of Effect: 10 m/level radius
sphere
Saving Throw: None
This spell offers some protection from teleport spells by constantly shifting and shaping what an area looks like. Thus a mage cannot use information gathered previously to
teleport to the effected area as the surroundings will have seemingly changed. Objects
located in this environment or entering it will be
effected also, first appearing as one object or
animal and then shifting to another.
Another use found for this spell is as a trap.
Slimes, molds and other creatures that dont
need senses to attack can be placed in this
environment and effectively are invisible.
Any attacks on anything in the area of effect
is hindered by a -4 modifier to hit. Note that true
seeing and similar magics that see through illusions will likewise penetrate this one. No
damage will be taken by being in the illusion.
( Unless from something else physical also
there of course! ) The main purpose is simply
to constantly conceal.

Cheffields Kingly Feast (Alteration)

creature be loosed except by the wizards will.


A save versus Intelligence must be made to
determine if the circle was properly inscribed.
The circle (along with any other merged inscriptions) may be temporarily neutralized by
simply rubbing a break. In this way, no creatures may find their way into the wizards plane,
though the circle may be easily restored by
casting a Restore Circle spell and inscribing
out the break.
The material component for this spell is
some incense to be burnt, worth at least 1000
GP.

Continual Ambience (Alteration)


Range: 60 m
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 36 m radius globe
Saving Throw: None
This spell is the same as the second level
magic user spell Ambient Light (q.v.), except
as noted above.

Damians Insulated Envelope (AbjuRange: 30 m


Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One person fed/level
Saving Throw: None
This spell is similar to Cheffields Major Feast
except that it brings into existence food and
drink which is of extremely high quality. The
food is excellent and nourishing. The drink is
rich and tasty. This meal is truly fit for a king
and his kind. In addition to the main meal are
appetisers to serve before and desserts to be
eaten afterward. Nobody who is being served
by this spell will be unable to finish their food.
The material components of this spell are
rich spices (40 GP) and a good quality wine
(minimum 10 GP) which must be mixed together when the spell is cast.
As a final note it must be pointed out that
the four and twenty black birds baked in a pie
is an optional feature.

Circle of Protection (Alteration, Necromancy, Summoning)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell, the necromancer
inscribes a circle of protection (usually with
magically prepared chalk) to which he ties a
thaumaturgic triangle into which a demon or
spirit or elemental may be summoned by other
spells. Inside the circle, the wizard cannot be
hurt by the summoned creature, nor can that

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.

Deaden Senses (Alteration, Illusion/


Phantasm)
Range: 10 m/level
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
This spell causes a temporary sensory overload to occur in all the sensory nerve endings
of the target creature. Because of this overload
of all the senses (sight, smell, touch, taste, hearing) will be burnt out for the duration of the
spell. The creature will find himself in a state of
total sensory deprivation for the spells duration.
This means that the creature will not be able

- 57 -

to see, hear, taste, feel or sell anything. The


creature will remain completely helpless for the
duration.
There is an additional side effect of this spell.
Because the loss of the senses can be so
shocking an experience to some creatures,
there is a 1% chance per point of intelligence
and wisdom that the creature will suffer from
the insanity of Catatonia for a duration of 2-8
weeks afterward. This can be cured with a Cure
Insanity.
If the creature makes its saving throw vs.
spells, then the spell does not completely take
effect. Only 1 to 4 of the creatures senses are
affected (determined randomly). Note that
some combination of lost senses could leave
the creature helpless anyway.
The material components for this spell are
a small leather hoof, a shrill whistle several
sharp pins, smelling salts, and a drop of lemon
juice.

Deadly Strike (Enchantment)


Range: 0
Components: S
Duration: 1d6 rounds
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None
This spell causes all successful hits on
hand-held or hurled weapons to strike for
maximum damage vs. opponents.

Deadthought (Divination, Necromancy)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One corpse
Saving Throw: None
This is essentially telepathy with a corpse,
as the forensic wizard probes the brain of the
deceased for specific data. The dungeon
master must decide if the information sought
is basic, well known, merely known, or forgotten. The table below lists the chance of finding the information and the amount of time
required by the search (if location is in fact
possible), but the DM can altar these numbers
if the body is in a particularly advanced state
of decomposition.

Mage Spells Fourth Level


Type of Chance
Examples
T ime
Info
of finding
Requir
ed
Required
(r
ounds)
(rounds)
Basic

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.

Detect Spellcasting (Divination)


Range: 10 m/level radius
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell allows the caster to scan a surrounding area for spells being cast by other
magic users. The affected area has a radius of
10 m per level of the caster (up to a maximum
of 200 m); the caster may make the area of
effect smaller if he wishes. Any wizard spells
that are currently being cast, will be detected
(priestly magic is not affected). The caster is
instantly aware of the school of magic of all
spells in this area; the name of the spell will
also be known, if it has already been learned

by the caster; in addition, the caster gains a


general feeling of the location of the caster of
each of the spells (i.e. approximately 9 m east).
The relative strength of two spells from the
same school will also be detected. For example, if a Meteor Swarm and a Burning Hands
spell are both being cast in the area of effect,
this spell will detect which is more powerful
(this will also work for two Fireball spells cast
by two wizards of different levels); the actual
level of the spell is not revealed, and two spells
of different schools cannot be compared in this
way.
The caster may choose one spell to target
for specific information; this includes: the
name and level of the spell (as well as the
casters level, if that is relevant to the strength
of the spell), the spells target (object, location,
creature, etc.), and the exact location of the
caster. Illusions of level 4 or less are revealed,
as long as the caster is of higher level than the
caster of the illusion. Illusions of level 5 or
higher will return a false reading (i.e. what the
caster believes the spell to be) unless the
caster has already disbelieved that illusion.
This spell does not detect spells which are
already in effect. It does however detect all
spells as they are cast, as long as the duration
lasts (i.e. if this spell is cast by a 10th level wizard, it will detect all spells that are cast in the
following ten rounds).
This spell does have a drawback: the maximum number of spells that can be processed
safely is equal to the casters intelligence divided by three (round fractions down). If there
are more than this number of spells being cast
inside the area of effect, the caster must make
a successful system shock roll or fall unconscious for 1d6 rounds (this roll must be made
every round this condition exists).
The material component for this spell is a
powered gem worth at least 100 GP which
must be tossed in the air when the spell is
cast.

Delusion (Enchantment/Charm, Illusion)


Range: 3 m
Components: V, S, M
Duration: 1 turn/5 levels
Casting Time: 4
Area of Effect: One creature
Saving Throw: None
This spell causes the affected character to
be deluded into thinking that one or more of
his statistics or powers have been modified
(either positive or negative, at the wizards
option).
The material component for this spell is a
drop of perfume.

Dheryths Monomorph (Alteration)


Range: 0
Components: V, S, M
Duration: 1 day/3 levels of experience
Casting Time: 4
Area of Effect: The wizard
Saving Throw: None
- 58 -

This spell was designed to allow a wizard to


look like something he does not for an extended period of time. It grants the nonmagical locomotive powers, senses, and metabolic
processes of the race of creature whose form
is taken. However, a significant part of the spell
is dependent on the specific creature whose
shape the wizard wishes to assume. Thus, only
one shape may be taken on by the wizard
using this spell - ever.
When this spell is found (for instance, on a
scroll or in another persons spell book), it already was custom designed by some other
wizard to adopt a certain form (race, height,
weight, hair colour, etc.), and nothing the finder
can do will make it do otherwise. This is because the choice of creature vastly changes
the structure of the Monomorph, and thus the
choice of shape may only be made when researching the spell from the ground up.
When this spell is independently researched
by a wizard, he gets to decide the specifics of
the form the spell grants.
If any wizard wants to change an existing
Monomorph so that a different shape can be
assumed, he must head into a library and research this change as if it were an entirely new
spell. The costs for this, though, are at -25%
because the wizard has a copy of the other
form of Monomorph as a model. There is no
reason why a wizard with enough time and
money could not possess several versions of
this spell.
When this spell is cast, the wizard is able to
assume the form of a single bipedal humanoid (human, demihuman, faerie, goblin, etc.)
with which race the wizard is familiar, but not
any quadruped (e.g. centaur), wholly magical
being (e.g. golem, demon), or other creature
not relevantly humanoid. The wizard assumes
the shape of one such creature upon casting
the spell, and retains that shape until the spell
ceases to function. He may cancel the spell
before it would normally elapse, but may not
alternate between the Monomorphed and
regular forms while the spell is functioning.
Monomorph will allow changes as follows:

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

The colour of eyes, skin, and hair can be


changed to any possible value, as can hair
length, sex, and other details.
The body whose shape is assumed has the
same physical statistics as the wizard, subject
to all racial and age modifiers, minimums, and
maximums (of the form adopted, of course).
The new form will not radiate magic, but it may
be dispelled.

Mage Spells Fourth Level


Disguise (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: The wizard
Saving Throw: None
This spell allows the wizard to assume the
appearance of any humanoid, provided he is
familiar with the person whose appearance he
wishes to assume. The spell may change the
height of the wizard by up to one foot, sex,
facial features, colour and length of hair, build,
and even voice. However, it does not change
the wizards clothing, skills, or personality traits.
Someone familiar with the real person has a
(3*level + 2*Wisdom)% chance of seeing
through the disguise by noting subtle changes
in personality. Actions entirely out of character
would allow all to make a Wisdom check to
detect the disguise. In order the affect this spell,
the wizard must keep in his possession an item
from the body of or an item constantly worn by
the person to be assumed.

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

equipped with a Girdle of Storm Giant Strength,


for example, he only gains the higher boni, in
this case the boni of the girdle.

Kind of Dragon Claw:

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

*Strength values based on Council of


Wyrms.

The material components for this spell are


a piece of a dragon claw and a powdered
black gem (minimum worth of 500 gp).

Dreamoores Eldritch Shield (Abjuration)


Range: 30 m
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell protects the recipient from any
magic energy based attacks. Each individual
manifestation (e.g. Magic Missiles, Eldritch
Spheres, etc.) directed at the recipient is absorbed by the shield, whether or not they successfully hit. The eldritch shield can withstand
up to 1d4 + 1 attack per three levels.
Note that regular attacks also reduce an eldritch shield without any penalty, and the shield
may only absorb spells which the caster has
sufficient levels to cast. (e.g. a 9 hit die eldritch
shield can protect from 4-7 Magic Missiles or
similar spells, while a griffon would take off
three from the shield and still inflict normal
damage).
The material component is sapphire and
diamond dust which is sprinkled upon the
creature to be protected.

Dreamoores Warding Shield (Abjuration)


Range: 10 m
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: None

- 59 -

The warding shield is a unique magical


screen which encompasses one creature and
protects it from harm. The shield remains completely invisible until struck by any attack, including weapons and spells which cause direct damage. Then it then flares pale blue, absorbing part or all of the attack (any damage
which is not absorbed goes directly to the
character using the shield).
The warding shield may absorb up to base
1d4 HP damage + 2 points per level of the
caster. If a magic resistant creature attacks the
spells host, then its resistance is checked first.
Success indicates that the shield is bypassed
during that attack, and damage goes directly
to the person being protected. However, the
shield remains intact until it loses all hit points,
gets dispelled, or until all hit points elapse, at
a rate of 1 hit die per turn. A person may have
only one warding shield at a time.
The material component is 50 GP worth of
diamond dust which is thrown into the air as
the spell is cast.

Dust Devil (Alteration, Conjuration)


Range: 9 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell enables the wizard to conjure a
dust devil, a weak air elemental, (AC 2, 2d8 hp,
MV 18, Dam. 1d4, magic weapons inflict double damage). The dust devil appears as a small
whirlwind, 4.5 m tall, 1.5 m in diameter at its
base and twice that at its top. It will move as
ordered by the wizard but vanishes if ordered
more than 9 m from the wizard or if ordered to
attack an native of the plane of elemental air
or a creature with magic resistance. It can hold
a gaseous cloud at bay, and its winds are sufficient to put out small fires. While skimming
along the ground, it will pick up loose particles
(if any) and create a dust cloud 9 m in diameter in which normal vision is obscured, and a
wizard caught within the cloud must make a
save versus magic or have their concentration
broken.
The material component of this spell is a
small fan.

Eldarrs Flameshroud (Abjuration,


Invocation/Evocation)
Range: Special
Components: V, S, M
Duration: 1 round/level (s.b.)
Casting Time: 4
Area of Effect: Caster
Saving Throw: Special
When this spell is cast, the caster is enveloped in an invisible shroud of flames; a True
Seeing spell or similar magic will reveal the
shroud, and a Detect Magic will reveal strong
lines of abjuration and evocation magic. The

Mage Spells Fourth Level


spell imparts on the caster, the equivalent of
fire resistance for the duration of the spell (see
description of ring of fire resistance).
In addition to the protection aspect of this
spell, the caster may also use it offensively: any
target that comes within 3 m of the caster may
be attacked using the shroud; a small finger
of (clearly visible) flames shoots from the
shroud and strikes the victim, inflicting 1d4
points of damage, plus 1 point per level of the
caster (up to a maximum of 1d4 + 20). A successful save vs. spell reduces the damage by
half. Only one such attack may be made per
round, and each attack reduces the spells
duration by one round (thus, an attack may not
be made the last round the spell is in affect).
Anyone who scores a successful melee hit
on the caster while he is under the protection
of this spell, suffers damage equal to that inflicted by an attack from the shroud (1d4 + 1
per level); again, a successful save vs. spell
reduces the damage by one half. The duration
of the spell is not affected in this case.
The material component for this spell is any
normal cape with a chunk of sulphur placed
in the pocket; the cape must be worn throughout the duration of the spell; if it is removed,
the spell ends prematurely. The cape is not affected by the casting of this spell, but the sulphur is consumed when the spell ends.

Eldarrs Shockshroud (Abjuration,


Invocation/Evocation)
Range: Special
Components: V, S, M
Duration: 1 round/level (s.b.)
Casting Time: 4
Area of Effect: Caster
Saving Throw: Special
This spell is nearly identical to Eldarrs
Flameshroud; in covers the caster in an invisible shroud of electricity; the shroud is detectable by the same means covered in the
Flameshroud description. This spell provides
the user with immunity to lightning and other
electrical attacks for the duration of the spell.
The caster may use the shroud to conduct
electrical attacks in the same manner as that
for the Flameshroud spell; damage is identical, and each attack reduces the duration by
one round. The shroud will also provide protection vs. melee attacks as per the Flameshroud,
with electricity again replacing flames.
In addition to the cape (which is not
harmed), this spell requires a specimen of any
electricity-using creature, such as an electric
eel; this specimen is consumed when the spell
ends.

Elemental Geyser-Spells (Evocation)


Range: 3 m (+0.6 m/level)
Component: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: 2.25 m (+ 2.25 m/level)
Saving Throw: 1/2 damage
Specialist/School: Elementalist
Height of Geyser: 9 m (+ 3 m/level)

The following four spells will cause a fissure


or crack to open in the ground at a spot indicated by the caster. The designated spot can
be anywhere within the spell range. The fissure
will then erupt in one of the four methods listed
below. While these spells are listed as variations, they are all individual spells that must be
acquired, learned and memorized as such. ex.
possessing the Flooding Font spell will not allow the mage to cast the Crack of Doom.

Flooding Font

Area of Effect: 4d6 creatures


Saving Throw: Negates
This spell makes 4 to 24 creatures blink, if
their saving throws fail. Otherwise it works like
Blink. Note that this spell is good for use, if an
enemy is near a cliff or large body of water.
No creature can be targeted twice by this
spell, i.e., Ive got 12, I use them all on him, have
him save 12 times.

Fellstars Flaming Water (Alteration,

The spell causes a 1.5 m round hole to open


in the specified location. Any creature within 1.5
m of the geyser will suffer 4d4+4 points of
damage from the concussion of the release of
the high pressure water. The other danger from
this spell is that the area of effect will be
flooded to 1.5 m within 1 round. The rate of dissipation will depend on the actual layout of the
area. If the spell takes affect in a closed room,
for example, the victims will find themselves in
a swimming pool.

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.

Enemy Blink (Alteration, Enchantment/Charm)


Range: 30 m
Components: V, S
Duration: Instantaneous
Casting Time: 4

- 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.

Fog Warrior (Conjuration, Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Mage Spells Fourth Level


This spell creates a creature much the same
in appearance of that created by the secondlevel Fog Phantom spell (q.v.). This creature
however can do damage (1 to half the level of
the wizard hit points of damage per successful hit). It has a THAC0 equal to that of the wizard, and a Strength equal to the wizards level.
The Fog Warrior has a -2 AC and can be hit
only by weapons with a magical +1 or greater.
It has 10 hit points + 1 hit point per level of the
wizard. It cannot be dispelled by wind or fire,
although fire and ice will do damage to it.

no effect. This will also work on a potion that is


just about to be quaffed, as long as the caster
gains the initiative.
The only material component for this spell
is the potion to be mixed with the targets
potion.

Hand of Time (Necromancy)

Force Bolt (Alteration, Evocation)

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

After casting this spell, the death masters


hand will bear a baneful curse, for the next
creature he touches (possibly requiring an attack roll) will instantly become 4d10 years
older. The spell lasts for one round per level of
the caster or until discharged, and it cannot be
reversed.

The material component of this spell is some


smoke.

This spell causes an invisible bolt to launch


forward from the wizards fingertip. The bolt
does not explode on contact with whatever it
is directed at, but rather burrows through almost any object (note that a +5 or better magic
armour deflects it). The bolt has 10 hit points
+ 2 hit points per level of the wizard, these hit
points being burrowing points. For each 10 hit
points of damage a normal magical item takes
it will loose a plus.
A normal shield or splint mail or leather armour will use up 5 hit points, chain mail will use
up 7 hit points, and full plate will use up 10 hit
points. For some reason standard elven chain
will always cause this spell to reflect (magical
elven chain does not have this effect unless it
is +5 or higher). Items do get a saving throw,
and once an item makes its save, the spell is
lost.
The material component for this spell is a bit
of iron.

Glamdens Mixer (Alteration)


Range: 3 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One potion
Saving Throw: None
This spell requires the caster to have a potion of any type in his or her possession. The
potion is held in the casters hand, and when
the spell is cast, the contents is instantly removed from its container and reappears in a
potion container in the targets possession. The
DM then makes a potion compatibility check
(DMG 2ed. pg. 135) for the target potion and
applies the results normally. If the target has
one or more potion containers in sight, the
caster may choose which one to affect. If the
target has no containers in sight, then one is
affected randomly; if the target has no potion
containers in his possession, then the spell has

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.

Hydro Shield (Alteration, Evocation)


Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
By casting this spell, the mage appears to
be covered in a mist of water. Variation A is coloured blue or green; variation B is coloured violet or blue. Any creature striking the spell caster
with body or hand-held weapons will inflict nor-

- 61 -

mal damage upon the mage, but the attacker


will take double the damage so inflicted! The
other powers of this spell depend on the variation being used:
Version A: Any electrical attacks will be
saved at +2 on the die, and will do either half
damage (if save is failed) or no damage at all
(if save is made). Acid based attacks are normal, but if the mage fails the required saving
throw, he sustains double damage! The material component for this version is a bit of tree
gum.
Version B: Any acid attacks will be saved at
+2 on the die and will do either half damage
(on an unsuccessful save) or no damage (if
save is successful). Electrical attacks are normal, but if the mage fails to make the required
save he sustains double damage from that attack.
The material component for this version is
an alkaline substance.

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!)

Improved Charm Person (Enchantment/Charm)


Range: 24 m
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
This spell will cause any humanoid to regard
the wizard as a trusted friend and ally to be
heeded and protected. Although this does not
grant the wizard the ability to command the
affected humanoid as a robot, it does assure

Mage Spells Fourth Level


that anything the wizard 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).

This spell allows the caster to freeze one


creature or object up to 100 pounds per level,
limit regardless of orientation. Creatures flying
through the air would be frozen in place (remaining in the air), immovable until the second
command word. The caster is free to cast this
spell upon himself. If the subject of the spell is
unwilling, it receives a saving throw vs. magic,
a successful save negating.

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 wizard, thus continuing the charm indefinitely. The wizard may negate the charm at any
time, unless such attraction has occurred. One
Dispel Magic will break all the charms on a
creature, and if the wizard 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
wizard.

The caster must point at the creature or


object to be stopped, and utters the first command word. If the spell is successful (guaranteed in the case of objects within the casters
weight limit), the item is frozen in the air, immovable, unless a dispel magic, or other such spell
is cast, or until the caster utters the second
command word. Upon saying the second command word, the object or creature resumes its
initial motion. For example, cast upon a falling
chest, would stop the chest in the air. Upon the
second command, the chest would resume
falling, even if someone had climbed on top of
it. If some poor slob happened to be standing
directly beneath the chest at the time of the
second command... If cast at a knight on a
horse, for example, the caster must specify
mount or rider. If cast at the mount, the rider
would probably continue in his original direction, just without his mount. Cast on the rider,
he would stay hanging in the air, as his mount
ran away.

Improved Magic Mouth (Alteration)


Range: Special
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One object
Saving Throw: None
Like Magic Mouth but can speak command
words to activate magical items, Stash spells
etc. (but can not cast spells).

Physical force is insufficient to move frozen


objects, so they could, for example, be used
as anchors for ropes, etc. The caster must be
able to see the majority of the object of the
spell, so he couldnt, for example, cast it upon
something in somebodys backpack.
The material component of the spell is a
silver whistle, which is blown prior to shouting
the command word.

Jadwins Item Exchange (Illusion)


Range: 10 m/level
Components: V, S
Duration: 1 turn/level
Casting Time: 4
Area of Effect: 68 dm/level or 1
item/2 levels
Saving Throw: Negates
This spell enables the wizard to alter the
appearance of objects. Each affected item
within spell range can take on the appearance
of another item within the range of the spell. If
only a single item is affected it may be given a
completely illusionary appearance, not one
copied from another item. This spell does not
affect creatures.
This spell is commonly used to swap appearances such as to exchange the appearances of two gems or two scrolls. A wizard able
to affect 5 items could exchange their appearances in a random pattern. The wizard could
choose to make a scroll appear as a gem and
a gem appear as a scroll but this would be
instantly detectable by touch. The spell effects
all senses listed with the Spectral Force spell.
This spell is complete enough to copy
nonmagical writings and fool the divination
spells Detect Magic and Locate Object. Magical writings are only superficially copied and
any attempt to read them causes the illusion
to end. Once the spell is cast the effected items
may be separated beyond the spell range without causing the spell to end.

Jamyes Greased Pig (Alteration,


Conjuration)

Independent Spectral Hand (Necromancy)

Jadwins Concentration Conspiracy


(Alteration, Illusion)

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.

Mage Spells Fourth Level


Jamyes Headless Flying Roasted
Pig (Enchantment, Summoning)
Range: 60 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negates
This spell summons a pre-prepared headless flying roasted pig. The pig flies at a rate
of 30, and is under the control of the caster
(who must give it his full attention). The pig is
magically funny; anyone who looks at the pig
(except the caster) must save vs. spell every
round that the pig is in his field of view or fall
down laughing until the pig leaves. Laughing
victims are at a -2 to hit until the spell expires.

Jibrils Anti-Magic Shield (Alteration)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One mage/three levels
Saving Throw: None
The recipients of this spell are made more
aware of the magic around them and are also
more able to affect it. They therefore have a
magic resistance of 5% per level of the caster.
A dispel magic is only half as likely to dispel
this spell. Note: this spell only effects Mages.
The material component for this spell is a
clear gem (at least 100 GM worth), which is
consumed by the casting of the spell.

Victims with an intelligence of 4 or less, that


are meat-eaters, will be attracted to the pigs
delicious aroma and must save at a -6 or
spend the rest of the spells duration trying to
catch it. If they are vegetarians, they are unaffected. Those with Intelligences of 5-9 save vs.
the laughter effect at a -4. Those with Intelligences of 10-14 save at a -2. Those with Intelligences of 15-19 save normally, and those who
are more intelligent than that are unaffected.

Justins Mental Map (Divination)

The pig cannot be caught or attacked; those


attempting to do so automatically succumb to
the laughter. The pig has no other attacks besides its magical nature. It can be banished or
abjured; Dispel Magic merely terminates the
casters control over it. If the Dispel Magic is
successful, the pig will leave 50% of the time
and stay 50% of the time, the magical laughter effect will not be dispelled, and the caster
will become vulnerable to the laughters effects.

Outdoors only, this spell gives the caster an


aerial view of the countryside within 1 mile of
the caster. Only large features visible from
above are noted, like rivers, woods, fields, large
buildings, and clearings, but not people, caves,
small streams, or the like.
The material component is powdered pineal
gland.

The material components are a baked,


spiced apple and a hummingbird feather. Additionally, a pig of no less than 50 pounds must
be beheaded, roasted and otherwise prepared
ahead of time; this pig does not have to be
carried with the spellcaster but must not be
eaten, as it is consumed by the spell at the time
of casting.

ment)

Range: 1 mile
Components: V, S, M
Duration: Permanent
Casting Time: 10 minutes
Area of Effect: 1-mile radius area
Saving Throw: None

Kiris Container (Alteration, Enchant-

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

Jamyes Morning After (Alteration,


Enchantment/Charm)
Range: Touch
Components: V, S, M
Duration: 1d6 rounds/level (s.b.)
Casting Time: 4
Area of Effect: One intelligent creature
Saving Throw: Negates
This spell takes effect after the victim has
had a minimum of two hours of sleep. The victim loses all memory of events that occurred
between the time the spell was cast and when
he awoke.
The victim will remember the existence of
any material components used in the spell.
The effects of the spell last 1d6 rounds per
level of the caster. The caster should not be told
the duration of the spell.

This useful spell will turn one appropriate


container (sack, backpack, etc.) into a Bag of
holding of 5000 GP capacity for the duration
of the spell.
Any thing not removed by the end of the
spells duration is lost in the astral plane.
The material components are the container
and berry juice that must be stained upon the
insides of the container.

Kiris Energy Field (Invocation/Evocation)


Range: 3 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: One 3 m 3m 3m
cube/
level
Saving Throw:
- 63 -

When cast, this spell brings into being a field


of energy wherever the wizard wants within the
area of effect. The distribution of the cubes is
also under the wizards control with the exception that they must all be contiguous. The field
itself can be cold, hot, or electrical at the wizards discretion. It causes 1d6 damage plus 1
point per level of the wizard (e.g.: a tenth-level
wizard would cause 1d6+10 hit points of damage). The damage is delivered once per round
to any being in it with a save for half damage.
The material components is a tinder box
which is destroyed when the spell is cast.

Kiris Smarter Servant (Conjuration/


Summoning)
Range: Special
Components: V, S, M
Duration: Permanent until dispelled
Casting Time: 3 rounds
Area of Effect: See below
Saving Throw: None
After this spell is cast, a magical and very
skilled servant is called into existence. This
servant is a combination of butler, chauffeur,
cook, etc. who can perform as well as any
normal servant. They are usually created to
keep house when the wizard is away for long
periods of time or to help in magical research
(feeding, fetching etc.).
The servant is AC 6 with 1 hit point per level.
It has no attacks.
The material component for this spell is a
butler suit and a length of gold wire worth 200
GP. The components are reusable.

Kiris Toy Soldiers (Enchantment)


Components: V, S, M
Range: 3 m
Casting Time: 5
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
This spell causes small, specially crafted toy
soldiers to become full size warriors under the
wizards command. One figure can be animated per 4 levels of the wizard (maximum of
4). The armour class of the soldier depends on
the material that it is made out of:
Matter

AC

clay
wood
stone
metal

8
6
4
2

Each figure has 3 hit points per level of the


wizard to a maximum of 45. They attack twice
per round as fighters of half the wizards level
with whatever weapons they were created with.
Being mindless, they cannot be charmed, put
to sleep, dominated, etc...

Mage Spells Fourth Level


The material component is a number of toy
soldiers worth not less than 10 GP each.

Knots and Binds (Enchantment)


Range: 5 m
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This is an advanced version of the secondlevel spell Weave Knots (q.v.). It has all functions listed there, and more.
The second spell must be cast immediately
after Knot and Binding is cast (add the two
casting times together). Alternatively, two wizards can work on such knots - one casts this
spell, the other casts the intended spell, then
they combine their efforts.
If the added spell is instantaneous, the second spell will not activate when it is cast, but
rather, its potential will be stored in the thread.
The wizard has the option when the Knot spell
is cast as to whether permanent or special
duration spells are activated when the knot is
tied, or when the knot is untied. In such cases,
the target is the person to whom the knot is
tied, or the person who untied the knot.

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.

Missile Multiplication I (Alteration,


Evocation)
Range: Touch
Components: V, S
Duration: 1/5 round
Casting Time: 6

Area of Effect: One missile


Saving Throw: None
A missile must be fired within the next twelve
seconds. This spell makes 3-18 missiles out of
one. Only normal missiles are affected.
The stuff disappears one round after shooting, but their effects stay. A nasty assassin in
my game used the fifth-level version of this
spell with sleep-poison darts to capture a PC.
You have to roll to hit for each missile, by the
way. However, if your first missile hits, you have
a +3 on all thereafter.

Mystyks Backlash (Abjuration, Invocation/Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the caster is surrounded by an invisible shell of energy; this
shell is invisible to the naked eye, but a True
Seeing spell or similar magic will reveal it, and
a Detect Magic spell will detect strong lines of
abjuration magic with weaker evocation lines.
While under the protection of this spell, if the
caster is hit in melee, the shell will emit a burst
of pure energy that lashes out at the attacker.
The energy will inflict an identical amount of
damage as that inflicted on the caster by the
melee attack (the caster still receives normal
damage). If the attacker makes a successful
save vs. spells, he will only suffer half damage.
The shell will continue to emit energy bursts on
attackers as long as the spells duration lasts,
or until the shell is dispelled.
The material component for this spell is a
small, metal shield and a gem worth at least
400 GP. Both components are destroyed when
the spell is cast.

Necromantic Runes (Abjuration, Evocation)


Range: Touch
Components: V, S, M
Duration: Permanent until discharged
Casting Time: 1 turn
Area of Effect: Object touched
Saving Throw: 1/2
This spell mimics the fourth-level spell Fire
Trap in many respects. Unless otherwise noted,
follow the description of the Fire Trap spell for
effects.
This spell places mystical runes over the
area to be warded. Chance for detection of
these runes is as per detection of a Fire Trap
spell.
Anyone not attuned to these runes (as per
the Fire Trap spell) who disturbs them will cause
a violent explosion of negative planar energy
which will sap life energy from all in the area
of effect.

Damage is thus the same as per Fire Trap,


but as the damage is not fire-based it is damaging only to living creatures. This spell has no
altered effects underwater as does Fire Trap.
The material component for this spell is a bit
of wraith or spectre essence.

Negative Bolt (Evocation)


Range: 20 m + 3 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: 1/2
This combat spell projects a bolt of negative energy. Some practitioners believe it to be
merely energy from the negative material
plane. Said Spellcasters are wrong. The spell
actually projects raw antimatter in a bolt of antienergy. Materials affected by the bolt tend to
disintegrate and be consumed. Spell wards
and defences tend to dissolve also. Specific
defences exist for the genre of spells similar
to this one but they are secrets kept for selfdefence.
The bolt only does 1d3 per level of the caster
but it also has the effect of dispelling first and
second level defensive spells. Spells third
through fifth need to make a saving throw
based on that of their caster to save and sixth
level spells only fail on a 1. Though the duration of any such affected spell is usually reduced on a ratio to the level of the spell (GM
decision as to what, though I wouldnt suggest
more than 1/2 duration).

Noska Trades Endoplasmic Quagmire (Conjuration, Necromancy)


Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 24 m diameter
Saving Throw: Special
When this spell is cast, a clear mucous-like
substance rains down upon the area of effect
for one round, in which it reaches a depth of
1.2 m. Any creature in the area of effect must
save vs. spell or be knocked to the ground by
globs of slime and must take 1d3 rounds to
regain their feet. Movement through the slime
is 3 m per round and it is 50% probable that a
creature trying to move in the area slips and
falls. Creatures with their head(s) beneath the
slime must make a Constitution check each
round or take 1d4 points of drowning damage.

Dispel Magic , Disintegrate, or Transmute


Water to Dust will eliminate the Endoplasmic
Quagmire.
The material components are a piece of
flesh, taken from a human within one round
after death, and a vial of organic material rotten to the point of liquidification.
Source: Ted Dreibelbis.

Orkos Gaseous Form (Alteration)


- 64 -

Mage Spells Fourth Level


Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell allows the recipient and gear he
carries to assume solid or gaseous form, at will,
for the duration of the spell. Each change requires a full round, with no other actions permitted. Gaseous form is transparent and insubstantial and flows at a base speed of 3 per
round. A creature in gaseous form cannot be
harmed by magical fires or lightning, but air
attacks cause double damage.

Orkos Geyser (Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 5 m wide, 60 m long
stream
Saving Throw: Special
This spell creates a jet of steaming water,
that extends 60 m in a straight line and is 5 m
wide, from the wizards hand. All fires, normal
and magical, will be extinguished. Any creature
struck by the stream must save vs. petrification at a -1 or be blinded until the stream is
moved or stopped. Regardless of the save
there will be a substantial amount of damage
done due to the heat (2d6 hp of damage).
The material component of this spell is a
drop of water.

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.

Panders Whirlwind Travel (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None or special
This spell encapsulates the caster and possibly more people and/or equipment inside a
conjured whirlwind. One of two variations of this
spell may be cast without prior preparation at
the option of the caster.

The first variation is used by the caster for


personal transportation or protection. While encapsulated in the whirlwinds eye the wizard
can view the outside normally and cause the
whirlwind to travel over any relative continuous
surface with short hops over ditches or small
obstacles not over 1.2 m in height being possible. The caster may not carry more than his
normal encumbrance and all equipment must
be on his person (exceeding this limit causes
the whirlwind to fizzle). No other creature may
occupy the whirlwind unless it is carried. On
solid ground the whirlwind can move up to 240
m + 10 m per level above 5th level. Rate of
movement is the same whether moving uphill,
downhill, or on stairs. Over loose sand or marsh
the movement rate is 2/3 of normal and over
water the movement rate is 1/2 of normal. Wind
velocities can affect the rate of speed. Although the caster may cast any spell from
within the eye, none will breach the barrier of
the winds and spells such as Magic Missile,
Fireball, or Lightning Bolt will bounce back towards the caster, possibly ruining an otherwise
fine day.
This variations duration is 1 turn per level and
can be turned on and off any time during the
duration. It takes 5 segments to turn the winds
on or off (a good mage would calculate a spell
so that it goes off the segment after the whirlwind stops). The mage is still susceptible to
outside damage from spells, but only takes 1/
2 or no damage if saving throws are made
while inside the whirlwind. Projectiles of a small
nature will not penetrate the winds and the
mages Armour Class and saving throws vs.
dodging have a +4 bonus while inside the eye
of the whirlwind.
The second variation is not as fast and cannot be turned on and off (it is only good for a
one-way trip). But, its area of effect is a 6 m diameter column which is 3 m high (centred on
the caster) and it can carry along anything in
the area of effect on a relatively safe ride over
long distances. Movement conforms as above
but the base rate is 120 m + 10 m per level of
the spellcaster over 5th level and the duration
is 1 hour per level. All spells cast from inside
conform as above, as do effects of area spells
cast at the whirlwind. All inside have a +4 Armour Class bonus since they cannot be seen
but there are no dodging bonuses and saves
vs. dodging are based on the caster for the
entire group. Weight is not a factor when determining what is picked up for the ride. Anything not securely rooted to the ground will be
picked up. Once started, the winds may only
be exited or penetrated after start-up by making a successful saving throw vs. spell at a
penalty of -1 for every two levels of the caster,
rounded down. Flying creatures who enter or
exit from the top have no penalty on their save.
Creatures larger than the area of effect will simply push the whirlwind away if they try to enter
it. The caster may stop the winds at any time.
The material component of this spell is a pipers flute which is played to bring the whirlwind
from the elemental plane of Air.
The source of this spell is Pander Pillma.

Paranoia (Enchantment, Illusion/Phantasm)


Range: 10 m/level
- 65 -

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

Mage Spells Fourth Level


spell does not carry Vanquils name since he
does not wish it to be traced back to him (for
good reason).
The material components are either a lock
of hair from a madman or a drop of blood from
an assassinated noble or official.

Peace and Quiet (Alteration, Enchantment)


Components: V, M
Range: 0
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: 3 m diameter sphere
To cast the spell, the wizard places a piece
of unspun cotton and a piece of grey glass (the
material components) within his hands and
casts the spell.
The spell is centered upon the wizards hand,
which contains the components. The sphere is
a hazy grey which cuts out most, but not all,
of the light. The sphere also cuts out most, but
not all, of the sound. It creates the effect of
being in a darkened room with the doors and
windows closed. Once cast, the sphere does
not move.
Notes: Great for sleeping in after a late
party.

Pilpins Band (Conjuration/summoning)


Range: 60 m
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell summons into existence up to 50
instruments that will play any piece of music
for which sheet music is present. The specific
instruments summoned are decided by the
wizard, so the non-weapon proficiency of artistic ability, or musical instrument is required
by the wizard, or a consultant. The sheet music is placed on a music stand before the band,
and as the music is played the pages are
flipped automatically. When the piece of music is over, placing new music or flipping the
present one to the first page will start the band
playing again. The sound volume of the band
is controlled by the wizard.
The material components are a single,
golden, miniature replica for every type of instrument summoned, a full sized silver music
stand, and the appropriate sheet music. Everything but the sheet music is consumed in the
casting.

Pilpins Fire Carpet (Evocation)


Range: 60 m
Components: V, S, M
Duration: Concentration or 1 round/level
Casting Time: 4
Area of Effect: 6 m square/level
Saving Throw: 1/2 or Negates

The fire carpet brings forth an immobile,


blazing carpet of magical fire of shimmering
colour violet or reddish-blue. The spell covers an area of the ground equal to one 6 m
square per level of the wizard and the flames
are 1.2 m high.
The carpet sends forth waves of heat, inflicting 1d4 points of damage upon creatures
within 3 metres. In addition, the carpet inflict
2d6 points of damage, plus 1 point of damage
per level of the wizard, upon any creature within
the area of effect. For creatures moving through
the area, the fire inflicts 2d6 points of damage
per 6 m of the area of effect crossed. A successful saving throw vs. spell (modified by
Dexterity bonus) will reduce damage to half, or
none if the creature was close to the edge of
the area of effect.
For example; a tenth-level wizard centres the
spell on a fighter. The area of effect is 15 12
metre. The fighter fails his save and takes
2d6+10 points of damage. The warrior then
runs out of the area toward the closest edge
which is 6 m away. If the warrior was surprised
he must again roll a saving throw. He again fails
his save and takes another 2d6+10 points of
damage.
Creatures more than 2.4 m tall take only half
damage. Creatures especially subject to fire
may take additional damage, to the DMs option, and undead always take twice normal
damage. The wall of fire lasts as long as the
wizard concentrates on maintaining it, or one
round per level of experience of the wizard, in
the event he does not wish to concentrate
upon it.
The material component of the spell is phosphorus.

Pobithakors Alarm (Divination)


Reversible
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
This spell, when cast, will detect and instantly alert the caster whenever the caster is
the subject of information gathering spells or
divination spells such as ESP or Know Alignment. The caster will have a general idea of
what is being used (mind reading, truth detection, etc.) upon him.
The reverse of the spell will cause the caster
to have no chance to discover that such spells
are being used upon him, i.e. the caster would
not be able to detect someone scrying upon
him.
The material components of the spell is an
eye from a very keen eyed creature such as a
hawk or a dragon. The reverse of the spell requires that the eye be punctured.

Protection from Domination (Abjuration)


Range: Touch
- 66 -

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.

Rathes Mage Lock (Alteration)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One portal
Saving Throw: None
The Mage Lock spell is an advanced form
of the Wizard Lock spell. There are two main
changes from the latter. First, while the spell is
in effect, the portal cannot be damaged or destroyed by any physical (not magical) means
short of an elemental. Note, however, that
magical means of destroying the door (e.g.
Fireball, Disintegrate, etc) still work as normal,
and if the door is destroyed, the spell is broken. If the spell is dispelled or negated by any
means whatsoever (even temporarily), the
portal will crumble into dust.
Second, the spell has another application;
it can be placed upon an object. The effect of
this is to allow anyone wearing or carrying the
object to open any Mage Locks by the same
caster. For example, if one of Rathes Mage
Locked bracelets was worn, the wearer could
open any door Mage Locked by Rathe (but not
by any other mage).
The material component is half a pound of
iron filings for the first application and 100 GP
worth of diamond dust for the second.

Resist Acid (Alteration)


Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the third level mage
spell Resist Electricity (q.v.), except this spell
provides some protection from acid and acid
based attacks.
The material component for this spell is an
alkaline substance.

Reverse (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One spell
Saving Throw: Special

Mage Spells Fourth Level


This spell will change any reversible spell up
to fifth level previously cast into its reversed
form. Spells cast by the wizard are automatically reversed, but those cast by others can
resist the spells effects as per Dispel Magic.
The material component is a small silver
mirror.

Rhuvas Counter-Scry (Divination)


Range: 0
Components: V, S, M
Duration: 8 hours
Casting Time: 4
Area of Effect: 20 m radius sphere
Saving Throw: Special
The caster will automatically detect any
scrying attempt in the area of effect. The scryer
must make a save vs. spells to realise that the
scrying is being tampered with. If he does not
immediately terminate the scrying, the caster
of the counter-scry gets a clear image of the
spy and a general location. He can cast any
ranged spells through the link at the scryer,
who receives all normal saves. The caster of
the counter-scry can also simply jolt the scryer,
causing the connection to be terminated. The
detection of a scrying attempt will interrupt
spellcasting. (It is suggested that detect
scrying be made a second level spell, with a
more limited duration and vaguer description
of the scryer.)

Rhuvas Tracker (Divination)


Range: 10 m/level
Components: V, S, M
Duration: 1 day
Casting Time: 4
Area of Effect: One creature or object
Saving Throw: Negates
The mage casts this spell, and hurls a small
carved scarab at a target within range. A creature or object in a creatures possession gets
a save to avoid the scarab. It clings invisibly to
its victim, noticed only in a determined search.
The caster then always knows where the victim is (distance & direction), provided it is within
one mile per level, and the target is not enclosed in lead. The tracker can be renewed
each morning by recasting the spell.

The material component is 100 GP worth of


gems and inks per level of the spell contained
in the rune.

Sarius Golden Triangles of Protection (Evocation)


Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 4
Area of Effect: One floating 0.6 m high
triangle plate/level
Saving Throw: None
This spell creates golden, shimmering triangular 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 (including boulders, ballista, or attack forms similar to dragons belly flop manoeuvre) will be deflected automatically. Deflected creatures of
large-size (or higher) who are deflected must
still land somewhere, possibly injuring friend or
foe. Non-missile attacks by creatures with an
effective strength of 23 or greater require a
saving throw versus breath weapons to deflect.
Each triangle is able to sustain 8 hit points
of damage before disrupting, so if a deflected
attack does not cause enough damage to disrupt a triangle (chosen randomly) the triangle
will remain active. For every 5 triangles active,
the effects of breath weapons directed at the
caster will be reduced by 1 hit point per damage die, with total protection from breath attacks becoming a possibility, though, unless
the breath weapon causes less damage than
the current hit points of a triangle it will assuredly disrupt the entire field of triangles in the
process.
While the triangles orbit the mage he is at a
-1 to hit penalty for every triangle active whenever a to hit roll is needed, including spells. The
mage may create fewer triangles than the
maximum possible.
The material component(s) of this spell is a
single gold piece for every triangle created. All
pieces are thrown into the air where they disappear and are replaced by the floating triangles.
The source of this spell is Sarius
Mendlekine.

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 -

spells will have a +2 (on any applicable die or


10% if a percentage die) bonus applied to
duration, areas of effect, ranges, or any increases in which the bonus would benefit the
creature. All attack or detrimental spells from
the mage would apply with a -2 (or -10%) penalty applied to their operation against the creature. For example, if the mage accidentally
caught an ally (in possession of his Mage
Ward) in the area of effect of his Fireball the
creature would have his needed save reduced
by 2 and all damage dice against the creature
would suffer a -2 penalty, possibly negating the
effect on that creature.
Also, having the amulet in their possession
(knowingly or unknowingly, but not forcibly
against their will) a creatures base magic resistance will automatically be reduced by 2%
per level of the mage (at the time of the wards
creation). Possession is considered to be
within 5 cm of the creatures body.
The amulet may also be used to negate any
portal or device protections created or cast by
the mage for a one round period. After 10 uses
of this nature the amulet crumbles to dust.
The material component of this spell is 10 GP
weight of platinum, and a special mold made
of wax and a crushed sapphire worth at least
500 GP. Once molten, the platinum is poured
into the mold and then the spell is cast on the
cooling metal.
Note that the amulet does not have to be any
certain shape, and can later have gems
(whether magical or not) mounted into it
through shaping and/or settings made at the
time of molding, but the amulet must not be
injured by this or one 1-7 of the charges will be
used.
The source of this spell
Mendlekine.

is

Sarius

Shadow Wall (Abjuration, Conjuration)


Range: 1 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 9 m/level
Saving Throw: None
This spell is exactly like Astral Wall, except
that it additionally forbids magical or mystical
sensing through the wall. Thus, Clairvoyance,
detect spells, mystical detection abilities, a
basilisks gaze, etc. will not be able to pass
through a shadow wall. Other effects (including the duration increase) are as Astral Wall.
The material component is a piece of paper
with a Blindness Glyph of Warding or Symbol
inscribed thereupon.

Sillvatars Dragon Wings (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None

Mage Spells Fourth Level


When this spell is cast, the caster conjures
a shadowy pair of dragon wings that appear
on his body; these wings provide the caster
with the movement (flying) rate of the dragon
that produced the material component. For
example, if the material component was taken
from a blue dragon, the caster would be able
to fly at a rate of 30 with an MC of C. The colour of the wings scales will also correspond
to the appropriate type. The wings will last for
2 rounds per level of the caster, or until dispelled.
The material component for this spell is the
wing muscle from any type of dragon; this
component is consumed when the spell is
cast.

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.

Song of Fear (Enchantment/Charm)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 30 m radius
Saving Throw: Negates
By use of this spell, the wizard sings a song
of blood-curdling horror, inspiring terror within
30 metres his person. All creatures within earshot (including allies) must save vs. spell or flee
in panic until beyond the radius of effect.
The material component for this spell is a
piece of wood that must be broken.

Sonorics Animal Awareness (Divination, Enchantment/Charm)


Range: Special
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One animal
Saving Throw: Negates
With this spell, the caster is able to take control any small (size Tiny) creature of less than
1+ HD in his line of sight. If the creature is
above animal intelligence, it gets a saving
throw versus spells, a successful save indicating spell failure. The creature is at -4 to save if
the caster has a good grip on it for the duration of the spells casting. Those creatures of a
nonmagical nature of less then animal intelligence do not get a save. Those of a magical
nature get a save at -4.
Once the caster has control of the animal,
while concentrating he can see, hear, etc
through the animals senses. He can also control the animals actions, even special movement, such as flying, swimming and burrowing,
although the if the caster attempts to get the
creature to attack something not below itself
on the food chain, the animal has a (75 - minus casters level) percent chance of escaping the grip of the spell. While concentrating on
the animal, the caster is incapable of any other
action.
The caster can maintain control of the animal up to 100 m away, per level of the caster.
Those seeing the controlled animal will notice
any strange behaviour it may be exhibiting, if
they make the appropriate perception checks
(i.e. INT check, or save versus paralyzation).
The spell is broken if the caster ceases concentration, or if the animal takes more than 4
HP of damage. Otherwise, the spell lasts for a
turn per three levels of the caster (i.e. two turns
at fourth, three at seventh, etc).

- 68 -

The material component of the spell is a bit


of food, which the target animal would find appetising, which is consumed by the caster in
the casting of the spell.

Sonorics Fly on the Wall (Divination, Necromancy)


Range: Special
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell creates a spying device out of an
ordinary flying insect. Upon casting the spell
upon an insect, living or dead, the spell grants
the abilities of limited clairaudience and clairvoyance, centered on the insect. The mage,
while concentrating on the insect, can hear any
noise within 4.5 m of the insect. Clairvoyance
through the insect, however, is rather disorientating, and the mage is -2 to hit and AC for
three rounds after breaking concentration. The
insect has a flying movement rate of 6, and its
movement is controlled by the concentrating
mage.
If concentration is broken before the end of
the spell duration, the fly drops to the ground,
and there is a 75% chance that, if the mage
resumes concentration, it will be too damaged
to fly again, although the clairaudience and
clairvoyance will still work for the remainder of
the duration. If the fly takes any damage during the spell, such as being swatted or stepped
on, the insect will no longer fly, but, provided
that at least half of the fly remains, the
clairaudience and clairvoyance will still work.
The material component of the spell is the
body of a winged insect, living or dead, which
is slain in the casting of the spell.

Sonorics Spying Minions (Conjuration/Summoning, Divination)


Range: Special
Components: V, S, M
Duration: 1 hour + 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell summons minor etherlings from
the Ethereal Plane, to serve the casters wishes.
Etherlings, being rather stupid and weak, are
only suited for simple tasks, such as spying.
Upon summoning the creatures, the caster
must detail, in simple language, what he service he wishes the etherlings to perform. The
etherlings, in their stupidity, will be honoured by
the request for service, and will perform the
task to the best of their abilities and comprehension.
A minor etherling (AC: 2 MV: 60 HD: 2 #AT:
1 D: 1-3), is a small, vaguely humanoid appearing creature, formed of the stuff of the plane
ethereal. On the prime material plane, it appears as a hazy, humanoid- shape ghostly apparition, about 1 m tall. It moves by flying, and
is unobstructed by walls and solid objects,

Mage Spells Fourth Level


save lead, the touch of which sends it back to
the ethereal plane. It is fairly stupid (INT: 5), although extremely talkative, and puppyish in its
affection of the caster. The etherling will do its
best to please the caster, to the point of becoming annoying. It does have some special
abilities, making it particularly useful, however.
It has a photographic memory, and will never
forget what it saw and heard during its period
of service. It also has the ability to turn small
objects (one at a time), weighing less than five
pounds, ethereal, allowing it to transport the
item. It can also turn itself invisible at will, although those able to see onto the ethereal
plane will be able to see it clearly. It can push
its movement rate up to 120, for up to a turn at
a time. It can only attack things on the ethereal plane, and even there not very effectively.
Finally, the fact that it only partially exists on the
Prime Material plane during the spell means
that it is only hit by magic weapons, and spells.
The spell summons one etherling per three
levels of the caster, one at first, two at fourth,
three at seventh, etc. The caster can detail
separate task for each individual etherling
summoned, and may cast the spell more than
once during its duration (allowing him to summon a virtual horde), as the spell requires no
concentration after the initial casting. An
etherlings instructions can be facilitated by pictures (as in Follow this *point* man... The one
in the painting or Follow her *point*... The one
in this Phantasmal Force). It is up to the DM
to decide the chance of the etherling getting
confused, and screwing up the task. I suggest
that it has a 100% chance of getting the task
right, -1% for each word in the description (i.e.
10 words, 70% chance), giving a bonus for
things such as pictures, and other helpful examples. If the etherling should encounter any
mentally straining problems, such as if its
mark (he whom it is tailing or spying upon)
teleports away, or disguises its features, casts
illusions, etc, make an intelligence check for
the etherling, modified by the situation. If the
etherling fails, it is hopelessly confused, and
returns to the Ethereal plane. The caster must
take care to give the etherling tasks which it
can complete within the duration of the spell,
as the etherling returns to the Ethereal Plane
at the end of the spells duration.
Some examples of tasks given to etherlings
would be Go to the chamber at the end of the
hall, stay there, and return to me in 20 minutes,
to tell me what you heard and saw., or Go to
this room in the tower of the castle, and bring
me back a book that looks like this..., or Find
this man, follow him for half an hour, and return
to me, telling me what you witnessed., or Find
this man, and tell him Va banque. The game
is thick , and similar such things. Etherlings
are intelligent enough to follow the spirit of the
commands, provided they are simple enough.
Etherlings have an innate sense of direction,
and will not get lost on the Prime Material plane.
They have the mentalities of young children.
They will only perform service on the material
plane.
The material components of the spell are
small figurines, one for each etherling to be
summoned. They must be fairly detailed, and
are consumed in the casting of the spell.

Spell Tell (Alteration)


Range: Line of Sight
Components: V
Duration: 1d6 rounds + 1 round/level
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None
When the wizard casts this spell he is able
to Spell Craft with 100% accuracy. He is able
to tell exactly what spell a wizard or priest is
casting, no matter what level the spell, type of
spell, or nature of the spell. He is also able to
discertain the intended effects of the spell. A
wizard that has cast Spell Tell and wishes to
determine spells other wizards are casting is
penalized in the initiative roll. He may freely
view one wizard and take whatever other action he wishes, but for each wizard over one
that he observes, the wizard is at another +1
to his initiative. For example, the wizard rolls a
5 for initiative, he views 3 wizards to determine
what spells they are casting, then his modified
initiative roll is an 8.

Spiritual Triangle (Abjuration, Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell the wizard may inscribe a Spiritual Triangle (a triangle inscribed
in a circle). While within this triangle, the wizard cannot be magically influenced or controlled by any sort of Charm, Suggestion, or Hypnosis; nor can the wizard by psychically or
spiritually assaulted. The beneficiary of the
spell will likewise be unable to cast such spells
from within the triangle. An Intelligence check
must be made to determine if the inscriptions
were made correctly.
The material component for this spell is
some incense, worth at least 400 GP.

Spirit Skill (Enchantment)


Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
This spell transfers skills from a specially
prepared vessel into a willing recipient.
The material component is a symbol prepared using Steal Skill, which must be carried
by the recipient and disappears upon completion of the spell.

Star Shield (Evocation)


Range: 10 m + 1 m/level
- 69 -

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.

Steal Skill (Conjuration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell lets a wizard steal the class-related skills of a willing humanoid victim and
transfer them either to the wizard or to a special container. The victim drops to first level, and
regains levels at the rate of 1 per four hours
thereafter. The caster gains 1/2 the class-related skills of the victim (if stealing from a
fighter, the caster will gain the ability to wear

Mage Spells Fourth Level


armour and attack with a THAC0 halfway between the fighters and the default 20 with any
weapon with which the fighter is proficient; if
stealing from a thief the caster will gain thief
abilities which are the average of the thiefs
abilities and the base of 4; in no case will abilities go down because of this). Abilities which
are granted by a deity cannot be transferred
this way, nor can spellcasting abilities. The
transferred abilities fade after one turn per
level.
The material component is a symbol of the
class to be transferred, specially prepared and
costing not less than 10 GP per level of the target. If the caster wishes, he may imbue the
symbol with these skills rather than using them
at the time (in which case it will not disappear).
The primary purpose of this use is to provide
the material component for Spirit Skill.

Sting (Alteration, Evocation)


Range: 50 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One magical dagger
Saving Throw: None
This spell requires a +1 dagger as a component. The spell causes the dagger in question to disappear and attack the victim for the
duration of the spell. The dagger attacks as a
fighter of a level equal to that of the wizard
including attacks per turn and so on. The dagger does not get its magical bonus to attack,
unless a dagger better than +1 is used (+2 =
+1 to attack, +3 = +2 to attack, etc.). The Sting
however does negate the use of a shield, if the
victim has one.
A Dimension Door, Astral Spell, Blink or other
location blinking spell or spell-like effect will
successfully avoid the Sting. The wizard need
not concentrate on the spell for the dagger to
attack. The dagger is consumed by the spell.

Stone Bridge (Alteration)


Range: 3 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell creates a bridge of up to 4.5
square metres + 2.25 square metres per level,
across any gap the wizard desires. It is sturdy
and safe to walk across, and can bear the
weight of an elephant.
The material component of this spell is a
piece of rope, which should be knotted together when the spell is cast.

Suppress Magic Resistance (Abjuration)


Range: 10 m/level
Components: V, S
Duration: 1 round/level

Casting Time: 1 round


Area of Effect: One source of magic resistance
Saving Throw: None

teleporter, and he will be able to use his own


teleportation or scrying magic with maximum
accuracy.

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.

Teleport Trace (Divination)


Range: 10 m/level
Components: S
Duration: 10 rounds + 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
The wizard casts this spell on a character or
creature who is likely to teleport or employ similar magic in the near future. If the recipient does
cast Teleport (or Dimension Door, Word of Recall , etc.), then the wizard who placed the
teleport trace will receive a mental image of the
target location. The caster of the trace will then
know his location relative to that of the

- 70 -

The Nimbleton Hold (Alteration, En-

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).

Thorgons Faithful Steed (Conjuration/Summoning)


Range: 0
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
When cast, this spell creates a horse within
3 m of the wizard. The horse can pass over
nearly any surface and even fly short distances (wizards level 6 m). The horse lasts
1/4 day per level of the wizard, or until the wizard loses consciousness. The horse can run
at speeds up to 40. The steed will respond perfectly to the wizard. It has 10 hit points + 2 per

Mage Spells Fourth Level


level of wizard, and can be hit only by +2 or
better weapons. As the power of the wizard
increases, so does the appearance of the
steed change, i.e. a ninth-level wizard would
get a good steed, a 20th-level wizard would get
a pegasus or similar creature. It can kick for 1
to the wizards level hit points in damage. The
steed is immune to normal magical attacks
such as Fireball, lightning and magical ice.

Time Warp (Alteration)


Range: Special
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 12 m cube, 1 creature per
level
Saving Throw: Special
This is a combined Haste and Slow spell. At
the time of casting, the caster chooses which
application to use. The effects, as well as range,
saving throw, and material components are as
per the appropriate spell.

Tsuguas Uncontrollable Hiccups


(Abjuration, Evocation)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 0.3 m/level radius globe
Saving Throw: Negates
This spell causes the affected creatures to
hiccup uncontrollably for the duration of the
spell, during which time they will be able to do
little other than hiccup. Persons entering the
area of affect after the spell is cast will still be
affected, and leaving the area will not stop the
hiccups until the spell expires. The wizard and
all others in the area are affected (all fighting
is at minus half the level of the wizard).
The material component for this spell is a
wart from a warthog.

Turn Acid to Water (Alteration)


Range: 20 m + 1 m/level
Components: V, S, M
Duration: Instant
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This powerful spell enables a magician to
dissolve any kind of acid. Also the acid of
magical potions can be transformed into water, but a saving throw must be made for the
potion. In case of a failure all containing acid
is turned to water. Else, the spell has no effect.
If cast on pools, affected surfaces, weapons
and items, no saving throw has to be made. Up
to ten litres or one potion per level can be
turned to fresh water, or the acid of one weapon
or item per level can be removed.

For example, a 10th-level mage can turn two


pools of acid from killed Kapak into water,
make ten potions useless, or remove acid from
ten swords or ten affected items in a backpack.
The caster cannot dissolve acid of breath
weapons (such as Black Dragons, Giant Slugs,
etc. have). After an acid attack he is able to
render the remaining acid harmless (e.g., on
corroding items). But he can try destroy the
acid shields of some creatures, such as Disirs
have. In this case the affected creature is allowed to save vs. spells with a penalty of -2.
The material component which is used up
during spellcasting is a piece of soap.

Uldarks Conjured Fireball (Conjuration/Summoning)


Range: 10 m + 10 m/2 levels
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 4.5 m radius sphere
Saving Throw: 1/2
This spell duplicates the 3rd level spell Fireball in most respects; however, instead of shaping the Fireball from magical energy as the evocation version does, this spell actually conjures
a ball of fire directly from the elemental plane
of fire. When the spell is cast, a small
interdimensional connection opens between
the plane of fire and the casters plane; the
Fireball enters through this opening and strikes
the targets as directed by the caster. There is
a chance that an extraplanar creature may
enter through the opening as well. The chance
of this occurring is: 20% - 1% per level of the
caster (to a minimum of 1%).
This spell has the same effects (including
damage) as the evocation version, but it is
slightly harder to produce these effects in this
manner; this is reflected in the higher spell level
and the reduced range and area of effect.
The material components for this spell are
a piece of flint and a pinch of sulphur.

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.

Vanders Librarian (Conjuration/Summoning)


Range: 20 m
Components: V, S
Duration: 6 hours
Casting Time: 1 round
Area of Effect: One minor spirit
Saving Throw: None

Uldarks Conjured Frost Bolt (Conjuration/Summoning)


Range: 20 m + 10 m/2 levels
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 15 m long x 3 m wide bolt
Saving Throw: 1/2
This spell is similar to Uldarks Conjured Fireball [q.v]. It conjures a bolt of frost and ice from
the para-elemental plane of ice. The chance
that an extraplanar creature enters the casters
plane is the same as that of the Conjured Lightning Bolt spell. The bolt is 15 m long and 3 m
wide; anyone hit by the bolt suffers 1d6 points
of damage per level of the caster (up to a maximum of 10d6). A successful save vs. spells reduces the damage by half.
The material component for this spell is a
large chunk of ice or snow; this is consumed
with the casting.

- 71 -

This spell conjures a minor knowledge spirit


to search for books and references for the wizard. It can search for titles, specific references,
or general subject matter, finding books in the
time it would take a reasonably skilled librarian (depends on case). The wizard is freed to
concentrate on more interesting matters, so
this spell roughly doubles a wizards research
efficiency.

Vandergasts Forcetrap (Invocation/


Evocation)
Range: 5 m/level
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
When this spell is cast, a shimmering, blue
bolt shoots from the casters finger towards the
target; when the target is struck, the bolt erupts

Mage Spells Fourth Level


into multiple bands of force that envelop the
victim. If a successful save vs. spell is made,
the spell dissipates and has no effect; otherwise, the bands of force will render the target
completely immobile by normal means, as his
hands, feet, etc. will be snugly bound. The target may still levitate or employ other means of
magical movement, but may not walk, cast
spells requiring a somatic component, or fight.
Any size target may be affected by this spell.
The bands of force may not be harmed by
weapons or most spells, but may be dispelled;
a Wish or Limited Wish will also destroy the
bands. The only other way to escape the bands
is to roll a successful bend bars check. The
victim may make one such attempt each
round; in addition, *one* attempt may be made
each round from an external source; if anyone
touches the bands after the first external bend
bars attempt (including another bend bars attempt, striking the bands with a weapon, etc.)
the person touching the bands is immediately
trapped as well, with no save. If two or more
persons are trapped by this spell, each earns
a bend bars roll each round; however, no external attempts may be made, or that person
will also become trapped. In any case, if a bend
bars roll is successful, the bands break, and
the spells ends immediately.

Vanquils Backbiter (Abjuration, Evocation)


Range: 0
Components: V, S, M
Duration:
Casting Time: 2 rounds
Area of Effect: The wizard
Saving Throw: None
Vanquils Backbiter is a way of protecting
against a thiefs backstab attack. The spell is
triggered when any non-missile, non-energy
(i.e., magic, psionics, breath weapon, etc.) hits
the wizard from behind without his knowledge.
A backstabbing thief or an invisible or silenced
fighter counts, so long as the wizard is surprised. The spell is considered activated when
the weapon of such a person comes within 8
cm of the wizards back. Activation requires no
thought or effort from the wizard, but the Backbiter cannot be consciously activated. When
activated, the spell instantly creates a brief
Stoneskin effect on the wizards back, preventing the weapon from doing any damage (on
the first attack). It then releases a burst of energy missiles (similar to a Magic Missile) at the
backstabber, causing 1d2 hp of damage per
level (up to a maximum of 10d2). The energy
missiles never miss, and a Shield or Protection
From Normal Missiles will not prevent damage.
Duration is 4 hours plus 1 hour/level or until the
spell is discharges.
Only one Backbiter can be in effect at any
one time. If another is cast before the first is
used, it is lost.
The material components are a small diamond of any size and the eyes of a common
housefly.
Source: Joe Delisle.

Vanquils Cellular Regeneration


(Necromancy)
Range: Touch
Components: V, S, M
Duration: 4 rounds
Casting Time: 4
Area of Effect: One creature
Saving Throw: None
Cellular Regeneration is a spell that increases the growth rate of the bodys various
tissues, causing them to mend together faster.
Once the recipient is touched, the spell begins
to work, restoring damage according to the
table below:
Round
1
2
3
4

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.

Vanquils Iceball (Evocation or Conjuration)


Range: 100 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 6 m radius sphere
Saving Throw:
There are actually 2 different Iceball spells:
an evocation version and a conjuration version.
Both versions do 1d6 hp of damage per level,
up to 10d6 of damage, with a saving throw for
half damage. The area of effect is a sphere with
a 6 m radius. The spells differ as follows:
Evocation version: The spell drains thermal
energy from the affected area, producing intense cold. There is no pressure caused by the
Iceball, so unlike a Fireball , the chilled area
conforms to the surroundings (like Snillocs

- 72 -

Snowball Swarm). Therefore, it can be used in


confined areas without the danger of a backfire. The evocation Iceball will freeze all exposed liquids and, if cast underwater, will create a 12 m diameter ball of ice (creatures inside the area may save vs. paralyzation to
avoid entrapment). The ball of ice will immediately float to the surface. Creatures immune to
cold take no damage from this version.
Conjuration version: This version draws forth
ice and cold from the para-elemental plane of
ice, causing a destructive blast of ice. The
conjured Iceball will not conform to its surroundings, and will expand to its full area of
effect, just like a Fireball. Underwater, this version does only 1d4 points of damage per level,
and does not create any large pieces of ice.
Fragile objects (vials, mirrors, etc) must save vs.
crushing blow to survive the ice barrage. Creatures immune to cold will still take 1d2 hp of
physical damage per level (unless immune to
normal missiles). Because this version accesses an elemental plane, it will not function
while spelljamming in the Flow or in other situations where access to the elemental planes
is cut off.

Vanquils Lightshed (Alteration)


Range: 60 m
Components: V, S
Duration: 1 turn/level or until used up
Casting Time: 3 rounds
Area of Effect: Special
Saving Throw: None
Lightshed is a spell that creates multiple
Continual Light spheres, one per level. The
wizard can create one Continual Light sphere
per round, and can take any actions while the
spell is in effect (except cast other spells).
Continual Light spheres can be created as
often as the wizard wishes, up to the spells
limits. The spheres created by Lightshed are
permanent and essentially the same as Continual Light , but Lightshed cannot be used
against a living creature (attempting to do so
will end the spell).
Lightshed was created so that a wizard
could quickly and easily cast multiple Continual Light spells per day, without wasting
every second-level spell available. This spell is
also useful for wizards who wish to earn money
by lighting up local castles or dungeons, since
the average price of a Continual Light is 50
GP per sphere.

Vanquils Milling Crowd (Conjuration/


Summoning)
Range: 5 m/level
Components: V, S
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Negates
Milling Crowd summons people to enter a
crowd and interact with the people in the crowd.
The conjured people can try to impart one
opinion or emotion of the wizards choosing,

Mage Spells Fifth Level


thus changing the crowds mood or opinion.
Thus, a group of angry protesters could be
made to riot, become less violent, or protest a
different (but related) topic. The spell summons
one person per level, who can only be used
to influence crowd reactions. Any attempts by
the wizard to attack the summoned people,
use them as barriers, or use the in any way not
associated with interaction will terminate the
spell immediately. The people will be of the
same racial mix as the crowd they must infiltrate (a crowd of 75% humans and 25%
gnomes would result in 75% of the summoned
people to be human, 25% to be gnomish).
The spell can influence a crowd in one of two
ways: it can either change the reaction adjustment of the crowd by one factor, or it can be
used to give the crowd another direction. For
example, Milling Crowd can either make a
group more hostile or less hostile, or it can
change the groups focus in some minor way.
If the group wanted to hang someone at noon,
the spell could suggest an alternate means
of execution, or a change in the time of execution, etc.
The saving throw for the crowd uses the
average hit dice for the saving throw vs. spell.
If the wizard is trying to influence reactions, the
crowd has a -3 penalty on the saving throw. If
the spell is trying to give the crowd other ideas,
the saving throw is made without penalty. Depending on the nature of crowd and their focus of attention, it is not unreasonable to have
saving throw modifiers from +5 to -5 (ranging
from agreement with the wizards purpose to
considerable opposition). The spell is not guaranteed to work if it encounters some form of
absolute resistance (for example, a local custom dictating the means and time of execution). If the crowd makes its saving throw, it is
unaffected. If the roll is a natural 20, the crowd
is aware of attempts to manipulate it. It is important to note that the spell does not directly
affect the crowd in any way, so magic resistance is useless and spells like Detect Charm
will reveal nothing.

View Past (Divination)


Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 hour
Area of Effect: 5 m/level radius area
Saving Throw: None
When this spell is cast on an area, it allows
the caster to create a three-dimensional image
of the past in that location. The caster specifies the time in the past through the use of the
material component.
Ten gold pieces worth of gold dust is required for each hour back into the past the
caster wishes to go. Thus, if the caster uses
240 GP worth of dust, then he will be able to
view the period from 24 hours to the end of the
duration of the spell (e.g., if the caster was 10th
level, then the duration of the spell would be
from 24 hours in the past to 22 hours and 20
minutes into the past).

After the spell has been cast, the DM rolls


2D10 - 11 to determine the error in the time
frame in turns from the specified time.
The caster should roll 1D20 to determine the
clarity of the casting. A die roll of one indicates
that the scene comes through as shadows in
a fog. A die roll of 20 indicates a crystal clear
picture. This roll can be repeated in subsequent
castings, and represents the difficulty in seeing through time.
Both the following dice rolls can be modified
by the casters desire based on the following
modifiers:

Modific.:

Situation:

+10

caster participated in the


event
caster very well informed in
event
caster knows an exact quote
during the event
caster knows something that
was said at the time

+6
+4
+2

Events that are cloaked by spells that hide


themselves from Clairvoyance also mask out
View Past, and thus cannot be seen by this
spell.

Wax Impressions (Enchantment)


Range: 0
Components: V, M
Duration: Special
Casting Time: Special
Area of Effect: As far as the sound carries
Saving Throw: None
To cast the spell, the wizard places a length
of waxed string and some copper coins (the
material components of this spell) in a cloth
bag and casts the spell. All the sound heard
after the spell is cast, during a time interval of
1 minute per copper coin is recorded on the
string. The wizard can record on one string per
level.
Burning the string will release the sounds in
the same order, frequency, and decibel range
in which they were recorded.

Wind Blast (Alteration, Enchantment)


Range: 9 m
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 3 dm/level
Saving Throw: None
This spell creates a wall of wind. The wall
moves forward at a base movement rate of two
times the wizards level. The wall will rip all loose
materials along with it. This wall will pull along
leaves, papers, twigs, small flying creatures,
loose tapestry, and will cause an opponent to
loose balance on a 3 in 6 (depending on size
and weight). The wall of wind puts out fires in

- 73 -

its path and will stop nearly any sort of breath


weapon or similar area effect spell or spell-like
effect.
If cast in an enclosed area it will cause an
explosion (DM discretion on damage). If cast
at a door, it will likely blow the door down and
cause an explosion (treat as Strength = level
of the wizard). When cast in an enclosed area,
remember that walls and ceilings may collapse
and cause further damage. If two walls of wind
happen to be cast at each other add the levels of the wizards and roll 1d6 per level for
damage as an explosion reducing in damage
by 10 hit points per 1.50 m from impact. The wall
of wind will last for 1 round per four levels of the
wizard.
The material component for this spell is a
fan, which is not consumed in the casting.

Mage Spells Fifth Level


5-Mile Carrier (Alteration)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Extends the range of any other spell up to 5
miles. Can shoot around corners but not in a
zig-zag shape, e.g. you could cast it with Lightning Bolt to start the bolt on the other side of
a hill 2 miles away, but the size of the bolt is
still the same.

Absorb Level Drain (Abjuration)


Range: Touch
Components: V, S, M
Duration: 3 turns/level or until dispel
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
When cast on a subject, this spell absorbs
the next level drain attack on the subject and
is then used up. E.g., if the spell were cast on
a target who was then later hit by two spectres
in the same round, the first hit would only do
damage and not drain levels but the second
hit would drain levels as normal.j

Alphas Aurora Borealis (Evocation)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 0.3 m per level radius ring
Saving Throw: Special
This spell causes a sheet of dancing, shifting light to spring up around the caster, encompassing any area up to the maximum indicated
by the casters level. The Aurora will last as long
as the caster concentrates on it (concentration
can be maintained while moving at half-speed,

Mage Spells Fifth Level


but the caster cannot fight or cast other spells,
though speech is allowed), and for an additional 1 round per level after he or she ceases
concentration.
Any intelligent creature which views the shifting, dancing patterns of light must save vs.
spells or stand fascinated, watching the interplay of colours and lights [cf. Hypnotic Pattern].
A maximum of 2 HD of creatures per level of
the caster can be so affected.
Any creature actually touching the Aurora will
suffer 2-12 points of damage, +1 point per level
of the caster. Fungoid monsters, undead, and
creatures native to the plane of shadow suffer
2-12 points of damage, +2 points per level, from
the effects of this spell.
The material component of this spell is a
clear gemstone or crystal prism worth not less
than 100 GP, a glowworm, and a pinch of
phosphorus.

Alphas Balefire (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 1.5 9 4.5 m cone
Saving Throw: Special
This spell draws upon a nearly colourless arcane effluvium from the Plane of Shadow. This
mystical stuff burns very hot and is extremely
viscous, but rapidly dissolves in the thick substance of the Prime Material Plane. Those in the
area of effect may attempt a save vs. breath
weapon to avoid being covered in the stuff. If
this save is successful, they are merely
splashed with it. Even this small amount, however, is sufficient to cause half damage for the
initial round, but it burns out in that single
round. Those that fail to save and are struck
fully by this ghastly stuff suffer d6 fire damage
per two levels of the caster (rounded up), up
to a maximum of 12d6. The Balefire clings to
these poor victims and continues to inflict
damage. The damage is reduced by 2d6 each
round, and the it burns until all damage potential is exhausted. This shadow-stuff burns with
a colourless fire that can only be extinguished
by magical means (e.g. Wand of Flame Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such as Ice Storm, Cone of Cold,
Wall of Ice, or Otilukes Freezing Sphere, although spells involving ice may also cause impact damage to the would-be rescue); even
total immersion in water will have no effect on
it. This flame is so hostile to natural (i.e. Prime
Material) matter that it will burn through one
inch of wood or soft metal, one quarter inch of
hard metal, or one eighth inch of stone per die
of damage that it would inflict to living targets
each round it is active. Any individual who is
struck fully (i.e. fails to save) must make item
saving throws vs. magical fire for all exposed
equipment in each round that the Balefire
clings to him, though these saves are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active Balefire.
The material component is a standard opal
(not a black or fire opal) worth at least 500 GP
and a bit of pitch.

Alphas Blue Blaze (Evocation, Conjuration)


Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 15 m long, 6 m wide at
terminus fan-shaped area
Saving Throw: Special
By utterance and extending either arm, the
caster causes a fanlike sheet of heated, purplish, acidic vapours and blue flames to leap
forth from his outstretched hand. Any creature
in the area of effect must save twice (once vs.
the fire, once vs. the acid) or suffer 1d6 per 2
levels of the caster (rounding up) from each effect.
All exposed items must save vs. acid, regardless of the result of the save. Item saves
vs. magical fire are only necessary if the a victim fails his save vs. that effect.

Alphas Incantation of Elemental


Domination (Abjuration, Enchantment)
Range: 0
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 turn
Area of Effect: Caster
Saving Throw: None
In the casting of this spell, the wizard must
choose one element to have dominance over.
Elementals of this plane cannot approach
within 1.5 m of the caster or attack the caster
in any way. The caster can forego this protection if desired, and attempt to charm the elemental [cf. Charm Monster ], applying a -2
penalty to the save. If this is attempted, than
this total ward against elementals is lost.
In any event, any elemental creature (water
weird, xorn, etc.) is at -1 to hit and -1 per die of
damage when attacking the caster. The caster
makes all saves vs. their attacks at +2. The
casters own attacks are at +4 to hit (or -4 to
the targets save) and +6 to damage. He can
further affect any elemental creature with any
weapon, regardless of its level of enchantment.
The caster may converse with creatures of
the chosen element, and they will respect him
if alignments are similar, or fear (if the caster
appears strong) or hate and desire to slay (if
the caster appears weak) if alignments are dissimilar.
The spells association with one element results in a saving throw penalty to the caster
while the spell is in effect, depending on which
element is chosen:
Air
Earth
Fire
Water

-2 vs. fire
-2 vs. petrification
-2 vs. water or cold
-2 vs. electricity

- 74 -

The material component is a substantial


amount (at least 90 dm) of the element in opposition to the element the caster desires to
dominate.

Alphas Lightningarmour (Abjuration, Evocation)


Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
The subject of this spell cannot be wearing
metal armour of any sort, nor carrying a metallic weapon larger than a short sword. Bracers
are permissible. The creature touched is completely protected from electrical damage of any
sort so long as the spell is in effect. This protection is not absolute, having a maximum absorption of 10 points of electrical damage per
level of the caster. Damage is absorbed by the
Lightningarmour after saving throws and any
other protections have been taken into account. The creature under the effects of this
spell carry a negative electrical charge, and
skin-to-skin contact with another creature will
cause 1d4 electrical damage with no saving
throw, as will contact through a conductor. Anyone striking the protected creature with a conductive object must save vs. paralyzation at +1
or drop the object due to temporary numbness
in the member holding the weapon. Those
within 1.5 m of a character with this spell in
effect may catch a faint scent of ozone and feel
their hair standing a bit on end. The material
component of this spell is a bit of copper wire
and glass thread wrapped in clay.

Alphas Moons of Munnopoor (Alteration, Invocation/Evocation)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
By the use of this spell, the caster calls upon
the magical influences of the other-dimensional Moons of Munnopoor. The caster can
call upon the power of one, two, or all three of
the Moons. This spell always creates an area
of light equal to the Moonlight spell, centred on
the caster and moving with him. However, the
area of effect is only 50% that of the normal
Moonlight spell if one moons power is invoked,
100% normal is two moons are called upon,
and 150% normal if all three moons are utilized.
This Moonlight has all of the effects of actual
moonlight under a full moon, including effects
on lycanthropes. The duration of this spell is
also determined by the number of Moons
called upon: if one Moon, the duration is 2
rounds per level of the caster; if two, its 1 round
per level; and, if all three, its 1 round per 2 levels of the caster. Besides the light produced

Mage Spells Fifth Level


by the images of the appropriate Moons appearing above the caster, each Moon provides
a specific magic-enhancing effect as follows:
Blue Moon: All water-related (including fog, ice-, and steam-related) spells used by the
caster gain a bonus of +1 per die of damage
(though not exceeding the normal maximum
e.g. an Ice Storm spell would inflict 3d10+3
damage, up to a maximum of 30) if the spell
causes physical damage, including the damage caused by summoned water elemental
creatures; applies a penalty of -4 to saving
throws and -20% to magic resistance to targets
of spells which cause no hit point damage but
do affect an unwilling target in some way; or
increases the duration of other spells of this
genre which do not fall into the above categories (e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd level spell, increasing by 50% if the spell is 4th-6th level.
Bright Moon: All spells relating to stars,
moons, and other astronomical phenomena
are affected in the same way that water-related
spells are affected by the Blue Moon.
Silvery Moon: All mind-controlling and influencing spells used by the caster apply a -4
penalty to saves and a -20% penalty to magic
resistance checks by targets of such spells.
The material components for this spell are
a white pearl or sapphire to invoke the Blue
Moon, a diamond for the Bright Moon, and a
silver pearl or moonstone for the Silvery Moon.
Whatever the combination of moons invoked,
the spell also requires a piece of black velvet
along with a crushed pearl and a crushed
moonstone, and a pinch of diamond dust.

Alphas Saint Elmos Fire (Evocation)


Range: 5 m/level
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell ionizes the air around the target
of the spell, surrounding him with a blue-white,
glowing nimbus of electrically charged air in a
1.5 m radius. The target of the spell may save
vs. breath weapon at -2 to avoid the spell. This
save is at an additional -2 if the target is carrying large, mostly metallic weapons (e.g. swords,
battle axes) or wearing partial metal armour
(e.g. studded, ring), and at -4 if wearing full
metal armour (scale or heavier). If successful,
the target will suffer only 3d6 electrical damage as he dodges out of the area of effect, and
the spell will then dissipate that round without
a focus to coalesce about. If the save is failed,
the victim will suffer 5d6 damage every round
until a save vs. breath weapon (with modifiers
as for the initial save, but with a +1 cumulative
per round bonus) is successful, at which point
the spell will dissipate. Any creature entering
the 15 m radius nimbus suffers 1d6 electrical
damage with no save. Any creature that
touches or is touched by the victim of the spell
will suffer 3d6 damage with no save if the contact was skin-to-skin, or 2d6 if it was through
a conductor. If the target is in water, the electricity will inflict 3d6 damage with any contact,

2d6 within 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.

Alphas Shooting Stars (Conjuration/


Summoning)
Range: 15 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell creates glowing missiles with flaming trails, one for each six levels of the caster
(dropping all fractions). The victim of the spell
receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery
blast that accompanies the impact. All within
1.5 m of the impact point are also in the blast
radius, but they may save for half damage. The
original intended target may attempt to save vs.
petrification to avoid being struck, this save at
-4 if within 6 m and at -2 if within 12 m. If this
save fails, he suffers as above. If he succeeds,
however, the shooting star(s) directed at him
continue on in a straight line to the extent of
their range, at which point they explode in a
fiery burst as above. Anyone else in the path
of the shooting star(s) must save as for the
original intended target, or become the victim
of the spell. If the caster has more than one
missile, he may direct them at one or several
targets as desired. Anyone within 15 m of the
path of the missile will suffer 2d6 (save for half)
fire damage simply from the heat of the passage of the shooting star.
The material component is a bit of meteoric
iron and a piece of igneous rock.

Alphas Spectral Hound (Conjuration, Phantasm)


Range: Special
Components: V, S, M
Duration: 6 turns/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell brings into being a quasi-real
beast appearing as a war dog with black fur,
gray ruff and tail, milky gray eyes, and insubstantial paws which make no sound. The creature will have average (8-10) intelligence and
can converse with the caster in the common
tongue. The creature can fight, attacking as a
2+2 HD monster and inflicting 2-8 points of
damage per hit. It can, however, affect creatures struck only by magical weapons. The
beast itself is AC 0, and can take up to half the
casters full hit points (rounding up) before
being dispelled.
The Hound can track any creature known to
the caster, provided the caster concentrates on
a mental picture of the figure for 2 full rounds.
The Hound can follow the trail of such a crea-

- 75 -

ture with 100% certainty, -5% per hour the trail


is old. The Hound also has infravision to 90',
can spot hidden (such as in shadows) things
80% of the time, invisible objects 65% of the
time, and astral, ethereal, or out-of-phase things
50% of the time. The Hound normally moves
at 12, though it can run at 24 for 3 rounds each
hour. Further, the Hound may cross muddy or
swampy ground, or even water, as if were solid,
dry ground. The Hound leaves no tracks.
By concentrating for 1 full round, the caster
can make use of the Hounds sensory abilities
for as long as desired, though this does not
allow communication beyond normal vocal
range.
The Hound is unaffected by any spells which
alter its form ( Flesh to Stone, polymorph, etc.)
or restrict or affect its movement (Haste, Slow,
hold, etc.). If a mind control spell is cast upon
the creature and it fails its save (saving throws
of the Hound are as for the caster), then it wills
itself out of existence. It is further immune to
poison and death magic. The hound will speak
only to the caster, and, if the caster is killed, feeble-minded, charmed, or otherwise mentally incapacitated, then the hound will immediately
cease to exist.
The material components of this spell are
three canine statuettes; one of ivory or alabaster, one of silver or platinum, and one of jet,
onyx, obsidian, or ebony. These statuettes must
be worth at least 200 GP each, and, in the
course of the spell, the three merge to become
the Spectral Hound. When the spell ends, the
Hound simply fades slowly out of existence.

Alphas Star-Powered Magery (Invocation)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Caster
Saving Throw: None
This spell can only be cast outdoors under
a night sky where stars are visible. The spell
requires 2 turns to cast for each level of spells
the caster is able to cast (e.g. a 12th level wizard can cast 6 levels of spells, and so would
require 12 turns). Upon completion of the spell,
the casters mind and body are refreshed and
restored as though the caster had rested a full
day. 1-3 hit points, plus the casters CON bonus, if any, are restored if the caster is at less
than full health. The power of the spell also
allows the caster to memorize spells in one-half
the usual time, save for first level spells, which
may be memorized in a single round. During
the lengthy casting of this spell, the wizard is
suffused with a pale white glow, and is fully
aware of things going on nearby. If the spell is
interrupted, either by being struck by an attack
or voluntarily by the caster, then the effect is
wasted and the caster must sleep for spells as
usual.
The material component is a diamond worth
at least 1,000 GP.

Mage Spells Fifth Level


Alphas Starshield (Alteration, Abjuration)
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the wizards body is
sheathed in a nearly skintight magical screen.
This screen has the appearance of a black
night sky filled with stars. Whenever a light-related spell of any sort is cast at the creature
using the Starshield, the spell will be harmlessly absorbed and redirected back at the
caster of the spell. This includes such spells
as Light (if cast so as to blind), Colour Spray,
Sunray , and Prismatic Spray. An area-effect
spell where the caster is the sole target will automatically be reflected in this way. Area-effect
light spells in which others are also targeted
have a chance of being intercepted and redirected by the caster as above equal to the
casters chance to negate the spell with a Dispel Magic spell.
The protected wizard will be unaffected by
the spell in any event and, if the spell is successfully absorbed, those behind the caster
who would have been in the area of effect are
spared the effects of the spell. By making a
successful check as if to Dispel Magic , the
caster may attempt to pass through a Prismatic
Sphere or a Prismatic Wall . Darkness spells
(e.g. Darkness 4.5 m radius, Nystuls
Blackmote, priests Continual Darkness) will
also be reflected, just as light spells are, and
the caster may attempt a saving throw vs.
death magic each round to attempt to see
through any area of magical darkness within
normal vision range. If outdoors under the night
sky, the caster can see as if in broad daylight,
even through magical areas of darkness, and
also absorbs stellar radiation, regenerating 1 hit
point per round that the spell is in effect.
The material component for this spell is a
black sapphire and a star sapphire, both of
which must be worth not less than 1000 GP.

Alphas Wizard Light (Alteration,


Evocation)
Range: 10 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 9 m radius sphere
Saving Throw: None

This spell does not reveal astral, ethereal, or


out-of-phase creatures, nor does it reveal
purely mechanical traps and secret doors, although traps or secret doors disguised by or
utilising magic will be revealed. A mage using
the Duo-Dimension (q.v.) spell would appear
as a thin line of blue radiance in midair. This
spell does not reveal what an illusion is hiding
nor the appearance of an invisible creature
(except for its outline), but merely reveals its
presence and location. Hence, a Cloak of Displacement is useless within the Wizard Light.
The light does not set off magical guards, but
it does reveal the form of glyphs and such
things for possible identification and deactivation.
The material component for this spell is a
diamond worth at least 500 GP.

Anti-Anti-Magic Shell (Evocation)


Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1-foot/level diameter
Saving Throw: None
This spell prevents the effects of an AntiMagic Spell within its area of effect, provided
that this spell is cast prior to the casting of the
Anti-Magic Shell.
This spell was researched by Grimbor.

Auralons Deflective Plates (Evocation)


Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
Casting of this spell creates up to five glowing, circular plates of force which hang in the
air in a 1 m radius around the spellcaster. These
plates move to deflect magical energies aimed
at the spellcaster of which the latter is aware.
The plates are effective against magical rays,
beams, bolts and missiles from both spells and
magic items. The target of these offensive
spells has only a cumulative 15% chance per
plate to be protected against totally accurate
spells (such as magic missile), but a 19%
chance per plate of avoiding magic requiring
a to hit roll (such as lightning bolt).
Upon impact with the plates, the offensive
magic is deflected at full strength in a random
direction away from the target:

This spell creates a pearly-white globe of


light equivalent to Continual Light (q.v.). Within
the area of effect, all shadow and darkness
(even of magical origin) is dispelled, and all
hidden or invisible creatures or objects are
outlined in a pale blue radiance which lasts as
long as the Wizard Light itself, even if the object or creature so outlined moves out of the
area of effect. Further, all glyphs of warding,
symbols, and other magical writings and wards
are revealed, glowing a luminous blue, and the
area of effect of such wards is similarly outlined.

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.

Azuras Death Shadow (Conjuration/


Summoning, Necromancy)
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
Upon casting a death shadow, the magic
user brings forth a special creature from the elemental plane of shadow. The recipient of the
death shadow feels a chilling sensation followed by warmth as it merges with his actual
shadow. Thereafter, once a situation occurs
where the recipient takes a death stroke of any
sort (failing to save vs. poison, taking damage
from an attack which causes death etc.) the
shadow pushes him to a place of safety and
takes the death stroke itself, disappearing in
a black puff of smoke. The spell may last up
to one day per spell level of the caster before
the shadow departs.
Note that the death shadow does not provide an instant escape route from certain death
(e.g., being immersed in acid, falling off a cliff,
etc.). It merely takes one death blow which
would have normally killed the character, and
there must be an immediate place of safety
within 3 m for the shadow to place its host.
The material components for this spell are
coal, special incense (value 200 GP), and a
drop of blood, all of which are burned at the
start of casting.

- 76 -

Mage Spells Fifth Level


Azuras Soul Whip (Evocation, Necromancy)
Range: 20 m
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: None
When the magic-user casts the soul ship, he
creates a shimmering ebony tendril which
lashes out at one specific creature within 6 m.
A to hit roll is necessary, but the whip strikes
once per round as a monster of the casters hit
dice, and on an unmodified roll of 20, the whip
entangles its victim for 2-5 rounds (no to hit
needed during that time). Whenever the
weapon touches its target, it inflicts 1d8 + 3
damage points, and these points are immediately gained by the spell caster and heals any
damage previously incurred. If the casters hit
points rise above maximum normal hit points,
then the extra points will remain for only 1 turn.
The material component is a small leather
whip.

Bigbys Strangulation (Evocation)


Range: 5 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
Bigbys strangulation creates a pair of disembodied hands sized for the victim (up to 1
foot tall per level of the wizard). These hands
materialize around the victims throat and commence strangulation. The victim suffers 1 point
of damage the first round, and each round
thereafter, sustains double the last rounds
damage.
Saving Throws: A save is permitted at the
beginning of the attack, and if successful, the
spell is ruined. Each round after the first, a save
for half damage (for that round) is permitted,
as the victim is struggling to keep his windpipe
open. Needless to say, the victim may engage
in no other activity.

Area of Effect: 1.5 m/level radius area


(30 m maximum)
Saving Throw: Special
This spell causes a blizzard to hit the area
of effect, resulting in the following: movement
rate is cut in half due to drifts and wind, no
missile fire or flying due to wind, and all normal flames are extinguished. This will negate
a heat metal spell, and affects magical fires as
if they had been hit with a Dispel Magic. There
are no saving throws vs. these effects.
In addition, great chunks of ice and snow fall
within the area of effect, causing 3d12 points
of damage per round to anyone caught inside.
A successful saving throw vs. spell reduces
this damage to 1/2 the normal amount.
The material components required for this
spell are five acorns and any semiprecious
gem worth at least 100 GP.

Location

To-hit
mod.

Head

-8

Arm*

-4

Leg*

-4

Ribs

-4

Spine** -8

Bone Splinter (Evocation)


Pelvis

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

Minor skull fracture: 2d8


points of damage (save
vs. spell for 1/2 damage)
Minor broken arm: -2 to
STR & DEX when using
this arm; -2 to hit, or
shield worthless 50% of
the time
Minor broken leg: -2 to
DEX when using this leg
(i.e. defensive adjustment); movement rate
is at 3/4 normal
Racked rib: loss of 1d4
CON points and suffer
1d6 points of damage
(no save)
Cracked vertebrae: save
vs. spell or become paralysed for 2d10 rounds
Minor hip fracture: -4 to
DEX when using legs;
movement rate is at 1/2
normal.

* If attacking from the side, only the nearest


appendage may be targeted.
** The spine may only be targeted if attacking from the rear.

Once this spell is cast, it will affect a single


target that must be hit in melee by the caster.
The target will suffer a minor bone fracture
when affected by this spell. If the caster
misses, additional attacks may be made in following rounds, as long as the spell duration
allows. The spell ends when a hit is scored, or
when the duration expires, whichever comes
first.

Multiple hits inflict cumulative damage. A


Cure Serious Wounds will heal one of these
effects, but will not heal any associated hit
point loss (another cure spell is required to do
so). A Cure Critical Wounds will heal two effects, And a Heal will fully restore the victim
(unless dead).

The wizard uses his normal THAC0 with a +1


to hit bonus, but must make a called shot
(see The Complete Fighters Manual for details)
to one of the hit locations listed below; the appropriate to hit modifier must be applied to
the combat roll. Normal attacks are not considered accurate enough to do any real damage with this spell.

The material components for this spell are


a bit of bone and a small metal hammer, both
of which are consumed when the spell is cast.
(authors note: the requirement for called
shots is simply for convenience; if the DM
wishes to compile a hit location chart, then
normal attacks may be used in addition to
called shots.)

The possible hit locations, along with their


combat modifier, restrictions, and effects are as
follows:

Cantrip Permanency (All)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 hour
Area of Effect: One object
Saving Throw: None

The hands cannot be attacked physically,


but a successful Dispel Magic, a wand of negation, a hungry disenchanter, etc. will destroy
them. The material component is a pair of
gloves made from the skin of a constricting
snake, such as a python or boa constrictor.
Upon casting, the gloves vanish (and are worn
by the strangling hands). Once the spell is
cast, the wizard need not maintain concentration for it to work.

Unlike the eighth-level spell Permanency,


Cantrip Permanency must be cast on an object to be effective. The object must be appropriate to the cantrip - e.g. a cloth for Polish, a
paintbrush for Colour, a salt cellar for Salt.
When complete, the duration of the cantrip (or
the number of times it may be invoked) is increased dramatically.

Blizzard (Evocation)
Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5

There are two ways the spell may be used:

- 77 -

Mage Spells Fifth Level


Method 1
1:
1.) Cantrip
2.) Cantrip Permanency
Method 2
2:
1.) Enchant an Item
2.) Cantrip
3.) Cantrip Permanency
If method 1 is used, the duration of the cantrip is increased to 1d8+4 months. In the second case, the cantrip is completely permanent.
If the cantrip is one that does not have a duration per se (e.g. Exterminate , Polish, Clean),
then the power of the cantrip may be invoked
from the item a maximum of once per hour.

Chaos Magic (Alteration)


Range: 1.5 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 0.3 m/level radius area
Saving Throw: None
This spell creates a sphere that has all the
properties of a Forgotten Realms wild magic
area (see the FR Sourcebook for details). The
area of chaos magic is permanent until destroyed (it may only be destroyed as per a wild
magic area). The sphere of chaos magic is
non-mobile.
The material component for this spell is a
pint of blood from any chaotic magic-using
creature. The blood is consumed when the
spell is cast.

Chelymbers Improved Non-Detection (Abjuration)


Range: Touch
Components: V, S
Duration: 2 turns + 1 turn/3 levels
Casting Time: 4
Area of Effect: 6 m radius around person
touched
Saving Throw: Negates
This spell will stop all divination magic less
powerful than that of True Seeing from properly working. It will also prevent all Detect ...
spells of lesser spell level than True Seeing
from operating properly. This spell will even
stop detection from magical items like a Robe
of Eyes, Ring of Invisibility Detection, and innate
abilities that perform similar magic to that of
detect spells lower than True Seeing, etc.

This spell functions as the third-level Fly spell


except that the duration applies to time actually spent flying, not time elapsed since the
casting of the spell. E.g., you can fly for a total
of 1d6 turns + 1 turn/level. You can use half the
duration today and the other half tomorrow.

Continual Invisibility (Illusion)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
This spell causes the subject to become
invisible, as per the second-level Invisibility
spell, except that instead of having a duration
of 24 hours, it has a duration of 1 turn per level
of the wizard of actual use e.g. if cast at tenth
level, the subject could decide to use 50 minutes worth today and the other 50 minutes
worth tomorrow. Note that this is not Improved
Invisibility, i.e. as soon as the subject makes an
attack he becomes visible again. While he can
become invisible next round if there is still
unused duration in the spell, his opponent can
make an attack on him; thus the spell confers
no combat advantage after the first round.

Continual Secret Light (Alteration)


Range: 60 m
Components: V, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: Special
This spell acts the same, compared to Continual Light as Secret Light does compared to
Light. Preliminary research seems to indicate
the spell requires at least an ounce of blood
from the wizard.
It also seems that it would be possible to
make a magical lantern, whose light would only
be visible to the person holding it. The exact
process of its manufacture is not very clear,
however, and the spell has been reported to
fail regularly.

Detect Spell (Divination)


Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: 30 m radius sphere
Saving Throw: None

Continual Fly (Enchantment)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates

Spell casting leaves a magical residue in the


surrounding area which this spell is designed
to detect. When the spell is cast, the caster can
examine any spell that was cast in this area up
to limit of 1 week in the past per level of the
caster.

- 78 -

One spell can be examined per round, with


the spells being detected in reverse chronological order. The information obtained about
the spell is as follows:

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.

If the caster needs to examine spells farther


back in the past, then the spell can be repeated within one day, and the caster can pick
up where he left off.

Dheryths Stone Integrity (Abjuration)


Reversible
Range: 10 m/level
Components: V, S
Duration: 1 year
Casting Time: 1 turn
Area of Effect: One 6 m cube/level
Saving Throw: None
This spell, cast upon a volume of rock, prevents the correct operation of the Transmute
Rock to Mud spell in the following way:
1. If the caster of Stone Integrity is a higher
level than the caster of Transmute Rock to Mud,
the latter spell automatically fails.
2. If the caster of Transmute Rock to Mud is
a level equal to or higher than the caster of
Stone Integrity, the former spell has a chance
of correctly operating equal to 10% plus 10%
per level that the former wizard is higher than
the latter. Even if Transmute Rock to Mud works,
its area of effect is reduced to a percentage
equal to its chance of working. For instance, if
Transmute Rock to Mud has only a 30%
chance to work (and does), its area of effect
is only 30% of what it should have been. Stone
Integrity grants no other bonuses to the rock
and may be dispelled.
The reverse of this spell is Earth Integrity, and
prevents the operation of Transmute Mud to
Rock in a manner like above.

Doubled Magic Missile (Evocation)


Range: 60 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This spell is identical to the first-level Magic
Missile spell, except as noted above and that
one missile is cast per level of the wizard, with
no maximum number of missiles imposed on
the wizard.

Mage Spells Fifth Level


Dreamoores Greater Eldritch
Sphere (Evocation)
Range: 20 m + 10 m/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 0.3 m diameter sphere
Saving Throw: None
This spell is a similar but superior version of
the eldritch sphere, inflicting 2d6 base damage
+ 3 points per level of the magic-user, up to
2d6 + 30 maximum (e.g. a 10 hit die greater
eldritch sphere does 32-42 damage points).

Dreamoores Spellblade (Evocation)


Range: 50 m
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The Spellblade is a 0.3 - 1.5 m variable diameter rotating circular blade of force which
the magic-user mentally commands, and he
must concentrate to maintain it (thus any successful attack against the magic-user ends the
Spellblade).
There are actually two variants for the spell,
and the type must be selected at the start of
casting. The first strikes with a +1 to +5 to hit
bonus (corresponding to the blades diameter)
and attacks everything within the designated
area of effect. It inflicts 1d10 base damage + 1
damage point per casters level. The second
version directly attacks walls of force, having
a 1% cumulative chance per damage point inflicted of bringing down a barrier. It has no effect upon other creatures.

Dwarf Golem (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4 turns
Area of Effect: Special
Saving Throw: None
This spell enables the wizard to bring to life
a dwarf sized stone golem -which has to be
constructed first - with the following stats:
AC: 2, Move: 6, HD: 10, HP: 45, Number of
Attacks: 2, Damage: 4-10/4-10, Special Attacks:
Hurl Rocks for 2d4 points damage, Special
Defense: None, Magic resistance: Special,
Alignment: N, Size: S
This golem is immune to all spells that other
stone golems are. It can produce rocks from
its body and throw them up to a 9 m range. It
can not take any other actions in any round in
which it decides to do so, however.
The construction time for the golem is 3
months. The golem costs 8000 GP to make,
and after casting, the wizard must make a 1d20
roll and add 2 to it. If the score is above his

level, the spell fails and a new golem must be


constructed. If it is less or equal, the spell
succeeds.

Elemental Square (Abjuration)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell, the elementalist inscribes a square into a circle. Within the square,
the wizard is protected from elementals and
elemental forces, though it is impossible to cast
spells of an elemental nature in order to attack
outside the square or bring elemental forces
inside the square. The material components for
this spell are a vial of water, some dust, and
burning incense, that must be placed in three
of the four corners of the square. The wizard
must blow in the fourth corner to complete the
spell.

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.

Fellstars Flame Cone (Evocation)


Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

- 79 -

This spell creates a cone of fire that streaks


from the casters hand towards the target(s);
this cone is 0.6 m wide at the point of origin,
7.5 m wide at the base, and is 3 m long for
every level of the caster, up to a maximum of
60 m. Anyone caught inside the cone suffers
4d8 points of damage, plus 1 point per level of
the caster (up to a maximum of 4d8 + 20); a
successful save vs. spell reduces the damage
by half. Combustible objects must save vs.
magical fire or be consumed.
The material component for this spell is a
handful of red dragon scales that must be
tossed in the air when the spell is cast; the
scales are consumed with the casting.

Fire Charm (Enchantment/Charm)


Range: 3 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 30 m radius
Saving Throw: Negates
This spell causes a beautiful, gossamer veil
of multi-hued flame to dance around any normal fire larger than a torch flame. All creatures
within 30 m of the fire must save vs. spell or
become transfixed with the spectacle. While so
charmed, creatures are subject to Suggestions
of twelve or fewer words, saving at -3 for suggestions of average reasonability and suffering
this second charm for a full 1d6 rounds per
level of wizard. The Fire charm and suggestions are broken by physical attack. The fire
charm is also broken by obscurement of the
dancing flame.

Force Shield (Abjuration)


Range: 0
Components: V, M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: The wizard
Saving Throw: None
This spell creates a magical shield of force
around the wizard at a 15 cm radius (tootsies
exempted) which absorbs damage at a rate of
one point per round plus one point per two
additional levels per round. The shield also
protects the wizard from biting insects, foul
weather, and poisonous gasses. However, the
wizard is unable to make physical contact with
anything outside (but not under) the shield for
the duration of the spell. The spell may be broken at will. The shield provides total invulnerability vs. Magic Missile, Power Bolt, Word of
Power, Magic Darts, Mystic Bolt, and Arcane
Bolt.
The material component for this spell is a
small shield.

Forcewhip (Evocation)
Range: 3 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 5

Mage Spells Fifth Level


Area of Effect: Special
Saving Throw: None
This spell calls into existence a whiplike tendril of force which the wizard grasps and uses
to strike foes. The whip inflicts 2d6 hp of damage on a hit. The wizards effective Strength
when using the whip is dictated by his level.
Consult the following table for the wizards effective Strength.
Level
09
10
11
12
13
14
15
16
17
18
19

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

Beyond 30th level, the spell has reached its


maximum potential; neither duration nor effective Strength increase. The wizard is treated as
a fighter of half his level when casting this spell,
and the wizard may cast no other spells while
using the whip (though he may prematurely
terminate the spell).
The material component is a whip made of
braided gold and mithril fibre worth at least 200
GP.

Freamoores Spellblade (Evocation)


Range: 50 m
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The Spellblade is a 0.3 m up to 1.5 m variable diameter rotating circular blade of force
which the wizard mentally commands, and he
must concentrate to maintain it (thus any successful attack against the wizard ends the
Spellblade).
There are actually two variants for the spell,
and the type must be selected at the start of
casting. The first strikes with a +1 to +5 to hit
bonus (corresponding to the blades diameter)
and attacks everything within the designated
area of effect. It inflicts 1d10 base damage + 1
damage point per wizards level. The second
version directly attacks walls of force, having
a 1% cumulative chance per damage point
inflicted of bringing down a barrier. It has no
effect upon other creatures.

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

On casting the Greenfire spell, a bolt of


green luminescence appears from the mages
fingers, and impacts on the target (a made
saving throw means the bolt missed the target,
but it hit somewhere...). From this impact point,
a green sphere begins to grow, at a rate depending on the material consumed. Items in
this area of effect must save vs. disintegration
every 1/10 round. Items that save halt the
progress of the sphere until they fail their save.
Note: the spell expands for a set time, not to a
set radius, so an artifact that continues to save
will halt the growth of the sphere for the full
duration of the spell.
Rate of growth:
6 m per 1/10 round (yes, 6 m) in air alone:
(not an aerial weapon), but as soon as it hits
something solid, it will take a 1/10 round to consume it.
30 cm per 1/10 round in air/solid mix (cliff
face, floor, person).
15 cm per 1/10 round in just rock (ordinary
rock gets no save).
2.5 cm per 1/10 round in water (but draws
everything to it like a Sphere of Annihilation).
Note I: the sphere begins at a 0.3 m radius,
and does not appear until the bolt either strikes
something solid or reaches maximum range.
Note II: the point of origin of the sphere remains constant, even if in midair.

High-Energy Lightning Bolt (Evocation)


Range: 40 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Like Lightning Bolt but does 1d8 damage
per level, maximum 20d8.

Jamyes Armour Reversal (Abjuration)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Special
This spell reverses the effects of armour
worn (or lack thereof) on the subject touched,
in the sense that melee attacks that would
have normally hit the subject will miss, and
melee attacks that would have normally
missed the subject will hit. For example, an AC
5 mage that has cast Armour Reversal on himself is attacked by a 10th-level fighter. The
fighter would normally need a 6 or better to hit
AC 5; with this spell in effect, the fighter needs
a 5 or *less* to hit AC 5. Note that this spell is
more useful as the amount of armour the subject has on decreases!
All bonuses to hit that the opponent has
work in the opponents favour, i.e. if the aforementioned fighter had a Strength of 17 (+1 to
hit) and a +2 weapon, these would be *subtracted* from the die roll -thus the fighter would
need an 8 or less to hit AC 5. Likewise, penalties are added to the die roll, penalizing the
attacker as usual.
This spell does not affect missile weapons
at all, nor does it affect spell saving throws or
anything other than melee weapon attacks. If
the subject of the spell is willing to have the
spell cast upon him, there is no saving throw;
otherwise the subject saves as usual. The spell
can be counteracted by the usual means (Dispel Magic, et al.), by another casting of Armour
Reversal, or by the 7th-level spell Jamyes Improved Armour Reversal (q.v.).
The material components of this spell are a
small magnet and a diamond of not less than
100 GP value.

Improved Fire Ball (Evocation)


Kalessins Long Arm (Conjuration)
Range: 20 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
As its name implies, this is an improved version of the third level Fireball spell. It has one
of two applications as chosen at the time of
casting: the first option mimics the Fireball spell
in all respects except that damage is 1d8 per
level of the caster (up to a maximum of 10d8)
and saving throws are at -1.
The second version of the spell has a 3 m
radius instead of the normal 6 m. Due to this
reduced area of effect, damage is increased
to 1d10 per level of the caster (up to a maximum of 10d10) and saving throws are at -2. It
is like a Fireball spell in all other respects.
The material components for this spell are
a pinch of sulphur and a fire opal of not less
than 200 GP in value.

- 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.

Mage Spells Fifth Level


The material component of this spell is a
jade tipped wand, which disappears after
casting.

Kestrels Skill Eraser (Necromancy)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Person touched
Saving Throw: Negates
This spell makes a character completely
forget a single weapon or nonweapon proficiency. The character thus affected forgets any
knowledge about and loses any abilities
granted by that particular proficiency, and may
elect either to relearn that proficiency or to learn
a new one. This learning process, however,
takes the remainder of that characters present
level. Basically, he will gain a proficiency slot
when he attains his next level.
Each application of this spell only affects a
single proficiency slot. For example, if a character had specialized in a weapon, the first use
of the spell would erase the benefits of specialization but not the proficiency, and another use
of the spell could then be used to erase the
proficiency. Similarly, a proficiency requiring two
slots (i.e., healing) would only be reduced to
half its normal ability check through a single
use of this spell.
Use of this spell on an unwilling recipient
requires a successful to hit roll, and the subject still receives a saving throw vs. the spell.
A priests Restoration spell or a Wish can restore the lost proficiency slot immediately.
The material component is a leaf from a rubber plant, which must be rubbed on the person to be affected.

Kiris Excellent Skill (Alteration)


Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
This spell temporarily empowers the recipient with the ability to temporarily use any one
nonweapon proficiency of the wizards choice
at full, normal ability for the duration of the spell.
If the recipient already has the skill, it is increased by +2 for the duration of the spell.
The material component is an item related
to the skill chosen.

Kiris Mystical Coat of Armour (Abjuration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None

This spell creates a shimmering field of force


that completely surrounds the recipient and all
of his equipment. The magical armour absorbs
2 points of damage per level of the wizard. The
spell protects against physical and elemental
attacks but not against falling damage, gas, or
mental attacks.
The field offers other benefits: * Immunity to
vorpal, sharpness, and assassination attacks
if the field still stands after the attack. * No need
for items to save against breath weapon, crushing blow, etc. if the field still stands. * Pick pockets, poisoned attacks, touch spells will have no
effect with the field in effect.
These benefits and others like it exist due to
the fact that the body cannot be reached until
the field is destroyed.
The material component for this spell is a
gilded piece of full plate armour of no less than
1000 GP value.

Kiris Mystical Screen (Abjuration)


Range: Touch
Components: V, S
Duration: 3 turns/level
Casting Time: 3
Area of Effect: One person
Saving Throw: None
When this spell is cast, the recipient is surrounded by a grey, repulser like field. The effects of this field is a bonus of 1 to the persons
armour class per 2 levels of the wizard and 1
to the persons saves per 3 levels of the
wizard.

Lightning Curtain (Evocation)


Range: 60 m
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 2 m/level
Saving Throw: Special
When this spell is cast, a crackling, shimmering plane of electrical force will come into being. Anyone passing through the lightning curtain will suffer 2d8 points of damage plus one
point for every level the spellcaster possesses.
If the individual passing through the curtain is
wearing metal armour or carrying conductive
objects (swords, iron spikes, etc.) of at least two
pounds weight, the damage inflicted by the
lightning curtain will be increased two 3d8
points plus one point per level of the wizard.
No saving throw is allowed for creatures who
pass through the curtain, and touching the curtain with a metal object has the same effect as
if that person had walked through the curtain.
A lightning curtain is also attracted to nearby
metal objects; anyone wearing or carrying
such an item will be sparked by the wall if she
approaches to within 1.5 m of the electrical
plane. Such a spark inflicts 1d8 points of
damage upon the unlucky victim. The wizard
who creates the lightning curtain can cause it
to a part for him alone, and the lightning curtain will not spark him during this time.

- 81 -

The lightning curtain is fairly transparent,


allowing persons on opposite sides of it to see
each other. In addition, the glow of the lightning
is sufficient to illuminate the area on either side
of it up to a distance of 3 m. Spells and missiles may be cast through the lightning curtain,
but at all missiles must successfully save vs.
electricity or be destroyed. The lightning curtain will not hinder any spells except for electrical attacks, which it will absorb. The lightning
curtain will persist for as long as the wizard
concentrates upon it, or for two rounds plus
one round per level if concentration is not
maintained.
The material components necessary for the
spell are a piece of amber, a bit of fur, and a
square of fine velvet.

Lycanthropy (Alteration, Necromancy)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 20 minutes
Area of Effect: One creature
Saving Throw: Negates
This spell inflicts lycanthropy on a character or creature. Since it is nonmagical in nature,
this lycanthropy cannot be cured by a Dispel
Magic, though it can be cured in the way ordinary lycanthropy can be healed. Note that the
victim must be touched for the entire casting
time for the spell to take effect.
The material component for this spell is a
lycanthropes tooth or a fresh drop of a lycanthropes blood.

Magic Mist (Conjuration/Summoning)


Range: 10 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell summons a Class III intelligent
mist from the elemental plane of air. The creature has spellcasting ability, and can cast its
own spells as well as any spells given to it by
the wizard (if the wizard had the spells memorized when he cast the Magic Mist spell).
Other than this increased ability, these mists
conform to the Attacking Mist spell.

Mage Spells Fifth Level


Intelligent
Mist

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.

Master of Arms (Alteration)


Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: One person
Saving Throw: None
The recipient of this spell temporarily gains
an extra proficiency in any single weapon up
to a double specialization. Note that the spell
may also enable the recipient to use an otherwise non-proficient weapon. The spell lasts for
its duration or until another weapon is used by
the recipient. Up to three of these spells may
be stacked on a single weapon, transforming
a non-proficiency into a double specialization.
The material component is the weapon in
which the proficiency is to be gained, which
must be touched by the recipient of the spell
and is not consumed in the casting.

Matthias Rainbow Doom (Invocation/Evocation)


Range: 10 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One 3 3 m square
Saving Throw: Special
This spell creates 8 types of attacks and
hurls them into the target area. The attack
forms are: cold, fire, electricity, acid, poison,
Magic Missile, energy drain, and physical blow.
Any creature hit will be hit by 1 to 6 types of
attack, and each attack does 1 hp per wizard
level, maximum of 30 hp per type. Note that the
creature can be immune to some attacks and
not others. A successful save reduces each
type of damage taken by half.

Meillikhoms Room of Seclusion


(Alteration)
Range: Touch
Components: V, S, M
Duration: 1 week/level
Casting Time: 1 turn
Area of Effect: 3 3 m area
Saving Throw: None
With this spell, the caster can create an extra-dimensional room (1.5 m cube per level)
with one side adjacent to an unbroken 3 3
metre area (i.e. one that has no doors, windows,
or other such openings). The surface area
(which must be touched) now acts as a phase
door into the secluded room. The room can be
of any shape and size up to the limit of the spell
but at least one side must be at least a 3 3
m area. Thus, the room could be rectangular,
pyramidal, hemispherical, etc. The room lasts
for 1 week per level of the caster, or until dispelled.
The caster may bring any item, materials,
etc. as he desires into the room, so long as the
object can fit through the phase door and is
touched by the caster (and only by the caster).
At the end of the spells duration, anyone or
anything still within the room is now trapped in
that extradimensional space. escape is only
possible through other extraplanar travel. This
also occurs when a dispel magic or similar
magic is cast against the phase door area.
The phase door itself is detectable by any
means available that can detect magical auras, but the room itself can only be contacted
through extraplanar means. Spells such as
Clairvoyance and Clairaudience would not
detect the extraplanar room but would instead
detect whatever was on the other side of the
phase door surface.

Mental Ledger (Alteration)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: See below
Area of Effect: Caster
Saving Throw: None
- 82 -

This spell enables the caster to record spells


in an unused portion of his brain, just as if it was
recorded in a spell book. The caster can record
three spell levels for each level of experience.
This will enable the caster to memorize
spells as if the caster were reading the spells
from a spellbook.
If the caster wishes to change the spells
memorized therein, then the caster must recast
mental ledger to change the contents.
The casting time of the spell is one hour per
spell level to be memorized.
The material components of this spell is a
slate of pure quality lead crystal of no less than
5000 GP value which disappears after the spell
is cast.

Missile Multiplication II (Alteration,


Evocation)
Range: Touch
Components: V, S
Duration: 1/5 round
Casting Time: 6
Area of Effect: One missile
Saving Throw: None
A missile must be fired within the next twelve
seconds. This spell makes 3-18 missiles out of
one. Unlike the fourth level version, the fifth
level version of this spell will multiply abnormal missiles, like poison darts, Ballista bolts,
catapult rocks and other such things. All other
effects are similar to the spell of fourth level.
The possibility of using lethal poison is at the
DMs option.

Mordenkainens Involuntary Wizardry (Enchantment/Charm, Necromancy)


Range: 60 m + 10 m/level
Components: V, S
Duration: Instant
Casting Time: 5
Area of Effect: One spellcasting creature
Saving Throw: Special
This spell forces a single, randomly chosen
spell from the mind of a single spellcasting
being. Without the target doing any casting (or
the use of any material components), the spell
takes full normal effect on the target being; if
this is impossible due to the nature of the spell,
the target being takes one point of damage per
spell level (for instance, Warp Wood , a second
level spell, does two points of damage), and
the spell is lost. The target gets a saving throw
vs. spell with a -3 penalty to avoid all effects; if
this succeeds, the involuntary wizardry has no
effect, and is wasted. It is also wasted if cast
on a being that cant cast spells. Mordenkainens involuntary wizardry cant trigger the use
of a magical item.

Mage Spells Fifth Level


Negate Magic Resistance (Abjuration)
Reversible
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 10-metre radius sphere
Saving Throw: None
This spell causes all hostile creatures within
the spells range to suffer a penalty to magic
resistance checks of 5% per level of the wizard.
The reverse of this spell, Bestow Magic Resistance, confers magic resistance of 5% per
level of the wizard on all friendly creatures
within the spells range. Note that friendly
refers to the perception of the wizard; thus, a
party member who was secretly planning to
stab the wizard in the back would still receive
protection from the spell.

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.

Noska Trades Bizarre Insemination


(Conjuration, Necromancy)
Range: Special
Components: V, S, M
Duration: 1 month
Casting Time: 6 hours
Area of Effect: One creature
Saving Throw: Negates
This spell enables the wizard to impregnate
the recipient, be it man, women, or beast, with
either
* the prodigy of the wizard, or * a type I or II
monster of choice.

The impregnation forms anywhere on the


creature, just under the skin. Over a period of
one month the impregnation grows causing
great pain to the recipient. The damage is 1 hp
per day for the first 23 days and 2 hp per day
for the next 4 days. On the 28th day the impregnation breaks through the skin of the spell
recipient, doing 5d4 hp damage, and appears
as an infant of the creature chosen.
Physically removing the impregnation prematurely instantly kills it but also does 4d4 hp
damage to the recipient. Dispel evil cast in the
first week of impregnation will eliminate the
effect.
The wizard needs to know only the name of
the recipient and must possess some material
of the type of creature being created and some
material that was possessed by the spell recipient (with includes hair, etc.) within 24 hours
of casting.
Source: Ted Dreibelbis.

Ouija Board (Divination, Necromancy)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1d10 rounds
Area of Effect: One corpse
Saving Throw: Special
By means of this spell the wizard and a cocaster may vocally ask questions of the spirit
of a dead creature and receive answers
through the ouija board according to the knowledge of that creature. Unwilling spirits may
attempt to fight the power of the ouija board
and may save versus spell as they would have
saved just before they died, and willing spirits
will not be able to find the ouija board 10% of
the time (-1% for every ten years dead).
The ouija board is an oval slab of polished
wood upon which are carved the numbers and
letters of a writing system. In the first round this
spell is cast, the carvings on the board will
change to represent the letters and numbers
of the writing system of the creature being
called. Note that at least one of the wizards will
need to read that language in order to understand the spirits answers. Also on the board are
the words yes and no for answering simple
questions quickly. These are always in the
same location, so a wizard asking a spirit yes/
no questions need not converse in that spirits
language. While both wizards hold opposite
ends of a mithril triangle to the face of the
board in which a hollow circle is inscribed, the
spirit pushes the hollowed circle over the desired symbols.
If two or more necromancers use the ouija
board together, the wizards level is treated as
the sum of both. Otherwise, the co-caster is
ignored, though this individual must also be a
wizard.
Occasionally, the spirit may be yanked from
the board by another, or may grow disinterested in the conversation. The chance that a
spirit will stay with it for each minute of conversation is (10*level)% for the first minute
minus a cumulative 10% for each additional

- 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.

Phantasmal Force I (Illusion/Phantasm)


Range: 15 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1.5 m/level radius
Saving Throw: Special
Upon the casting of this spell, an illusion is
generated which may attack all believing creatures within a 1.5 m per level radius of the illusions epicentre which itself must be within 15
m of the wizard. Creatures within the radius
must make an Intelligence check (at a modifier ranging from -5 to +5, depending on the
plausibility of the illusion) or believe in the illusions reality. Creatures which make their Intelligence checks may save vs. spell or suffer the
illusions effects despite their disbelief. The illusion may cause up to 1d6 damage per creature for every round such creatures are in the
radius. The wizard must maintain concentration
for the duration or the magic will dissipate.
The material component for this spell is a bit
of fleece.

Pilpins Enhanced Alarm (Abjuration,


Evocation)
Range: 0
Components: V, S, M
Duration: 2 hours + 1 hour/level

Mage Spells Fifth Level


Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Pilpins Power (Enchantment)

This spell is a more powerful version of the


Alarm spell. The wizard causes a one-story
building, with a base dimension of 120 m by 120
m, to react to the presence of any creature
larger than 45 dm in volume or about three
pounds in weight. The wizard can Alarm a
multi-story building by reducing the base area
proportionally. As soon as any creature enters
the warded area, touches it, of otherwise contacts it without speaking a password established by the wizard, the Enhanced Alarm lets
out a loud ringing that can be clearly heard
throughout the area of effect and 100 m beyond. The sound lasts for one round then
ceases. Furthermore, if the wizard is within the
area of effect he will automatically know where
the alarm was triggered. Ethereal or astrally
projected creatures do not trigger the alarm,
but flying, levitating, invisible, incorporeal or
gaseous creatures do.
The material components are a tiny silver
bell, a very fine silver wire, a piece of the building to be warded, and a pinch of powdered
pineal gland.

Pilpins Insanity (Enchantment/Charm)


Range: 5 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
This spell can be rather harmless, or fatal. A
person (as defined in Charm Person) that does
not save versus spells is struck with a random
type of insanity. Roll a 1d20 on the following
table to determine type (consult DMG pp.83 for
explanations):
Roll Insanity

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

so that the caster is not pulled to the casters


location. This spell simply stops the effect from
occurring at all.
This spell can also be cast to return a
scrying portal to one way only after it has been
effected Pobithakors Tracer spell without having to resort to Dispel Magic.

Rathes Contingency Trigger (Alteration)


Range: 3 m
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 27 dm/level
Saving Throw: Special
The Contingency Trigger functions identically to the third level Rathes Trigger spell, with
one exception: a condition may be applied to
the triggering of the spell (for instance, trigger only if a man wearing green enters the
area, or trigger if anything made of gold enters the area). Note however that the spells
perception is restricted to the area of effect.
The spell cannot perceive intangibles such as
class, level, or alignment.
The material component is as the Rathes
Trigger spell, but must be worth t wice as
much.

Rhuvas Wizard Stomper (Divination, Evocation)


Only spells with casting times up to 1 round
can be transferred (i.e., Find Familiar, Identify,
Leomunds Trap, Strength, etc. cannot be transferred). The transferred spells variable characteristics (range, duration, area of effect, etc.)
function according to the level of the wizard
originally transferring the spell.
A wizard who transfers spells to another
creature loses the number of spells he has
transferred until the recipient casts the transferred spells or is slain. For example, a ninthlevel wizard with four first- and three secondlevel spells transfers Magic Missile , Charm
Person, and Invisibility to a sixth-level thief. The
wizard can now have only two first- and two
second-level spells until the thief casts some
of the transferred spells. If the thief casts Magic
Missile and Invisibility, the wizard can now have
three first- and all his second-level spells
(three).
The casting time is 1 turn plus 1 round for
every spell transferred.
The material components are a drop of the
wizards and recipients blood.

Pobithakors Protection (Abjuration)


Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1/2
Area of Effect: Caster
Saving Throw: None
This is an improved version of Pobithakors
Pacifier. When the caster is effected by
Pobithakors Placer spell, this spell can be cast

- 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.

Sanhs Sunray (Evocation)


Range: 80 m + 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Sanhs Sunray is a special spell designed for
use against undead and other foul creatures
of darkness. This ray exactly matches the ra-

Mage Spells Fifth Level


diation mix of pure sunlight; it inflicts 1d4 hit
points per level of the wizard against living
beings, not all that impressive at first glance.
Undead and other negative matter creatures
fare far worse, sustaining a whopping 1d12 per
level
of
the
wizard.
Saving Throws are the same as per Sanhs Ray
of Light, except that undead save at -4, and
undead which are specifically harmed by sunlight suffer the effects of 1 round in the sun per
level of the wizard in lieu of a normal damage
roll (unless, of course, the normal roll would be
more damaging). For fumbled saves, the victim loses one eye, is blinded for 1d6 rounds
followed by 2d6 rounds in a dazzled state. The
reason this is so is because of the large
amount of ultraviolet light in the ray. Since only
the source of the light, not the light itself is
magical, magic resistance is ineffective against
this spell.

Sarius Ethereal Transfer (Alteration,


Enchantment)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
By means of this spell, a mage is able to
cause one creature of his current size class to
enter the ethereal plane. Once there, the creature is empowered to exit through any border
ethereal curtains onto one of the elemental
planes or the prime material plane unless it
was an unwilling victim of this spell and failed
to make its saving throw, although a successful Dispel Magic cast on the creature (in a border ethereal curtain) will cause it to exit through
the border ethereal. Otherwise, the creature is
stuck in the ethereal plane until it can find another way to transfer from the border ethereal
into an elemental or prime material plane.
For every 2 levels of experience over 9th
level a mage may touch an additional person
of his size class and transfer him into the ethereal plane. The classes are tiny, small, medium,
large, huge, and gargantuan. If the caster is of
medium size he has each touch slot equal to
3 tiny, 2 small, 1 medium, 1/2 large, 1/4 huge,
and 1/6 gargantuan size classes. Therefore, he
would need 6 slots (i.e., be a 19th level mage)
to cast a gargantuan creature into the ethereal
plane.
Note that a creatures wisdom bonus or penalty against mind effecting spells modifies its
saving throw when it is an unwilling recipient
against this spell unless it is currently voluntarily allowing another spell to be cast upon it, in
which case it is allowed no saving throw.
The material component of this spell is normally a small piece of cockatrice flesh, but
almost any animal with sensory powers which
extend into the ethereal plane will work.
The source of this spell is Sarius Mendlekine.

Sarius Golden Stars of Protection


(Evocation)
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: One floating 0.6 m high
star plate/level
Saving Throw: None
This spell creates golden, shimmering, starshaped plates of force which move around the
caster in a constant motion, deflecting any missile, hand, or weapon attacks directed at the
caster. The Armour Class of the mage is improved by a factor of 1 for every three stars still
active and any successful physical melee attack (including boulders, ballista, or attack
forms similar to a dragons belly flop manoeuvre) will be deflected automatically. Creatures
of size L (or larger) who are deflected must still
land somewhere, possibly injuring friend or foe.
Non-missile attacks by creatures with an effective strength of 25 require a saving throw versus breath weapons to deflect.
Each star is able to sustain 10 hit points of
damage before disrupting, so if a deflected attack does not cause enough damage to disrupt a star (chosen randomly) the star will remain active. For every 5 stars active, the effects
of breath weapons directed at the caster will
be reduced by 1 hit point per damage die, with
total protection from breath attacks becoming
a possibility, though, unless the breath weapon
causes less damage than the current hit points
of a star it will assuredly disrupt the entire field
of stars in the process.
While the stars orbit the mage he is at a -1
to hit penalty for every star active whenever a
to hit roll is needed, including spells. The mage
may create fewer stars than the maximum possible. Also, the mage may choose to release up
to three stars per round at up to three different
opponents no far ther away from the caster
than 5 m per level and who are in his line of
sight. Released stars act and attack as Magic
Missiles and should be considered triple
strength versions of a normal Magic Missile for
defensive considerations. A star (chosen randomly from the remaining stars) will do damage equal to its current hit points.
The material component(s) of this spell is a
single gold piece for every five-pointed star
created. All pieces are thrown into the air where
they disappear and are replaced by the floating stars.
The source of this spell is Sarius Mendlekine.

Scrybane (Divination, Enchantment/


Charm)

For this spell to work, the wizard must cast


it when he believes that he is being watched
through the use of spells or magical scrying
devices (for instance, ESP , Crystal Balls, or
Wizard Eyes). Immediately after the wizard
being scryed casts this one-word spell, the
scryer may suffer one or more of the following
effects (roll separate percentile dice for each):

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

All spell-like effects are at the level of the


caster of the Scrybane. The scryer must make
separate saving throws to avoid each of the
effects befalling him.
The material components for this spell are
a dark translucent stone worth at least 500
gold pieces, and a small flame.
The spell Scrybane is one of many powerful anti-divinatory spells. A wise mage should
somehow acquire one before beginning magical research of his own.

Sex Change (Alteration, Evocation)


Range: 5 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
This spell causes the victims sex to change.
Thus, a male becomes female and vice-versa.
The wizard can choose to change either
only the targets sex, or to change the targets
sex and entire body, as if the target was born
the new sex. The targets clothes may, also at
the wizards option, change to fit it. The change
takes 1 round; to dispel the spell, Dispel Magic
must be cast during this period.
At the wizards option, the target may be
made to actually think and act as though it was
the new sex. The chances of this are the same
as for assumption of a new forms personality
when Polymorphed (q.v.): if a d20 roll, made
each day, is less than or equal to 20 minus the
targets Intelligence, the target no longer wishes
to return to its own sex and finds it natural to
act as its new sex.
The material component for this spell is a
golden ring.

Sillvatars Dragon Claw (Conjura-

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

Mage Spells Fifth Level


This spell conjures a semi-real, shadowy
dragon claw anywhere within spell range. This
claw will attack any target as directed by the
caster; full concentration is necessary to attack
with the claw; if the caster loses concentration,
the claw will hover in place until the caster
again gains control. The claws attack uses the
casters normal THAC0 and inflicts damage
equal to that of the dragon the material component came from. For example, if the material component came from a black dragon, the
attack inflicts 1-6 points of damage per attack.
For every 5 levels of the caster, one attack
with the claw may be made, up to a maximum
of 4 attacks, although only a single attack may
be made in a single round. The claw dissipates
when the maximum number of attacks is
made, or when the spell duration expires,
whichever comes first. The claw may also be
dispelled, but may not be harmed by other
attacks.
The material component for this spell is the
claw from any type of dragon; this component
is consumed when the spell is cast.

Sillvatars Flamestaff (Enchantment/


Charm, Invocation/Evocation)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
This spell will enchant one normal staff with
a temporary magical dweomer. In order to cast
this spell, a ruby worth at least 300 GP is bound
to the end of the staff; this gem will glow with
a soft light as long as the spell is in effect. This
spell may have one of two affects as decided
at the time of the casting: the staff may be used
to discharge a Fireball as per the spell; this will
have all the effects (including dice of damage)
as if the caster had cast a Fireball spell; discharging the Fireball has a casting time of 1. If
used in this manner, the spell expires after the
Fireball is used, or after 1 round per level of the
caster has passed (if not used in that time, the
spell dissipates, and has no effect).
Alternately, the caster may employ a number
of lesser effects: if the staff scores a hit in combat, the staff will discharge a burst of flames
that will engulf the target; these flames inflict
1d4 points of damage, plus 1 point per level of
the caster (up to a maximum of 1d4+20). A
successful save vs. spell reduces the damage
by one half; if the save fails, all possessions
must save vs. magical fire, or be consumed.
The staff may be used in this manner once per
five levels of the caster (to a maximum of 4
times). If the staff misses its targets, no charge
is used (nor may the caster elect to do so); a
charge is used only if a hit is scored. If all
charges are not used in 1 round per level of the
caster, the spell dissipates, and all remaining
charges are lost.
The only material components for this spell
are the staff and the ruby; the ruby is consumed when the spell ends, but the staff is not
affected.

Sillvatars Shockingstaff (Enchantment/Charm, Invocation/Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
This spell is identical to Sillvatars Flamestaff
except it may be used to discharge a lightning
bolt (as per the spell) or electrical discharges
when a hit is scored in combat. Damage, duration, etc. are identical to that of the Flamestaff. Saves for possessions are made vs. lightning for both applications of this spell.
Instead of a ruby, this spell has a sapphire
for a material component; it is consumed when
the spell ends.

Sonorics Illusionary Observer (Divination, Illusionism/Phantasm)


Range: 100 m/level
Components: V, S, M
Duration: Special
Casting Time: One turn
Area of Effect: Special
Saving Throw: None
This spell creates the illusion of a creature,
up to Medium in size, through which the caster
gains the advantage of a clairaudience and
clairvoyance spell. The caster must determine
the appearance of the illusionary observer,
during the casting of the spell. If it is a creature the caster is not familiar with, observers of
the illusion are at +4 to notice it as such. If the
caster has an accurate drawing or carving of
the illusionary subject, observers are at -4 to
spot the illusion. Those successfully noticing
the illusion see it become merely become
translucent, it does not disappear. The illusion
is incapable of making any sounds, and is
completely insubstantial, even if someone
touching it is unaware that it is an illusion.
The illusion has a movement rate of 30, and
it is capable of passing through solid objects,
all save lead, the touch of which cancels the
spell. The caster must carefully concentrate on
the illusion (i.e. incapable of other action) to use
the Clairaudience and Clairvoyance powers, as
well as keeping the appearance realistic. If the
caster breaks concentration for some reason,
the illusion freezes in whatever position it was
in, until the caster resumes concentration or the
spells expires.

This spell summons a major etherling, from


the Ethereal Plane, to do the casters bidding.
Major Etherlings are fairly intelligent, although
they still suffer from summoner-awe. The caster summons one etherling per five levels, for
example two at sixth, three at eleventh, etc. The
summoned etherlings are eager to serve the
caster, and they are capable of more complicated tasks than their lesser brethren.
A major etherling (AC: 0, MV: 60, HD: 4, #AT:
2, D: 1-3/1-3, INT: 12) is a man-sized, transparent, humanoid-appearing creature, formed of
the stuff of the plane ethereal. It has some control over its appearance on the Prime Material
plane, although, regardless of form, they have
blurry outlines, and are partially transparent. It
also moves by flight, although it is sophisticated enough to give the illusion of walking.
Being mostly on the ethereal plane, it is able
to pass through solid objects, save lead, the
touch of which, if it fails a save versus paralysation, returns it to the Ethereal plane, cancelling the spell. Major etherlings are fairly intelligent, and have a 20% chance of knowing
any specific minor lore, although it will answer
such a question only once. A major etherling
will be stricken with extreme respect for the
summoner, and will attempt to follow the spirit
of its commands to the best of its ability. It has
the ability to turn small items, of less than ten
pounds in weight, ethereal, allowing it to transport the item. It may only carry one such item
at a time, however. It too has a photographic
memory.
Major etherlings are capable of performing
complicated tasks, and can grasp abstract
concepts. Once given a task, it will remain on
the Prime Material plane until the task is complete, or its time runs out. One advantage the
major etherling possess over its lesser brethren. However, its ability to move into the Ethereal Plane, and return to the Prime Material
plane, essentially teleporting. It is also capable of completing tasks on the Ethereal plane,
as well as the Prime Material. Again, an intelligence check is required for particularly baffling
problems encountered in its task, and if the
task is rendered somehow incompletable, and
the etherling makes it INT check, it will return
to the caster, and inform him of the problem,
before returning to the ethereal plane (for
good).
Being dual-plane beings, they are only hit by
magic weapons, and spells. The material components of this spell are jade figurines, one for
each etherling to be summoned.

Spell Turning (Alteration)

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

This spell, which was researched by


Grimbor, distorts the three normal dimensions
with respect to magic spells directed at the
wizard. Any spell cast at the wizard will usually
rebound, in part or perhaps in whole. When a
spell is directed at the wizard, percentile dice
are rolled and rounded to the nearest decimal,

The material components for this spell are


a bit of fleece, and a humanoid eye and ear.

Sonorics Superior Minions (Conju-

- 86 -

Mage Spells Fifth Level


i.e. 1-5 is dropped, 6-9 adds 10, so 05 equals
0% but 96 equals 100%. The score of the percentile dice indicates what portion has been
turned. Damage is awarded proportionally.
Saving throws for both opponents are adjusted
upward by +1 for each 10% below 100%; i.e.
80% equals +2, 70% equals +3, ... 10% equals
+9. See the table below. Spells which normally
allow no saving throw may be negated or inflict half normal damage if a special saving
throw is made. For each 10% of the spell turned,
allow a save of 5% (1 in 20); see the table
below. This special saving throw is not modified by race, magic items, or other conditions.

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
-

Spell turning does not apply to spells which


affect an area and are not cast directly at the
wizard, nor spells which are delivered by touch,
nor magic delivered by devices or at-will abilities, such as rods, staves, wands, rings or other
items, or monsters abilities such as a devils
Hold Person or a storm giants Lightning Bolt.
If the attacking wizard also has Spell Turning, either through ring or spell, the following
table applies:

Roll

Ef
fect
Effect

01-70 Spell drains away without effect


71-80 Spell affects both equally at full effect
81-97 Both spells (or spell and ring) are
drained permanently
98-00 Both individuals sent through a rift to
the positive material plane

The material component of the spell is a


small silver mirror.

Summon Warrior (Conjuration/Summoning)


Range: 40 m
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Within one round of casting this spell, the
wizard conjurers 1d3 warriors to aid him. The
summoned warriors will be of a level equal to
1/2 the level of the caster (rounded down) up
to a maximum of twentieth level. They will per-

form as per monsters summoned by monster


summoning spells. Note that in certain, circumstances, adventurers may be summoned (who
will recall the details of their trip). The warriors
will appear anywhere within the spell range as
desired by the caster. The type of warrior summoned is as follows:
Caster
Casters level:
Paladin:
15 or less
16-20
21 or more

Fighter : Ranger:

70%
60%
50%

20%
20%
25%

10%
20%
25%

Equipment and abilities are determined randomly.


The material component for this spell is a
dagger of the finest quality, which is consumed
when the spell is cast.

Superior Sleep (Enchantment/Charm)


Range: 30 m + 3 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 18 m diameter sphere
Saving Throw: None
This is a much improved version of the first
level Magic User spell Sleep. The creatures affected fall into a deep slumber from which they
cannot awaken from for at least one turn (unless a dispel magic is used).
For each creature the caster chooses to affect, a certain amount of the spells power is
used to put the creature to sleep. An effect die
roll of 4-48 is rolled. This is the number of points
that can be used to put creatures to sleep. It
takes a different number of points per creature
to put a creature to sleep, depending upon its
hit dice or level. The caster can keep on putting
creatures to sleep until all the points are used
up, or there is not enough points left to effect
another creature, or that all the creatures are
already asleep in the area of effect. The point
costs are as follows:

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

Note: As an additional twist, the particular


enchantments of this spell do not allow elves
their normal resistance to enchantment/charm,
but in turn they get a save vs. spells to avoid
the effects of the spell.

- 87 -

The material components of this spell is


sand from a dead sandman which is tossed in
the air while the caster sings a short lullaby.

Taint Alignment (Enchantment/Charm)


Range: Special
Components: V, S, M
Duration: 1 day/level or special
Casting Time: 1 turn
Area of Effect: One humanoid creature
Saving Throw: Special
Taint alignment has similar effect to a character as performing a deed opposite to his
alignment, except that this one shows. Casting
it requires knowing the true name of the target,
which knowledge can be obtained by other
magic. Casting the spell causes the target to
make a saving throw vs. spells with a penalty
of 2 on die roll. If he makes the save, the spell
rebounds on the caster, who shall also have to
save, but with a bonus of 2 on die. The spell
shall rebound between the two regardless of
distance until one fails a save, or both have
made three saves, in which case the spell fails.
An affected TN character would get a random
alignment of the corner 4.
Effects vary depending on the alignment of
the victim. If the affected is a paladin, the effects thus far taken for granted are reversed:
laying on hands would cause damage, detect
evil turns into detect good, remove fear effect
into cause fear. Yet, the paladin might have no
idea whats happening until he tries to ride his
mount or draw his Holy Avenger +5. For an antipaladin, the same goes, reversed. A cleric
would instantly lose the ability to acquire spells,
though not his spell casting or scroll reading
ability. For any character, theres a number of
standard effects:

Know Alignment shows the reversed


alignment.
Detect Good/Evil work as for the new
alignment.
Bad dreams.
Problems with other people.
The Good emit fear, the Evil get liked,
Law be approached with caution,
Chaos be felt as a sign of responsibility
Temples of ones own religion feel bad.
Temptation to truly switch alignment
fully, which would have the certain standard
effects described in DMG, such as losing a
level of experience. a change in alignment
can be felt by people in contact with the
affected. Not definitely, but more in the I
feel somethings wrong-manner.

The curse cannot be magically removed with


anything less than a Limited Wish, until the time
is full. Of course, the target wouldnt know that
the effect isnt permanent..
If a sign of faltering from the original alignment is done, then the effect does become
permanent. Slight faltering causes prolonged
duration, as the energy of the spell isnt as
seriously tried as it might be.

Mage Spells Fifth Level


Timespeed (Alteration, Enchantment)
Range: 9 m
Components: V, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: One creature/2 levels in a
6 m square
Saving Throw: None
This spell is similar to a Haste spell, but instead of speeding up the recipients metabolic
reactions, Timespeed alters the flow of time
around the recipients. As a result, for every
minute that passes in the real world, 2 minutes
passes for those affected. Because time itself
is being changed, those affected by this spell
do not age. On the downside, all spells or spell
effects cast on the recipients of a Timespeed
only last half as long (going by real world
time), regardless of whether or not they were
cast before or during the Timespeed. The
maintenance cost of psionic powers that affect
only the psionicist is doubled as well. Wizards
cast spells as if they were under the influence
of an Alacrity spell (Tome of Magic).
The material components are two clock
faces painted on slate, one an hour ahead of
the other. These are consumed during the
casting.

Tonguetwister (Abjuration, Alteration)


Range: 3 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One target
Saving Throw: Negates
When this spell is cast on an enemy spellcaster, it will cause the targets tongue to twitch
violently, thus disrupting any spell being cast
at the moment, unless the victim makes a successful save vs. spell. The level of the spell
being cast by the target determines the modifier applied to the save as follows: save modifier = spell level -5 (i.e. a 2nd level spell inflicts
a -3 to the save, a 7th level spell earns a +2 to
the save, etc.).
The victim must be in the process of casting a spell with a *verbal* component. If no
spell is currently being cast by the target, the
Tonguetwister has no effect. If the opponents
spell goes into effect at the same time as the
Tonguetwister, the victim earns an additional
+2 bonus to the save. This spell cannot affect
a spell that has already been cast, nor one that
is to be cast in the future.
The material component of this spell is a
tongue of any creature; this is consumed when
the spell is cast.

Traelangers Extermination (Alteration, Conjuration/Summoning)

Area of Effect: 12 m diameter sphere


Saving Throw: None
When this spell is cast, it causes all creatures in the area of effect who have less than
5 hit points maximum and less than 8 intelligence to die.
The spell can effect a total number of hit
points equal to seven times the casters level.
When determining what creatures die from
the effects of the spell, start with the creatures
with the lowest hit points, and then go from
there.
The material components for the spell is a
handful of live bugs which must be squashed
as the spell is cast while the caster yells out
Seven in one blow!.

Travel Cancellation (Alteration)


Range: 30 m
Components: V, S, M
Duration: 1 turn/level or until used
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This spell prevents travel by extraplanar
means, distorting the effects of spells like Blink
and Teleport. Any time a spell involving such
transport is cast and the victim is involved (either as wizard or passenger), there is a 5%
chance per level of the caster of Travel Cancellation that the transport spell will misfire. The
spell lasts for a maximum of 1 turn per level, or
for level/3 (rounded down) cancellations,
whichever comes first.

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.

Succor (both versions), Teleport Without


Error, Astral Spell, and any spells over sixth
level are unaffected. It is the DMs option if
extradimensional magic items (Bag of holding,
Well of the worlds, etc) are affected by Travel
Cancellation.
The material component are two magnets
that are strongly attracted to one another, one
of which has the wizards sigil painted on it.

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5

Trytons Armour (Abjuration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This fifth level version of the first level spell
Armour provides an AC of -2. In all other respects it is the same.

Trytons Death Grip (Necromancy)


Range: Touch
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Any creatures under 6 HD touched by the
caster are automatically brought to 0 hp, and
their life energy is drained away (they are dead,
not unconscious). Creatures of 6 HD and
above are afflicted with a double strength
Shocking Grasp (2d8 points of damage + 2
points per level), although the damage is not
caused by lightning, but negative energy.

Vanquils Drifting Blizzard (Evocation)


Range: 10 m
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 12 m 6 m 6 m cloud
Saving Throw: Special
This spell is a cold-based version of Cloudkill, creating a light grey cloud that leaves frost
in its wake. It functions just like a Cloudkill ,
except that damage comes from cold, making
fire based creatures more vulnerable to the
spell (treat them as having 2 fewer hit dice, and
they automatically take double damage). Creatures who fail their saving throws by 4 or more
are encased in a thin layer of ice (about 5 mm).
Those who make their saving throws still take
appropriate damage (1d10). Cold based creatures are immune to this spell, and some (like
white dragons) might find it refreshing.

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)

This spell has no material components.

- 88 -

Mage Spells Fifth Level


Vanquils Freeze Ray (Evocation)

Wolldins Backstabber (Illusion/Phantasm)

Range: 1.5 m/level


Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
This is an modified version of Cone Of Cold
that effects only one creature. It creates a beam
of intense cold 1.50 m long per wizard level, but
only a tenth of an inch wide. If the target fails
its saving throw (versus spell), it takes 1d8
points of damage per wizard level (up to 12d8).
If the target makes its saving throw, it narrowly
dodges the beam, but is close enough for its
body heat to dissipate the beam. Of course,
that also means the beam cools down the target, causing 1 point of damage per wizard level
(up to a maximum of 12).
Creatures that are cold-based (like white
dragons or ice para-elementals) take no damage from this spell, but fire-based creatures
(like red dragons and salamanders) take +1
point of damage per hit die. Undead take no
damage from this version.

Wileys Door (Alteration)


Range: 0
Components: V
Duration: 1 round
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Causes a door to appear immediately before the caster and a matching door up to 9
metres away. The first door appears framed by
glowing blue lines 1.5 m wide by 2.4 m tall. The
second door is invisible. Living matter up to
400 pounds or nonliving up to 800 pounds may
be transported from the first door to the second door (trade off one pound living for two
pounds nonliving). This doors provide one-way
transport only.

Wileys Teleport (Alteration)


Range: 150 miles
Components: V, S
Duration: Concentration
Casting Time: 1 turn
Area of Effect: Caster plus additional
weight (s.b.)
Saving Throw: None
This spell allows the caster to teleport himself and 100 pounds per level above 7th of additional stuff that he is carrying to a specified
destination at most 150 miles distant. The
chances of error are the same as for normal
teleport, except that if the caster would normally end up is a solid object, the spell will
abort.
The maternal component is a map of the
destination, which is not consumed.

Range: 6 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: None

Also, the affected is allowed +2 to hit and


damage in the first three rounds, due to his
new-found valour.
The material component is any light source,
which is not extinguished, but a Continual Light
or Light spell is not sufficient.

Mage Spells Sixth Level


Acid Rain (Evocation)

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

The figure (and weapon) will appear behind


the creature chosen as the target for this spell
(the target must be within spell range); it will
then deliver an instantaneous backstab at the
victim. The casters normal THAC0 is used to
resolved hits (all applicable bonuses apply normally, including the bonus for attacking from
behind); the attack is always made with surprise (unless it is normally impossible to surprise the target) and therefore, dexterity and
shield bonuses to AC do not apply to the attack.

This spell will cause a sheet of corrosive acid


to fall from the sky (actually, it will appear 3 m
over the target spot). All creatures or objects
underneath will be subject to its effects. The
acid will corrode wood, metal, cloth, and flesh.
The initial inundation will cause 1d6 damage
per level (with a maximum of 10d6). A successful saving throw will cause half damage, and
adds +1 to subsequent saves. All items exposed to the acid must also save. If a magical
item saves successfully, no further saves are
necessary.

In the case of a successful hit, the base


damage is as per the weapon used in the attack; however the attack also receives a backstab damage bonus as if made by a thief of a
level equal to the casters level; normal damage bonuses also apply to the attack.
The only material component for this spell
is the weapon used in the attack; it, as well as
the spectral creature, disappear after the attack is made, whether it was successful or
not.

Armour loses one point of AC per round. If


it loses all of its points, it disintegrates and falls
to the ground. Weapons lose one point per
round. The number of points is determined by
size (L=3, M=2, S=1). When all points are gone,
the weapon is too weak to use in combat.
All damage done to items (other than loss
of magical properties), can be repaired with a
Mend spell, or the like, unless the item was
destroyed. Subsequent damage to flesh is 1d6
per round. All subsequent damage can be
avoided if victims immerse themselves in water, to wash off the acid.

Wonderlight (Enchantment/Charm,

The material components of this spell are


rain water and sulphur.

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 -

Alphas Firefountain (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
This spell is similar to the 4th level Alphas
Firefall spell, but is more powerful in two ways.
First, the spray of liquid fire burns for a total of
three rounds, inflicting 3d6 damage the first
round, 2d6 the second, and 1d6 the third. There
is no saving throw vs. the damage inflicted by
the spray. Second, the caster is able to throw
up one prominence of flame (for 4d10 fire damage the first round, and 2d10 the second, with
a save vs. breath weapon to halve damage) for
every six levels of the caster (rounding off all
fractions).

Mage Spells Sixth Level


The material component is a lump of pitch,
sulphur, saltpetre, and magnesium and an
available fire source.

Alphas Rainbow Warrior (Evocation,


Summoning)
Range: 5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell invokes energy and the spirit of a
creature from the Quasi-Elemental Plane of Radiance. The Rainbow Warrior has as many hit
points as the caster would at full health, and
attacks as a fighter of half the casters level.
The Warrior has an armour class of 0, and can
only be struck by magical weapons. It attacks
with a spear of radiance, which causes damage the same way as the 2nd level Rainbow
Beam spell if the target is struck. As with that
spell, the caster has a 5% per level chance of
selecting the colour of the spear, otherwise it
is random. The Rainbow Warrior may fly at a
movement rate of 24, but it has no real substance and cannot touch nor carry any material object. Creatures dwelling on or drawing
power from the Negative Material Plane or
Plane of Shadow suffer 1d6 damage every
round that they are within 6 m of the Rainbow
Warrior, as it sheds a bright globe of light
strongly infused with energy from the Positive
Material Plane. The 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. Darkdwelling 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.

Alphas Starlight Citadel (Conjuration/Summoning)


Range: 30 m
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

This spell can only be cast in an area under


star- or moonlight. When cast, it brings into being a deep blue-black tower of magical metal,
with many faint silvery gleams. This tower is in
all respects similar to a Daerns Instant Fortress
(q.v.) except that it grows slowly during the
course of the casting, and so no creature able
to move could possibly be harmed by its expansion. The door to the Citadel is Wizard
Locked at the casters level. One creature for
each level of experience of the caster may be
designated in the casting of the spell, and such
creatures may freely open the door, though the
caster may override this at any time by mental
command. The magic of the walls of the citadel prevents the passage of any creature ethereal, astral, or out-of-phase creature.
Teleportation into and out of the tower is still
possible. This spell lasts until the first rays of
direct sunlight strike the tower, but it cannot last
longer than 2 hours + 1 hour per level of the
caster in any event.
The material component is a star sapphire
and a small steel carving of a tower.

Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)


Range: Infinite
Components: V
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
This spell is a weaker version of the 7th level
wizard spell Limited Wish . Alter Occurrence
enables the wizard to alter the way an event in
the very recent past actually occurred. For the
casting of the spell, the wizard recounts an
event which occurred up to two rounds previous which he viewed first-hand. The wizard,
while recounting the incident, modifies it in the
way which he would have liked for it to occur.
At the end of the casting, the past will be
rewoven along the lines of the casters version,
by a base guideline of 3% per level of the
caster. (For instance, Johann, a 12th level wizard, uses the spell to make a freak gust of wind
blow an arrow totally off course which shot his
companion Rykor in the heart a few seconds
ago a critical hit. Johann has a 36% chance
to make the arrow miss, else it still hits doing
regular damage. If Johann had asked for the
arrow to have missed Rykors heart, it might
have still hit Rykor but would have done only
100 - 36 = 64% of the designated damage.)
This spell will automatically modify the perceptions of the past for all of those, other than
the caster, who were present during both the
modified and unmodified events unless they
make a saving throw vs. spells. Alter Occurrence cannot be used to raise character abilities (even temporarily) or mimic other magical
effects. Frequent use of this spell may cause
the wizard to go insane; make an INT check
with a cumulative -1 penalty each time the spell
is used by the same caster over a one week
period, or suffer a random type of insanity.

- 90 -

Alter Occurrence is a spell published by the


wizard Saridan Hysakai after over a decade of
study (an unknown amount of which was spent
at the Plane of Time). Saridan subsequently
went insane.

Azuras Black Scythe (Evocation,


Necromancy)
Range: 3 m
Components: V, S
Casting time: 6
Duration: 1 round/2 levels
Area of Effect: 3 m long, 180 degree arc
Saving Throw: Special
The black scythe is a fearsome weapon to
behold, stretching 2.4 m and immolated in
wispy green flames. It sweeps a 3 m long, 180
degree arc and can hit all targets within its area
as a monster of the casters hit die. Creatures
up to 4+1 hit dice are slain instantly, while those
above 4+1 hit dice but below 8+3 must save
vs. spells or be stunned for 2-5 round. Those
who possess 8+3 hit dice up to 10 hit dice must
save vs. spells or be slowed for 1-4 rounds. All
effects are cumulative. The scythe inflicts 1d10
damage in addition to its other effects.
The material component is a miniature sickle
with an ebony shaft and an adamantine blade
costing 500 GP to construct.

Block Teleport (Abjuration)


Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 6
Area of Effect: 30 m radius sphere
Saving Throw: None
This spell prevents anyone from teleporting
into or out of the area of effect while the spell
is in effect. It will not effect homing teleport
spells (e. g. Word of Recall). It will also not effect gates.

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.

Mage Spells Sixth Level


Against incorporeal undead and all undead
of 8 HD or more who dont turn as special, a
bonebind acts only as a slowspell.
Bonebind also has additional effects against
certain types of undead. When cast on a vampire, it forces the vampire into corporeal form
and traps it in that form for the spells duration.
(So that it must remain solid, visible, and cant
fly). A bonebind spell prevents a banshee form
wailing while the spell is in effect, and protects
the caster from the aging effects of seeing a
ghost. In the latter case, the spell makes the
caster glow with a white radiance, but has no
effect on the ghost or other undead present.
To be effective against aging, it must be cast
within one turn after sighting the ghost.
Corporeal undead of 7 HD or less get no
saving throw against a bonebind. Incorporeal
undead and all undead of 8 HD or more save
vs. spell with a -1 penalty, but are allowed a
saving throw every second round after the spell
contacts them.
Whenever one succeeds, they break free of
the spell. Liches and vampires are especially
suseptible to bonebind spells, and save with
a -3 penalty (every second round until free, as
above). Special undead are immune to bonebind spells.

Celestarions Barrier of Blackwhite


(Abjuration, Necromancy)
Range: 0
Components: 2 rounds
Duration: 1 round/level
Casting Time: V, S, M
Area of Effect: 10-foot radius
Saving Throw: Special
This spell was created by Celestarion to be
his Ultimate form of protection. Whether it is or
is not is left up to the individual wizard, but
nonetheless it is a powerful spell.
When cast, a sphere of swirling black and
white light appears to surround the wizard and
all those close to him. The Barrier has all of the
following effects:
a) It prevents any spells going through it.
What happens is that the spell energy is drawn
into the top of the sphere.
b) The lighting effects of the sphere prevent
anyone from seeing through it, although those
on the inside can see out. This results in a -4
to hit penalty.
c) All magic within the sphere is unaffected.
Spells cannot be cast out of it, but can be cast
within it.
d) No living being can pass through the
sphere unless a saving throw vs. spells is made
with a -6 penalty. If they fail their saving throw,
they are just unable to pass through.
e) No magic items of any sort can pass
through.
f) Normal physical objects can pass through
as can psionic attacks.
g) If the barrier is not hit by a spell or a magic
item or any psionic discipline, then the barrier
needs energy. It draws 2d4 of the wizards hit
points for every round that it isnt hit. Should
the wizards hit points go below 10% of their
maximum, he starts to lose one level per round.
The spell continues for as long as his initial

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.

Contingent Polymorph Other (Alteration)


Range: 5 yards/level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
This spell will polymorph one creature (as
per Polymorph Other) into another until some
set condition occurs, e.g. polymorphing a toad
into a prince until he is kissed by a woman, or
polymorphing a fighter into a dragon until he
(it) says I wish I were human, etc. The change
from the polymorphed form back into the normal form takes place gradually over 1 round,
so it is impossible to crush someone by
polymorphing a hippo into a flea, putting it on
his head, then triggering the contingency.
The material component of the spell is a bit
of honeycomb.
This spell was researched by Esmerelda.

After this spell is cast, the wizard must make


a successful attack in melee to affect the target. The wizards normal THAC0 is used with a
+2 modifier to hit. The spell will last until a hit
is scored, or until the duration expires, whichever comes first. If a hit is made, the victim
suffers a massive heart attack and must make
a successful system shock roll or die. Even if
this roll succeeds, the target suffers damage
equal to 1d4 + 1 per level of the caster.

Create Ghast (Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 hours
Area of Effect: Special
Saving Throw: None
This spell creates up to one ghast per six
levels of the caster, and these ghasts will follow the commands of their creator to the best
of their ability. Each ghast is formed from the
corpse of a human slain by a ghoul or ghast
who has not yet risen as a ghoul itself. As implied above, humans killed by a ghast will rise
as ghouls to follow the pack.
These corpses are the material components
of the spell.

Detect Individual (Divination)


Range: 10 yards/level
Components: V, S, M
Duration: 2 hours/level
Casting Time: 7 rounds
Area of Effect: One specific being
Saving Throw: None

Copyright (Abjuration, Divination)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None
Cast before starting spell research. Spell can
not be researched except with permission of
one who researched the spell or by the use of
a Limited Wish. A full Wish enables learning &
ability to teach others (variant of Secrecy spell).
If mage dies, require speak with dead to get
permission.

Coradons Cataclysmic Corinary


(Invocation/Evocation, Necromancy)
Range: Touch
Components: V, S
Duration: 1 round/2 levels
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special

- 91 -

This is actually not so much a spell as it is a


class of spells. Detect Individual spells are
keyed to detect the presence and location of
one specific being, and must be researched
as new spells for each being. To successfully
research a Detect Individual spell, a piece of
the being is required. This spell will penetrate
nearly all forms of invisibility or non-detection.
When found, 95% of the time, the characters
will happen on a spell written for some being.
5% of the time, a set of guidelines and notes
will be found which can cut the research time
in half.

Dheryths Energy Cloak (Abjuration,


Evocation)
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: The wizard
Saving Throw: None
This spell makes the wizard seem to be inside a varicoloured, shifting aura of light. He is
totally immune to any and all spells and powers which deal out damage using pure energy,
for example Dheryths Energy Lanc e (q.v.),
Xag-ya or laser, and has a magic resistance of
40% + 1% per level of the wizard versus force
spells, for example a Wall of Force or the vari-

Mage Spells Sixth Level


ous Bigbys spells. Unfortunately, if the force
spell is above fourth level, both the force spell
and the Energy Cloak are negated if the resistance roll is made.
Damage from impure sources of positive
energy (e.g. electricity and fire) is reduced by
one point per level of the wizard per round, up
to a cumulative maximum of 5 times the wizards level in protected points. Any successful
attack by a source of negative energy has the
following effects:
1. Both the negative attack and the Energy
Cloak are negated.
2. Both the Cloaked wizard and the attacker
take 3d10 points of damage (no save, magic
resistance, or other protection). The attacker is
only damaged this way if the negative attack
was delivered by touch (of body, wand, or
melee weapon). Otherwise, see #3, below.
3. Everyone not in physical contact with the
Cloaked wizard takes 3d10 points of damage
minus 1 per foot of distance to the Cloaked
wizard.
The material component for this spell is a
small shield.
Source of all Dheryths spells is Jim Gitzlaff.

Area of Effect: One creature or object


Saving Throw: None
Energy Lance is a slow spell that works only
at very short distances. If the wizard can get it
off, though, its results are rewarding. This spell
causes a gem-tipped wand to spew out a directional beam of intense positive energy at a
single object or creature. Damage done is 1d6
points per level of the wizard over sixth (up to
a maximum of 14d6), with no save allowed.
Additionally, if made the target of the spell,
objects made of non-magical wood, stone, or
metal will have a 6 inch hole drilled through
them up to the maximum range of the spell (or
out the back of the object). Magical objects will
suffer the same fate unless they successfully
save versus disintegration at +1.
The material components of this spell are a
6 to 8 inch platinum wand (1000 GP value) with
a clear diamond or any opal (worth at least 100
GP) set on the end, as well as a loose 100 GP
value gem, which is consumed during the
casting. There is a 10% chance that the gem
on the tip of the wand will shatter as well, reduced to 5% for a 1000 GP gem and to a minimum of 1% for a 10,000 GP value gem.

Dheryths Energy Globe (Alteration,


Evocation)

Dheryths Energy Net (Evocation)

Range: 0
Components: S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Range: 10 feet + 1 foot/level


Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

This spell requires a gem of not less than 50


GP each time it is cast. The gems centre briefly
becomes a minute gate to the positive material plane, and the energies thus released
slowly eat away at the gem from the inside out.
When the duration expires or the gem is broken, the gem explodes into a sphere of pure
energy. The gem must be thrown at ones opponents to be effective (range: S=1, M=2, L=3).
Inflicted damage is as follows:

When this spell is cast, the wizard spreads


apart his hands, and a brilliant Net of positive
energies streaks forth to engulf the target.
Damage is equal to 1d6+1 point per level of the
wizard, with no save allowed. Furthermore, the
target is stunned for the rest of the round. The
maximum number of dice is 16.

Distance to Gem
Impact Place

Damage

less than 2 feet


2 up to 5.9 feet
6 up to 10 feet

4 points/level
2 points/level
1 point/level

The gem is thrown as a stone for which the


wizard has proficiency, and acts as a grenadelike missile if it misses its intended target. If the
gem is thrown against someone or something
(and hits), it will only break instantly if it fails a
save for ceramic versus normal blow (soft
objects) or crushing blow (hard objects).

Dheryths Energy Lance (Evocation)


Range: 10 feet + 1 foot/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round

Dheryths Spell Support (Abjuration)


Range: 0
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell is cast immediately before any
other spell which has a duration (there are
some exceptions - see below). It doubles the
casting time of the other spell and adds verbal and somatic components of its own. The
effect of Spell Support is to make the other
spell totally immune to dispel magic for its
normal duration. The Spell Support itself is not
dispellable, and if it is cast in conjunction with
Permanency, the net effect is to make the other
spell both permanent and undispellable. Certain spells (at the DMs option) may not be
supported, including at least the following
ones:
*anything Wish or Limited Wish related,
*Prismatic Wall, or Prismatic Sphere,
*Otilukes Resilient and Telekinetic Spheres,

- 92 -

*Forcecage and Forcecube,


*anything Gate related,
*Magic Jar, and
*Temporal Stasis.
Spell Support in no way reduces the efficacy
of Mordenkainens Disjunction, nor does a single casting protect any additional spells that
may be active in the same space.
On Permanency, there is a 10% chance per
year that the spell support will fail, leaving the
Permanency intact but unsupported.

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

* Considering only the swords bonus of +1.


** Considering only the swords bonus of +3.

The material component for this spell is a


1000 GP diamond, however, the tooth of a
Tarrasque may be substituted in which case
the weapon functions as a Vorpal blade (see
same reference as above), and gets the +3
bonus to attack and damage rolls.

Ditans Demolition (Alteration)


Range: 120 feet
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 10 feet/level
Saving Throw: None
By means of this spell, the wizard may demolish a dwelling as if it where done by an
expert demolition team. Unless the dwelling is
magical, the spell will totally destroy the build-

Mage Spells Sixth Level


ing. The nice thing about this spell however is,
that when the spell is finished and the dust
clears, all that will be left (nicely stacked and
reusable) are the following: 75% of the wood,
50% of all stone, 10% if any metal and 10% of
any other odd structural material.
The material component is a perfectly
smooth disc of black onyx which must be
smashed during spell casting.
NOTE: The DM might want to limit this spells
power against stone fortifications such as
towers.

Ditans Portable Quarters (Alteration/Conjuration)


Range: Special
Components: V, S, M
Duration: 1 day/9 levels
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
When this spell is cast the wizard enchants
one doorknob-shaped gem (of 1000 GP value
or more) per every five levels of wizards experience. Once the doorknob is enchanted it will
remain so for one day for every nine levels of
the wizard, and a number will appear on the
doorknob informing the owner on how many
days it will function (this number changes as
days pass).
From this moment on, until the end of the
duration of the spell, the owner of the doorknob
may use it to enter a magical room. The owner
simply holds the knob as if it where attached
to a door, pushes, and an outline of a door will
appear and the door will open into a 30 x 30 x
30 feet room. The room that it opens onto depends on the person using the doorknob (examples: a male fighter turns the knob and finds
a comfortable room, with weapon cleaning
apparatuses, like a sharpening stone and
weapon oil; and weapon stands, while a priestess opens it and finds a plush, comfortable
room, with an altar to her deity and a place to
clean up. All rooms include a bathroom and
washing area). The rooms will never have any
magic items in them when created, just normal
items.
The owner may have up to two other people in the room at a time. Once the door is
closed the only way to open it again is with the
doorknob, and it will always open at the very
spot at which the character entered. Time
passes normally while inside these rooms. The
owner may leave things in this room and they
will be safe as long as the spell is in effect, but
if the material is still in the room at the time of
the spells end, the materials are gone forever.
Any person in the room at the end of the spells
duration will reappear where the door was last
opened or closed. There is no way anyone can
contact or reach someone in a room once the
door is closed, since the outline disappears.
This doorknob will only work for the owner: if it
is given away, taken, or stolen, it will not work.
The material component for this spell is the
appropriate number of gem doorknobs, a pint
of dragonblood, and a bit of unicorn horn.

Dragons Breath (Invocation/Evocation)


Range: 20 feet
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw:
With this spell, the wizard is able to imitate
a single type of dragon breath for the duration
of the spell, doing his hit points in damage.
During the spells duration and an equal
number of rounds afterwards, the wizard cannot speak due to the strains this spell makes
on his throat.
The material component is a piece of dragon
hide of the type of dragon the wizard is trying
to imitate.

Dreamoores Blade Summoning


(Conjuration/Summoning, Evocation)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell creates a 1.5 m long shimmering
blue shaft of force from the casters outstretched hands. He must physically wield the
weapon in combat, thus spells with somatic
components cannot be cast while the summoned blade exists. The sword, however, has
no true material existence and does not conduct shock back to its wielder, thus its overall
speed factor is 1. It is neither an edged nor
blunt weapon and affects creatures normally
immuned to either.
The blade strikes once per round with a +5
to hit bonus, inflicting 2d6 + 5 damage points
per successful hit. It lasts 1 round per level of
the spell caster and is subject to disintegrate
and dispel magic.
The material component is a 500 GP crystal sword which requires 2 weeks to
construct.

Dreamoores Eldritch Decagon (Alteration, Evocation)


Range: 3 m/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: 1/2
When this spell is cast, the magic-user sets
up a brilliant array of pale blue, dancing rays
which forms a decagon between both hands.
The spell draws power directly from the psychic winds of the astral and ethereal plane.
Once complete, it may fire a 0.3 m wide beam
of pure magical force every round, and this ray
unerringly strikes any single creature or object
within 3 m per level (invisible targets require a

- 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.

Dreamoores Missile Tempest (Evocation)


Range: 3 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Also known as Dreamoores bolts of seeking, this spell creates a powerful enchanted
bolt which has base 1d12 damage plus 3
points per level of its caster, up to 1d12 + 36
maximum (e.g. a 12 hit die missile does 37-48
hit points damage). This bolt, however, can divide into two or more missiles striking single
or multiple targets (minimum 1 damage point
per missile). Once the caster unleashes the
bolt, he need but point and close his fist. The
missile then flashes outward, dividing into
smaller missiles if so directed, and unerringly
hits all visible targets in a 90 degree arc before the caster.
The material component for this spell is a
500 GP diamond which is hurled into the air as
spell casting is completed.

Dreamoores Viper Lance (Alteration)


Range: 30 m + 3 m/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
The viper lance spell launches a 0.6 m long
solid metal shaft at extremely high velocity. This
bolt always travels in a straight line trajectory,
its blinding speed making it near-invisible. Any
creature struck immediately suffers base 1d10
+ 2 HPs damage, up to 1d10 + 30 maximum.

Mage Spells Sixth Level


The caster may launch one bolt per six experience level, though only one bolt may be fired
per round.
The material component is a solid steel shaft
engraved with the casters personal rune, with
a mithril or adamantine tip, and zinc stabilising
fins. Each bolt requires two weeks and 250 GP
construction cost.

Eldarrs Improved Spell Conversion


(Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2 turns
Area of Effect: Caster
Saving Throw: None
This spell is identical to Eldarrs Spell Conversion, except it will convert any spell of level
6 or less to any known spell of level 5 or lower.
The duration and casting time are also increased.
This spell also has the additional (in addition
to the were-creature pelt) spell component of
a powdered gem (of any type) worth at least
400 GP. This gem is also consumed when the
spell is cast.

Energy Field (Conjuration, Evocation)


Range: 18 m + 3 m/level
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 6
Area of Effect: 0.3 m/level high cube
Saving Throw: None
This spell creates an invisible field of energy
which is impermeable to the passage of magical and psionic energies through its barriers.
Thus, for example, creatures inside the area of
effect are completely unaffected by spells
which are cast outside the spell area. Similarly
people outside are not effected by spells from
inside (note, since magic cannot pass through
this barrier, creatures cannot teleport, plane
shift, etc. through the barrier).
Energy field does not, however, offer any
physical protection whatsoever.
Spells which cause physical damage can
destroy the shield but these spells must do a
total damage of 6 HP per level of the caster. A
disintegrate spell will cause the shield to make
a save vs. magic at the level of the caster. If it
saves then the spell has no effect. If it fails then
the spell does 2-9 points per level of the caster
damage to the field. A Magic Missile spell actually heals the field on a 1 to 1 hit point basis.
The shield, if cast upon the caster, moves
with the caster. If the spell is cast upon another
unwilling creature then they make a save vs
spells. If they fail the save then the field follows
the creature. If the save is made then the spell
becomes rooted to the target area. Otherwise
the spell remains stationary until the spell duration expires.

The material component for this spell is a


diamond cube of not less than 500 GP value.
This cube will shatter when the spell expires
or the field is brought down by spell damage.

The material component for this spell is a


chunk of volcanic rock and a lit candle; the
rock is consumed with the casting, but the
candle is not.

Feeblebody (Alteration)

Fellstars Flame Dome (Evocation)

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

This spell is exactly like Feeblemind, except


that Strength, Dexterity and Constitution are
permanently reduced to 3. The victims intellect
is unaffected. Note: the victim may not be
strong enough to move any more.
The material component is one live mouse.
The mouse vanishes upon casting, but is not
destroyed.

This spell is similar to the Wall of Fire spell,


but it creates a dome of flames instead of a
wall. The dome has a radius along the ground
of 3 m plus 1.5 m per level of the caster; it is
7.5 m high at its peak. The dome must be cast
so its base is resting on solid ground.
Unlike a Wall of Fire, the Flame Dome gives
off waves of heat on all sides; anyone within 3
m of the dome suffers 2d6 points of damage,
while those within 6 m suffer 2d4 points of
damage. In addition, the dome inflicts 3d8
points of damage, plus 1 point per level of the
caster on anyone who passes through the
dome (like a Wall of Fire, creatures subject to
fire will suffer more damage at the DMs discretion, and undead always suffer double damage).

Fellstars Flame Arc (Evocation)


Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: 1/2
This spell is similar to the 1st level spell Burning Hands , but is much more potent. When
cast, this spell will emit an arc of flames from
the hand of the caster; the arc may be one of
four sizes as listed on the following table:

The procedure for trapping creatures with


the dome, as well as the duration of the spell,
are as per the Wall of Fire spell.
The material components for this spell are
specimens of phosphorus and sulphur, both of
which are consumed with the casting.

Flashburn (Alteration, Evocation)


Ar
c:
Arc:

Range:

90
180
270
360

60 m
45 m
30 m
15 m

The arc of flames will have a width of one


foot, centered on the casters hand, so the
height of the wizards hand at the time of casting will determine the height of the flames; thus
if the flames are at waist level, it is possible to
escape the effects of this spell if lying prone.
The caster may elect to cast the arc in a
doughnut shape; that is, he may create an
area around himself that is untouched by the
flames (a good idea if the caster is in the midst
of a friendly party). The radius of the hole may
be any size the caster desires, up to half the
range as given in the table above.
Anyone hit by the flames suffers 4d10 points
of damage, plus 1 point per level of the caster
(to a maximum of 4d10+20); a successful save
vs. spell reduces the damage by half. If a victim fails a save, all possessions must save vs.
magical fire or be consumed.
These flames are blocked by obstacles, and
they will not rejoin behind the barrier. This will
create gaps in the arc; therefore, if a target is
standing behind a large enough obstacle, he
will be shielded from the flames, even if the
blocking obstacle is tens of feet away.

- 94 -

Range: 20 feet + 10 feet/level


Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell causes a stunning burst of fire to
explode around the victim. Such is the suddenness of this burst that any creature so struck
must make a save vs. paralyzation or be
stunned for 2d6 rounds. While this explosive
shock is intense in the extreme, it is also confined so that others even within a couple of feet
of the victim will receive no damage. All items
on the person of (or being touched by) the
victim must save vs. Fireball or be destroyed.
The individual graced by this spell will receive 1d6 (counting all ones as twos) of damage per level of the wizard. There is no saving
throw vs. the fire effect of this spell unless the
creature struck is resistant to fire. In this instance, a save for 1/2 damage is applicable.
The material component of this spell is a jasper stone worth at least 50 GP.

Giant Strength (Alteration)


Range: Touch
Components: V, S, M

Mage Spells Sixth Level


Duration: Instantaneous
Casting Time: 6
Area of Effect: 3 3 1.5/level
cloud
Saving Throw: Special

Duration: 6 turns + 1 turn/level


Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast upon a fighter or
priest, the spell will increase his Strength to that
of a giant. The particular Strength gained is
determined randomly by a 1d20:
Die
ength Giant To Hit Damage
Strength
Str
Scor
e Equivalent Type Bonus Bonus
Score
0
1-6
7-10
11-14
15-17
18-19
20-21

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

The die score is modified by the following:


*-1 on the die roll if the recipient is below ninth
level
*No adjustment if the recipient is between
ninth and 15th level
*+1 on the die roll if the character is above
15th level
Other information on boulders, opening
doors, and bending bars/lifting gates can be
found in the PHB under Strength, and in the
DMG, page 63. The material component of the
spell is a hair from three different types of giants.
Note: This greatly improved Strength spell
play tested well in our campaign. The limitation
of fighters or priests only was put on by the
researcher to prevent those nasty thieves from
using it to backstab, since we multiply all damage in a thiefs backstab attack.

Globe of Force (Invocation/Evocation)


Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 2-yard radius sphere
Saving Throw: None
This spell causes a transparent globe of
force 2 yards in radius to form around the wizard. The globe acts as a barrier to all matter:
no creature may pass through the barrier in
either direction, nor may any attack be made
through the barrier using physical weapons
either against or by the wizard. It does not
impede magic in any way: if the wizard is the
target of a Fireball spell or blue dragons breath
weapon, he will still take full damage. The wizard may terminate the spell before the full duration, but he may not lower the globe of force
without terminating the spell. A successful Dispel Magic will bring down the globe.

Glamdens Acid Fire (Invocation/


Evocation)

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.

Glamdens Gas Jet (Invocation/Evocation)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1.5 m wide, 3 m/level
long beam
Saving Throw: Special
This spell is similar to Glamdens other
spells, Acid Fire and Acidic Gas; when this
spell is cast, a jet of green gas shoots from the
casters palm; a split-second later, the gas
erupts in flames. This jet is 3 m long per level
of the caster, and is 1.5 m wide; anyone hit by
the jet must make two saving throws vs. spell
(one for the gas, and the other against fire) to
avoid suffering 8d6 points of damage. The procedures for saves and immunity vs. the two
components are the same as for Glamdens
Acidic Gas, except magical fire replaces the
acid component.
The material components for this spell are
the heart of a red dragon and the stomach of
a green dragon; both are consumed when the
spell is cast.

Improved Wileys Door (Alteration)


Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Range: 5 m + 10 m/level
Components: V, S, M
- 95 -

This spell is like that of Wileys door except


that there is no limit to the amount of stuff that
can be transported (except for the physical
problems of getting that much stuff through the
door) and the second door can be up to 6
metres distant. The second door must be
somewhere that the caster has seen.

Justins Skimmer (Evocation)


Range: 20 m
Components: V, S, M
Duration: 1/2 hour/level
Casting Time: 6
Area of Effect: One skimmer
Saving Throw: None
An improved form of Tensers floating disc,
the skimmer is designed as a flying vehicle for
the caster. The wizard reclines in a molded seat
at the centre of the 1 m radius disc. The wings
each have room for one person, or a comparable volume of cargo. It can lift 50 pounds per
level of the caster. The skimmer can move at
speeds up to 25 miles per hour (this approximates move 70), and has maneuverability
class A at speeds less than move 21. The
caster is protected from acceleration, passengers are not. When stopped, the skimmer can
rotate on a dime. The caster has full cover from
below. The skimmer can take 5 HP per level of
the caster. Ramming, it does (move/3)d6 damage to both itself and the target. Only the caster
can control the skimmer; it hovers motionless
if he is unconscious. The skimmer is a stable
casting platform.

Jadwins Free Thoughts (Alteration,


Illusion)
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell allows a wizard to maintain any
illusionary spell requiring concentration without the need to concentrate. The maintained
illusionary spell will either remain fixed, proceed or repeat in a very mechanical manner.
The wizard may alter the behaviour of the
maintained illusion at any time by concentrating on changing the illusion. Changing a maintained illusion requires an action of length
equal to twice the original casting time of the
illusion. Disruption of the changing action
causes the end of the maintained spell. The
wizard can maintain one spell per four levels.
The material component is a gem worth 200
GP for each spell to be controlled.

Jadwins Illusion Enhancer (Alteration, Illusion)


Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 6

Mage Spells Sixth Level


Area of Effect: 60 yards + 10 yards/level
Saving Throw: Negates
By means of this spell, the wizard changes
the appearance of all illusions within the spell
range of the spell recipient. Illusions can be
made to seem more real such that the recipient receives a -4 modifier to any attempt to
disbelieve. Or illusionary qualities may be
added that will make illusions more visible, e.g.
all illusions will be visibly outlined in purple and
will flash hot and cold to the touch. Attempts
to disbelieve indicated objects can then be
made with a +2 modifier.

Kalessins Spell Load (Evocation)


Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Caster
Saving Throw: None
With this spell, the caster is able to store
one spell for every three levels he possess (i.e.
two at fourth, three at seventh, etc). The caster
paints the spells around himself as runes, in
effect, casting them, a process taking one turn
per spell. The spells are now hung around the
caster, and can be released by command, an
action taking only 1/10 of a round.
If the caster concentrates, glowing runes
representing the remaining spells in the load
will appear about the caster, visible only to the
caster. The caster must specify in the casting
of the load what the verbal or somatic commands are to be for the release of each spell.
The caster also determines the appearance of
each representative rune. Detect magic will reveal the presence of the spell load, and True
Sight will allow the caster to see the rune representations of the spells in the load.
A spell load gets two saves versus a Dispel
Magic cast at it. First, it gets the mages saving throw versus magic, and if that fails, it has
a 100% chance of being dispelled, minus 5%
for each level the spell load caster has greater
than that of the dispel magic caster.
Releasing the spells by command takes only
1/10 round for initiative purposes, and the
caster can release two spells per round, although, if two spells are released, there is a (50
- casters level) chance that the load spell will
be broken, and they will all go off. No more than
six spells can be set into a spell load.
Material components are a diamond tipped
stylus, worth at least 1000 GP, and an amount
of molten gold, with which the runes are painted. The gold is consumed in the casting of the
spell, but the stylus is still usable. The runes are
visible to all during the casting of the spell load,
and they flare briefly when the spell they represent is cast.

Lestats Liteblade (Abjuration, Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level within 1d6 days

Casting Time: 1 round


Area of Effect: One Liteblade
Saving Throw: None
At the completion of the casting, the crystal
glows from within. When the material component is wielded, the wielder can summon the
blade forth at will (if the wielder is not the wizard, and is not familiar with the spell, the wizard will have to explain how to do this, it will take
approximately 1 turn to understand how to
control the summoning of the blade, and the
blade will be active for 2d6 rounds in the process), and a blade of 5 feet length will spring
from the crystal.
This blade is primarily light, contained within a field of magical force, though this force is
such that the blade can block another blade,
including non-Liteblades. The blade itself has
no discernible weight, and thus is very fast,
having weapon speed 1 and +3 to hit (also
determining what the blade can effect). By the
same token, it is balanced differently than any
other weapon, and unless the wielder has
spent considerable time practising the Liteblade, the wielder will suffer the normal weapon non-proficiency penalty. In game terms,
this means the player has taken a weapon
proficiency in the Liteblade (note this requires
rather considerable access to Liteblades).
The blade does 1d10 damage on a successful hit (this damage is primarily from light and
heat, and creatures particularly resistant or
vulnerable to such damage will take half and
double damage respectively, and those immune will take none). Also note that the blade
cauterises the wounds it creates, and thus no
bleeding will result.
The blade will retreat to a state of inactivity
within the crystal at the wielders will, or if the
material component is released.
Optional extension:
On a roll of a natural 19, the opponents
weapon must save vs. magical fire or be cut
by the blade (if reasonable). On a roll of a natural 20, roll a 1d20 on the following table:
Roll

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.

Lichs Palm (Necromancy)


Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: One creature
- 96 -

Saving Throw: Special


This spell actually grants the caster the ability to use the normal attack of a lich. The mere
touch will cause 1d10 damage of cold and be
paralyzed (save applicable).

Lightning Cloak (Alteration, Evocation)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: Special
Upon casting this spell, a shimmering aura
of lightning surrounds the wizard. This lightning
produces a crackling sound that is audible at
a 1.5 m range, and dark areas the lightning
cloak will outline the spell-caster as if a Fearie
Fire spell had been cast upon him.
Under the effects of the lightning cloak, the
wizard is a giant battery capable of discharging lightning bolts as he sees fit. The maximum
damage of these bolts is 1d6 damage for each
level of the wizard, and he can discharge the
bolts at a rate of one per round. The amount of
damage caused by each bolt can be varied by
the spell-caster, i.e. a 12th-level can cast two
6-dice bolts, four 3-dice bolts, a 9-dice bolt and
three 1-die bolts, or any combination that adds
to 12 dice. Saving throws are allowed against
these bolts, with success indicating that the
victim suffers half damage.
The lightning cloak also protects the wizard
from the effects of electricity and electrical
attacks. These attacks are absorbed with no
harm to the wizard up to a maximum of 8
points of absorbtion per level of the spellcaster (e.g., 80 points for a 10th-level mage).
However, the spell will end if the lightning
cloak absorbes its full capacity of electrical
damage. In addition, anyone who attempts to
touch a lightning cloaked mage will be shocked for 1d6 points of damage. If a metal object
(such as a metal weapon) is the touching
agent, the maximum of six points of damage
will be sustained by the attacker. No saving
throw apply against this property of the lightning cloak.
The lightningcloak spell will end when all its
lightning bolts have been used or if it absorbes
its maximum capacity of electrical damage
noted. Otherwise, the duration of lightningcloak
spell is one turn plus one round for each level
of the wizard.
The material components for this spell include powdered amber and rose quartz (100
gp total value), a bit of phosphorous, and a
finely woven cloak of no less than 500 gp
value. The cloak must be worn for the spell to
take effect, but the cloak may be re-used for
subsequent casting for the spell.

Lorths Stasis (Alteration)


Range: Touch
Components: V, S
Duration: 1 turn/level

Mage Spells Sixth Level


Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
This spell was designed as either a sort of
temporal stasis effect, or as a way of removing enemies without killing them. The creature
touched is placed into its own extra-dimensional space, where no time passes. After one
turn for each level of the caster has elapsed,
the creature will be returned to the Prime Material plane in exactly the same state it was
when the spell is cast (including location).
If an object has been placed in the location
from which the creature was sent, the subject
will be displaced the shortest possible distance in any direction consonant with emerging in open space. For instance, if the tunnel
has collapsed since the spell was cast, the
creature might be displaced a few tens of yards
up to the surface of the earth, if this is the
shortest displacement that will allow the creature to be placed in an open area. However, if
there should happen to be a cavity in the debris blocking the tunnel, the subject would
most likely be deposited there.

Mage Lock (Alteration, Evocation)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This powerful dweomer causes the sealing
of a thing with far greater effectiveness than
that caused by a Hold Portal or a Wizard Lock
spell. The Mage Lock can only be cast on certain things: Boxes or chests made of iron, steel,
or harder metals, or on doors made of the
same and set into a wall at least as hard as
hard stone.
When the Mage Lock spell is cast, the Wizard chooses a single person - other than himself - who is to be able to open the sealed box,
chest, or door. When the spell is done the item
is sealed and only the individual who was
named in the casting will be able to open it. The
item will be unaffected by Knock spells,
Chimes of Opening, or similar magics, and will
have a Magic Resistance of 25% with regard
to other magics, and a +2 on all saves.
If the person named in the spell should die
before the item is opened - for the spell holds
only until the item is opened once - then the
item cannot be opened by anyone until the
caster of the spell is dead. If the item has not
been opened by the time both the wizard and
the person named die, the Mage Lock dissipates.
The material components of this spell are:
A diamond, worth no less than 5,000 GP, 4
small iron cubes, and a drop of blood from the
person to be named in the spell.

Masols Light Blast (Alteration)


Range: 4.5 m + 0.3 m/level
Components: V, S, M

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.

Mass Teleport (Alteration)


Range: 0.3 m/level radius
Components: V
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell is basically a higher level of the
fifth level Teleport spell. The main difference lies
in the amount of mass that can be transported
by the caster. In addition to the caster, 1200
pounds per level over level 10 may be transported. Basically, this spell is for bulk rate transfers of material. The range simply refers to the
maximum radius outward from the center of
effect (usually the caster) that people and
things can be to be teleported.
This was a very popular spell with parties of
adventurers that had lots of money to spend
on transportation... As such, the mages who
could cast this spell tended to charge through
the nose for it... Its not an easy spell to find
since it is very, very useful... Of course, its just
a matter of time before somebody else (or a
group of others) break into the action by researching a similar spell.

Micahs Shield (Abjuration)


Range: Touch
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 hour
Area of Effect: One creature
Saving Throw: Negates
This spell can be cast by the wizard upon
one person, not necessarily himself. While in
effect, the area with 3 m of the recipient becomes a scrying dead area. When a scrying
device (such as magic mirror or Crystal ball)
is directed at the area, all that will be seen in
the dead area is grey mist. These information
gathering spells:

- 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.

Minor Accursed Rite (Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One living creature
Saving Throw: Negates
Turns victim into an undead, type selected
randomly wight, . .., vampire, partially controllable by the caster. Risky: each command
given is a chance for the victim to become a
fully free undead of the type, unless the caster
also is a member of the same type of undead.
Free - until controlled by a spell, of course. The
change takes place over a period of two weeks
of gradually worsening illness in which time the
spell can be dispelled by a Dispel Magic, Cure
Disease, and Heal, cast in any order any time
during the t wo weeks, not necessarily one
straight after the other. The DM should make
up some appropriate material component.
Note: the spell can create some quite weird
undeads, such as vampire snakes. Controlling
requires a common language and sufficient intelligence on the part of the target. The spell
in itself doesnt modify stats such as intellect,
even if the undead strength of 18/00 on a vampire does apply to non-humanoids as well.

Minor Poltergeist (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: One month/level
Casting Time: 4 turns
Area of Effect: Special
Saving Throw: Negates
When cast, this spell causes a creatures
spirit to be bound to a specific area. The wizard may elect to have the spirit enter a building or just to warder about a certain area. The
type of spirit depends on the bone used, which
is the material component. The spells duration
is one month per level of the wizard. After this
period, the spirit is free to do as it pleases,
leave or stay.

Mage Spells Sixth Level


The saving throw is made at half the level or
hit dice of the creature to which the used bone
once belonged.

Moloranis Marvelous Map (Invocation/Evocation)


Range: Special (see below)
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One sheet of paper
Saving Throw: None
By casting this spell, the mage is able to
draw a fairly well detailed map of the surrounding terrain onto blank paper, which is the material component for this spell. The mage casting this spell must give total concentration to
the spell for the entire 10 rounds. If the mage
loses his concentration, the partially drawn
map will fade from view and the spell must be
repeated. The range of this spell varies as follows:
Above the ground: 1 mile per level of
the caster
Underground: 30 m per level of the
caster.
Inside a structure: The mage will get a
detailed map of the floor or level he is on.
However, the map will show nothing beyond
the outer walls. If the floor or level is bigger
than the mages maximum radius, then follow the underground rule.
While this spell is very handy, it does have
some draw-backs. Nothing on the map is
labeled. Also, the map will not show people. For
instance, the map will show where a town is (if
it is in range) but it wont give you the name of
that town and it wont tell you if there are any
people in the town. In other words, this spell results in a terrain-like map.
The material component for this spell is a
piece of paper (or something like that) and a
writing instrument of some kind.

Mystyks Improved Backlash (Abjuration, Invocation/Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
This spell is identical to Mystyks Backlash
except for the following: when the caster is hit
in melee, if he makes a successful save vs.
rods, the attack only inflicts half normal damage (rounded down). Also, the energy bursts
inflict an additional point of damage per level
of the caster, up to a maximum of 20; this damage is halved if the attacker successfully saves
vs. spells. For example if a 14th level caster is
hit with a melee attack for 12 points of damage, the caster would suffer 12 points of dam-

age, or 6 if the save is successful; the attacker


would suffer 12 + 14 = 26 points of damage, or
13 if the save succeeds.
The material component for this spell is the
same as that for Mystyks Backlash except the
gem must be worth at least 600 GP.

Noska Trades Immortal Mount (Alteration, Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Negates
This spell enables the wizard to convert his
mount into a gruesome undead creature. The
mount is allowed a save vs. death magic. If this
save fails the mount must make a system
shock roll, and if it fails this roll it dies before
the spell is completed, thereby negating the
effects of the spell.
The mount turns jet-black with glowing red
eyes and appears as if its skin was pulled
tightly over its bones. The mounts skin becomes leathery, decreasing its AC by 2. It acquires an additional hit die and retains its previous movement rate and form (i.e., flying
mounts can still fly). The mounts maximum
encumbrance increases by 200 pounds and
it also never grows tired.
The wizard needs a vial made from the
bones of a creature the same as the mount.
The vial must be filled with demon ichor.

Orkos Acid Cone (Evocation)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw:
When this spell is cast, it causes a cone
shaped area, originating at the wizards hand
and extending outward into a cone, 5 m long
per level of the wizard. It drains coldness and
causes 1d4 hp + 1 hp per level of the wizard
of acid damage. Furthermore, every round
hereafter, the remaining acid on the target
causes an additional 1d6 hp of acid damage,
that is reduced by 1 every following round.
The material component for the spell is a
very small cone made of crystal, allot or
glass.

Orkos Dragonfire (Evocation)


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw:

- 98 -

When this spell is cast, it causes a cone


shaped area of fire, originating at the wizards
hands and extending outward in a cone 9 m
in diameter and 10.5 m + 1.5 m per level of the
wizard long. It melts ice and causes damage
equal to the wizards hit points.
The component for this spell if a small
golden cone (50 GP) which melts after the
spell is completed.

Pilpins Etherealness (Alteration)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: The wizard + 1 creature/
2 levels
Saving Throw: Negates
This spell allows the wizard plus one other
creature for every two levels of the wizard to
enter the border ethereal, slowly disappearing
from view, taking a round to fade away. Creatures in the border ethereal exist simultaneously in both the prime material and the ethereal plane. From the border ethereal the creature can enter the deep ethereal and travel to
the inner planes (refer to Manual of the Planes).
Alternate prime materials cannot be reached
through the ethereal plane because each alternate prime material has an alternate ethereal (travelling to alternate prime material
planes can only be done through the inner
planes or from the prime material). To enter the
bordered plane the creature simply wills it so,
and materializes in the adjoining plane in a few
seconds.
Creatures in the border ethereal are invisible
to those on the bordering plane, although they
can be detected from that plane by means of
Detect Invisibility, True Sight, and True Seeing.
Such a creature revealed would appear as a
smoky, translucent shade. Creatures in the
border ethereal cannot verbally communicate
with the inhabitants of the plane they border,
nor can they use equipment, items, or spells
to attack creatures in the plane they border.
Likewise, inhabitants of the other plane cannot
attack beings that are in the border ethereal
(with a few exceptions, like the gaze attacks
of Basilisks and Catoblepas). Phase Door and
Dispel Magic will bring creatures out of the
border ethereal.
Travellers in the border ethereal can move
through the plane they are bordering without
problem, moving vertically or horizontally without need for support. They travel at the speed
they would on the bordered plane. Travellers in
the border ethereal can move through solid
matter in the plane bordered, except dense
metals (i.e., gold, lead, etc.), living beings
(above single celled), and certain spells that
detect and ban the ethereal. Examples of
spells that affect ethereal creatures include
Glyph of Warding and Mordenkainens Faithful
Hound, which both detect and attack ethereal
creatures.
Travellers in the border ethereal can see into
the adjoining plane, but all colours are reduced
to shades of grey and sight is limited to 120
yards. Infravision and ultravision work from the
border ethereal. Divination spells can be cast

Mage Spells Sixth Level


against targets in the adjoining plane, but no
other types of magic can affect creatures in the
bordered plane. Spells in the border ethereal
work under the restrictions of the ethereal
plane (again, refer to the Manual of the Planes).
The material components are 200 GP worth
of powdered silver and crushed phase spider
hide, which disappear during casting.

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

Pilpins Liquid Fire (Evocation)


18

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).

Prismatic Ray (Evocation)


Range: 10 m/level
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell is a watered down version of Prismatic Spray. Only one ray of the wizards choice
is created. The colours available depend on the
wizards level. Only red is available at 12th level,
and one colour is gained per subsequent level.
Consult the table below for available colours.

This spell has no material components.

Programmable Dispel Magic (Abju-

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.

Protection Spell (Abjuration)

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.

Quintessas Slaying Spear (Evocation)


Range: 6 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
When this spell is cast, light, that appears as
a chromatic mass of intertwined rays bundled
together in the shape of a spear, appears
above the casters head.
The caster goes through the motion of throwing the spear, without ever touching it, while
speaking the name and race of the creature to
be slain.
The spear then flies towards its target and
will kill the creature instantly is a save vs. death
magic is failed. The spear never misses.
If the saving throw is successful, the spear
misses the creatures brain, or central nervous
system, and instead hits another part of of the
body causing 10-80 + 1 HP per level of the
caster damage. The surge of energy into the
creature will also stun it for 2-8 rounds.
For the spell to work to its fullest potential,
certain things should be known about the target: (1) race (2) anatomy (3) true name - if
applicable - and (4) general background and

Mage Spells Sixth Level


history of the creature. If any of these are
known (or not known) then the creatures saving throw is modified as follows:

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 (Evocation, Summoning)


Range: 5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell invokes energy and the spirit of a
creature from the quasi-elemental plane of
radiance. The Rainbow Warrior has as many hit
points as the wizard would at full health, and
attacks as a fighter of half the wizards level.
The Warrior has an AC of 0, and can only be
struck by magical weapons. It attacks with a
spear of radiance, which causes damage the
same way as the second-level Alphas Rainbow Beam spell if the target is struck. As with
that spell, the wizard has a 5% per level
chance of selecting the colour of the spear,
otherwise it is random. The Rainbow Warrior
may fly at a movement rate of 24, but it has no
real substance and cannot touch nor carry any
material object.
Creatures dwelling on or drawing power from
the negative material plane or plane of shadow
suffer 1d6 damage every round that they are
within 6 m of the Rainbow Warrior, as it sheds
a bright globe of light strongly infused with
energy from the positive material plane. The

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.

Rape Trick (Abjuration, Evocation)


Range: Sight
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature/4 levels
Saving Throw: Special
When cast, this spell causes all armour (or
clothing if thats all that is being worn) to be
removed. This spell cannot be stopped once
started. The saving throw is an ordinary save
vs. magic. If the save is made, the effect is
bounced back on the wizard. Clothing can be
put back on as normal after the spell is cast.
One person for every four levels of the wizard
can be un-armoured.

Rebels Fly (Abjuration, Evocation)


Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 20 minutes
Area of Effect: One creature
Saving Throw: See below
This spell is similar to the 3rd level spell Fly.
However, it gives the recipient air manoeuvrability class A. It also allows the recipient to travel
at speeds up to 50. The recipient of this spell
can carry up to two times his body weight without losing manoeuvrability. For each increase
in weight (three times, four times, and so on),
the manoeuvrability class will be reduced by
one. The spell can move at most 1/5 ton at only
hover level.
The material component of this spell is a
wing of any flying creature.

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+

1 day per level


1 month per level
1 year per level
1 century per level

The speed of a search is determined by the


event that is sought. The passage of an army
would be easy to spot at a fast search rate,
while searching for a pickpocket would require
a real time search.
The material component for this spell is an
hourglass.

Retroactive Dispel Magic (Abjuration, Alteration)


Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Lets you actually cast Dispel Magic to counter a spell thrown at you! If you have the spell,
you can cast it at any spell or spell effect
thrown that round, even if you have been killed
or turned to stone, by the vagaries of initiative
and the like. It is assumed that you were casting the Dispel Magic as the other spell was
being cast. Acts as Dispel Magic for chance
of success based on level.
For example, you have Esmeralda cast Polymorph Other, which is lots faster than Dispel
Magic. She has Initiative all over Glamgon, the
PC. He declares that he wants to cast retroactive Dispel Magic, so effectively as Esmeralda
was gathering power for her spell, Glamgon
was trying to drain it away. Glamgon had better succeed, lest he truly become a toad (the
outcome of the polymorph other should Retroactive Dispel Magic not succeed).
Note that this spell cannot be cast by a specialised Abjurer or Transmuter, since it (also)
belongs to his opposite school.

Rune II (Enchantment)
Replay (Divination, Illusion)
Range: 18 m
Components: V, S, M

- 100 -

Range: Special
Components: V, S, M
Duration: Until Discharged

Mage Spells Sixth Level


Casting Time: 1 turn/spell 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 fifth
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.
The material component is 100 GP worth of
gems and inks per level of the spell contained
in the rune.

Sarius Frost Giant Manifestation


(Conjuration)
Range: 30 m + 3 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 6 turns
Area of Effect: Special
Saving Throw: None
This spell creates a golem-like creature
which the mage may direct to perform certain
programmed actions. The creature is a temporary ice golem with no true intelligence, and to
most appears as an undead frost giant. The
creature may be controlled up to a distance
equal to the spell range but if it passes outside
of this range, or the spellcaster is killed, the
creature will explode in a 18 m radius area
doing damage equal to its current hit points
(save vs. breath weapon for half damage). The
creature created mimics most of the actions of
a frost giant, having AC 4, MV 12, HD 10 + 2,
HP 52, AT 1, DM 4-24, SP: Immune to cold, SZ:
L (4.5 m), Strength: 21. The creature can fight
with its club only and has no ability to hurl rocks
as a normal frost giant. It can inflict structural
damage points as a normal frost giant on a
round to round basis (Wood: 2, Soft Stone: 1,
Hard Rock: 1/2).
The caster is able to direct the creature to
perform 3 individual actions plus 1 for every
two levels of experience above 12th level. Each
change in action will cause the creature to
hesitate for one round before working to act out
the next action. Actions can be classed as
killing a group of orcs, killing a group of men
wearing the same colours or armour, tearing
down a stone wall, pulling up a tree, etc. Once
the final action is completed the frost giant
crumbles into small shards of ice, effectively
making a circular area 9 m in diameter very
slippery. Against mind affecting spells, the
creature is considered to have an intelligence
and wisdom of 3 (saving at -3 vs. these attacks). If the creature is charmed or controlled by a mind affecting spell the casters concentration is totally disrupted causing the creature to dissipate and any other spells the caster
currently controls will become dispelled unless
the caster has no control over the spells in
question after casting them, and any spell the
caster is currently casting will be disrupted.
This spell requires only the slightest mental
control of the caster to operate, allowing him
to cast other spells normally that do not require
his full concentration. Multiple castings of this
spell will work, but all of the detrimental effects
are cumulative. The material component of this

spell is a small pouch (5 cm squared) of


leather containing a patch of fresh (not dried)
frost giant hair mixed with diamond dust of no
less than 500 GP value. The frost giant hair may
be kept fresh with a Preserve spell or similar
effect.
The source of this spell is Sarius Mendlekine.

Sarius Platinum Platform (Alteration, Enchantment)


Range: 1.5 m/level
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell brings a magical force field into existence which resembles a dimly glowing platform made of glass-like material. The glowing
platform (dimly visible up to 1.5 m away in
daylight) is capable of flying under the control
of the spellcaster, who may carry himself and
a certain amount of weight through airy and
waterous mediums. When casting this spell, the
mage may choose to create a 3 3 m with 2
m sidewalls or a 12 12 m platform with 1 m
sidewalls. The 3 3 m platform looses some
of the abilities of the 12 12 m, but is 10%
magic resistant and confers a 5% magic resistance to anything in physical contact with the
platform. Both platforms have a localized gravity that aids in keeping materials on board and
bonuses to dexterity checks for falling from it.
The differences between platforms and general flight powers are listed in the table below.
Note that this spell uses the intelligence of the
creature casting the spell to determine usage
(even thieves) and creatures with less than a
9 intelligence may not effectively use this spell.
Only mages may create the 3 3 m platform.
The platforms may only be destroyed by
magical damage. Physical attacks, no matter
how strong, will only be able to move the platform in relation to the force of the attack compared to the current speed and/or lift rate.
Magical weapons will do damage equal to their
magical plusses only. If area of effect attacks
come from below that do not destroy the platform they will not affect the contents of the
platform. Note that, even if the magic resistance of a 3 3 m platform is bridge and it fails
its saving throw and takes full damage, unless
it is destroyed the aforementioned effect holds
true. The magic resistance passed onto objects
touching the platform stay in effect for one
round after it is destroyed. Breath weapons are
considered magical attacks cast at the level
of the hit dice of the breathing creature for determining magic resistance breach.
The 12 12 m platform may sustain 3 HP per
level of the originating experience level at
which it was cast, while the 3 3 m platform
will take 4 x this amount of damage. The platform is immune to any attacks which use a primal force of the plane in which it is created
(e.g., fire in the elemental plane of fire) since it
is created from the forces of the current plane
in which it resides. This also prevents the platform from crossing planar boundaries. In
places where there is no localized gravity,

- 101 -

movement rates are double the stated values


in the table below. Spell duration in normal time
is 1 turn per level for the 3 3 m platform and
1 day per level for the 12 12 m platform.
The material component of this spell is a
platinum plate (7.5 12.5 1 cm) with mystic
runes etched into it. A jeweler is needed (unless the character has the skill) and he will
charge no less than 500 GP to work the runes
needed into the plate, the total price coming
to 4,000 GP for the plate. The caster must use
a wizard mark of his own to prepare the plate
or it will only be able to create the 12 12 m
platform.
3 3 m platform:

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.

Mage Spells Sixth Level


Maximum Weight: This is measured in
pounds.
Maximum (rate of) Lift: For every 100 pounds
over the maximum weight limit the lift rate is reduced by 3 m per round. Negative lift rates
cause the platform to go down at a rate equal
to the negative rating unless the current plane
has no gravity. In this case movement rate is
affected vice lift.
MC/FA (Maneuverability Class / Falling Adjustment): This bonus is doubled for the caster
controlling the platform. Each +1 should be
considered a pull each to 1/10th of normal gravity in the current plane of existence. These
plusses are specifically bonuses against falling off of the platform.
The source of this spell is Sarius Mendlekine.

Sertains Certain Slaying (Necromancy)


Range: 6
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell concentrates all the power of a
Death Spell on one victim. A saving throw kine.j
is permitted, save vs. death, of course. For
every three levels the wizard exceeds the victims level or hit dice, a -1 penalty is applied to
the save, and vice versa. If the save is failed,
the victim is slain immediately. If it succeeds,
he is weakened for one turn per level of the
wizard, suffering a -2 penalty to all dice rolls.
This penalty is cumulative. A save which succeeds by more than 10, or is critically made negates any and all effects of that casting of the
spell.
The material component is a black pearl,
and the lens from the eye of a catoblepas,
costing a total of 1000 GP.
Note: in some places, the lens may be hard
to get, as its only known use (besides as a lens)
is for death-dealing spells.

Sillvatars Surgical Strike (Invocation/Evocation)


Range: 10 m + 10 m/level
Components: V, S, M
Duration: InstanCasting Time: 6
Area of Effect: One creature
Saving Throw: 1/2
This spell provides the caster with a method
of attacking a specific target in the midst of a
crowd; when this spell is cast, a flaming bolt
shoots from the palm of the caster towards the
intended victim. Only one target may be chosen for this spell, and the bolt strikes this individual unerringly. The bolt will dodge obstructions and other creatures in its flight to the target; it will even round corners, if need be. As
long as the spells range is not exceeded, and
there is some path to the target, it will be struck;
even if the victim ducks behind an obstacle

while the spell is being cast, the bolt will still


strike home. The only stipulation is the target
must be in sight when the spell incantations
begin; the caster may choose any target within
sight (and range) but may not target such
things as the strongest member of the group
or the orc leader (see the description for
Magic Missile for more details).
When the bolt impacts the target, it explodes
in a burst of flames that engulf the victim; the
flames conform to the shape of the target, so
no other creatures are affected by the spell unless they are touching the victim. The affects
of the explosion are identical to a 10 die Fireball (10d6 points of damage). A successful
save vs. spell reduces the damage by one half.
If this save fails, the target must save vs. magical fire at -3 for all possessions; those that fail
are destroyed.
Since its inception, this spell has become a
favourite of assassins; because of this, Sillvatar
has striven to remove it from circulation. Due
to his efforts, this spell is not as common as it
once was, although tens and even hundreds
of examples still exist.
The material component for this spell is a
handful of scales and the heart of a red
dragon; these components are consumed
when the spell is cast.

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.

Staff of Light/Darkness (Alteration,


Evocation)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
- 102 -

Area of Effect: Special


Saving Throw: Special
By means of this spell, the magic-user creates a powerful magical weapon which only he
can wield. Magic-users of Good alignment can
create a Staff of Light; those of Evil alignment,
a Staff of Darkness; and those of Neutral alignment (with respect to Good/Evil) can create either form of the spell, but with reduced effectiveness. The verbal component of this spell
consists of but a single word, which creates in
the magic-users hand a sphere of light (or
darkness) a few inches in diameter; the remainder of the casting time is then spent carefully pulling and shaping this sphere into a fullsized staff. Spell duration is considered to begin on the following round, so that the caster
can make at least as many attacks as he has
levels.
The glowing Staff of Light will brightly illuminate a 9 m radius, and when cast by a Goodaligned magic-user this illumination will be
painful to supernatural Evil creatures such as
undead, demons, devils, etc. (these take 2 hit
points of damage per round, saving vs. spell
each round for half damage). A Darkness spell
cast in the area of the Staff of Light will eliminate this painful effect for the duration of the
Darkness, but does not actually make the area
dark, though the illumination is reduced to the
level of dim torchlight.
Whether cast by a Good or Neutral magicuser, the Staff of Light strikes as a +2 weapon
(for purposes of what can be hit by it; there is
no actual to-hit bonus) and does a base of 1d6
points of damage. The damage can be increased by 1d6 for each round of spell duration that remains; every such increase shortens the duration of the spell by one round. Intent to increase damage must be stated before
the to-hit die is rolled, but spell duration is not
affected if the attack is a miss. If the Staff of
Light is used to strike a creature with a strong
Negative Material existence (wights, spectres,
xeg-yi, etc.) there is a 50% chance that the
remaining spell duration will be expended as
damage whether or not the caster wishes it.
The Staff of Darkness sheds deep shadows
in a 9 m radius, through which only the caster
can see clearly; Shades (the monster) and
other magic-users using Staff of Darkness
spells are at -1 to hit when within these shadows, and all others (even with infravision) are
at -3 to hit and +3 to be hit when in these shadows (note that two magic-users within 9 m of
each other and each holding as Staff of Darkness will both be at -1 to hit, but the effects of
multiple staves are not otherwise cumulative).
In addition, when cast by an Evil-aligned
magic-user, this sphere of shadow will affect
supernatural creatures of Good alignment
(shedu, lammasu, devas, etc.) as if they were
affected by a Stinking Cloud spell (saving
throw vs. magic reduces the effect to mild nausea, -1 to hit and damage; this penalty is cumulative with the -3 to-hit penalty for poor visibility). A Light spell cast in the area of the Staff
of Darkness will remove this nauseating effect
and reduce the to-hit penalty to -1 and the tobe-hit penalty to +1, but will not significantly
brighten the area.

Mage Spells Sixth Level


The staff of Darkness strikes as a +2 weapon
(for purposes of what can be hit), doing 1d6
points of damage. For each round of spell
duration that remains, the caster can choose
to inflict numbing cold on his victim; this cold
has a 5% chance per round of spell duration
expended, cumulative, of causing loss of use
of a limb for 1d6 rounds, and otherwise causes
the victim to lose one point each of strength
and dexterity per round of duration expended,
also for 1d6 rounds; thereafter the lost strength
and dexterity return at the rate of one point
each per round, or the limb becomes usable
immediately. Cold-resistant and cold-using
creatures get a saving throw against this effect,
and its duration is halved for them in any case.
If the areas of radiance/shadow of a Staff of
Light and a Staff of Darkness intersect, the effects of both are negated in the overlapping region. If the staves are within 9 m of one another,
both cease to shed their light/darkness, but
their powers are otherwise unaffected. Neither
Staff has any physical substance, and thus
cannot be parried except by another Staff of
the opposite type or by a Rod of Force; a Wall
of Force, Forcecage, or similar force barrier will
stop a Staff. If t wo Staves of opposite type
touch one another for any reason, both are destroyed in an explosion of 12 m radius causing 1d6 points damage for each round of duration remaining in the two spells, cumulative.
The mages holding the Staves automatically
take full damage, all others within 12 m save vs.
spells to take half damage.
The material component of this spell is a
pearl (a black pearl for the Dark version) of not
less than 500 GP value, which is held in one
hand when the command word is uttered. The
pearl is transformed into a small sphere of light
or darkness; the somatic component is the
stretching and molding of this sphere into a
staff. There is rumoured to be a variant of this
spell that allows the sphere formed from the
pearl to be hurled as a missile, but the specific
details have been lost.

Teleport Trap (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10 m/level radius
sphere
Saving Throw: Negates
All people or things teleporting in the area
of effect are, upon materializing, effected as if
a paralysis spell had been cast upon them (as
in players handbook). Thus a mage wishing to
leave sneak into a place decides to teleport
there. He doesnt realize that a Teleport Trap
has been cast however around the spot he
wishes to appear. Upon arriving he must save
vs. spells or be paralysed. Those leaving an
area under this spell will also be paralyzed
whereever they appear.
Material components are a gem of not less
than 5000 GP worth smeared with the ichor of
some paralyzing agent (ghouls skin, etc).

Teleport via Fire (Alteration)


Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: Special
Area of Effect: One creature/4 levels
Saving Throw: None
This spell allows the caster to teleport himself and/or others from one area of flames to
another (both fires must be at least as large as
a small campfire). The caster has two options:
if the terminal fire is in sight, the teleport is
without error as per the spell of the same
name; if the target fire is not in sight, then the
teleport is subject to the success modifiers of
the normal Teleport spell. Obviously, the location of the terminal fire must be known (via
scrying or prior knowledge). If this spell is used
when there is no known target fire (i.e. there is
no fire in sight and none are known to the
caster) the recipients are trapped on the elemental plane of fire (note that this provides a
way of entering this plane on a planned basis,
but the caster will not know the location of the
teleport beforehand, unless there is prior
knowledge of the location on the plane of fire).
This spell will provide the recipients with a
form of fire-resistance: this resistance lasts for
one round per 2 levels of the caster; it provides
total protection for this time (but only for the two
fires in question - the recipients are affected
normally by other fires during this time).
It takes 2 turns to prepare this spell, but once
prepared, it will remain in effect for one hour per
level of the caster, or until it is used. The creatures to be affected are named at the time of
preparation. The spell has an actual casting
time (i.e. to trigger the teleport) of 1.
This spell provides a method of escaping
the effects of a Fireball or similar spell: if the
caster makes the proper saving throw, and is
not in the midst of some other activity (i.e casting another spell or fighting), the teleport can
be triggered instantly; the teleported creatures
are unaffected by the Fireball regardless if they
make their saves or not. Of course the normal
stipulations are still in effect, so the caster must
still have a target fire, or be trapped on the
plane of fire.
The material components for this spell are
a candle and the replica of a small, wooden
door; both are consumed with the casting.

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 -

if the wizard is not yet through. The door can


lead to any location the wizard desires which
is within fifty feet per level of wizard. The location may be either visualized from memory or
may be given as directions if the wizard has no
visual memory of the location. If the door leads
into a solid object, material creatures and objects will not be able to pass through the door.
After the wizard has passed through, the
doors will disappear. If the wizard does not
pass through the door within one minute, the
doors will disappear as well. In this case, all
objects that have passed through will be lost
to the ethereal plane, while creatures that have
passed through will return to the location of the
first door they have passes through.
Note that this spell does not enable individuals to teleport to or from magically sealed locations.
The material components for this spell are
a gem, worth at least 5000 GP and the tail of a
rattlesnake.

Vandergasts Armoured Forcetrap


(Invocation/Evocation)
Range: 10 m/level
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates
This spell is identical to Vandergasts
Forcetrap in appearance and effect, with the
following exceptions: a bend bars attempt is
useless against this spell; instead, enough
damage must be inflicted on the bands to
destroy them. This damage may be caused by
weapons (piercing and slashing weapons only
do half damage, blunt weapons inflict full damage) or spells. Also, only one target may be
trapped by this spell. Finally, a Limited Wish will
not affect this spell, although a Wish will destroy
it, and a Dispel Magic has the normal chance
of success against the bands.
The bands have AC 0 and 5 hit points for
every level of the caster. When the bands hit
point total has been exceeded, the bands are
destroyed, and the spell ends. Each attack that
inflicts damage on the bands will also inflict half
that damage total (rounded down) on the
trapped victim unless a successful save vs.
paralysation is made (in which case, no damage is suffered). For example, if the bands are
struck for 11 points of damage, they suffer the
full 11 points, while the trapped victim suffers 5
points of damage, unless his save was
successful.

Wimp (Enchantment/Charm)
Range: 9 m
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One humanoid
Saving Throw: Negates

Mage Spells Seventh Level


This spell reduces a humanoids level of
fighting ability to one-half standard rounded up.
This affects THAC0, number of attacks per
round, extra damage for rangers, backstabbing, monk combat, etc

Wizard Watch (Alteration, Divination)


Range: 3 m
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One room
Saving Throw: None
This spell creates a special version of the
casters Wizard Mark to placed in a room of the
casters choice. This sigil will allow the caster
to view the room from any distance as if the
caster was scrying into the room with no
chance of failure. The sigil itself does not do
the seeing, but it only defines the room that can
be viewed, thus the caster can view the room
from any viewpoint inside the room, but not
from outside the room. The information received is limited to visual only.
Since the sigil is easily noticed, it can be hidden, or have its design mixed in with the decor of the room and be hidden that way.
If the sigil is created in an outside area, not
bounded by walls, then the viewpoint can be
anywhere within a 3 m radius from the location
of the sigil.
Any creatures that are in the room which is
actively being watched will have a chance to
detect the scrying of the owner as defined the
DMG (pg. 141). If they use a dispel magic to
counter the scrying, then the sigil will remain
inoperative for a period of one day (this does
not mean that the caster might not have more
sigils in the room. As long as they remain inactivated, they will not be effected by the Dispel Magic).
The spell is permanent until the sigil is tampered with, or destroyed.
The materials for this spell is a mercury and
1000 GP of carbuncle dust is a glue base as
well as a dragon scale with the sigil carved on
it. The mix is poured onto the dragon scale
mold and pressed against the area where the
sigil is to be put. The spell is cast, and the new
sigil remains in place.

X-Ray Vision (Divination)


Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
The recipient of this spell gains the ability to
see into or through substances which are impenetrable to normal sight. Vision range is 6 m,
with the viewer seeing as if it were normal light
due to expanded vision capability. X-ray vision
can scan 9 m of area per round. Secret compartments, recesses, drawers, and doors will
be located by X-ray vision.

Substance
Scanned
ness

Thickness pene- Maximum


trated per rround
ound
Thick-

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

Once a particular bloodstar has drawn


blood, the caster can make it explode on any
subsequent round, dealing 3d6 hp of damage
to all creatures within 3 m. the caster is immune
to all effects of his own blood stars which pass
through him as though he does not exist. A
wizard can grapple with a foe, hold him in one
place and bring already-existing bloodstars
slashing through them both, harming only his
foe.

Chaos Environment (Alteration)


This spell was researched by the mage
Insley Hofton.

Zhaidas Improved Identifier (Divination)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 10 hours
Area of Effect: One object
Saving Throw: None
This spell is a more powerful version of the
Identify spell. The wizard may read one plus
cast on the item per round, as well as one
special effect per 2 rounds (a +5 sword requires 5 rounds to read; a flame tongue requires 9 rounds: 1 for the base plus, 2 for flaming and 3 2 = 6 for variable effects). Effects
upon the wizard are as for the Identify spell. It
will not reveal the exact Intelligence and ego
of a sentinent weapon, but may reveal some
of its powers.
The material component of this spell is a
gem of no less than 1000 GP value. Used in
combination with the Legend Lore spell, it may
identify almost anything short of artifacts and
relics.
If this spell is to be used by a NPC employed
to identify an item, it will cost 15,000 GP.

Mage Spells Seventh Level


Bloodstars (Evocation)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell creates seven star-shaped, spiked
fields of whirling, sparkling force from seven
drops of the casters blood. These bloodstars
move (MV Fl 22, MC: A) in response to the casters will. All seven can attack seperate targets,
although a bloodstar cant move more than 27
m away from its caster.
A bloodstar strikes targets at THAC0 4, and
its razor-sharp points of force slash through all
armour and nonmagical barriers to inflict 4d4
points of damage. (Due to the energy aura
exuded by a striking bloodstar, a single being
can suffer damage from only one bloodstar in
a round.)

- 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.

Create Mummy (Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 4 hours
Area of Effect: One corpse
Saving Throw: None
This spell creates one mummy from the
corpse of a human of at least seventh level
fighting ability. The mummy follows orders to
the limit of its low intelligence, but it must remain within one mile of its place of origin, so it
is primarily useful only as a guardian. The

Mage Spells Seventh Level


corpse of the potential mummy must be properly embalmed with the appropriate proficiency
(q.v.).

Create Undead (Necromancy)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting time: 1 day
Area of Effect: One human corpse
Saving throw: Special
The material components of this spell are a
human corpse (not older than 3 days), myrrh
(500 GP worth) and a special balm made of
certain rare herbs, personally prepared by the
necromancer. Ingredients for this balm cost
500 GP, and one uninterrupted week spent by
the spell caster. The balm only stays good for
3 days.
This spell forces back the soul of the corpse,
and turns it into either a wight, a spectre, or a
wraith. The caster has a percentage chance
equal to his level x 2 of choosing which is created. Otherwise, roll on the following table, adding the level of the caster, plus a 5 bonus if the
caster is a necromancer specialist. Also, if the
corpse was a 0-level person, subtract 30 from
the roll (if the adjusted roll is below 0, the spell
fails and the corpse is destroyed).

1d100

Type of undead:

01-60
61-90
91-00

Wight
Wraith
Spectre

The corpse gets a saving throw vs. magic,


at a level equal to the corpses level before
death, with the following bonuses:

Modific.:
+4
+1
+2
+4

Person was:
good
neutral
a neutral or evil cleric
a good cleric

If the save is made, the corpse is destroyed


and the spell fails. If the save is failed, the
undead is created. Said undead will be under
the control of the necromancer for one year,
following any order that is not obviously suicidal. At the end of the year, or upon such time
as the undead receives a suicidal order, it is
freed from the necromancers control and gets
a save vs. magic. If it fails, it must leave and
may never attack the necromancer unless attacked first. If it succeeds, it becomes freewilled, and might attack the necromancer if it
was sufficiently mistreated.
Note that after the year is up, the undead
may continue to serve the necromancer, if it
was sufficiently prosperous and receives a
sufficient bribe. This is a GM call.

A necromancer can only control 1 undead in


this matter at a time. At the end of the year, or
when the undead dies or becomes uncontrolled, the spell may be used again. Should
this spell be used during the year, it will work,
but the fresh undead will immediately attack
the spellcaster.
Finally, a created undead starts out the same
alignment as the corpse from which it came.
However, due to what these creatures must
feed on (i.e. people), an unstoppable shift
begins towards the undeads normal alignment. There is a 10% chance per month (cumulative) of the alignment decaying one step.
After a switch, the chance returns to 0 and
begins building again.

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.

Energy Shield (Abjuration)

- 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.

Eye of the Beholder (Evocation)


Range: Special
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
In order to cast this spell, the wizard must
have in his possession, an eye stalk from a
beholder. The stalk is pointed at the intended
victim(s), and after the incantations are complete, one of 10 possible effects shoot forth
from the eye stalk towards the target(s). The
exact result (including saving throws, range,
duration, etc.) are determined at random from
among the 10 functions of a beholders eye
stalks, as given in the Monstrous Compendium.
The eleventh eye function (anti-magic ray) is
never one of the spell results.

Mage Spells Seventh Level


The only material component for this spell
is the eye stalk, which is used up when the
spell is cast. In order to achieve different effects, an eye stalk from a spectator, gauth, an
eye of the deep, or any other beholder-kin may
be substituted for the beholders stalk.

Feather Fall Field (Alteration)


Range: 0
Components: V
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 10-yard radius
Saving Throw: None
When this spell is cast, a magical field surrounds the wizard and moves with him. This
field slows free-falling or free-flying objects as
per the first-level Feather Fall spell, subject to
a weight limit of 2000 GP weight plus 2000 GP
weight per level. This spell will affect all missiles,
including giants boulders, but weight beyond
the maximum limit will not be affected.

Fellstars Flame Fog (Evocation)


Range: 10 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 12 m wide, 6 m high, 6 m
deep cloud
Saving Throw: 1/2
This spell creates a fog resembling that produced by a Cloudkill spell; the cloud may be
created up to 10 m away, and moves 3 m per
round as directed by the caster; strong winds
will move the cloud in another direction, but will
not disperse it, nor will they move the cloud
back towards the caster. Thick vegetation will
break up the cloud in 3 rounds.
The fog itself is not harmful, and has no other
affect besides obscuring vision. During any
round after the spell is cast, the caster may
ignite the fog with a single word. When this is
done, the entire fog cloud becomes a roaring
sheet of flames inflicting 5d10 points of damage, plus 1 point per level of the caster (up to
a maximum of 5d10+20) to those caught inside. A successful save vs. spell reduces the
damage by half. Those victims who fail their
saves must roll for all their possessions vs.
magical fire; those items that fail their saves are
destroyed.
If any type of fire comes into contact with the
fog cloud, it ignites immediately; if a Fireball,
or similar spell, is cast into the cloud, the damage inflicted is cumulative, and a saving throw
for each effect must be made separately.
The material components for this spell are
several strands of hair from a cloud giant, and
the scales of a red dragon; all components are
consumed when the spell is cast.

Jadwins Deceiving Forgery (Illusion)

Duration: 1 turn + 1 round/level


Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard may disguise his mental signature to be identical to
another wizards. All in-place spells react to the
wizard as if he were the other wizard. For instance, the wizard would be able to pass
through anothers Wizard Locked door, use
anothers Passwall. The wizard would even be
able to travel through a priests Glyph of Warding or Forbiddance, provided that the password is known.
Note that some in-place spells such as Prismatic Sphere are not designed for access by
two persons. Powerful, in-place, wizard specific
spells will not be fooled by the Forgery if their
real wizard is present. While this spell allows the
wizard to walk into anothers unoccupied Prismatic Sphere, should the wizard attempt to
enter an occupied Sphere the attempt will fail,
resulting in the wizard taking the full consequences of such an attempt. The caster of the
Prismatic Sphere will never have a problem
entering, however if the caster of the Sphere
spell enters after the caster of the Forgery the
Sphere will no longer be deceived by the Forgery. If the caster of the Forgery then comes
in contact with the Sphere he will take the full
consequences.
Less powerful, in-place, wizard specific
spells either are not specific enough to exclude
two mental copies of the wizard or will refuse
the second access attempt even if it is the
caster of the original spell. This spell does not
foil active detection spells such as Know Alignment and True Sight, only in-place ones. Also,
the wizard is not recognized by his own inplace spells for the duration of the Forgery.
The material component of this spell is an
ivory plaque on which is inscribed the name
and magic symbol of the wizard whose aura
is to be duplicated.

Jamyes Flesh to Toast (Alteration)


Range: 10 m
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
This spell turns the flesh of any creature affected into a golden-brown piece of hot yummy
toast. Only the victim is affected; anything the
victim may be wearing (or non-organic items
ingested) will not be turned into toast. The resultant toast is subject to any forces normal
toast is subject to (slicing, buttering, eating,
whatever). One cubic foot of toast will satisfy
the appetites of four humans, although they
may get tired of toast way before then.
The material components of this spell are a
small pat of butter or cream cheese, and 1 foot
of steel wire. The steel wire will not be consumed in the casting.

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.

Jamyes Improved Armour Reversal (Abjuration)


Range: Touch
Components: V, S, M
Duration: 1 round/level above 7th
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Special
This spell is an improved version of the fifth
level Jamyes Armour Reversal spell. With this
spell, bonuses to hit by the attacker are
added to the die roll (thus working against the
attacker) instead of subtracted. For example,
a 10th-level fighter attacking an AC 5 mage
with Improved Armour Reversal would need a
die roll of 5 or less to hit the mage; if the fighter
had a Strength of 17 (+1 to hit) and a +2
weapon, she would now need a die roll of 2 or
less (5 minus 1, minus 2) to hit the mage.
This spell also affects missile weapons in the
same way it affects melee weapons, unlike the
fifth level spell. Also, whereas Armour Reversal
can be dispelled by a subsequent casting of
Improved Armour Reversal on the same subject, Improved Armour Reversal cannot be so
dispelled by the weaker spell. If Armour Reversal is cast upon the subject of a previous
Improved Armour Reversal spell, the Armour
Reversal spell is wasted and has no effect.
The spell components for this spell are a
small magnet, a piece of black silk of no less
than 20 GP value, and a diamond of no less
than 250 GP value.

Lestats Legion (Evocation)


Range: Special
Components: V ,S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates one clone, plus one for
every five levels of the wizard, of the wizard.
Each clone has hit points equal to the wizards
level, and all physical (non-spell) abilities of the
wizard. The clones are completely loyal to the
wizard (as their minds overlap in a way, with his
own) and can carry out reasonably complex
tasks (DM discretion). The clones are created
wreathed in simple illusions which mimic the
wizards possessions, though they serve no
other purpose, and can be discarded at the
clones will (as the clone may have real clothes
etc available). Due to the mental overlap of the
clones with the wizard, while any are within 100
meters of the wizard, the following is possible:
* The wizard can communicate telepathically
with the clone. * The wizard will sense where
the clone is, regardless of sight etc. * The wizard can cast memorized spells through the
clone, the spell is cast normally, with the wizard performing all components necessary (the
clone can mimic these if desired), the only

Mage Spells Seventh Level


difference being the spells origin, which is the
clone (i.e.: all effects use the clone as the wizard). * The wizard can map the clones senses
onto his own, though while doing so, the wizards own sense which is being mapped over,
is not available (e.g.: if the wizard maps the
clones sight over his own for five minutes, then
he cannot see from his own eyes for those five
minutes).
The material components are a number of
pearls (each worth at least 500 GP) equal to
the number of clones to be created (the
number of clones created is equal to the
number of pearls used, with an upper limit of
one plus one for every five levels of the wizard), and a drop of the wizards blood upon
each pearl. At the completion of the spell, the
bloodied pearls are flung from the wizard, and
where each lands, a clone forms out of it.

Lestats Lieutenant (Illusion/Necromancy)


Range: Special
Components: S, M
Duration: 1d6 turn + 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates a clone of the wizard. The
clone has hit points equal to the wizards level
(e.g.: 14 hp for a clone of a 14th-level wizard),
and all physical (non-spell) abilities of the wizard. The clones mind overlaps with the wizards,
though the clones is by no means complete.
The clone can carry out reasonably complex
tasks (DMs discretion), and is essentially an
extension of the wizard.
The clone is created wreathed in simple illusions which mimic the wizards possessions,
though they serve no other purpose, and can
be discarded at the clones will (as the clone
may have real clothes etc. available). The clone
itself is a magical construct, and is detectable
as such in the normal ways (e.g.: Detect Magic
or True Seeing will reveal its true nature). Due
to the mental overlap of the clones mind with
the wizards, while within 100 meters of the wizard, the clone has the following properties:
* The wizard will sense where the clone is,
regardless of sight etc. (similar to the sense of
where ones arm is).
* The wizard can communicate telepathically with the clone (silently and accurately
convey concepts, as if talking to oneself).
* The wizard can cast memorized spells
through the clone. The spell is cast normally,
with the wizard performing all components
necessary (the clone will reflexively mimic the
non-material components), the only difference
being the spells origin, which is the clone (i.e.:
all effects not including side effects (side effects include such things as the aging caused
by certain spells, etc.) use the clone as the
wizard).
* The wizard can at will swap the clones
senses with his own. E.g.: the wizard can swap
sight with the clone, and see through the
clones eyes (and the clone would see through
the wizards). The wizard can of course swap
back to his normal sight at will.

The material components consist of a representation of the wizard (a carved figure or a


clay model, for example) coated with the dust
of a crushed pearl (made of a perfectly round
pearl, worth at least 1000 GP), and a drop of
the wizards blood. When the spell is cast, the
figurine is placed where it is to appear, and it
transforms into the clone (when the clone disappears at the end of spell duration, the figurine is gone).
Optional extension:
The spell has a (25 - wizards level) %
chance (with a minimum of 1%) of creating a
sentient clone, i.e.: the clone is under the control of the DM. The clone is in all other ways the
same as a normal clone, though should the
wizard die, the clone will gain full abilities of the
wizard. Sentient clones have the same personality and memories as the wizard (and thus
know the spell effects, the fact that they will
expire, etc., etc.). Basically, a DM can enjoy
some interesting roleplaying here...

Llewllynns Wall of Force (Evocation)


Range: 9 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 0.9 m/level
Saving Throw: None
This spell is equivalent to the fifth level mage
spell Wall of Force (q.v.) in all respects save
one: the caster is able to manipulate the force
wall. The following variations are possible:
Version 1: The mage can cast the wall in a
hemispherical or spherical shape around himself with himself as the centre point. The mage
can then move about and the wall will move
with him. This version is tinted red.
Version 2: The mage can cast the spell as a
wall (2-dimensional barrier) and then move in
a direction with the wall moving 3 to 9 m in front
of him. The wall will always be in front of the
caster, and will turn as he turns. This version is
tinted blue. Note that this version cannot be
cast horizontally.
The material component for version one is
a pinch of diamond dust and a pinch of ruby
dust. The material component for version two
is a pinch of diamond dust and a pinch of
sapphire dust.

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.

Merals Minor Bang (Evocation)


Range: 10 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell brings into being a microscopic
quantity of anti-matter wherever the wizard
decides within range. The anti-matter will detonate instantly with whatever matter happens to
be there, doing considerable damage to creatures, depending on the range from the blast.
If it materializes in a vacuum, embedded in a
force field, or other place without matter, the
spell dissipates. The major effect is to cause a
Fireball-like blast affecting things within 20 m
of ground zero, causing 1d6 points per level of
the wizard, up to a maximum of 12d6, with a
saving throw for half damage. Targets immune
to fire or normal physical attacks take only half
of the result, and targets immune to both take
none.
The spell will also affect creatures made of
living tissue as follows, depending on the distance from the centre of the blast:
* Centre up to 20 m: The creature will die of
radiation sickness in 2d6 days unless a Cure
Disease (or Heal) spell is cast on it or unless it
is immune to disease, and it will be permanently blinded (until cured), its optic nerves
having been destroyed.
* 20 to 40 m: Unless immune to disease, the
creature will be afflicted with radiation sickness
that will cause it to die in 1d3+1 weeks. Furthermore, it will be blinded for a period of one
month (if it doesnt die first).
* 40 to 60 m: 1 hour later, the creature will
become violently ill with radiation sickness, with
an effective -2 each to Constitution, Dexterity,
and Strength, until a month passes or it rests
for half a day per level of the wizard. Blindness
also occurs, lasting 1d6 days.
The penalties for radiation sickness also
apply to terminally ill creatures at less than 40
m.
* 60 to 80 m: The creature will become mildly
ill (no game effect), and will be blinded for one
day.
The target must make a separate saving
throw for radiation and for blindness damage,
and if it succeeds it keeps making saving
throws until it fails. Each success reduces the
effect to that of one level farther out. The radiation passes through solid objects, but each
15 cm of stone or m of water reduces the effect to the next outwards level. A sufficiently
wide barrier, such as a wall, will eliminate the
blindness entirely.
Creatures not made of flesh, like xorns, but
that still see using eyes, are affected by the
blindness only, not by the radiation. Creatures
such as elementals or golems are unaffected
by either. Undead and creatures from the lower
planes are not blinded by the light, but take

Mage Spells Seventh Level


extra damage from it of 3d6, 2d6, 1d6, or nothing depending on their distance from the targeting point of the spell.
The wizard can optionally materialize the
anti-matter inside a creature or thing. A creature gets a save vs. petrification, and an object
a save vs. crushing blow. If it fails, it takes double damage, but all others automatically make
the saving throw for half damage and 1 saving
throw against the radiation. This version works
only against corporeal creatures. Against fortifications, the spell does 1 structural point per
level if materialized inside, half damage otherwise.
The material component of the spell is a
mushroom.

Mind Find (Divination)


Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30 m radius sphere
Saving Throw: None
This is an extremely powerful version of true
sight combined with a form of Clairvoyance.
Like True Seeing, it allows the caster to exactly
locate people that are: displaced, invisible,
polymorphed, change, enchanted, or
illusioned. However the spells effects the mind,
not the eyes of the caster, so the caster can in
addition see through fog, around corners, trees,
etc. (anything within 30 m radius).
About the only things that will block the penetration power are the Non-detection spell
(non-detection gets a save to see if the mind
find worked on him), Lead walls, or walls of
force. The spell also confers the ability to perceive minds in 360 degrees on all axis, X, Y and
Z. Thus the caster could locate the mind of
someone 24 m above then and behind them,
needless to say backstabbing someone who
knows exactly where you are is impossible.
However, this spell cannot locate object or
things without minds, thus it could locate anything that had less than zero intelligence. The
drawback to this spell is that it makes the
caster susceptible to mind-effecting spells i.e.
save at -2.
The material component of this spell is a
whole mind flayer brain.

Nearthias Combat Spell (Abjuration, Alteration, Divination)


Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell prepares the fighter/mage for
combat. It provides the benefits of the following spells:

Detect Invisibility
Fly
Minor Globe of Invulnerability
Protection from Normal Missiles
Shield
Strength

It also provides 25% magic resistance and


4 temporary fighter levels. (i.e. +4 to hit and 40
hit points). This spell can only be cast by
fighter/mages (or tri-classed with both
classes).

Nearthias Spell Vortex (Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One vortex around the
caster
Saving Throw: None
Once this spell is cast a faintly visible 2.1 -3
m tall vortex appears around the caster,
centered on his feet. The vortex is a container
for spell energy. It can store up to 1 spell level
per level of the caster. The caster may place
any spell he wants into the vortex. He also has
a chance equal to his magic resistance of
catching a spell cast at him with the vortex.
After the spells energy is stored in the vortex, the caster may use the energy to fire other
spells from the vortex. He may only fire spells
he has taught the vortex though (the ones he
put into the vortex himself). Shooting a spell
from the vortex may be accomplished once a
round, plus one may be fired at anyone who
casts a spell at the mage that round. The caster
may do anything except spell casting and still
be able to fire all his spells each round.

Noska Trades Feign Dust (Conjura-

Orkos Laser (Evocation)


Range: Special
Components: S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
Upon utterance of this spell the wizard releases a light beam of positive energy from his
finger. The beam inflicts a total of 10d10 hp of
damage, and if the save vs. spells is failed,
there is a 20% chance that a body part will be
damaged (roll on the chart below if this is the
case).
Roll

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

If the victim makes his save he will sustain


only half damage and reduce the chance of
body part damage to 5%. The only spell component for this spell is a slight unique finger
pattern.
It is easier to aim at larger creatures, but a
larger creature gets a better save. Therefore,
range and saving throw for this spell vary according to the creature attacked by the beam:
Cr
eatur
e is
Creatur
eature

Range

Saving Thr
ow
Throw

Small
Medium
Large

18 m
36 m
72 m

made at -4
Negates

This spell has only somatic components.

tion, Necromancy)

Phantasmal Force II (Illusion/PhanRange: Touch


Components: V, S
Duration: 3 hours + 1 turn/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Upon casting this spell the recipient and all
his belongings are reduced to a heap of dust
with a skull resting on top. The skull is actually
a conjured one and is not attached to the spell
recipient in any way. The conjured skull may or
may not be human, but will always be humanoid (cf. reincarnation). Feigning creatures are
able to smell and hear normally, but can only
see in a 6 m radius sphere around themselves.
Creatures feigning dust are unaffected by
any attack form other than scattering by magical means (i.e., Wind wall, Gust of wind, Polymorph any object, etc.) which causes 1d6 hp
damage per level of the caster of the scattering spell. Attempts to remove the dust by other
means will not succeed.
Source: Ted Dreibelbis.

- 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

Mage Spells Seventh Level


persist in a reiterative form for 1d4 rounds after the wizard breaks off concentration either
by leaving the range of the epicentre or casting spells.
The material component for this spell is a bit
of fleece.

Pilpins Acidball (Evocation)


Range: 100 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 6 m radius globe
Saving Throw:
This spell is similar to Fireball except that it
causes a burst of acid in a 6 m radius globe.
Pilpin created this spell for security reasons in
his regular dealings with lower plane creatures.
Creatures within the area of effect will take
1d8 points of damage per level of the wizard
unless they make a successful saving throw,
in which case they will take half damage. Any
paper, parchment, or soft metals within the area
of effect are destroyed, other items are allowed
a saving throw. Possessions of a creature that
successfully saves are unaffected by the
Acidball. The wizard must have a clear line of
sight to the target area.
The material components are a drop of water and a scale from a black dragon.
Source: Allan Longley.

Pilpins Alignment Charm (Enchant-

barbarians, etc.) get a +2 bonus to their save


if the alignment change conflicts with the restriction.
Pilpins Alignment Charm is not affected by
Dispel Magic, Remove Curse or Heal , but a
Restoration or (Limited) Wish spell will negate
it.
The material component of the spell is a
small piece of wool soaked in the blood of a
creature with the desired alignment.

Pilpins Massmorph (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 50-foot cube/level
Saving Throw: One
This spell is exactly the same as the fourthlevel spell Polymorph Other, except that there
is no saving throw, it only affects creature with
less than 8+3 HD, and it may affect many creatures simultaneously. Like Death Spell the
number of creatures that can be affected is a
function of their hit dice.
Cr
eatur
e
s
Creatur
eature
es
Hit Dice

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)

Pobithakors Placer (Alteration, DiviRange: 120 m


Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
This spell causes a single person (as defined in Charm Person) to act as if he had a
different alignment than his own. The specific
alignment is the wizards choice, but must be
chosen when the spell is memorised. An affected creature will wholeheartedly embrace
the new alignment, seeing the error or foolishness of his past ways. Alignment detecting
spells (such as Detect evil/good, True Sight,
etc.) will detect the creatures true alignment,
but spells such as True Seeing will also reveal
that the creature is charmed.
The base saving throw is made at -3 if the
change is only by one division (i.e., lawful good
to lawful neutral or neutral good). The save is
at -2 if the attempted alignment change is by
two divisions (i.e., lawful good to lawful evil,
chaotic good, or neutral). If the attempted
change is by three positions (i.e., lawful good
to neutral evil or chaotic neutral ) the save is
at -1. For diametrically opposed alignments the
save is normal (i.e., lawful good to chaotic evil).
Furthermore, creatures and classes restricted
to a specific alignment (i.e., paladins, druids,
demons, etc.) get a +3 bonus to their saving
throw. Creatures or classes restricted to specific morals or ethics (i.e., rangers, assassins,

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

The material components are a 500 GP


worth diamond and a caterpillars cocoon
crushed together into a fine powder, which
vanishes during casting.

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.

Pilpins Ravaging Spheres of Fire

Prevention of Transmutation From


Rock to Mud (Alteration)

(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 -

Mage Spells Seventh Level


This spell prevents the successful use of a
Transmute Rock to Mud spell in the area of
effect, unless a successful Dispel Magic spell
is cast first. The reversal totally negates this
spell.
The material component is a brick, or a
sponge for the reversal.
This spell was researched by Shoogar. Use
this when building your next castle. A long
study of the attack strategies of high level
parties reveals the need for this spell.

The item must be within 1 mile per level of


the wizard to be retrieved. If the item is outside
of this range, the glyphs will still be seen and
a general direction of where the item is will be
indicated. If the item is not on the same plane
as the wizard then no information will be given.
Only the glyph and the characters from the
Wizard Mark are seen, not the item itself. If
more than one item is inscribed with the same
glyph and six characters, the DM should randomly pick one of the items and give the appropriate result.

Read Mind (Divination)

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.

the spells in question after casting them, and


any spell the caster is currently casting will be
disrupted.
This spell requires only the slightest mental
control of the caster to operate, allowing him
to cast other spells normally that do not require
his full concentration. Multiple castings of this
spell will work, but all of the detrimental effects
are cumulative. The material component of this
spell is a small pouch (5 cm squared) of
leather containing a patch of fresh (not dried)
fire giant hair mixed with ruby dust of no less
than 1,000 GP value. The fire giant hair may be
kept fresh with a Preserve spell or similar effect.
The source of this spell is Sarius Mendlekine.

Sarius Fire Giant Manifestation

Sarius Temporal Demi-Plane (Con-

(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

This spell creates a golem-like creature


which the mage may direct to perform certain
programmed actions. The creature is a temporary fire golem with no true intelligence and to
most appears as an undead fire giant. The
creature may be controlled up to a distance
equal to the spell range but if it passes outside
of this range, or the spellcaster is killed, the
creature will explode in a 21 m radius area
doing damage equal to its current hit points
(save vs. breath weapon for half damage). The
creature created mimics most of the actions of
a fire giant, having AC 3, MV 12, HD 11 + 3, HP
58, AT 1, DM 5-30, SP: Immune to fire, SZ: L (3.6
m), Strength 22. The creature can fight with its
sword only and has no ability to hurl rocks as
does a normal fire giant. It can inflict structural
damage points as a normal fire giant on a
round to round basis (Wood: 2, Soft Stone: 1,
Hard Rock: 1/2).

This spell uses the magical forces of the


astral or ethereal planes to create a small demiplane. This demi-plane is connected to the
current plane of the caster through a special
(3 3 m) gateway which is invisible to all creatures except the caster unless they are able to
use True Seeing. When cast, this spell causes
astral or ethereal stone to form into a 3 m cube.
This cube houses the physical structure of the
demi-plane, but the interior is a distorted dimensional area with a volume equal to 0.27 m
of space per level of the spellcaster. In its drab,
gray interior, the demi-plane is governed by the
physical and magical laws of the plane in
which it is created (astral or ethereal), but does
have a localized gravity which is under the control of the caster (normally equal to that of the
Prime Material plane but it may be lowered all
the way to 0 g at a rate of .1 g per round). There
is no need for air and nutritional needs since
characters are governed by the normal astral
or ethereal laws. The mage may change the
interior form, but may not decrease or increase
the volume of the demi-plane. Volume form is
changed in 3 m cubic blocks, and it is impossible to make any area smaller than 0.27 m,
though, pits and similar obstacles can be created. Also, the normal temperature in the demiplane is 20 Celsius and may not be changed.
A mage must touch someone for them to
see and enter the gateway, but, once inside,
anyone may freely exit the demi-plane. If someone is able to see the gateway through the use
of True Seeing, and he is a mage familiar with
the Wizard Lock or Temporal Demi-Plane
spells, he may attempt to enter the gateway by
using his willpower to negate the need for the
casting mages touch. In game terms this
means a successful percentile roll with a base
50% chance modified plus or minus 5% for
every difference in level from the caster in an
upward or downward progression, respectively.
A mage seeing the gateway and meeting the
stated prerequisites will automatically know
that this is possible. Otherwise, only spells of

The caster is able to direct the creature to


perform 3 individual actions plus 1 for every
two levels of experience above 14th level. Each
change in action will cause the creature to
hesitate for one round before working to act out
the next action. Actions can be classed as killing a group of orcs, killing a group of men
wearing the same colours or armour, tearing
down a stone wall, pulling up a tree, etc. Once
the final action is completed the fire giant crumbles into a pool of hot sulfur, effectively making a circular area 9 m in diameter full of sulfuric
acid (which will kill all vegetation in the area
and causing 1-3 HP of damage per round to
any organic creature in the area. Against mind
affecting spells, the creature is considered to
have an intelligence and wisdom of 3 (saving
at -3 vs. these attacks). If the creature is
charmed or controlled by a mind affecting spell
the casters concentration is totally disrupted
causing the creature to dissipate and any other
spells the caster currently controls will become
dispelled unless the caster has no control over

- 110 -

Mage Spells Seventh Level


a wish-like nature will be able to discern the entrance, though creatures with senses that extend into the astral or ethereal planes will be
able to see the large block of stone that makes
up the external surface of the demi-plane area
and psionic characters may be able to use
probability travel to gate into the demi-plane if
they are familiar with it.
The demi-plane does not allow access to
the astral or ethereal planes unless it is destroyed, or if the mage creates the demi-plane
while on one of these planes, in which case the
entrance to the demi-plane is actually entered
on the plane in which it resides and not a connecting outer or elemental plane. When the
spell is initially memorized the caster must
determine whether he will cast the astral or
ethereal variant of this spell. It is impossible for
both to be used in the same area of effect (on
the Prime Material plane) due to conjugations
of magic energies required in maintaining the
spell.
The structure containing the demi-plane is
able to withstand 3 HP of structural damage
(vs. hard stone) before it is disrupted. The ethereal cyclone will inflict 1-100 HP of structural
damage every time it passes over the area of
the demi-plane and the psychic winds of the
astral plane automatically inflict damage equal
to one-half the current structural hit points of
the demi-planes shell. The nature of the demiplane causes it to stay in one spot so it may
be used as a reference point if the spell duration is long enough (through the possible use
of a permanency-type spell). But, no matter
what spells are applied to the demi-plane, it will
always disrupt when its structural hit points are
brought to 0 or less. The contents of the demiplane are then thrown into the plane of creation and all creatures must save vs. spells at 6 or be knocked unconscious for a period of
time equal to one hour of time on the plane in
question (not subjective time). If cast on the
ethereal plane the spell duration is extended
by a factor 10 and on the astral plane the duration is extended by a factor 1000.
The material component of this spell is a
miniature platinum ziggurat embedded with
peridots and having a finished value of at least
1000 GP. The ziggurat weighs 0.1 lb.
The source of this spell is Sarius Mendlekine.

Sever Shadow (Illusion/Phantasm)


Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
This spell operates as a Shades spell producing a 60% real duplicate of the creature
touched as per a Shades spell. If the original
is a spell wizard the 60% applies to the shadows effective level for spell selection. Note that
all of the shadows spell effects are illusions.
The shadow creature is formed from the
shadow cast by the original and will be completely under the control of the original creature through an ESP type link. The shadow

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.

Sillvatars Dragon Bite (Conjuration/


Summoning)
Range: 3 m/level
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 7
Area of Effect: One creature
Saving Throw: None
This spell is similar to Sillvatars Dragon Claw,
except it conjures a shadowy dragon head
within spell range. The procedures for attacks
are as per that spell, except the victims who
are hit receive bite damage, instead of claw
damage. For example, if this spell is cast using the material component from a white
dragon, the damage inflicted by each successful bite is 2-16 points of damage. In addition,
each attack receives a +2 on all to hit rolls.
The caster may conduct 2 attacks using this
spell, each of which must occur in a separate
round. The dragon head dissipates when both
attacks have been made, the duration expires,
or the head is dispelled. The head is not
harmed by other attacks.
The material component for this spell is the
teeth from any type of dragon; these teeth are
consumed when the spell is cast.

- 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.

Summon Wizard (Conjuration/Summoning)


Range: 50 m
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Within one round of casting this spell, the
caster summons 1d2 wizards to aid him. The
summoned wizards level will be equal to 3/4
the casters level, rounded down, up to a maximum of twentieth level. The wizards will appear
anywhere within the spell range as desired by
the caster, and will serve the caster as per
monsters summoned via a monster summoning spell. There is an 80% chance of summoning a mage, and a 20% chance of summoning a specialist (determine school randomly).
Equipment and abilities are determined randomly.
The material component for this spell is an
ornately carved, gem-encrusted, wooden staff
(worth at least 100 GP), which is consumed
when the spell is cast.

Tharos Temporal Study (Alteration)


Range: 0.3 m
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
When this spell is cast a magical door outline, only seen by the wizard, will appear one
foot in front of the wizard. The wizard then may
enter through the outline (the wizard is the only
one able to enter the doorway). Once the wizard walks through the outline he will see a nice
sized furnished room (6 6 6 metres). While
in this room the wizard will be able to heal,
memorize spells, sleep (safely), or do anything
else he is normally able to do, with the excep-

Mage Spells Seventh Level


tion of new spell study, or the casting of any
other spells than healing spells. If an attempt
to do this is made the room will explode, doing 30d20 to the wizard.
The wizard may stay in this room for 2 hours
+ 1 hour per level, the catch being that as soon
as he leaves they will have been gone for only
1 second per hour spent in the room (example: Murlock, a 24th-level Wizard cast this spell
and spends a whole day within the room, but
when he leaves the room his companions state
that he has been gone for exactly 24 seconds).
If a wizard is still in the room when the spells
duration has come due, the wizard must make
a saving throw at -5 or be hurdled into the void
(note: the wizard does age normally when in
the room).
The material component for this spell is 50
GP value of each of the following: diamonds,
rubies, ivory and jade.

Uldarks Radiant Bolt (Conjuration/

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.

Valcons Spectral Army (Illusion/Phantasm)


Range: 200 m
Components: V, S, M
Duration: Special
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: None

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:

Item save vs.:

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.

Using this spell, the caster may create an


army of semi-real humanoids; any type of humanoid may be chosen, but all soldiers must
be of the same type. Because the army is
somewhat real, they may not be disbelieved.
The army is made up of one or more units,
each of which is comprized of 10 infantry soldiers. The caster may create a number of units
according to the following table:

Caster
Casters level:

Number of units:

14-15
16-17
18-19
20+

2
3
4
5

The army may appear anywhere within spell


range as desired by the caster. The army must
not stray too far from the caster; they may move
up to a distance of 20 m per level of the caster.
This spell will last until the caster wishes it to
end, or until all units of the army are destroyed;
however, a single caster may not have more
than two of these spells in effect at any one
time; any additional castings of the spell will
fizzle and be wasted.
Each unit always moves and attacks as a
single entity; it will never split up, or act independently, as each unit is a single component
of the illusion. The unit will have an armour
class equal to: 22 -casters level, and hit points
equal to 2 times the casters level (i.e. a 16th
level caster, may create 3 units, each having
an AC of 6 and 32 hit points). All hits on the unit
count against the units hit point total; an individual soldier may not be destroyed, even if all
hits are on a single target. Once the units hit
point total is exceeded, all 10 soldiers in that
unit are destroyed. Besides melee attacks, the
army may be dispelled, although only one unit
may be dispelled per dispel attempt.
Each unit will be equipped with armour appropriate to their AC, and will be armed according to what material components are used; the
caster may provide one or more weapons for
every unit he creates; the units will then be
armed with the corresponding weapon(s). Any
number of weapons may be given to a single

- 112 -

unit, and each unit may be equipped differently


from the rest; the only stipulation is that the
caster must have the appropriate number of
the desired weapons available when the spell
is cast (in the case of missile weapons, the
missiles themselves need not be used as a
component; the missile weapon suffices in this
case). Continuing the example of the 16th level
caster, the caster may elect to equip all 3 units
with longswords only (at the cost of 3
longswords as a material component) or may
wish to diversify by equipping one with long
bows and short swords, one with spears, and
the third with halberds; (at the cost of 1 each
of a long bow, short sword, spear, and halberd
as a material component).
Since a unit always acts as a group, it may
only make one or two attacks per round, unless equipped with a weapon that normally
allows multiple attacks (i.e. a unit of long bow
archers would receive 2 or 4 attacks per
round). If the unit makes only one melee attack
in a round, it will inflict 1d8 points of damage if
successful; if two melee attacks are made,
each will inflict 1d4 points of damage if a hit is
scored; the amount of damage does not depend on the type of weapon used - all cause
the same amount of damage.
Missile attacks cause 1d4 points of damage
if the minimum number of attacks are made,
or 1d2 points of damage if the maximum
number of attacks are conducted (i.e. a unit
using long bows would do 1d4 points of damage per hit if two attacks are made, or 1d2
points of damage per hit if making 4 attacks).
Hurled weapons are not allowed by this
spell. Under no circumstances may these illusionary armies use any special attack or
defense forms normally employed by their race
(i.e. an illusionary army of trolls will not regenerate lost hit points). Strength, dexterity, and
similar bonuses also do not apply.
In addition to the weapons required for material components, the caster must also have
a suit of armour (and a shield, if desired) that
comprise the appropriate armour class for the
units. One suit (and shield, if used) is sufficient
for all units created by this spell. All material
components are consumed when the spell
ends.

Wind Tunnel (Alteration)


Range: 0
Components: V, M
Duration: 1d10 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By use of this spell, the wizard creates a
cylindrical tunnel of wind 3 m directly in front
of the wizard, 3 m in diameter, and stretching
3 m per level in length. As long as the wizard
maintains concentration on the spell, the tunnels primary section will be under the wizards
control. Once concentration is broken, however, it cannot be retained, and the tunnel will
move and grow in a random fashion for the
spells duration, which cannot be shortened.
The tunnel is capable of moving 3 m per round
and growing at both ends at the same rate. If

Mage Spells Seventh Level


it splits into parts due to this movement, it will
grow at all loose ends for the duration of the
spell.
The wizard and designated friends may
pass through the controlled tunnel unscathed.
Others, however, must make Strength checks
to avoid being pulled into the tunnel, make
melee attacks at -2, and may take a point of
damage per round from loose sand, dirt, or
pebbles. While in the tunnel, missile and hurled
attacks are made at -5. Such attacks through
the tunnel skin are next to impossible. Note
that the wizard may walk, communicate nonverbally, and still maintain control, however if
the wizard is hit or distracted, then control is
lost.
The material component for this spell is a
fan.

Wolldins Fearstalker (Illusion/Phantasm)


Range: 10 m/level
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
This spell creates an illusionary creature in
the mind of its victim much the same as a
Phantasmal Killer spell. The fearstalker appears as a shadowy creature of a vaguely
humanoid shape (only the victim and the
caster can see the creature). Once cast, the
fearstalker will tirelessly pursue its target; if the
victim does not succeed in making a disbelieve check (this intent must be specifically
stated) it will be attacked by the fearstalker.
The fearstalker has a movement rate of 24,
has HD equal to half the casters level (rounded
down), has 2 attacks (2-12/2-12), and can be
hit only by +1 or better weapons. It is immune
to charms and other mind-affecting spells, but
is susceptible to most other spells and magic
attacks.

The only way to permanently end this spell


(short of the victims death) is to make a successful disbelieve check. The victim is allowed
one such roll each time the fearstalker returns
after being defeated, as well as when the spell
is first cast. This disbelieve check has the same
modifiers applied to it as for the Phantasmal
Killer spell. However, the wearer of a Helm of
Telepathy may not turn the fearstalker upon the
caster. If the victim is asleep or otherwise unconscious when the fearstalker returns, the
battle will take place in the targets dreams, and
the disbelieve check is made with a -2
penalty.

Zandares Twist (Alteration, Enchantment)


Range: 3 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates
By means of this spell the caster changes
the target creature, effectively, inside out. The
organs are outside the body and the skin is
inside. GMs insert your own really graphic
descriptions here... The spell caster must have
a small leather pouch for the casting. At the
end of the seven segments the caster thrusts
his hand into the bag and violently pulls the
bag inside out. Now the target is either painfully turned inside out, or the caster looks like
a total fool. The spells affects one medium size
creature or two small creatures. Large creatures receive a +3 to their save.
Note that clothing, armour, etc. are in the inside also.

Mage Spells Eighth Level


Annihilate Matter (Invocation/Evocation)

Once the battle has been joined, nothing


short of the death of one of the combatants will
end it. Rendering the victim unconscious will
not help, as the fearstalker will enter the targets
dreams and the battle will continue normally.
If the caster of the spell is slain or rendered
unconscious, the current battle will continue
normally, but the fearstalker will not be able to
return at a later time (see below).

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

If the victim of this spell is reduced to 0 hit


points by the fearstalker, he must make a systems shock roll; if this roll fails, the victim dies
and the spell ends; if it succeeds, the target
only believes he has died and falls into a coma
for 2-24 hours. Only a Heal spell or a Wish will
rouse the victim from this coma. If the target
reduces the fearstalker to 0 hit points, it will
vanish instantly. However, in this case, the
fearstalker is not actually destroyed; it will reappear in 4-24 hours (at full strength) to again
attack its victim (the fearstalker will not be able
to return if the caster has been slain, or if he
was unconscious at the time of the fearstalkers
defeat in the previous battle).

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.

Caligulas Vitality Drain (Alteration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This terrible spell allows the caster to drain
the youth from a victim, revitalising himself, at
the expense of aging the victim. Hardly a spell
used by good aligned mages.
The caster first prepares the spell, by casting the eight phase portion of it. He then has
his level in rounds to make contact with the
victim, and begin draining. To drain the youth
of the victim, the caster must be in continuous
contact with the flesh of the victim during the
draining process. The act of being drained is
extremely painful to the victim, and is sufficient
to awaken sleeping victims, and allow
charmed victims a new saving throw. Even if
the victim is conscious, however, the draining
will continue. The victim must break flesh contact with the mage to break the spell.
The caster is able to drain a decade for
every four levels he possesses, i.e. 20 years
at fifth, 30 at ninth, 40 at 13th, etc. Each year
takes a segment to drain, a decade drained per
round. If the spell is broken during casting, the
caster will still have drained a number of years
dependent on time of casting (e.g. contact broken after 2 rounds, 20 years drained). Due to
the imperfect nature of the spell, however, the
caster only reduces in age by a year for every
three drained from the victim.
Both caster and victim will be affected by the
change in age. The victim will only suffer the
disadvantages of aging (STR and CON loss),
whereas the caster will only experience the
benefits (STR and CON gain). After the spell,
the victim will have visibly aged, with greying
hair, and lined, shaggy skin. The caster will appear envigourated, with grey disappearing
from his hair, and the obvious return of muscle tone. The victim must save vs. paralyze, or
pass out for 1d4 turns, if he is drained more
than 20 years. The caster will experience a
temporary d4 increase in STR (not including
that gained from becoming younger), which
will fade by 1 point a turn. The caster will also
feel as if inebriated, an affect which persists for
d6 rounds.

Mage Spells Eigth Level


This spell is only effective on humans. Long
lived races, such as elves and dwarves, as well
as humanoid races, are immune from the spell,
and the caster must save vs. paralyzation, or
be knocked unconscious if attempting to drain
a member of these races.
Finally, there is no known cure for this spell,
save Wish.
The material component of this spell is a
scrap of flesh from a vampire, which must be
consumed by the caster.

Celestarions Warding (Abjuration)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 10-foot radius sphere
Saving Throw: Negates
This spell is designed to ward off undead
creatures and creatures from the lower planes.
When cast, all such creatures within 10 feet of
the wizard are subject to a save vs. spells at 5, taking into account their Magic Resistance.
Those failing their save are thrown out of the
area by a tremendous force, and land 20 feet
away. Thereafter, the creatures cannot enter the
sphere, or use their powers on creatures within
the sphere. Spells and attacks can still be cast
at these foul creatures from within the sphere.
The material component of this spell is a
glass ball or a marble made of crystal.

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.

To activate the deadly power of this spell, the


wizard must touch his victim by successfully
rolling an attack roll against his target. Any
creature touched must immediately make a
saving throw vs. death magic with a -4 penalty.
If the roll is successful, the victim is unharmed.
If the save is failed, a black haze will form about
the victim, draining 20% of his current hitpoints
each round until the unlucky individual dies at
the end of the fifth round. The deathshroud also
protects the wizard; anyone who touches the
spell-caster or attempts to strike him with any
hand-held object or weapon must make a saving throw vs. death magic at normal changes
or be affected by the deathshroud in the same
manner.
The following spells remove the deathshroud
from any affected individual: Cure Critical
Wounds, Heal , Limited Wish, Wish, or a successful Dispel Magic spell. As a last possibility, if the afflicted individual is somehow able
to reach the Positive Material plane within five
rounds, the negative energy of the spell will be
destroyed and the victim will be saved. Once
a being has successfully saved against the
effects of a particular deathshroud, that being
cannot be affected against during that spells
duration.
The deathshroud remains in effect until the
wizard has attacked or been attacked by a
number of creatures equal to one-half of his
level (round down), or the spells duration of two
rounds per level of the wizard has elapsed.
Creatures from the Outer Planes and undead
beings are not affected by the spell; if an
undead creature is attacked with a
deathshroud, it immediately gains one hit dice
and the wizard must save against death magic
or suffer the effects of the spell himself.
In order to cast the spell, the spell-caster
must have the following material components
available: a mixture of crushed black opal and
diamond (worth 5000 gp), dust from either a
vampire or lich, and a piece of a smoky
quartz.

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 -

Gate attempts stops when the spell duration


is over or the demon is dead, whichever comes
first.
The material component of this spell is a
golden star.

Dheryths Sanctum Sanctorum (Abjuration)


Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 27,000 cubic feet
Saving Throw: None
This spell seals an interior area (e.g. building, room, cave) with a volume up to 27,000
cubic feet off from entry by teleportation (including Teleport, Teleport without error, Dimension door, and even Drawmijs Instant Summons and Succor), plane shifting (including
colour pools, border ethereal penetration, and
plane shift), and similar magical effects.
Any of these may be performed if a password is known and spoken during the attempted entrance. There can only be one password at a time, but it may be changed by recasting Sanctum Sanctorum.

Ditans Everdeep Pocket (Alteration)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One pocket
Saving Throw: None
By use of this spell, the wizard endows one
pocket with half the holding capabilities of a
Bag of holding (ie. the pocket will hold 125
pounds, or 15 cubic feet of material, and when
full will weigh 7.5 pounds). The pocket has all
the abilities and restrictions of a Bag of holding listed in the Dungeon Masters Guide.
The material components for this spell are
a pinch of fairy dust, and a pocket.

Elemental Gate (Conjuration)


Range: 50 feet
Components: V, S, M
Duration: Special
Casting Time: 1 hour
Area of Effect: One square foot/level
Saving Throw: None
This spell creates a small gate from an elemental plane. It allows the free passage of
objects and creatures from the elemental plane
to the prime material only, and not the other way
around. If the gate is free standing, it will only
last for 2 turns + 1 round per level of the wizard. It may be supported, though, by an ornate
frame that will make it last exactly as long as
the frame itself.

Mage Spells Eigth Level


Element

Frame T
ype
Type

Air
Fire
Water

Silver
Brass
Gold or Gilt

Also needed as a material component of the


type of material the wizard wants the gate to
open into. For instance, if the wizard wants salt
water to spew out of the gate, he needs to cast
the water version with a sample of saltwater.
This works similarly with the other planes - air
of the appropriate freshness, temperature, etc
must exist as a sample.
The most common uses of this spell are
listed below:

Element Spell Ef
fect
Effect
Air

Fire

Water

May be used to ventilate rooms,


provide breathable air, and maintain average temperatures.
Often used to heat places in cold
climates or serve as the heart of a
forge.
Usually created to provide large
quantities of fresh, drinkable water.

If the supporting frame is magicked with a


Protection from Evil or Good, 10-foot Radius or
similar spell, the vast majority of elemental
creatures that might stumble across the gate
will be unable to pass through.

Fellstars Flame Jet (Evocation)


Range: 10 m/level
Components: V, S, M
Duration: 1 round/5 levels (4 rounds
maximum)
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
When this spell is cast, a jet of flames shoots
forth from the casters hand; this jet is 1.5 m
wide and has a length of up to 10 m per level
of the caster (the caster may vary the length
from 0.3 m up to the maximum range). The jet
travels in a straight line and is blocked by normal obstacles (i.e. stone, metal, etc.). If the jet
is blocked, it will it will not rebound, but may
flow around the barrier if it is small enough
(less than 5 feet across).
Anyone struck by the jet suffers 1d10 points
of damage per two levels of the caster (up to
a maximum of 10d10). A successful save vs.
spell reduces the damage by one half. If this
save fails, all possessions must save vs. magical fire or be consumed.
The flames from this spell will melt ice and
ignite wood on contact; they are able to melt
a hole in a all of Ice in a single round (though
they will not destroy it), and can bring down a
Wall of Fog instantly; other wall spells are not
affected by this spell.
The jet will remain in effect for one round for
every 5 levels of the caster, up to a maximum
of 4 rounds. A single creature must be chosen

as the target for the jet (but others may be


struck if they are in the path of the flames) and
a new target may be selected each round the
spell is in effect.
If the caster chooses, two jets (one from
each hand) may be employed instead of one;
if this is the case, range and damage are
halved (in some cases, one jet will do one more
die of damage than the other). A separate target may be chosen for each of these jets each
round they are in effect.
At the beginning of each round the spell is
in effect, the caster may split a single jet in two,
or may combine two jets into a single one.
The material components for this spell are
a powdered ruby and a powdered fire opal
which must be worth a least 500 GP together.
The powdered gems are mixed together in the
hand(s) of the caster at the time of the casting; all material components are consumed
with the casting.

Improved Mirror Image (Illusion/


Phantasm)
Range: 0
Components: V, S, M
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: 12-foot radius
Saving Throw: None
This spell is a much more powerful version
of Mirror Image. Not only are more images (1d6
+ 1 per 2 levels) created, but they last longer,
and the ruse can only be detected with a Gem
of True Seeing, or a similar device. The phantasms are solid for all intents and purposes,
taking damage when attacked instead of winking out. A Wand of Negation or Dispel Magic
will destroy only one of the phantasms.
The material component is a small mithril
mirror worth not less than 500 GP.

Jamyes Spell Reversal (Alteration)


Range: Touch
Components: V, S, M
Duration: 1 round/level above 10th
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Special
This spell affects the saving throws vs. spell
of the subject in much the same way that the
fifth level spell Jamyes Armour Reversal (q.v.)
affects attack rolls, i.e. saving throw results that
would normally indicate success will fail, and
results that would normally fail will succeed. For
example, a 19th-level mage normally needs a
6 or greater to save vs. a spell. If he is affected
by a Spell Reversal spell, he will need a 5 or
less (i.e. a failure under normal circumstances)
to save vs. a spell. Protection devices, Wisdom
bonuses, etc. all work to the benefit of the subject, i.e. if the above mage had a Ring of Protection +3 and a Wisdom of 16 (+2 magical
defense), he would need an 8 or less to save
vs. most spells (5 normally, +3 for the Ring) and
a 10 or less to save vs. spells that would give
him his Wisdom bonus. Likewise, penalties to

- 115 -

saving throws still work to the detriment of the


subject. If the subject is willing, there is no saving throw; otherwise, a normal save vs. spell
(obviously, this is made before the spell takes
effect) will negate it.
There are certain special cases that apply
to this spell. It is not affected by Spell Turning.
The only thing that can dispel it is another Spell
Reversal cast at the subject, who must make
a save while under the influence of the original Spell Reversal. If the subject is under the
influence of another spell that grants invulnerability to certain spells (Shield vs. Magic Missile, for instance, or any type of Globe of Invulnerability, but *not* Anti-Magic Shell), the subject takes full, maximum damage from that
spell with no saving throw. For instance, a mage
has both Shield and Spell Reversal cast upon
him. If he is targeted for Magic Missiles during
the time both spells are functioning, he will take
5 points of damage - the maximum possible from *each* Missile that hits him.
The material components for this spell are
a piece of amber worth no less than 300 GP,
and a doughnut made less than 24 hours
previously.

Life Leech (Necromancy)


Reversible
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
This spell allows the death master to steal
2d6 years from a victim and add them to his
own life. The victim must be human and of a
level equal to or greater than that of the caster.
If the victim is of lower level, the number of
years transferred is multiplied by the victims
level and divided by the necromancers. Since
the victim must be in the center of a pentagram
at the completion of the casting, it is useful to
have him held or immobilized in some way.
The reverse spell works in the same fashion,
except that the caster ages 2d6 years while the
recipient becomes younger, and the recipient
must be willing.
In either case, the material components are
a black candle, a white candle, a drop of blood
from both parties, and a specially prepared
glass screen.

Lightning Storm (Evocation)


Range: 40 m + 10 m/level
Components: V, S, M
Duration: 1 round
Casting Time: 9
Area of Effect: 21 m-diameter sphere
Saving Throw: 1/2
This spell creates electrical discharges
within a spherical area. Bolts of lightning leap
repeatedly about within this area, regardless of
the presence or location of metal, water or
other conductors. All beings within this area
take 6d12 points of damage (unless immune

Mage Spells Eigth Level


to electrical damage), and all items must make
saving throw against electricity. The magic prevents lightning form travelling along conductive paths out of spell range; a man in full armour and a bather in a moat, both just outside
the spells area of effect, will be unharmed.
The caster of a lighting strom is unharmed
by the spell (even if he stands in the center of
the storm) or by any other electrical attacks or
effects during the spells duration.
The material components include a shard of
glass, a scrap of fur, a piece of silver, and a
flint.

Area of Effect: 3 m diameter sphere


Saving Throw: None
This spell is the same as the fourth level Minor Globe of Invulnerability (q.v.), except with
regards to casting time. This spell prevents the
function of first to fifth level spells passing
through and affecting the mage within the
sphere, while allowing the mage to cast spells
through it.

Masols Spell of Item Transferal


(Alteration, Enchantment)

Long-Range Carrier (Alteration)


Range: 100 miles/level
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Long-Range Carrier is like the 5-Mile Carrier
but the range is 100 miles per level of caster.

Lorths Sending (Alteration)


Range: Touch
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: One creature/2 levels
Saving Throw: Negates
The Sending spell was created by Lorth the
Traveller as a more versatile form of the Teleport
spell. When the spell is cast, one creature for
every two levels of the mage (rounded down)
is Sent to a place defined by the caster as for
a Teleport spell (the caster must have a mental image of the place). The creatures must be
touching the mage, but chains are possible.
The mage does not have to accompany them,
but he may if he so desires. There is no chance
of error for this spell.
If any of the creatures sent is harmed within
5 minutes of arrival, all of them will be bounced
back to the place from which they were Sent
(whether they want to go or not). Any damage
incurred during those five minutes, to themselves or their equipment, is erased. Note that
this does not allow the spell to be used as a
quick and easy messenger spell; anything
dropped during the five minute grace period
is returned with its owner. This can be used as
a fail-safe teleport. After the five minute period
elapses, the spell expires and the protected
individuals are on their own. The Sending will
not work across planar boundaries. Unwilling
creatures receive a saving throw vs. magic to
resist this spell.

Major Globe of Invulnerability (Abjuration)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4

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.

Mystyks Halflife (Necromancy)


Range: 5 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
When this spell is cast, a crackling, black
bolt shoots from the casters palm towards its
victim. The caster must make a successful to
hit roll (with a +2 bonus) in order to hit the
target; if this roll misses, use the grenade scatter diagram to determine if anyone else is hit
by the bolt. If anyone is in the area of the miss,
a normal to hit roll (with no bonus) is used to
determine if the stray bolt hits anyone.
Anyone who is hit by the bolt must make a
saving throw vs. spell; if this roll is successful,
the spell has no effect and the bolt dissipates.
If the save fails, the victim immediately loses
half of his current hit points (round fractions
down), and is rendered unconscious by the
shock. These lost hit points may be regained
through normal means.

The material component for this spell is an


onyx gem worth at least 500 GP. The gem is
held in the hand of the caster, and is consumed when the spell is cast.

Mystyks Major Backlash (Abjuration, Invocation/Evocation)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Caster
Saving Throw: None
This spell is identical to Mystyks Improved
Backlash except for the following: when the
caster is hit in melee, any damage suffered is
halved; in addition, if the caster makes a successful save vs. rods, the attack inflicts no
damage at all. Also, the energy bursts inflict
10d6 points of damage on any attacker; a
successful save vs. spell reduces this damage
by half.
The material component for this spell is the
same as that for Mystyks Backlash except the
gem must be worth at least 800 GP.

Mystyks Plane Survival (Abjuration,


Alteration)
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 hour
Area of Effect: One creature/5 levels
Saving Throw: None
This spell provides the caster with a means
of surviving on a hostile plane of existence. In
order for this spell to work, the wizard must
have access to a library or other source of information on the plane in question. This information must then be studied for an extended
length of time; this period is equal to: 24 weeks
- 1 week per level of the caster (to a minimum
of one week). After this time has passed, the
wizard is ready to cast the spell.
Each time this spell is cast for use on a new
plane, the normal study time is required. If cast
for use on a previously studied plane, and less
than a week has passed since the last casting with respect to that plane, no additional
studying is necessary as the information is still
fresh in the wizards mind; however, if more than
a week has elapsed since the previous casting, a day of brushing up is required.
If the wizard is a sage with expertise in the
plane in question, normal research times are
required (see section on sages in the DMG)
the first time this spell is cast for use on that
plane. If cast again within two weeks, no additional time for studying is needed; if cast more
than two weeks later, only 12 hours of brushing up is necessary. These times also apply if
the wizard is obtaining this information from another sage.
Using the information gained from his studies, the caster prepares the Plane Survival
spell. After one hour has passed, the spell is
complete; at this time, the DM (secretly) rolls

- 116 -

Mage Spells Eigth Level


percentile dice; a result of 5 or lower indicates
the wizard has used erroneous information in
the casting of the spell which will reduce the
protection afforded by the spell, and may even
cause it to fail altogether (the exact effects depend on the source of information and other
factors, and it is left to the DM to decide the
exact results). If some or all of the planar information was obtained by a sage who misdirected the wizard, the percentile roll has a -25%
penalty applied to it. Even if correct information is obtained from a sage, a -5% penalty applies, since the wizard is using secondhand information. In any case, if the roll results in a 1,
the spell fails altogether (although the caster
will not know this until attempting to make use
of the spells protection).
If the spell was successfully cast, it will grant
the caster (along with others, if the casters
level is high enough) protection from the hostile environment of the studied plane of existence. The recipients may move about in the
plane as if they were in the prime material
plane; conditions that would make it hazardous or impossible to exist in the plane are negated by this spell. Spells have a chance of
having normal affects while under the influence
of the Plane Survival spell: when a spell is cast,
if the caster makes a successful save vs.
paralysation, his spell will have normal affects
(as if it were cast on the prime material plane)
instead of the affects it usually has on that
plane.
If the recipients are still on the plane when
this spell expires, normal characteristics for
that plane go into effect immediately. Note that
this spell provides no way of moving from one
plane to another; it only provides a means of
survival once a plane is reached. The caster
may have more than one of these spells in
affect at a time, as long as the appropriate
amount of time has been spent studying each
plane.
The material components for this spell are
a diamond worth at least 1000 GP and a specimen of a substance related to the plane in
question (i.e some fire for the plane of fire,
darkness for the negative material plane, etc.).
Alternately, something symbolising the plane
may be used (i.e. a balance for the plane of
concordant opposition). All material components are consumed when the spell is cast.

Noska Trades Mass Contagion


(Necromancy)
Range: 5 m/level
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: One creature/level
Saving Throw: Negates
This spell causes a major disease and weakness in one or more creatures. Up to one creature per experience level of the wizard can be
effected, provided that all subject creatures are
within the spell range.
The afflicted individual is immediately
stricken with painful and distracting symptoms:
boils, blotches, lesions, seeping abscesses,
and so on. Strength, Dexterity, and Charisma
are reduced by 2. Attack rolls are decreased

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.

Phantasmal Force III (Illusion/Phantasm)


Range: 1.5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special

Orkos Elemental Triads (Evocation)


Range: 15 m + 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw:
When this spell is cast, three bolts of fire,
electricity, frost, water, or acid shoot forth from
the palm of the wizard. They may strike one, two
or three targets. If more than one target is
struck, the targets must be within 60 degrees
of each other. The damage inflicted is 1d6 hp
+ 1 hp per level. The wizard must be able to see
the targets. Successful saving throws halve the
damage. A save applies to each separate bolt
so if only one creature is attacked then it must
make three saves.
The material component for this spell is a
small piece of gold shaped like a pyramid.

When this spell is cast on a single individual


of not greater than twice the hit dice or level
of the wizard, the diabolic magic of the spell
sweeps into the darkest corner of the victims
mind constructing from the idea an illusory
form of the subjects greatest fear. This fear
strikes with a 15 THAC0, is invulnerable to all
attacks, and will kill the subject on a successful hit. Generally speaking, the only defense
save for distracting the wizard is an attempt to
disbelieve (make Intelligence check on 3d6).
The material component for this spell is a bit
of fleece.

Phase Conjugation (Abjuration)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: One creature
Saving Throw: None

Orkos Petrifying Gaze (Evocation)


Range: 5 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Personal
Saving Throw: Negates
While this spell is in effect, the wizard may
use a gaze attack, exactly like that of a basilisk,
against one opponent per round. The gaze is
in addition to normal attacks and requires but
6 seconds to complete. The victim must save
vs. petrification or be turned to stone. The gaze
attack extends into the ethereal plane, and the
wizard is subject to the effects of his own reflected gaze.
The material component is an ointment that
includes powdered basilisk scales.

Orkos Spell Extension (Alteration)


Range: 0
Components: V
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell is about the same as the fourthlevel spell Extension I, except that it quadruples the duration of 1-3 level spells, triples the
duration of 4-5 level spells, doubles the duration of 6-7 level spells, and extends the duration of eighth-level spells by 50% of the indicated duration.

- 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.

Mage Spells Eigth Level


Pilpins Black Death (Conjuration/
Summoning)
Range: 120 m
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell conjures 250 flea-infested rats that
carry the bacteria Yersinia pestis, commonly
known as the Black Death or Bubonic plague.
These rats will act as any other rat and simply
scurry away. If this spell is cast in a humanoid
community, it will cause a number of humanoids to become infected with the disease and
probably die. The number of people infected
depends on the size of the community, the
season, and a little bit of chance. In the following table, the column entitled Number Infected gives a number of creatures infected
in the community or a percentage of creatures
infected. Use the value that gives the smallest
number.
For example, if the spell was cast in a village
of 200 elves in the middle of summer, the
choice from the table is 300 elves or 60 elves
(30% of 200), the number infected is then 60
(because its the smaller number and 300 is
impossible). It will take 2d6 days for the creatures to become infected.
Season

Number Infected Plague

Winter
Spring/
Fall
Summer

50 or 5%
200 or 20%

0%
1%

300 or 30%

3%

The final column, Plague, gives the chance


that the disease actually reaches epidemic
proportions. If this happens, 1 in 3 humanoid
creatures (33%) in a 100-mile radius will be
infected by the disease. The wizard can be
infected by his own disease.
A diseased creature will lose 2 points of
Constitution, 1 point of Strength and 1 point of
Dexterity per day of infection until death, that
occurs when Constitution has reached -10. The
rats and disease are not magical and therefore
cannot be dispelled. A creature does not get
a saving throw to resist being infected, its
strictly by chance. The disease can be cured
by a character with healing proficiency that
makes a successful proficiency check, or by
magical means. A cured creature will regain 1
point of each ability per day.
The material components are a tiny rat skin
bag containing rotting humanoid flesh, which
both disappear upon casting.

Pilpins Ephemeral Wand (Enchantment)


Range: Touch
Components: V, S, M
Duration: 1 day

Casting Time: Special


Area of Effect: Wand
Saving Throw: None
This dangerous spell turns a specially prepared wand into a magical wand for one day.
The wand can be used by anyone who knows
the command word, which is decided upon by
the wizard.
The power the wand contains depends on
what spell the wizard decided to enchant the
wand with. The wand can be made to cast any
single spell, chosen by the wizard, of up to fifth
level that has a casting time of up to 1 round
(i.e., Find Familiar, Strength, Phantom Steed,
Hallucinatory Terrain, Conjure Elemental, etc.,
could not be used).
The number of charges the wand contains
depends on the number of times the wizard
casts the chosen spell into the Ephemeral
Wand (i.e., obviously it cannot be more than
five charges). The wizard must have previously
memorized the appropriate spells. For example, a 16th-level wizard creates an Ephemeral
Wand that casts the fifth-level spell Wall of Iron.
If the wizard wanted to put five charges in the
wand he would have to use all five of his fifthlevel spell slots to memorize five Walls of Iron.
He would then use all five of his Walls of Iron
to give the wand five charges. The wand cannot have different spells in it, a different wizard
cannot add charges to it, nor can it be recharged. The spell in the wand takes as long
to activate as the casting time of the spell, and
the spell performs at the experience level of
its creator. There is a 5% chance per usage
that the spell cast from the Ephemeral Wand
backfires, the exact details depending on the
spell being cast (DMs love this kind of thing!).
The casting time for this spell is 1 turn plus
1 round per charge added.
The material component is an ivory wand,
inlaid with a special gold pattern (minimum
1000 GP in craftsmanship) and topped with a
diamond worth at least 1000 GP. The wand
does not disappear at the end of the spell (although it could very well get stolen): it simply
becomes non-magical.

Power Link (Necromancy)


Range: 10 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 10
Area of Effect: Creature touched
Saving Throw: Negates
This spell creates a link between the caster
and the victim through which magical energy
can flow. Thus the wizard can cast spells
centered on the recipient, as if he were a projected image. Also, the wizard can route malevolent spell side-effects, such as magical
aging, to the victim.The recipient must be an
intelligent, living native of the wizards home
plane.
The material components of the spell are a
chip of jet, an herbal tea of spearmint and devils dung, and a wooden disc.

- 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.

Rune III (Enchantment)


Range: Special
Components: V, S, M
Duration: Until Discharged
Casting Time: 1 turn/spell 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 seventh 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.

Mage Spells Eigth Level


The material component is 100 GP gems
and inks per level of the spell contained in the
rune.

Sarius Ethereal Gateway (Conjuration/Summoning)

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

This spell allows a mage to create a 3 3


3 m invisible magical gateway which will provide access to the ethereal plane of existence,
or alternatively, provide a gateway from the
ethereal plane to a connecting plane of existence. The duration of this gateway is a base
24 hours. It must be cast in an area of gaseous or waterous makeup (i.e., not in the earth
or in solid rock), although, it may be cast so as
to lay on the floor (giving a chance of creatures
falling into it) or against a wall or portal. For
every two levels above 16th a mage gains the
ability to create an additional 3 3 m area (two
if a Conjurer specialist) which must either be
used to increase the surface area of the gateway or increase the power of the original 3 3
m area by infusing the two gateways together.
The effects of increasing the power level of a
gateway are listed in the table below.

If a gateway is larger than 3 3 m then all


of its surface area blocks must be increased
to the same level of power to allow the gateway the next higher power rating. For example,
a 26th level mage creates a gateway with dimensions of 9 3 m and has three slots left,
so he will be able to double the surface area
power rating to 2 if he so chooses. But, if he
were to use one of the remaining slots to make
an add an additional 3 3 m block to the surface are he would have no chance of raising
the power rating of the gateway to 2. Note that
if a gateway is too small for a creature to fit
through it will not be able to totally go through
the portal, though, it will be able to poke part
of its body through and exist simultaneously
on both planes.

5
6
7

Comments
(cumulative):

1
10
100

Visible on the exit side


Invisible on exit side
Allows magic items to
keep powers*
1,000
10% more resistant to
Dispel Magic
10,000
20% more resistant to
Dispel Magic
Permanent 30% more resistant to
Dispel Magic
Permanent 40% more resistant to
Dispel Magic
Permanent (each power slot adds
another 10%)

* Usually magical swords and similar items


lose a plus for plane crossing.

Each additional power slot beyond a rating


of 3 adds a 10% extra percentage that this spell
will resist a Dispel Magic. For game purposes,
this is added onto the dispellers percentage
as a penalty.
Casting time is one turn for the initial gateway area and is doubled every time another 3
3 m block is added onto the area (i.e., 2 turns
for 2 3 3 m blocks or slots, 4 turns for 3 3
3 m blocks or slots, 8 turns for 4 3 3 m blocks
or slots, etc.). Therefore, casting a gateway that
uses 6 slots would take a total of 32 turns. If
the casting is interrupted after any slots have
been created only further creation of gateway
surface areas or power slots is disrupted.
For every 6 turns the caster spends casting
this spell the mages constitution score is reduced by one point. If the mages constitution
reaches 0 he becomes unconscious and only
a week of complete bed rest will allow him to
start regaining lost constitution. Otherwise,
these points are replaced at a rate of 1 point
for every two days of complete bed rest. The
point is not taken unless a full 6 turns of casting has expired. A Heal spell will negate the unconsciousness and raise the mages constitution to 1 point. A Restoration will totally negate
the effects of any lost constitution.
Gateways, once created, may not be altered
by further castings of this spell on the same
area of effect. Only a successful Dispel Magic
is capable of destroying a gateway, although
higher level power ratings can make a gateway
resistant to this spell. Power rating 1 gateways
are visible to creatures on the exit side of the
gateway (usually the ethereal plane) and may
attract wandering monsters, though they will
most likely not be able to pass through. Anyone may pass through the portal on the invisible entrance side, but only the mage may
freely take creatures back through the exit side
by touching them as they pass through. The
mage may create magical amulets (base 500
GP value) which will allow any creature to freely
use gateways cast by him as though he were
touching them. On the ethereal plane, the
caster and anyone possessing an amulet will
be able to find any portal of the caster in 5-50
hours.
Any mage familiar with this spell (i.e., either
possessing the spell as a castable spell in his
spellbook, or having used a Write spell to put

- 119 -

the spell in his spellbook) is capable of trying


to force their way through the exit side back to
the entrance side by force of will. There is a
base chance of 50% modified by plus or minus 5% for every point of difference between
the mages current level and the level of the
caster at the time of casting, though
Conjuration specialists have a base 70%
chance.
There are no material components to the
spell, and the magical amulets may be created
at any time the mage wishes, whether before
or after the casting of this spell.
This spell will not work with the 8th level Permanency spell.
The source of this spell is Sarius Mendlekine.

Seizure (Alteration, Charm)


Range: 3 m + 0.6 m/level
Components: V, S, M
Duration: 1 round/3 levels
Casting Time: 5 rounds
Area of Effect: One creature
Saving Throw: Negates
When cast this spell, also known by its nickname, Super Spasm, causes the victim to lose
complete control over all muscles in his body
for the duration of the spell. This causes the
victim to spas out: fall down and flip around
like a fish out of the water. There is a quirk to
this spell. Any creature not possessing a central nervous system is not affected by this spell.
In all other aspects this spell is the same as
spasm.
The material component of the spell is
psehaw-monkey blood.

Sheath (Alteration, Conjuration/Summoning)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: One object
Saving Throw: None
When this spell is cast, it empowers strong
magics between a creature and an item. What
the effect of this spell is to allow a creature to
store a favoured item into an extra-dimensional
space and bring it forth at will.
The object, while it is in its space, is completely non-detectable, by any means, except
by use of a wish. It will also be perfectly safe
in the space where it is held.
During the casting of the spell, two command words and a physical gesture must be
specified. The command words are those to
make leave and enter the storage space. The
gesture is used with the command to bring the
object back into the owners possession. For
example, a creature would make a sword holding gesture while using the proper command
to retrieve his sword.

Mage Spells Eigth Level


The material components for this spell is a
5000 GP of blue sapphire dust which is sprinkled on a phase spider web. The web is then
wrapped around the object and the enchantments are completed.
This is a great way to carry around important equipment. Magic Users are prone to cast
this upon their spell books to always keep
them handy.

Shout - Word of Sound (Alteration,


Evocation)
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1.5 m/level long, 30 arc
Saving Throw:
This spell allows the wizard to shout with
such intensity that a sonic field is generated,
expanding in a thirty degree radius from the
wizard, doing 1d4 hp + 1 hp per level of damage to all within 5 feet per level of the wizard
in a 30 degree arc. Glass stands a 10% up to
50% chance of breaking depending on
whether it is free standing, fragile, muffled, or
sturdy, and creatures caught in the area of effect suffer deafness for 1d10 melee rounds.
Victims save vs. magic for half-damage or
suffer extended deafness for 1d10 hours and
are stunned for 1d4 rounds.
Note that hard surfaces such as stone walls
caught in area of effect may cause ricochet of
the sonic field back upon the wizard, and that
wandering monsters within 1d6*1000 feet may
be attracted.

Sillvatars Dragon Armour (Conjuration/Summoning)


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the caster will be
covered by a semi-real coating of dragon
scales. The type of dragon that provided the
material component determines the protection
afforded by this spell: the armour class of the
caster is equal to the appropriate dragons armour class at age category 1-6. For example,
if the material component was obtained from
a green dragon, and a 6 is rolled for the age
category, the caster would have armour class
-2 for the duration of this spell.
The material component for this spell is a
small pouch of scales from any type of dragon;
this component is consumed when the spell
is cast.

Smoke Cage (Alteration, Evocation)

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.

Sonic Blast (Illusion/Phantasm)


Range: 0
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 36 m + 3 m/level long,
60 arc
Saving Throw: Negates
By means of this spell, the wizard creates an
illusory sonic blast by the clap of his hands
which is capable of deafening and stunning
creatures which fail their saves. Once the direction and arc are determined, creatures nearest the wizard are affected first, each one draining the illusory magic from the spell until its
power is expired. Creatures failing their save
are stunned for 1d4 rounds, able to run on a
successful Intelligence check but not fight. The
number of creatures which may be affected is
as follows:

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 only has a verbal component.

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.

Stonemorph Survival (Alteration)


Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One person
Saving Throw: None
This spell must be cast on a willing humanoid person, or the spell does not take effect.
Once cast the spell remains active until it is
triggered or one day per level has passed. If
the recipient is killed or becomes unconscious
(knocked down, loss of hitpoints, etc.), his
body and his whole equipment turn to stone.
In this form he suffers no damage from acid,
fire, cold and electricity. He is not affected by
any spells except of Disintegrate , Stone to
Flesh, Wish and similar spells. Stone to Flesh
causes an immediate re-transformation, while
Disintegrate has its normal effects. The statue
has an armour class of -2 and can only be
wounded by +2 or better weapons. To break
off limbs a total strength of 60 is needed. It
weights 600 pounds.
An hour after the transformation the statue
turns to flesh again gaining 1d12 hitpoints (up
to its maximum hitpoints). If the person was
killed, it is resurrected and can perform simple tasks. If the character was harmed while he
was a statue, the damage lasts in its revived
form.
Example: At the beginning of a day a magician casts Stonemorph Survival on the warrior
(60 hp) of the party. In the evening they encounter a Red Dragon. In the oncoming fight
the warrior is killed by the dragons breath (51
hp of damage and no successful saving throw
vs. death magic) and is immediately transformed into stone. Finally the dragon is defeated and the character comes back to life
with nine plus 1d12 hitpoints.
The material component for this spell is a
precious crystal statue of the recipient (worth
5000 gp), which is consumed during casting.

Stone Protection (Abjuration)

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

Mage Spells Ninth Level


Animate Rock . It further gives the stone affected a +3 on saving throws against other
attack forms (Fireball, Lightning Bolt, cold, acid,
blows, etc.).
An earth elemental can neither be conjured
in the area nor enter it. This spell will have no
effect on stone golems or clay golems, but it
will prevent xorn, umber hulks, purple worms
and similar creatures from burrowing in the
affected area. At the DMs option, non-standard spells, spell-like effects (e.g. Horn of Blasting), and psionic abilities which affect stone
may be prevented from operating. This spell
can be made permanent by Permanency spell
with the loss of one point of Constitution from
the caster due to the use of the Permanency
spell.
The material component of this spell is a
boulder of at least 400 GP weight.
This spell was researched by Whitewolf.

Summon Wraiths (Conjuration/Summoning, Necromancy)


Range: 10 m
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 3 m high cube
Saving Throw: None
This spell is identical to the fifth-level spell
Summon Shadow, except that it conjures up
one wraith for every three levels the death
master has attained. These monsters are under the control of the wizard until they are slain
or the spell expires.
If the wraiths are turned, they continue to
serve in any capacity which does not require
them to confront the cleric who resisted them.
The material component of this spell is a
piece of black jet.

Teleport Block (Abjuration)


Range: 10 m/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 27 m/level
Saving Throw: Special
This spell prevents teleportation into or out
of the region specified by the caster, which
may be of any shape and any size, up to 27
m per level of the abjurer. No character can
enter or leave the region by means of Dimension Door, Teleport , or other-planar travel.
Teleportation within the region is not restricted,
and teleport without error has a chance of success equal to 1% per level of the caster, though
it has the same chance of failure as a regular
teleport attempted under normal conditions. A
full Wish will also provide transportation across
the boundary, as of course will walking, riding,
and flying.
Any attempt to teleport or dimension door
across the block will automatically fail; all
memory of the spell will be lost; and the caster
must make a system shock check or be killed

by the shock of the rebound. Attempts at


transplanar travel will also fail, but not in so dramatic a fashion.
The material component is a glass globe.

Teleport Warp (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: 10 m/level radius
globe
Saving Throw: None
This spell causes all creatures teleporting
into or out of the area of effect to arrive in a
prepared area. The area which the caster
wishes people to appear in must also be in the
area of effect.
The space the caster wishes incoming
teleporters to arrive at must be open area, free
from objects. It can be in the air however, causing incomers to fall. Should a person
teleporting into an area effected by this spell
be larger than the area he would be sent to,
then he is effectively blocked and would not
be able to teleport at all to the area.
Example: Archmage Istle casts Teleport
Warp on his tower. He wishes all people who
unexpectedly arrive to be placed in his dungeon cell which is 3 3 3 m. The cell is also
in the area of effect, at the bottom of his tower,
which totally is under the spell. Thus a person
who teleports to his tower will arrive in a dungeon cell instead of the wizards guest chambers. If Golstein the Chaotic decides to send
his 5.4 m tall iron golem over to Istles bed
chamber, he will find the golem still there, unmoved.
All forms of teleport magic are affected, thus
Dimension Door, Pattern Teleports and the like
also would be warped. This is a great spell for
the mage wishing to block an area for outside
aid coming in short of all out planar travel.
Material component is a lodestone which
must be placed in the location the caster
wishes teleporters to arrive. It is consumed
upon casting.

Tonal Attack (Enchantment/Charm)


Range: 18 m/level
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell causes a spell-using creature to
temporarily lose the knowledge of how to cast
any spells unless a saving throw is made.
Those fortunate enough to have made their
save must make an Intelligence check before
casting each spell throughout the Attacks
duration. Even such spells which the recipient
does manage to cast will be made as if they
were cast by a magician 2 levels lower with
respect to spell effects. If such a spell is failed,
the material components are still expended.

- 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

This spell does not create possessions for


this creature. The magic user will wholly operate through this Twin and therefore will need
items for this Twin.
While the spell is in effect the wizards body
is effectively unconscious. If the wizard specifically concentrates he can partially sense the
area around the real body. If the twin is destroyed the wizard and any familiars automatically will lose 1/2 their hit points. Furthermore
the wizard will be unable to cast spells for 1d6
days.
The material component for this spell is a
mirror.

Vandergasts Vacuous Void (Alteration)


Range: 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 1.5 m/level radius
sphere
Saving Throw: Special
This spell creates a momentary vacuum inside the area of effect. Anyone caught inside
this area must save vs. spell to avoid the crushing effects of the vacuum. If the save fails, the
victim suffers 8d8 points of crushing damage;
all possessions must save vs. crushing blow
at -4 or be destroyed. Anyone who dies outright
from this spell has more than likely (65%) been
torn ass-under from the pressure differential.
Note that this may make regeneration difficult,
if not impossible. If the save is successful, the
target suffers 4d8 points of damage, and possessions are not affected.
The material components for this spell is an
empty vial which is unstoppered and broken
at the time of the casting.

Mage Spells Eighth Level


Mage Spells Ninth Level
Alamanthers Return (Alteration,

Loca- To-hit Ef
fect:
Effect:
tion: mod.:
Head

-8

Major skull fracture: save vs.


spell or die; else suffer 4d8
points of damage (no save for
1/2)

Arm*

-4

Major broken arm: arm is totally useless; it cannot be


used to attack or defend with

Leg*

-4

Major broken leg: leg is totally


useless; movement is 1/2 normal

Ribs

-4

Broken rib: loss of 1d6 CON


points and 2d8 points of damage (no save)

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.

Bone Shatter (Evocation)


Range: Touch
Components: V, S, M
Duration: 1 round/5 levels
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
This is a more powerful version of the 5th
level spell Bone Splinter. It is identical to that
spell except that is has a +3 to hit bonus and
causes a serious compound fracture when a
hit is scored in melee, with the following results:

The wizard can modify the terrain and plant


features to a limited extent when closing off the
area. The land, animals, structures, etc. are
duplicated in the new planar space with the
following restrictions:
* No magic items or magically protected
structures are duplicated, and * Creatures of
Intelligence greater than 2 cannot be duplicated.
Source: Jim Sisolak.

Celestarions Total Blast (Evocation,

Spine** -8

Pelvis

-4

Severed vertebrae: save vs.


spell or die; else paralyzed
until healed/cured
Major hip fracture: -6 to DEX
when using legs; movement
rate is at 1/4 normal; suffer
3d8 points of damage (no
save)

* If attacking from the side, only the nearest


appendage may be targeted.
** The spine may only be targeted if attacking from the rear.

A Cure Critical Wounds spell is required to


heal one of these effects (except for paralysis,
which must be cured by normal means) as
long as the victim is still alive, and a Heal spell
will fully restore a living victim to full health.
The material components for this spell are
an intact bone of at least a foot in length, and
a large metal hammer which are consumed
when the spell is cast.

Cantors Closed Cottage (Alteration,


Conjuration)
Range: Special
Components: V, S
Duration: Special
Casting Time: 8 rounds
Area of Effect: Special
Saving Throw: None
This spell creates an extradimensional
space - an improved form of Mordenkainens
Magnificent Mansion. It literally duplicates a
small, closed section of the wizards plane,
creating a temporary new demiplane. The area
of effect is a base 1 square kilometre per level
of the wizard. The duration is a base 2 hours
per level, modified as below:
* Each 1 square kilometre added to the base
amount lessens the duration of the spell by 2
hours. * Each 1 square kilometre subtracted
from the area of effect increases the duration
by 3 hours.

- 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.

Coradons Conflagration (Invocation/


Evocation)
Range: 150 m
Components: V, S, M
Duration: 4 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2
This spell causes a fiery explosion similar to
that of a Fireball, but with a smaller radius (initially a 6 m radius sphere). However, the flames
caused by this spell will continue to burn for 4
rounds (the initial round, plus 3 additional
rounds). The damage inflicted on victims inside
the area of effect, the bonus to the victims
saving throw, and the radius of the flames vary
according to how long the flames have been
burning, as follows:

Mage Spells Ninth Level


Round: Damage:
nus:
1
2
3
4

8d8
4d8
2d8
1d8

Radius: Save bo-

6m
4.5 m
3m
1.5 m

0
+1
+2
+3

Damage suffered is cumulative from one


round to the next, but the save bonus is not.
Anyone who makes a successful save takes
only half damage that round, and automatically
saves on any subsequent rounds; those who
fail their saves suffer full damage, and must
have all their possessions save vs. magical fire
to avoid destruction. If anyone leaves the area
of effect and returns later, a new save must be
made, even if the previous one was successful.
The conflagration may, or may not conform
to a confined space, at the casters discretion.
Apart from the changes mentioned above, the
conflagration otherwise acts like a Fireball.
The material components for this spell are
the heart of a red dragon, and a powdered
diamond worth at least 600 GP.

Damians Mindswap (Enchantment/


Charm)
Range: 21 m
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Negates
When this powerful enchantment is cast, the
spell user attempts to rip the target creatures
soul from its body and temporarily place it in
a gem of not less than 15000 GP. At the same
time the casters soul is eased from his body
and also travels through the gem. When, and
if, both souls are in the gem, they both proceed
to the opposed bodies from which they came.
Youll note that this has two very noticeable
effects:
1) the caster and victim have essentially
swapped minds (or bodies, whichever you
prefer), this has the effect that the caster now
takes on the physical attributes of that body
(i.e. STR, CON, DEX and COM). The caster still
retains his own mental capacities and previous
knowledge (i.e. INT, WIS, CHR, hit points and
level).
2) If the caster or victim can kill their old
body (i.e. their swapped body) then the others soul goes to its respective plane. Thus, after
completion of the spell, if the caster kills his old
body then he can never be displaced from his
new, for in all intents and purposes it is his
body now. If neither is killed and at some later
point in time a cleric casts an Dispel Evil spell
at either body (both have to be within 21 metres of each other though) the caster of the
original Mindswap must save vs. death or return to his old body.

If the save vs. this spell is made it indicates


that this persons body will never accept the
casters soul and need never fear this spell from
the same caster again.

Ding Shus Draconian Holocaust


(Invocation, Evocation)
Range: 60 m + 3 m/level
Components: V, S, M
Duration: 1 round
Casting Time: 9
Area of Effect: 0.6 m/level by 3 m
per level swath
Saving Throw: 1/2
This spell causes to what appears to be a
huge Celestial Dragon to appear in the air and
swoop down spewing forth its fiery breath.
The spell affects an area of 0.6 m wide by 3
m long per level of the caster. All creatures in
the area of effect take 1D10 + 2 points of damage from the fire.
This spell does structural damage to all constructions in the area of effect. The damage is
3/2/1/.5 points to wood/earth/soft stone/hard
stone per level of the caster.
The material component of this spell is the
scale from a fire breathing dragon and a Potion of Firewater.

Ding Shus Marvelous Chopsticks


(Conjuration/Summoning)
Range: 36 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 6
Area of Effect: 36 m radius sphere
Saving Throw: None
This spell brings into existence a pair of
huge chopsticks, 9 m long, which attacks all
creatures as if they were AC 10 (modified by
dexterity). These giant chopsticks attack with
the casters THAC0.
Victims weighing more than 5 tons are immobilized by the chopsticks, while those of
lesser weight will be picked up, and may be
deposited, within the same round, at any point
in the spells range. Those who successfully roll
to bend bars manage to free themselves, but
they may suffer falling damage as a result.
Most probably, the caster will choose to
deposit the victims into a gargantuan mouth
which appears above his head. This mouth can
hold 2 size L, 4 size M, or 8 of size S creatures
at one time.
Each round, the mouth chews its contents
for 10D10 damage each. When a creature
trapped inside the mouth is reduced to below
0 hit points, the creature is swallowed into the
astral plane, and more room becomes available
for creatures to be dropped into the mouth.
Normally, persons reduced to such a hit
point score would die in a matter of minutes,
but in the timelessness of the astral plane, they
may remain unconscious but barely alive for
thousands of years, provided they had more
than -10 hit points when they entered the plane.

- 123 -

This of course is only valid in campaigns which


use the optional rule concerning hovering at
deaths door.
If the creature caught by the chopsticks
weighs more than 5 tons, then the mouth will
move toward the trapped creature and start
biting it into little pieces until it is all gone.
The spell requires minimal concentration
and direction once it has been cast. This allows
the caster to cast other spells, and maintain
concentration on them instead.
If the caster is killed before the end of the
spells duration, the mouth and chopsticks will
remain, with the chopsticks capturing creatures
that were enemies of the caster and depositing them in the mouth when space allows.
Naturally, the material component of this
spell is a pair of chopsticks.

Ditans Portable Dwelling (Alteration, Conjuration)


Range: Special
Components: V, S, M
Duration: 1 day/10 levels
Casting Time: 8 rounds
Area of Effect: Special
Saving Throw: None
This spell is a more powerful version of the
seventh-level spell Ditans Portable Quarters,
with the following exceptions.
The spell only enchants one doorknob, and
it opens up onto a two story home, with 5 bedrooms, two bathrooms, 5 miscellaneous rooms,
and a kitchen. The owner may allow up to 16
beings in, as well as himself. In addition, the
character may contact the outside world via a
call portal that allows the characters inside to
view the immediate area where they entered.
The additional material component is a ring
of spell storing with 3 enlarge spells held within,
that is consumed in casting the spell.

Dual Casting (Alteration)


Range: 0
Components: V, S, M
Duration: Until Used
Casting Time: 1 turn/level
Area of Effect: The caster
Saving Throw: None
This rare and powerful spell allows the wizard to cast two spells at once. When cast, the
spell remains on standby until the wizard is
ready to use it. On the round it is used, the
wizard may cast two spells at the same time.
The total spell levels cast may not exceed one
third the wizards experience level. It is possible to have multiple castings of this spell active; the wizard is limited to one per 9 levels for
a maximum of four.
The material component is an egg with two
yolks, and a perfect crystal sphere composed
of spent ioun stones, shiral crystal (lesser), and
quartz melted together costing 2000 gold
pieces per level of the wizard. The egg is eaten
(fried or hard boiled) and the sphere vanishes
during casting.

Mage Spells Ninth Level


Eldarrs Major Spell Conversion
(Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 3 turns
Area of Effect: Caster
Saving Throw: None
This spell is similar to the two previous spell
conversion spells, except it may convert any
spell of level 9 or less to any known spell of 8th
level or lower.
The material components for this spell are
as per those for Improved Spell Conversion,
except the gem must be worth at least 800
GP.

Expanded Awareness (Alteration,


Divination)
Reversible
Range: 1.5 m/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 9
Area of Effect: One creature
Saving Throw: None
This spell, when used, gives the caster a
great deal of information about the immediate
area. The caster receives the effects of the
following spells or spell like powers:
Detect Charms and Curses
Detect Enemies
Detect Evil or Good
Detect Illusion
Detect Invisibility
Detect Lie
Detect Magic
Detect Phase
Detect Poison
Detect Psionics
Detect Secret Doors
Detect Traps
The spell remains constantly in effect and
the caster receives all the information at once.
There is no problem with assimilating the data.
The range of detection for this spell is 1.5 m per
level of the caster.
With the appropriate spell reversals, the
caster using this spell could become blind to
some or all of the things that the spell detects
for as long as the spell would normally last. For
example, the reversal of know alignment cast
upon the caster will cause him to be unable to
detect evil or good. In some instances, it will
become obvious to the caster that some of the
detections are lost.
The caster does not have to concentrate to
use this spell, the information arrives immediately and the caster knows instantly. The caster
can cast other spells while this spell is in effect.

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.

Fellstars Flame Sheet (Evocation)


Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2
This is an improved version of Fellstars
Flame Arc; it is identical to that spell, with the
following exceptions:
The flames fall to the ground from the height
at which they were cast, so in effect, anyone
at the initial height or below is affected by the
flames. In addition, if these flames are blocked
by an obstacle, they will flow around the barrier and will rejoin at a distance equal to the
width the obstacle; therefore, if the flames are
blocked by a 0.6 m wide boulder, they will rejoin 0.6 m behind the rock. This applies in both
the horizontal and vertical dimensions.
The flames from this spell will continue to
burn for one round after the spell is cast; anyone hit by the flames on the first round suffers
10d10 points of damage, and those hit on the
second round suffer 5d10 points of damage.
On either round, a successful save vs. spell reduces the damage by half (saves for the second round are at +2); if this save fails, all possessions must save vs. magical fire or be destroyed. Note that damage is cumulative if
caught in the flames on both rounds the spell
is in effect.
The material components for this spell are
as per those for the Flame Arc spell, with the
addition of one or more gems worth at least
500 GP. The gems and the volcanic rock are
consumed when the spell is cast.

Fenzills Phantasmal Fingers (Necromancy)


Range: 40 m + 5 m/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 9
Area of Effect: One target
Saving Throw: None
This spell is an enhanced version of the
second level spell Spectral Hand; it differs from
that spell in the following ways: it can be used
to deliver a touch spell of any level and it gives
a +3 to the attack roll. It has an AC of -4, but it
cannot be destroyed by any attack (it may only
be dispelled). Instead, any hit on the hand inflicts full damage on the caster (although a
successful save vs. spell reduces this damage
by half). The caster may end the spell with a
single word.

Fire Gem (Abjuration, Evocation)

- 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).

Genocide (Evocation, Necromancy)


Range: 5 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 6 m radius sphere
Saving Throw: Special
This spell allows the caster to kill one or more
creatures of the same species: the caster
chooses a creature as the initial target for the
spell, and after the incantations are complete,
a black bolt shoots forth from the casters finger towards the chosen target. If this creature
makes its saving throw vs. spell at -2 (or if it
has 15 or more HD) there is no effect and the
spell terminates.
If the save of the initial target fails, the creature dies, and the spell continues as follows: if
there are no more creatures of the same species within the area of effect, the spell ends at
this point. Otherwise, the bolt will continue
jumping to other targets. The bolt jumps randomly from one target to the next; range is not
a consideration - as long as the target is in the
area of effect, and it is of the appropriate race,

Mage Spells Ninth Level


it may be hit by the bolt. Each creature that is
hit with the bolt must make a successful saving throw vs. spell (with no modifiers) or die.
This spell will affect a number of hit dice
equal to: 10 HD + 1 HD per level of the caster
(the number of creatures is not a factor). The
spell will terminate when one or more of the
following occurs: the HD limit is exceeded,
there are no more potential targets in the area
of effect, or the bolt strikes a target with more
than 15 HD (such a creature is unaffected by
this spell). Each target hit with the bolt counts
towards the HD limit, whether its saving throw
was successful or not.
The bolt will never jump to a creature of a different species, or to one that has already been
hit (whether living or dead). Any creature with
more HD than the original target will not be
affected by the bolt, but its number of HD is
still counted towards the HD limit of the spell.
If a targets HD would exceed the limit of the
spell, it is not affected (and the spell terminates).
The bolt will never jump back to the caster;
in addition, the caster may choose individuals
to be unaffected by the spell simply by naming them as part of the incantations (usually
used to avoid killing friends or allies).
Note that some races are closely related, but
are not considered identical species for purposes of this spell (i.e. goblinkind). Halfbreeds will be affected by this spell if either
of their parent-race is targeted, as well as when
the cross-breed is specifically targeted. However, if a parent-race is named as the target, a
half-breed of that race earns a +2 to its save.
For example, a half-elf is affected normally if
half-elves are named as the target of this spell.
They would also be affected if either humans
or elves were targeted, although they would
gain a +2 to their saves in the latter two cases.
After this spell is cast, the wizard must make
a successful system shock roll or fall unconscious for 1d10 rounds. Note that the DM may
wish to inflict other penalties on the caster due
to loss of blood (see material components
below), especially if the spell is cast more than
once is a short period of time.
The material components of this spell are a
pint of the casters blood and a figurine/statuette of the race to be targeted. The blood is
consumed at the time of the casting, and the
figurine is also destroyed, unless the caster
makes a successful save vs. spell.

Greater Disintegration (Abjuration,


Alteration)
Range: 100 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 10-foot long cube/level
Saving Throw: Negates

This powerful spell is a long range, heavy


version of Disintegrate. When cast, a sizzling
blue beam springs from the wizards hand
destroying 1000 cubic feet of matter (10-foot
long cube) per level of the wizard.
The material component is a pinch of residue from a normal Disintegrate spell. The saving throw is made at a -2.

Kiris Possession (Enchantment/


Charm)
Range: 10 feet/level
Components: V, S, M
Duration: 1 rounds/level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Negates
This spell allows a wizard to totally dominate
and possess another. When the wizard possesses his target, he in effect becomes it therefore he knows what abilities the possessed
being has. The possessing wizard can force
the possessed being to use any of its powers,
spells or combat abilities at no penalty, or the
wizard can choose to cast his own spells
through the creature. The incredible part of this
spell is, is that if the wizard is not casting a spell
of his own through the possessed creature, he
can give the creature orders and can still act
fully on his own!
After the spell has worn off, the possessed
creature will not remember anything that has
happened. A save vs. spells is allowed to resist this spell.
The material component is a marionette attached to strings that must be shaken as the
spell is cast.

Lazatars Spellstopper (Abjuration)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 hours
Area of Effect: 9 m section of wall/
level
Saving Throw: None
This very potent abjuration is used to protect
a castle, keep, city, etc. from one or more enemy spells. For each level the caster has obtained, he may protect up to a 9 m section of
wall; more than one application of this spell
may be cast on a single wall at once, as long
as the areas of protection do not overlap (the
caster may shrink the area of effect to any size
less than the maximum, as desired); in other
words, no one brick of the wall may be under
protection by more than one Spellstopper at a
time. The protection afforded by this spell extends to individuals on top of an affected wall.
The Spellstopper may be used to affect one
other spell for each level of the caster; thus a
19th level caster may provide protection
against 19 other spells directed at the protected
area. These affected spells may be *any*

- 125 -

spells, with the exception of Wish and Dispel


Magic; however, the chosen spells must be
ones the caster already has learned. Once this
spell is cast, any of the chosen spells directed
at the protected area automatically fail; the
Spellstopper has no affect on other spells.
The Spellstopper may be removed by a Wish
or it may be dispelled. For every non-chosen
spell cast at the area of effect, the chance for
dispelling the Spellstopper is increased a percentage equal to the level of the spell. This bonus is cumulative (up to 25%) and lasts for one
turn. In order to earn this bonus, the wall itself
must be targeted; an attack directed at a defender on top of the wall does not contribute
to this bonus.
As an example, let us assume a wall is protected from, among others spells, Passwall, and
Magic Missile, and that Fireball and Transmute
Rock to Mud are not affected. On the first
round, a Magic Missile is directed at one of the
defenders; since the wall protects its defenders, the spell is stopped. The next round, a
Passwall is cast on the wall; since it too is a
chosen spell, the Passwall has no affect. On
the third round, a Fireball is cast at the defenders, and since it was not named during the
casting of the Spellstopper, it has full effect; in
addition, if a Dispel Magic was cast within one
turn, it would have a 3% bonus, since Fireball
is a third level spell. Nine rounds after the Fireball is cast, a Transmute Rock to Mud is cast
on the wall; it too has full effect; if a Dispel
Magic was cast now, it would have an 8% bonus applied to it (3% for the Fireball and 5%
for the Rock to Mud). Two rounds later, another
Rock to Mud is cast; subsequent dispel attempts now have and 10% bonus (5% for each
Rock to Mud; the 3% for the Fireball no longer
applies, as it has been more than 10 rounds
since it was cast).
Each casting of the Spellstopper temporarily reduces the casters constitution by 1d4
points; an hour of undisturbed rest will restore
one constitution point lost in this manner. If the
casters constitution is reduced to 0 or less by
casting this spell, he must make a successful
system shock roll to prevent actual death.
The material component for this spell is a
thin sheet of lead, as well as the material components for *all* spells the Spellstopper will
protect against.

Lazzaros Murderous Sword (Enchantment)


Range: 50 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell is a version of Mordenkainens
sword , but with a twist. This spell causes a
shimmering aura to form around any sword.
This sword will then arise and be at the command of the spell caster. He may order to attack, defend, guard, or whatever. The sword
can respond to moderately complex tasks like,
Let no one through this door unless they say
the word, ixitayal.

Mage Spells Ninth Level


In combat the sword hit any AC on a 19 or
20, it has the same hit points as a fighter of the
level of the caster (18 con), has the same AC
as the caster, and fights like a fighter of the
same level (i.e. 2 attacks per round, THAC0
whatever). It attacks as if wielded by someone
with an 18/00 strength (+3,+6). It also has its
own bonuses; it requires a magical sword as
material component. If the sword has any special abilities these will also be used in the combat.

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.

The sword acts independently of the caster


(obviously) and requires no concentration to
maintain. However the caster must remain with
50 m of the sword or it falls to the ground, inert
(with magic drained from it). The ways to defeat the sword: render the caster unconscious,
hit it for loss of hit points, encase it in something, or successfully dispel it.

Magic Swarm (Alteration)

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.

Lorths Translocation (Alteration)


Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
Lorths Translocation is a the most advanced
teleport-class spell ever devised. Given a description of any sort, the caster is able to place
himself at the specific location. The description might be a detailed mental image, a verbal description, a painting, Nine metres due
east, The center of the room in which stands
the Sceptre of Ashka Mankh, or anything else
sufficiently precise. If there does not exist a
location such as the one described, nothing
will happen. If the description is insufficiently
precise (A field of grass, The center of a

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 -

The material component for this spell is a


Bag of Holding (which effectively holds the
spells in the bound state). When the spell is
cast, the bag is destroyed unless the caster
makes a successful saving throw vs. spell at 2.

Mental Library (Alteration)


Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: See below
Area of Effect: Caster
Saving Throw: None
This spell is similar to the Mental Ledger
spell in that it enables the caster to record information in some unused portion of the casters brain and then gives the caster the ability
to read the information at a later date as if they
were reading it in their own hands.
This spell actually will allow the caster to hold
as many spells as he knows and any that the
caster might learn in the future. In fact, any
spells that are stored in the casters brain
through the use of the spell will remain there
essentially forever available for recall when
necessary.
This spell also allows the caster to record
information other than spells in this storage
area. The caster can store the entire contents
of any book that he reads and can access the
book at any time in the future just like the spell
Mental Note.
Too add more information after the spell is
cast requires that the caster cast the spell
again at the time that they wish to add more
information.
This spell is highly useful for mages on the
go who want all their spells and library without
having to carry it around for themselves.
The casting time depends on what is being
stored. It takes one hour per spell level per spell
memorized, and it takes the time it takes the
caster to read a book to store a book (the
caster is allowed to take short breaks and
sleep if there is a large amount of information
being memorized).
The material components for this spell the
first time it is cast is a specially prepared lead
crystal which has been enchanted to absorb
magical energies. The value of this item is no
less than 50000 GP. To add more information
in subsequent castings, the caster would require a pure lead crystal of 5000 GP (as in the
mental ledger spell).

Mezzalldams Choking Fist (Evocation)


Range: 3 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Mage Spells Ninth Level


This spell creates a disembodied hand similar to those of Bigbys Hand spells, except it is
much smaller (about the size of an ogres
hand). It will attack as directed by the caster
(no concentration is required to do so - the
wizard simply chooses the target). The hand
does not automatically hit, but will attack using the casters THAC0, with a +2 to hit bonus.
If a hit is scored, the fist closes tightly around
the victims throat; it will continue squeezing
until the target is dead, or until the hold is broken. Once per round, the fists lock may be
broken by making a successful bend bars roll
(the victim has a 10% penalty applied to this
roll); only one person may do this each round,
due to the small size of the hand. Other party
members who try to free the victim must devote their entire attention to this for the round
(i.e. no other action may be taken, DEX bonuses to AC are lost, etc.).
Each round the victim is choked, a system
shock roll must be made; each additional
round (past 1) of constriction inflicts a 5% penalty to this roll. If this roll fails, the victim fall
unconscious and if the hold is not broken the
following round, the victim dies. While a victim
is being choked he may perform no other actions (other than breaking the fists hold) - all
the targets efforts are required to fight the effects of the constriction. The fist will continue
attacking until it is destroyed/dispelled, or until the spells duration expires; the caster can
also end the spell with a single word.
The fist may be destroyed by direct attack;
it has an armour class of -2 and as many hit
points as the caster at full health. The fist will
also break its hold on a victim every time it
loses half its remaining hit points. Note however, that attacking the fist while it is choking
a victim is dangerous; if an attack on the fist
fails to hit, another normal attack must be immediately rolled against the victim, inflicting
any damage normally. If the fists hold is released or broken, it may be attacked without
fear of hitting companions. If the fist is not
choking a victim, it may be attacked by anyone who beats the wizards initiative roll (or by
anyone, if the fist fails to score a hit that round).
The material components for this spell are
a bit of bone and skin from any constricting
snake; these components are consumed
when the spell is cast.

Mezzalldams Lightning Swarm (Invocation/Evocation)


Range: 10 m/level
Components: V, S, M
Duration: 2 rounds
Casting Time: 9
Area of Effect: 1.5 m wide, 1.5 m per
level long ray
Saving Throw: 1/2
When this spell is cast, a 1.5 m wide, electrically-charged, blue ray shoots from the casters finger, and strikes as directed up to distances of 10 m per level of the caster. The ray
travels in a straight line and is blocked by most
obstacles; however, it will burn through thin,
flammable material such as cloth and straw.

When the ray reaches its terminal point, as


chosen by the caster (or when it strikes a
blocking obstacle) it will erupt into a lightning
swarm. This swarm appears as a glowing, blue
sphere with dozens of small lightning bolts
flashing in all directions. The radius of the
swarm is 1.5 m per level of the caster.
Anyone caught inside the swarm suffers
10d6 points of damage; a successful save vs.
spell reduces this damage by half (victims
wearing metal armour suffer a -2 penalty to
their saving throw). Those who fail their save
must make saves vs. lightning for all their objects; items that fail their save are destroyed.
If the caster desires, the swarm may be
continued for a second round. If full concentration is maintained, the caster may move the
swarm 3 m per level of the caster; if the casters concentration is broken, the swarm stays
where it is. Anyone that comes into contact with
the swarm during the second round suffers
5d6 points of damage. Those who successfully
saved on the first round automatically save on
the second round as well.
The material component for this spell is the
heart of a blue dragon, which is consumed
when the spell is cast. Evil spellcasters have
discovered that the heart of a bronze dragon
will also work as a material component for this
spell.

Mystyks Mystical Missile (Invocation/Evocation)


Range: 10 m + 10 m/level
Components: V, S, M
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This spell causes a sparking, blue ray to
shoot from the casters hand; the ray will strike
any creature as chosen by the caster. When the
ray strikes the target, it will evolve into a vortex
of electricity that surrounds the victim. The target must make a saving throw vs. spell at -4; if
this save succeeds, the spell ends with no
effect. If the save fails, the victim suffers damage equal to 1d8 + 1 per level of the caster, and
the spell continues. Each round, a new save
must be made, with a cumulative +1 bonus (i.e.
-3 on the second round, -2 on the third, etc.);
the spell ends if a save is successful, otherwise
the victim is again subject to a damage roll. The
target must devote his or her entire effort on
escaping the vortex; if any other action is performed that round, the save automatically fails
and damage is inflicted normally. If the victim
is rendered unconscious by the vortex, saves
automatically fail (although the bonus still accumulates) until the target regains consciousness.
If a victim is killed by this spell, the vortex
will immediately attack the nearest enemy of
the caster; if none exist (within spell range of
the caster), the spell ends. The vortex moves
at a rate of 24, and the new target is attacked
normally; the penalty or bonus to the save
resumes at the point it left off when the previous target was killed. For example, if the initial
target was killed during the fifth round, the new

- 127 -

victims save begins with a +1 bonus. Any


number of targets may be attacked by this
spell, as long as the saves are unsuccessful,
and a potential target is within range; otherwise,
the spell ends.
The material components for this spell are
the heart and scales of a blue dragon, and any
gem worth at least 500 GP. All components are
consumed when the spell is cast.

Orkos Absorption (Alteration, Evocation)


Range: 0
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 9
Area of Effect: The wizard
Saving Throw: None
This spell enables the wizard to absorb and
redirect up to 10 levels of magic energy. Any
incoming spell is nullified, and the energy
stored as potential. Only the same spell can be
redirected, even if the wizard is not familiar with
it. Any type of spell directed at the wizard may
be absorbed, with the exception of area of effect spells, touch spells, and effects from magic
items. Unused energy stored is lost at the end
of the spells duration.
If an incoming spell exceeds the spells remaining capacity, the wizard may make a saving throw vs. spells (with a bonus of +2 per
level of the incoming spell absorbed), to avoid
the effects of any remaining spell energy, even
for spells that ordinarily do not allow saving
throws.
The material component is an amulet that
glows when spell energy is stored then disintegrates on the ending of the spell.

Orkos Dimensional Travel (Alteration)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: The wizard plus an additional 1d6 beings
Saving Throw: Negates
This spell allows the wizard and 1d6 beings
to travel the circuits of the woven dimensions.
The wizard can travel to the different realms or
dimensions and back with this spell. The duration of the spell is all dependent upon the will
of the wizard, with a maximum of 2 days. The
number of creatures that can accompany the
wizard should be rolled secretly by the DM, and
only revealed after the first dimension travel
has been made. No creatures other than those
that accompanied the wizard on the first travel
can accompany him on subsequent travels.
Any unwilling creature gets a saving throw vs.
spells to avoid the effects of this spell.
The material component for this spell is a
brazier burning various rare herbs during the
casting of the spell.

Mage Spells Ninth Level


Orkos Mnemonic Enhancer (Alteration)

Pilpins Nightmare (Enchantment/


Charm, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: Personal
Saving Throw: None

Range: Plane of casting


Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special

This spell is similar to the fourth-level spell


Rarys Mnemonic Enhancer, but, by means of
this spell, the wizard is able to memorize and
retain the memory of nine additional spells, in
different combinations. The wizard can elect to
memorize the spells immediately or the wizard
may elect to retain the ability to memorize the
spells until a later time.

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.

The material components for this spell are


a piece of golden thread, an ivory plaque of at
least 1000 GP, an ink compose of squid secretion and a drop of blue dragon blood. All components disappear when the spell is cast. No
spell may be enhanced more than twice, by
means of this spell.

The wizard goes into a deep trance for the


duration of the spell and is totally oblivious to
the surrounding environment. If the wizard is
disturbed, the spell ends.
The wizard projects from the trance into the
creatures dream. The wizard will appear in the
dream as an observer, unable to influence the
dream or say anything. There is a 5% chance
that the dream projected into is hostile to the
wizard (see below for the effects of a dream
hostile to the wizard).

Pilpins Dark Wall (Conjuration/Summoning)


Range: 200 m
Components: V, S, M
Duration: 1 day/level
Casting Time: 7
Area of Effect: 4500 m
Saving Throw: Special
The spell conjures a 0.3 m thick wall of black
mist that causes death to most creatures that
touch it. The wall cannot be seen through, but
sound or objects will pass through it. Any living creature that touches or attempts to pass
through the wall must roll a saving throw versus death, modified depending on their level
as follows:

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

The wall can be shaped into a rectangle,


box, hemisphere, sphere, or just one huge wall,
as long as the surface area is 4,500 m. The
wall cannot be physically disturbed (i.e., blow
away, pushed, etc.), but parts of it can be negated by a successful Dispel Magic. It can be
penetrated using an Anti-Magic Shell, or totally
negated with a Wish.
The material components are a crushed
black pearl and a vial of gaseous death
poison.

Once in the dream, the wizard attempts to


take control of the dream. The target creature
is allowed a saving throw at -4 to resist the
wizards attempt. If this first save is successful, the wizard does not take control of the
dream and cannot try again for a week. At this
point, the wizard can leave, or remain as an
observer. If the wizard chooses to remain, there
is a 5% chance per round that the dream turns
hostile to the wizard. If the creature fails the
save, the wizard takes control of the dream and
can make anything happen in that dream. If the
wizard causes the dream to become hostile to
the creature (i.e.: turning it into a nightmare),
the target creature must make a saving throw
versus death magic or die in its sleep. If the
creatures save is successful, the wizard loses
control of the dream, but the target creature still
takes physical damage equal to 25% of its
maximum hit points. The target creature will not
awaken due to the physical damage caused
by the nightmare, but may be awaken by another, who witnesses the damage suddenly
appearing on the creature.
After the first attempt at turning the dream
to a nightmare there is a 50% chance that the
dream turns hostile to the wizard. The wizard
can again attempt to take control of the dream
or leave. If the wizard regains control of the
dream, he can again attempt to kill the target.
If the target saves versus death magic again,
the wizard loses control of the dream and the
target takes another 25% of its maximum hit
points in damage. The dream now automatically turns hostile to the wizard.
The wizard can continue to go through this,
each time the creature can either fail its save
and die, or successfully save and take 25% of
its hit points in damage. If the target creature
saves and takes damage four times, it dies
from physical damage.

- 128 -

If at any time the dream turns hostile to the


wizard, the wizard can attempt to control the
dream in the usual manner, or attempt to leave
the dream. If the wizard chooses to leave, a
successful saving throw versus spells is required (leaving a non-hostile dream does not
require a save), if the save fails, the wizard is
trapped. If the wizard unsuccessfully attempts
to control the dream (i.e., the target saves
against the attempt), the wizard is trapped.
A wizard trapped in a dream hostile to himself cannot make the dream hostile to the target again and must make a successful saving
throw versus death magic or die for each round
trapped. If the save is successful, the wizard
loses 25% of his hit points due to physical
damage (a wise wizard will have somebody
watching in case this starts to happen). If the
wizard is not awoken by another, he must regain control of the dream before he can attempt escape. If unsuccessful in gaining control of the dream, the wizard will die in four
rounds from physical damage, if not sooner
from a failed save versus death.
The material components are a personal
possession from the target creature and a lock
of hair from a night hag.

Pilpins Soul Exchange (Alteration,


Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent until reversed
Casting Time: 1 turn
Area of Effect: Two creatures
Saving Throw: Special
This spell causes the life forces of two creatures to exchange. The wizard must touch both
creatures simultaneously at the end of casting
without having to make a roll to hit. Any two
creatures with a soul or spirit (e.g., humans,
elves, animals, birds, dragons, fish, etc.) can be
affected. Examples of creatures that do not
have souls or spirits (as we understand them)
are: undead, demons, devils, automatons such
as golems, and extra-planar creatures in general.
The saving throw against Pilpins Soul Exchange depends on whether both, one, or
neither of the recipients are willing to undergo
the exchange. Treat indifferent as unwilling. If
both recipients are willing than no saving throw
is required. If one recipient is willing but the
other is not, then the unwilling target is allowed
a saving throw with a -2 penalty. If both are
unwilling, then they are both allowed a normal
save. A successful saving throw by any one of
the recipients negates the spell.
This spell is much more powerful when used
in combination with the eighth-level spell Trap
the Soul. Unwilling creatures that are trapped
within a gem prison have an additional -6 penalty on their saving throw. So if one recipient is
willing and the other not, and the unwilling recipient is first imprisoned by Trap the Soul, the
unwilling creature saves with a -8 penalty. If
both recipients are unwilling and trapped in
gem prisons, they both save with a -6 penalty.
The spell does not release them from the gem
prisons, only exchanges their souls.

Mage Spells Ninth Level


A creatures soul in a different body has that
bodys hit points or hit dice, Strength, Dexterity, Constitution, and Comeliness, but the souls
Intelligence, Wisdom, Charisma (modified the
by bodys new Comeliness), memories, and
Intelligence based skills (i.e., languages, nonweapon proficiencies, spell-casting ability providing the body has require attributes, etc.). If
the body has extraordinary Strength, it can only
be used if a warriors soul enters the body. The
body will not radiate magic. The alignment will
be that of the soul. True Sight, or True Seeing
will reveal to a person that previously knew the
recipient of the Soul Exchange that they are no
longer the same person.
The spell can only be reversed by a carefully worded and executed Wish (creatures
must be touching each other), another Soul
Exchange, or the will of the original wizard. If a
creature dies while in anothers body, it can only
be brought back with its own body, so if both
creatures died this could be a reckless way to
reverse the spell.
The material components are a diamond
worth 1000 GP and a bit of fresh brain tissue
from a mind flayer (not necessarily freshly acquired, possibly magically preserved).

Power Word, Vapourisation (Alteration, Conjuration/Summoning)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 3 m/level high cube
Saving Throw: None
When this symbol is cast, it will cause a large
volume of inorganic material to simply vanish
and cease to exist as if it had never been. This
effect is instantaneous, and remains permanent. Only a wish can bring the lost matter
back into existence. The volume that is destroyed cab be in any shape the caster desires
up the maximum volume effected.
If any of the inorganic material is somehow
magical, then assign it a value of 1 to 6, using
the guidelines from the magic user spell detect magic where artifacts are assigned a value
of 6. This is the basic saving throw number that
must be rolled, or rolled under, using a d20 in
order for the object to save and not be disintegrated.
If a magic item has powers or bonuses
which could protect it from disintegration then
they must be taking into account for the items
saving throw. An intelligent item cannot be effected by the spell, as it does not count as an
inanimate object. A ring of spell turning would
not be able to turn the spell, but the roll is made
anyway and if the turning is successful, then
the ring would get the bonus or be saved completely. A ring of protection would get its saving throw bonus, while a device of protection
from disintegration would always save.
The material components of this spell is a
pinch of dust from the coffin of a mummy.

Ralorns Bolt of Dragon Slaying


(Necromancy)
Range: 20 m/level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One dragon
Saving Throw: Negates
This spell launches a bolt of killing energy
specifically tuned to slay dragons. Any dragon
struck by this spell must save vs. death or die.
If the save succeeded, it suffers 1d10 hp of
damage per level of the wizard. Against any
other creature, the spell inflicts 1d6 per level,
save for half damage.
The material component is the tooth of a
Wyrm or greater dragon slain by the wizard
without using this spell.

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.

Sarius Endosmotic Zone of Magic


(Alteration)
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
This powerful spell was researched by
Sarius Mendlekine, Lord of Telnorne. It is actually used to create a magical rod (1 m long and
3 m in diameter) that projects a continual zone
of increased magical potential in a spherical
area of effect equal to a radius of 3 metres per
level, extended outward from the rod in all directions. This spherical zone makes magic
function at its utmost effectiveness, normally.
But, it can be used to travel to planes with reduced magical factor ratings (MF) while keeping a MF rating of 0 within the area of effect.
On planes with an increased MF the spell simply allows all spells of 9th-level or less to work
optimally. The zone will permeate any area
which is not totally enclosed in a lead casing
or protected by an anti-magic shell which withstands the dweomer. All anti-magic shells or
effects that come within the zone react as

- 129 -

though a dispel magic is cast upon them each


and every round. Every round the two areas
interact the anti-magic zones have a chance
of dispelling as though a mage of four levels
higher than the caster were trying to Dispel
Magic against them. On planes with a negative MF rating, everything within the area of
effect operates as though the MF rating were
0. So, someone with a ring of flying would fly
within the zone, but exiting it would cause them
to drop like a rock! On a negative MF rating
plane anti-magic shells are dispelled at the
normal level of mastery or the spell-caster and
all spells cast by any class of characters,
whether native to the plane or not, operate at
a normal MF rating of 0.
The spells duration (from activation of the
rod) is equal to a base 1 day per level in a Prime
Material plane with a MF rating of 0. On negative MF rating planes, the duration is calculate
as the total number of whole days left for the
rod to operate divided by the result of the MF
rating multiplied by -1. For example, a 20th-level
mage activates the rod and hurriedly enters a
gateway to an alternate Prime Material plane
with a MF rating of -5 (since the spell must be
initially cast on a plane with a MF rating of 0 or
better). The duration would be determined
thus: 20 days/(-5 -1) = 4 days. But, if the
mage had operated the rod (for more than 1
turn) before entering the gateway it would have
lost a days duration and be calculated as: 19/
(-5 -1) = 3.8 days, or 91.2 hours, or 547.2 turns,
or 5,472 rounds. If the wielder had travelled to
a plane with a MF rating greater than 0 the
spells duration would be calculated as the
base duration multiplied by the MF rating of the
plane. Whenever the rod changes alternate
Prime Material planes (even if they both contain the same MF rating) its duration is recalculate with the current remaining days of operation left used as the base for determining
the duration of the spell (disregard any remaining duration that does not equal a day or more
in length). If the rod travels from a positive MF
rating plane to a negative MF rating plane the
rod is totally disrupted in the transferral as
though the spell had ended, and vice versa.
Dispelling magics will only affect the rod for one
single round unless they are cast by a DemiPower, Lesser Power, or Greater Power, in which
case the a successful Dispel Magic will cause
the device to become disrupted as described
below.
The rod is the only material component of
this spell. It is made from the purest mithril and
rune inscribing agents (costing at least 7,000
GP). Then, 9 deep blue amethysts (1000 GP
each) are inset to the side of the rod among
the various runes of power, and a large sapphire (1,000 GP) is affixed to the top. Once the
rod has been fashioned (2 months creation
time minus 1 day per level of mage working on
the inscribing of the runes down to a minimum
of 1 month) this spell can be cast upon it,
empowering the rod with enormous magical
potential. From this point, the rod remains dormant until its power is activated by speaking
the proper command word and willing the rod
to function. Until the rod is activated the casting mage loses a single 9th-level spell casting
slot because of the bond that he has established with the rods dormant power. While this
spell could be inscribed onto a scroll it would
still require the rod as a material component

Mage Spells Ninth Level


and the mage who inscribed the spell would
not regain the spell slot until the potential of the
scroll was released through copying it into a
spellbook or casting it onto the rod and activating the rod. (Note: An apprentice may be
used to inscribe the runes upon the rod freeing the learned master to further research).
Although almost any sentient creature may
utilize the rod, in the hands of the original spellcaster it will convey a personal magic resistance equal to his level of experience (and
cumulative to any other magic resistance he
may be employing). On any Prime Material
plane the rod will also act as a Rod of Striking,
conveying a +3 magical to hit bonus and striking for 3d6+3 points of damage per round. The
rod may only strike once in any melee round
no matter if the creature wielding it is capable
of multiple attacks with weapons. During the
last turn of the spells duration the rod will begin to hum extremely loud (hearable in a 1/2
mile radius. During the last round of the spells
duration the rod will glow with extremely powerful magical electricity, causing 1d20 hit points
of damage to all that touch it, per segment of
contact. In the last round is will flash with a
bright light (causing all in the zone to save vs.
rods or be blinded for 1d20 rounds) and then
cease to function. This last burst of energy
transmutes the mithril rod into pure lead,
causes the runes to dissolve, and disintegrates
the 10 gems into a useless powder.

Sillvatars Dragon Breath (Conjuration/Summoning)


Range: 3 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This spell conjures a dragon head similar to
that created by Sillvatars Dragon Bite ; however, instead of bite damage, the caster may
direct the head to make a single, instantaneous breath attack. The dimensions and composition of this breath attack are as per the
dragon the material component is from. The
damage inflicted by this attack is equal to an
attack from the appropriate dragon of age
category 1-6 (determine age randomly). For example, if a red dragon is the source of the
material component for this spell, and a 4 is
rolled for the age category, the breath attack
takes the shape of a 27 1.5 9 m cone of
fire, and inflicts 8d10 points of damage. All victims must save vs. the worst of spell or breath
weapon to receive only half damage; possessions are treated as if they had been hit by the
actual corresponding breath weapon (if the
victims save was successful, possessions are
not affected).
The material component for this spell is the
heart from any type of dragon; this component
is consumed when the spell is cast.

Sillvatars Superior Summoning


(Conjuration/Summoning)
Reversible

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).

Sphere of Annihilation (Evocation)


Range: 12 m
Components: V, S, M
Duration: Permanent
Casting Time: 12 hours
Area of Effect: 0.6 m diameter sphere
Saving Throw: None

Range: Touch
- 130 -

This ancient and arcane spell was first found


in the Libram of Tel Aknus the Mad. It is used
to create a Sphere of Annihilation. The mage
must prepare a special magical device, which
costs 15,000 GP to construct, to house the
energies required to bring the sphere into existence. The construct is made of the rarest or
ores, adamantite, and requires a full year of
work by a master smith to fashion. A Master Alchemist must then fuse ten vials of Essence
of Platinum, ten vials of Essence of Gold, and
ten vials of Essence of Silver, in this order, into
the construct (which looks something like a
giant spider when finished). This will take two
weeks per vial and the chance of success is
equal to the alchemists chance of creating
said essences (checked for each vial fused to
the structure) and any failure means that the
entire structure has been transmuted in the
metal of the current essence which is being
fused into the construct.
Then the casting procedure can take place.
It consists of a highly ritual ceremony requiring a black pearl of at least 0.3 m in diameter
being placed inside a magic circle and then
calling forth the various magics of the planes
to instill the pearl with anti-planar power of a
sphere of annihilation. The spell then temporarily doubles the current hit points of the casting mage as it starts. Every hour of casting time
instills the pearl with more and more power. At
the end of every hours casting the mage must
roll a successful saving throw vs. magic which
is unadjusted by any means other than his
current level of mastery. If successful, the casting continues for the next hour. If unsuccessful, the mage takes 1d20 points of damage for
an unsuccessful hour of casting and the casting time is extended for anther hour. The spell
will only be successful if 12 hours of continual
casting is completed. Remember that if the
spell is successful the mage must still attempt
to bring the sphere under his control. This spell
in no way gives any special bonuses for control attempts.
If the mage is reduced to zero hit points the
pearl disappears (in a harmless, but spectacular flash of light) and his strength and constitution are reduced to 1 and he is thrown into a
coma, losing knowledge of all spells currently
memorized. These statistics and normal hit
points are regained at a rate of 1 point per day
or total rest unless some form of magic is used
to increase healing. Until the mage reaches half
of his original constitution score he is extremely
susceptible to diseases and will take 4x the
amount of damage a disease would normally
inflict. When half of his original strength is restored he may save vs. spells each day to see
if he comes out of the coma. Failure means that
he remains in the coma. Once the mage
comes out of a coma he will be in a ravenous
state and will not be able to regain spells again
till he has eaten and rested for as many days
as he was in the coma. Success or failure notwithstanding, this spell will always destroy the
construct and the pearl used as the material
components. If the spell is successful, the
construct and pearl are sucked into the sphere,
and if unsuccessful, the construct crumbles
into a useless crystal substance and the pearl
disappears as mentioned above.

Mage Spells Ninth Level


If the spell-caster is physically touched during the casting of this spell by anything, including the power of another magic, and sustains
damage which subtracts from his hit points or
any ability score or level, the pearl will explode
in a force of magic dealing out damage equal
to 1d20 per hour of casting time that has
passed (rounded down) in a radius equal to 3
m per hour of casting time that has successfully passed (again, rounded down and a unmodified saving throw vs. spells will allow anyone in the area of effect to save for half damage). Also, when this happens the extra hit
points disappear (if they are still present) and
the mage takes damage from his normal remaining hit points. Death by this explosion
means that the body has been disintegrated,
ruling out raise dead or resurrection spells
for bringing the victim back to life.

Staff of Smiting (Alteration, Enchantment/Charm)


Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: One hazel staff
Saving Throw: None
This spell creates a magical staff. First an
thaumaturge must find the finest wood of a
hazel tree and fashion it magically into a wizards staff. The staff must be then dipped in
serpents venom and touched by a dragons
breath. Then, it must be enchanted and sprinkled with mithril dust. The staff thus created will
be capable of striking at +3 to hit for 1d6+3 hp
twice per round. Once per day it may strike as
a venomous weapon, doing double damage
for the attack and causing the victim to save
vs. poison or suffer the effects. The staff may
also attack for 10d6 with the breath of the
dragon which imbued this magic, however, this
attack destroys the staff.

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.

Telnornes Force Layer (Evocation)


Range: 3 m
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One 3 3 m area
Saving Throw: None
The source of this highly improved version
of the Wall of Force spell is the Telnorne
Mageocrat. It is used to create a barrier which
cannot be penetrated by any known spells or
forces in the multi-universe, including major
powers, avatars, devils, or demon princes.
The casting time of 1 hour is standard, but
the mage must also spend a hour in contemplation, reviewing diagrams and/or charts of
the area or object to which the force layer is to
be attached when memorising the spell. A
force layer may cover an area of up to 3 3
metres, and must be attached to a localized
gravity: either an object, a structure, or an area.
Once cast, only spells of wish-like power may
affect the force layer.
A Limited Wish will effect the force layer as
a 1/2 strength Dispel Magic, an Alter Reality will
effect the force layer as a 3/4 strength Dispel
Magic, and a Wish will effect the force layer as
a full strength Dispel Magic. The force layer
may be attached to moving objects, but only
those which are of one piece and move in conjunction to something else. For example, a
chest (with hinges) could be covered, but the
chest would still need to have a break within
the spell effect, so only the top or the bottom
of the chest would be affected. Placing the
spell on a wagon would effectively make the
wagon indestructible, but the wagon would
never again roll since the wheels are now
locked in place. But, if the wheels alone (and
possibly the axle if the mage was inventive)
were protected the wagon would still roll. Of
course, after the wheels eventually rotted away
in a few years the spell area would still be in
effect and invisible wheels would still roll.
When this spell is cast on the Prime Material plane the area of effect extends into the
astral and ethereal planes, although the force

- 131 -

layer will still be invisible. Nothing will stick to


the force layer except for another force layer
which is attached to a previously cast one.
Paint, dust, and powders will simply roll off its
surface. Only Dust of Appearance will stick to
the force layer, and then only for 1d10 rounds.

Tempestcone (Alteration, Evocation)


Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: One creature
Saving Throw: None
This spell creates a shadowy, upright cone
of force surrounding the caster or one creature
touched by the caster. The cone comes to a
point a few feet above the recipients head, and
extends to the floor (or, if the caster is flying,
falling, or otherwise removed from a solid surface, to just below the lowest part of the casters body). The tempestcone moves with the
caster, and seems to be a faintly-shrieking,
tumultuous chaos of whirling winds and shadowy clouds (hence its name). Its only effect is
to drink all magic coming into contact with it
(including magical-item charges and spells
cast by the caster it is protecting), and transforms them into magical missiles.
The caster is unharmed by the whirling cone
of winds (and is unaffected by all incoming
spell effects); the magic missiles created by a
tempestcone whirl around the cone until hurled
unerringly at targets within 42 m by the being
enveloped by the cone. The protected creature
can hurl the missiles even if it isnt a spellcaster; a mental command is all that is needed.
The missiles are identical in all respects to a
magic missile spell.
A tempestcone creates two magic missiles
per spell level absorbed, each doing 1d4 + 1
hp damage and flying unerringly at MV Fl 24
(MC: A). If the projectiles pass more than 42
metres from the cone, or are unused when the
spell expires, they fade away harmlessly. Magical-item discharges for which no spell equivalent exists are considered sixth level for purposes of generating magic missiles.

Uldarks Ultimate Summoning


(Conjuration/Summoning)
Reversible
Range: 10 m/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This spell is Uldarks response to his friend
Sillvatars spell, Superior Summoning [q.v.]; it
is not as powerful (in terms of levels) as
Sillvatars spell, but is more versatile, and requires less preparation time. This spell allows
the caster to summon any creature of the wizards choice; only one such creature may be
summoned per casting of this spell, and the
summoned creatures hit dice may be no more

Mage Spells Ninth Level


than two-thirds the casters level (drop fractions). A certain species of creature may be
specified in the summoning (or in the case of
an adventurer, class and level), but a specific
individual may not be called; for example, the
caster may summon a 12th level Paladin, but
may not summon a specific paladin by name.

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.

The summoned creature appears anywhere


within the spells range as directed by the
caster. If a good caster summons an evil creature (or if an evil one summons a good creature) both the creature and the caster must roll
a save vs. spell. If the caster succeeds and the
creature fails, the spell proceeds normally; if
the caster fails and the creature succeeds, the
creature will attack the caster immediately; if
both fail, the creature ignores the caster (the
caster may still attempt to gain control of the
summoned creature via some other magic).

tion)

Of course since Sillvatars spell is reversible,


Uldark felt his should be as well. The reverse
of this spell, Uldarks Ultimate Banishment ,
sends the previously-summoned creature
back to its place of origin. This will only work
on a creature who was previously summoned
by this spell. If the creature fails a save vs. spell
at -4, it is immediately sent back to where it
came from.
The material component for this is a ruby,
diamond, or emerald worth at least 800 GP. The
gem is consumed with the casting of the
spell.

Learn Language (Alteration, Divina-

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.

Mass Death (Necromancy)

Mage Spells Tenth Level


Conduit (Evocation)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Creature or item touched
Saving Throw: Special
By means of this spell a conduit to either the
positive or the negative material plane is
opened (wizards option, based on his alignment). This channel can be used to infuse
another wizard or a magic item with power.
If another wizard is infused, both wizards
must make a saving throw vs. magic, at the
level of wizard. A failure means both instantly
pass out, a critical failure (a roll of a natural one)
means death for both. If the save is successful, the recipient can cast spells at triple power
and will not forget any spells currently memorized.
For each tenth of a round that the Conduit
is open the wizard cannot cast spells for one
full hour. The wizard may only keep a Conduit
open for one tenth of a round for each point of
Constitution + level he has. Additionally, immediately after the Conduit is closed the wizard
will fall unconscious for a length of 10 times the
time the Conduit was open.
If the Conduit is cast into an object, and a
Permanency is added, it doubles the power of
the item. In this case, add the levels of the
spells cast into the object. The number thus

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 -

Noska Trades Selective Death


Spell (Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 6 hours
Area of Effect: 600 m/level
Saving Throw: None
This spell will slay a selected type of creatures in the designated area of effect with the
effectiveness of a double strength Death Spell
(with respect to numbers of creatures slain).
For example, all the first born of a specific race
could be slain in the area of effect.
During the 6 hour casting time, black storm
clouds form over the wizards location and
slowly pillar to the ground. Upon completion of
the casting the cloud touches the ground and
vanishes and the selected group of creatures
slowly dies over a one-round period.
The first material component is a blade of
grass from the grave of a creature of the type
to be selected. The single blade of grass must
be picked in the direct light of a full moon. The
second material component is 5,000 GP worth
of powdered diamond.

Orkos Time Travel (Alteration)


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: The wizard or 1d6 creatures
Saving Throw: None
This spell allows the wizard or 1d6 beings to
travel the circuits woven by time. The wizard
can travel into the future or into the past and
back with this spell. It is recommended that the
past be left alone for the general safety of the
future. The wizard controls the duration by his
will. If beings other than the wizard are sent into
the future or the past, they can return whenever
they will it.
The material component for this spell is a
small piece of oriental silk.

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.

Mage Spells Tenth Level


Vorpal Blade (Alteration)
Range: Touch
Components: V, S, M
Duration: 1 round/3 levels upon use
Casting Time: 1 turn
Area of Effect: One edged weapon
Saving Throw: None
When cast on an edged weapon, the weapon will become Vorpal 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 spell. The spell
adds no plusses to the weapon, but plusses
due to quality or an Enchant spell do apply.
The material component is a mithril razor
enchanted to +6 with an Enchant an Item spell
and a Sharpness spell costing 1000 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 50,000 GP.

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 -

Priest Spells First Level


Priest Spells First Level
Animal/Bird Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 3,6 m + 0,3 m/level radius area
Saving Throw: None
This spell allows the cleric to call all animals
or birds within the spell effect. The animals or
birds will converge upon the cleric within 1d3
rounds. While the spell is in effect, none of the
animals or birds will attack each other. While
there, the cleric may set one small task for the
group to perform. When the spell ends, the animals or birds will peacefully disperse to
whence they came.

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.

Comprehend Languages (Alteration)


Animal Enmity (Enchantment/Charm)

Reversible

Sphere: Animal, Charm


Range: Touch
Components: S
Duration: 1 day
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates

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.

Animal Tracks (Alteration, Enchantment)


Sphere: Animal
Range: 0
Components: V, S, M
Duration: 3 turns + 1 turn/level
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None
This spell causes the cleric to leave tracks
& scents as the animal specified during casting. The tracks have traces of magic for 3 turns,
after which they are indistinguishable from normal tracks. Only non-mythical creatures can be
impersonated. A holly berry and some fur from
the animal to be impersonated is needed to
cast this spell.

Coalstone (Alteration)
Sphere: Elemental (Fire)
Range: Touch

This spell is the same as the first level magicuser spell Comprehend Languages.

Conjured Weapon (Conjuration)


Sphere: Combat
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: One weapon
Saving Throw: None
When this spell is cast, it brings into existence a weapon of the casters choice which
he can use to fight with. The weapon is a normal weapon with the holy symbol of the god
engraved upon it. The weapon has a dim glow
upon it which can be faintly seen. The caster,
if he is to use the weapon, must be proficient
in its use. The weapon can be given to another
character to use.
If a striking spell is used in conjugation with
the conjured weapon spell, then there will be
an additional +1 to hit and to damage rolls
because of the cumulative effects of the magic
of the spells. The conjured weapon then counts
as a +2 weapon for purposes of special defence.
The weapon stays into existence until the
end of the spell or until the caster wishes the
spell to end.

- 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.

Create Earth (Alteration)


Reversible
Sphere: Elemental (Earth), Summoning
Range: 0.3 m
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By this spell, the caster creates up to 3
pounds per level of stone or 1 cubic foot per
level of sand, dirt, or dust. The stone can be
solid or lose gravel. The reverse, Destroy Earth,
will destroy a like amount of earth or stone.
Magical creatures are allowed a save vs. magic
or take 1 point damage per level of the caster.
The material component is the clerics holy
symbol.

Detect Enemy (Divination)


Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 0.3 m/level radius area
Saving Throw: None
By casting this spell, the cleric may determine whether there are creatures within the
area of effect that bear hostile intent toward
him. The spell will reveal the direction of the
creatures, even if they are invisible, ethereal, astral, or out of phase.
Note that this spell does not reveal anything
about the alignment or motives of the creatures
in concern.

Detect Life (Divination)


Components: V, S
Range: 0
Casting Time: 1
Duration: Instantaneous
Saving Throw: None
Area of Effect: 20 m radius
Sphere: Divination
This spell enables the priest to sense the
aura of life. Diviners may also sense as well one
attribute per level above third, noting such attributes as number, degree (size), concentration (power), and location. Diviners may also
focus in on a particular aura and sense at will
one colour per level above seventh, noting
such features as kingdom (animal, plant,
etc...), state (live, undead, divine, etc), form
(gaseous, liquid, solid), and extension (primematerial, para-ethereal, negative-energy, etc).

Priest Spells First Level


Diemes Forcing Hand (Alteration)

Flame Tongue (Enchantment/Charm)

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

By this spell, the caster throws a stone hand


at the target. The stone hand will then make a
crackling noise and show blue lightning as it
flies towards its target. When it hits, it will do 2
points per level of impact damage. Upon casting this spell, the caster throws the hand and
says to arms. This spell (like magic missile)
always hits.
The material component is a carved (or created) stone hand.

Dispel Fatigue (Abjuration)


Sphere: Healing
Range: Touch
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
This spell removes fatigue from the affected
creature and protects it from tiring further for
the spell duration. However, once the spell
expires, the recipient must rest for the amount
of time spent in strenuous activity (i.e., running,
melee combat) while under the spell. No damage sustained is restored, including broken or
sprained limbs, i.e., you still cant run on a
sprained ankle. The spell is also ineffective
against magically or psionically caused fatigue
(such as Ray of Enfeeblement), or against
subdual damage.

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.

This spell grants the caster the ability of fast


talking: during the spells duration, the caster
is able to talk and talk and talk, thus gaining
the undivided attention of those listening, provided they can understand the caster. Note
that all hearing the caster will be affected by
this fast talking: party members are affected
too.
The second use of this spell is to increase
the morale of hirelings, followers and henchmen: prior to a fight, the priest can encourage
them by talking vividly for one round, thus increasing their morale by two points plus one
for every two levels above first, up to a maximum of 5. Thus, a fifth or sixth level priest will
increase the morale by 4 points.

Git (Abjuration, Enchantment/Charm)


Sphere: Charm
Range: 12 m radius
Components: V,S
Duration: 3 turns/level
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
By use of this spell, the priest may frighten
away two hit dice of animals per level of experience.

Gnat Swarm (Conjuration/Summoning)


Sphere: Animal, Summoning
Range: Sight
Components: S, M
Duration: 1d4 + 1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
The cleric can summon a swarm of gnats to
bother and harass the victim for the duration
of the spell.
For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets
closer than Bob would like, and, unless he acts
fast, is liable to get spotted (a situation hed like
to avoid.) The man has a 30% chance to spot
Bob normally, but with the swarming gnats, his
attention is elsewhere, so his chances are cut
to 15%. The material component for this spell
is a dead gnat.

- 135 -

The cleric can cause a single plant to show


a weeks worth of growth in one day. This spell
can be cast at most once per day per plant.
The material component for this spell is some
fertilizer or humus, and some water, to be given
to the plant (the components are not consumed by the spell, but they are by the plant).
If the cleric wishes to continually cast this spell,
then he should be prepared to furnish additional fertiliser and water to sustain the plant.

Guardian Watch (Conjuration/Summoning)


Sphere: Elemental (Earth), Summoning
Range: 1 m
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 0.6m radius sphere
Saving Throw: None
This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the
area of effect that weighs more than 1 pound,
the elemental will cause the ground to shiver
and wake people up (detection of creatures is
by movement and vibrations across the
ground). The elemental can also form a hand
and try to trip intruders (the guardian is semiintelligent and can remember simple commands from the caster, i.e. like who the party
members are). The guardian is hard to detect
and will almost always trip from surprise. Opponents get a save vs. magic to avoid tripping
-a save means they just felt something trying
to grab their leg.
The material components of this spell are
the clerics holy symbol and a live worm.

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).

Priest Spells First Level


Most of the time, though, its on the back, the
foot, or, on the odd occasion, less appropriate
places.

Quick Step (Alteration)


Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell allows one creature to be able to
run at full speed without getting tired over
stone, dirt, or grass. At the end of the duration,
the creature must stop for 1 turn for each hour
it was running. During this time it can do nothing except drink liquids and small, light portions of food. At the end of this resting period,
the creature will start to regain enough energy
to be able to carry on normal activities (i.e. eat,
walk, etc.). When the creature has stopped for
a time equal to the time it ran, it will be able to
carry on all activities without penalty (i.e. fight,
run, etc.). This spell will work on horses, pack
animals, etc.
The material component for this spell is a
small piece of leather.

Request Animal (Enchantment/


Charm)
Sphere: Animal, Charm
Range: 3 m
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: One animal
Saving Throw: Special
By casting this spell, a cleric can ask a particular animal for a favour. The caster must have
some sort of enticement for the animal to actually perform the favour, because the animal
can opt not to carry out the clerics wishes. The
casting time of this spell is 1 plus the time necessary to make the request, which may take
no longer than one turn. This spell does not empower the priest to actually speak the animals
language.
For example: If a cleric spotted an owl, the
cleric could request the owl to, if it saw any
other humanoids around, fly back and alert the
cleric. An appropriate offering might be some
choice part of a rabbit, a mouse, or some other
form of owl snack food. If the owl was actually
required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the
owl would turn him down no matter what the
cleric offered.

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.

Sense Direction (Divination)


Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

- 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.

Sharpleaf (Alteration, Invocation)


Sphere: Combat
Range: 0.6 m
Components: S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 3 leaves/4 levels
Saving Throw: None
Using this spell, the cleric causes oak leaves
to become rigid and extremely sharp. These
Sharpleaves can now be wielded or thrown as
daggers. If the leaves are crumbled before the
spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 points each. One leaf
can cover 13 cm square, with 1d4 hitting the
first creature to enter.

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

Priest Spells Second Level


up to a mile away before the spell fades away.
The spell will last until the spell duration expires
or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and
only then) does the carrier get a save.
The material component is the object to be
tracked.

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.

Water to Wine (Alteration)


Components: V, S, M
Range: 0
Casting Time: 4
Duration: Permanent
Saving Throw: None
Area of Effect: Special
Sphere: Creation
This spell allows the priest to transform one
glass of water per level to wine.

Priest Spells Second Level

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.

Cure Moderate Wounds (Necromancy)


Reversible
Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

The recipient can see things up to one and


a half metres away from him.
When using this ability, if the recipient is
within the effect of a shout spell, horn of blasting, or similar phenomenon, then he must
make a save versus death or be stunned for
1d6 rounds and have a 40% chance of becoming deaf (eardrum ruptures).

This spell is a more potent form of Cure Light


Wounds. When the caster lays his hands upon
the creature to be touched the spell cures 317 (2d8+1) HP of damage. The reverse of this
spell, cause moderate wounds, does the above
amount of damage if the caster succeeds in
touching the victim.

Battle Cry (Enchantment/Charm)

Otherwise this spell is the same in all respects as a Cure Light Wounds spell.

Sphere: Combat, Vengeance


Range: 0
Components: V,S
Duration: 6 rounds
Casting Time: 2
Area of Effect: 60 m + 10 m/level radius
Saving Throw: None
At the culmination of this spell, the priest
utters a deafening cry or shriek drawing the
attentions of all hostile creatures within the area
of effect. 1d6 HD of these creatures per level
of the priest are stunned for 1d3 rounds; this
effects creatures with the lowest hit dice first.
All effected creatures will thereafter attempt to
physically attack the priest, foregoing any other
actions. The desire to hunt down the priest will
remain for 6 rounds or until the priest is slain.
At the same time, all friendly creatures within
the range of the spell receive the benefit of a
Bless spell (+1 to attack rolls and saving
throws). Friendly creatures also receive a +1 to
their morale checks as long as the priest remains alive.
Undead or creatures with Intelligence less
than 5 are not affected by this 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

Bat Sense (Divination, Alteration)


Sphere: Divination
Range: Touch

noted above), the duration (as noted above),


and that only those creatures with a 15 and
above intelligence or 6 HD get a save.

This spell is an improved version of the Command spell (see the first level priest spell Command). The differences are: the range (as

- 137 -

Detect Invisibility 3 m Radius (Divination)


Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: 3 m radius sphere
Saving Throw: None
Except as noted above, this spell is the same
as the second level magic-user spell, Detect
Invisibility. Note the spell allows only the cleric
to see invisible creatures, and only those within
the specified radius.
The material component of this spell is a
pinch of any fine powder such as talc.

Detect Phase (Divination)


Sphere: Divination
Range: 4 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: None
When this spell is cast, the person touched
can see and perceive any creature that is out
of or in a different phase than that of the spell
recipient. This means that the person touched
will see clearly such creatures with special
defences such as displacement, blinking, duodimension, astral, or etherealness and those
who can shift out of phase, such as a phase
spider. Furthermore, if the person touched has
means to attack such creatures, he will have
none of the ill effects that normally occur when
trying to attack (i.e. the person touched would
know the exact location of a displacer beast,

Priest Spells Second Level


or where the phase spider is etc.). The information cannot be communicated to his fellows
by words.
The material component of this spell requires, in addition to the casters holy symbol,
a lens of calcite crystal which must be viewed
through for the spell to have effect. It does not
disappear at the end of the spell.

Detect Style (Divination)


Sphere: Divination
Range: 30 m
Components: M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One or more creatures
Saving Throw: Special
This spell has two uses: if cast on more than
one creature, this spell will make the one, highest in rank, known to the caster. If all creatures,
which must be in sight, are of equal rank, or
there is a tie for the highest rank, no one will
be detected. Note that the highest in rank need
not be the most powerful of the scanned creatures. In this case, there is no applicable saving throw.
The second use of this spell is to determine
the exact rank of a specific creature: if the spell
is cast on one creature only, the caster will
know the rank of the targeted creature. If the
caster is unfamiliar with the hierarchical structure of the victims society or organisation, he
will only feel a general indication: something
like no rank, officer or very high rank would
be appropriate descriptions. Note that nothing
is revealed about the victims level of experience e.a. The target gets a saving throw, that
will negate the spell.

This spell does not insure a safe landing,


and if the creature is in a position where a fall
would do extra damage, like mounted on a
horse for example, extra damage may occur.
The material component is a carved (or created) stone hand.

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, Creation


Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 10 cm long,
sword-like blade
Saving Throw: None
When a cleric casts this spell, he causes a
blazing ray or red-hot fire or a freezing icicle
to spring forth from his hand. This blade is
actually wielded as if it were a scimitar (but it
is not a scimitar), and is the cleric scores a successful hit while employing the blade, the creature struck will take 2d6 points of damage with a damage bonus of +2 if the creature is
especially vulnerable to that attack form (i.e.
fire vs. undead, ice para-elementals and frost
vs. red dragons or fire elementals). The flame
blade will ignite combustible materials. The
blade will not affect creature that can be hit by
magic weapons except with respect to undead
monsters. In addition to mistletoe, the cleric
must have a leaf of sumac in order to cast this
spell.

Guardian Watch (Conjuration/Summoning)

Efembes Spitting Image (Conjuration/Summoning)

Diemes Forceful Hand (Alteration)

Sphere: Protection (reversed)


Range: Touch
Components: V, S, M
Duration: 1 week/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates

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

Upon casting this spell, the caster spits on


his fingertips and smears some spittle on the
targets forehead. This bestows a curse on the
victim: every time he looks into a mirror or
another reflecting surface during the spells duration, his mirror image will spit into his face.
Note that a Remove Curse will dispel this
spell.

This spell is like the first level spell except


the fist is a lot larger (about 15 cm high) and
more forceful. The base damage is 2d6 +1 per
level for small or medium, and 3d6 + 1 per level
for large creatures. The creature saves for 1/2
damage, and those that fail are affected as
follows:

Empathy (Divination)

Large: Creature falls down


Medium: Creature pushed back 4 +1d4 feet,
DEX check to stay on feet
Small:
Creature thrown back the number
of feet equal to the damage they
took. They also take another 1d6
points of damage when they land.

Flame/Frost Blade (Invocation)

Sphere: Divination, Thought


Range: Sight
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.
This spell enables the priest to sense the
general needs, drives, and emotions generated
by an individual.
The material component is a lens, which is
not consumed in the casting.

- 138 -

Sphere: Elemental (Earth), Summoning


Range: 30 m
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 20 m radius sphere
Saving Throw: None
This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the
area of effect that weighs more than 1 pound,
the elemental will cause the ground to shiver
and wake people up (detection of creatures is
by movement and vibrations across the
ground). The elemental can also form a hand
and try to trip intruders (the guardian is semiintelligent and can remember simple commands from the priest, i.e. like who the party
members are). The guardian is hard to detect
and will almost always trip from surprise. Opponents get a save vs. magic to avoid tripping
- a save means they just felt something trying
to grab their leg.
The material components of this spell are
the priests holy symbol and a live worm.

Heliots Healing Sleep (Necromancy)


Sphere: Healing
Components: V, S, M
Range: 0
Duration: 4 hours + 2 hours/level
Area of Effect: One person
Casting Time: Special
Saving Throw: None

Priest Spells Second Level


This spell causes the healing benefits of
sleep to be threefold (i.e. 3 HP per day rested).
Additionally this spell causes any and all curative spells cast during its duration to have
maximum effect plus 1 HP. The individual to be
effected must be able to sleep, and must be
asleep during the spells effect. The casting
time of this spell is 6 turns minus the casters
level, with a minimum of one turn.

Improved Detect Good (Divination)


Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 20 m radius
Saving Throw: None
This spell enables the priest to sense the
aura of goodness. Diviners of fourth level and
above may also sense both the degree and
location of such auras. Diviners of seventh level
and above may concentrate the spell on a single individual, sensing the name of that individuals god (if good) and noting the level of
devotion that person holds toward the god and
the state of favour the individual has
achieved.

The material component for this spell is a


glass bottle.

The material component is a miniature cloth


blindfold.

Nausea (Enchantment/Charm, Abjura-

Resist Eye Contact (Abjuration)

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.

Planar Vision (Divination)


Inaudibility (Alteration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
This spell causes the clerics movements to
become completely silent for the duration of
the spell. All sounds made by his equipment
from the neck down are muted into inaudibility. Intentional shouting or spell casting can be
heard, and will negate the inaudibility for the
duration of said noise. Attacking completely
negates the spell effect (Cf. Invisibility).
The material component is a piece of sea
sponge.

Mystic Bolt (Invocation)


Sphere: Thought
Range: 10 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell sends a mystical bolt of energy
through the targets mind, doing 1d6 points of
fatigue damage plus an additional hit point per
level of priest. The spell may only be cast on
sentient creatures, and creatures of fifteen of
higher Intelligence are allowed a saving throw
vs. spell to avoid the effects entirely.

Sphere: Astral, Divination


Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: Sight
Saving Throw: None
Using this spell, the priest can perceive creatures in the Border Ethereal, out of phase beings (i.e. phase spiders), Dimension Doors,
creatures viewing his location through Colour
Pools, and boundaries of plane-travel-proof
areas; he can also identify portals to other
planes (but he cannot say what plane is on the
other side).

Protection from Charm, 3 m Radius


(Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 3 m radius sphere
Saving Throw: None
While this spell is in operation, all creatures
in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the
cleric. Thus, if cast by a 5th level cleric, any
creature in the area of effect targeted by a
charm spell would not need to make a saving
throw if 45% or lower was rolled on percentile
dice.

- 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.

Resist Paralysis (Abjuration)


Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
For the duration of this spell, the recipient is
immune to all forms of paralysis, including
gaze attacks, paralytic poison, hold spells and
dragon induced fear paralysis. This spell does
not remove paralysis already in effect, it just
prevents the recipient from being paralysed in
the future.
The material component of this spell is a
feather, and an infusion of tea and ginger which
is consumed by the caster.

Sethrons Fearful Braying (Enchantment/Charm)


Sphere: Animal
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 20 m cube, centered on
the priest
Saving Throw: None
The priest initiates the spell by lifting his
head, putting his hands in the air and howling.
This howling causes all those in a 20 m cube
to be affected. Those affected must make a
save vs. spells or flee in terror for the duration
of the spell (those who have seen or heard this
before save at +2). This spell will also draw any
hounds and wolves to the priest in a 1-mile
radius. The hounds and wolves will be friendly
to the priest but communication is not guaranteed. Those who are deaf are immune to this
spell.

Priest Spells Second Level


Specialisation (Alteration, Invocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds/level
Casting Time: 5
Area of Effect: Casters weapon
Saving Throw: None
When the specialisation spell is cast, a small
part of their gods power is invested into themselves. This power allows the caster to fight better in combat. The benefit the caster receives
is specialisation in the gods preferred weapon,
if the god has one. Otherwise the benefits
apply to a weapon of the casters choice. This
specialisation occurs whether or not the caster
is proficient with the weapon. There are no minuses to hit because of non- weapon proficiency penalties. (Note: Clerics will tend to be
proficient with their gods preferred weapon.)
This spell is typical of spell given to clerics
of warrior gods.

Spread Healing (Necromantic)


Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: 1 hour
Casting Time: 5
Area of Effect: The priest
Saving Throw: None
When the priest casts any cure wounds spell
while this spell is active, he may have the spell
absorb part of the healing, which he may then
release on another person or people (this requiring 1 round per person). It is possible, therefore, to cure 6 hit points of wounds, spreading
it between two people, one damaged by 2 and
another by 4. Excess curing may be saved up
to the end of the spells duration. The priest
under this spell can sense when a person is
fully healed and thus when it would be wise to
heal the wounds of others instead.
Priests who may cast cause wounds spells
may reverse this spell to Spread Wounds. Either version of the spell works only for cure (or
cause) wounds spells personally cast by the
priest during the spells duration.

Stone Message (Invocation)


Sphere: Divination
Range: Special
Components: V, S, M
Duration: 1 minute
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The caster casts this spell directly into the
prism on his holy symbol (this spell was created for a diety whose symbol is a hand grasping a prism). The caster then names (not by

truename) the person he wants to talk to. If this


target person is within 0.3 metres of a holy
symbol to the same diety (thus that holy symbol also has a prism in it), then the target person will notice that the prism flashes. Only the
target person will notice the flashes of light.
When the target person touches the holy symbol, the prism will show the face of the caster,
and the casters prism will show the face of the
target person. The caster can then talk into his
prism and hold a short conversation with the
target person.
If the target person is not within 0.3 metres
of a specified holy symbol, the caster will feel
like the spell was a dud. The spell will wait one
minute for the person answer. If the person did
not answer, the caster will know that the person did not answer.
Idle chatter is not being appreciated by the
diety (noise pollution on his holy waves). Quick
conversations are appreciated. There is also a
5% chance that someone or something associated with the diety (one of his clerics or minions) will notice and remember the conversation. This does not mean the cleric or minion
will do anything, just that others may be listening in.
The material components for this spell are
the two needed holy symbols, and are obviously not consumed in the casting.

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).

Strength of the Avenger


(Conjuration/Summoning)
Sphere: Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: The priest
Saving Throw: None
At the end of this powerful prayer, the priests
body convulses as if struck by lightning, and
glows with divine radiance. Thereafter the
priests Strength ability score is raised by 1d4
HP plus 1 HP for every two levels of the priest

- 140 -

(fractions rounded down) to a maximum of the


Strength of the deity, and is given full attack
and damage bonuses commensurate with the
new Strength. The priest retains the augmented
Strength for 1 round per level.
Use of this spell draws the attention of the
deity, and the spell only succeeds if the deity
is pleased with the usage (i.e. the priest is
seeking to avenge some wrong done to him or
his companions, the priest is a battle against
dire odds, the priest is fighting an enemy of the
opposite alignment of his deity, etc.) If the deity is especially pleased with the priest (5%
chance), the Strength bonus may be extended
for the entire length of the quest the priest is
on.
When the spell ends, the supernatural energy abruptly leaves the priests body, again
causing convulsions in the priest which stun
him for 1 round. The priest must then make a
Constitution check, or fall comatose for 1d3
turns, during which time he can do nothing but
rest.
The material component of this spell is a vial
of holy water which must be swallowed during
the casting and the priests holy symbol.

Summon Swarm (Conjuration/Summoning)


Sphere: Animal, Summoning
Range: 1 m + 0.3 m/level above fifth
Components: V, S, M
Duration: 1 round + 1 round/level above
third
Casting Time: 2
Area of Effect: 1"/level radius sphere
Savings Throw: None
This spell is similar to Insect Plague, but the
insects summoned are of a specific type (with
specific effects) depending on the clerics deity,
for example:
Deity

Insect

Ef
fect
Effect

Beelzebub Flies
Seth

15% + 2%/level chance


of causing disease
Locusts 2 HP/round to creatures
caught in swarm and
infestation of food.

For other effects, see the fifth level cleric


spell Insect Plague.

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

Priest Spells Third Level


better. Using this spell, the cleric becomes not
only aware of all physical traces, but psychic
traces too. Thus a creature who has travelled
using pass without trace. This makes almost
anything trackable, even aerial creatures
(those who leave strong enough psychic impressions at least). There are some restrictions
though. The cleric must have an item that belonged to the creature being tracked. Furthermore tracking with this spell must begin at a
point that the creature has been within the past
half hour. The other component for the spell is
mistletoe of course.

This spell confers the speed of a deer upon


the spell caster. It allows the cleric to increase
his running rate (double normal movement
speed, usually 18 or 24) by 1 per 2 levels of the
cleric. Also, while under this spells effect, the
cleric does not become fatigued or winded by
running at such a fast pace. Furthermore, the
cleric can leap forward for 25 cm + 3 cm per
level when running.
The material component for this spell is mistletoe plus a chip of deers hoof.

Priest Spells Third Level

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.

Weakness (Abjuration, Alteration)


Sphere: Charm
Range: 2 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This is a defensive spell which causes the
target creature to lose (0-3 + 1 per level of the
caster) points of strength. The creatures
strength cannot be lowered past 3 due to the
effects of the spell. If the creature has exceptional strength, then the loss of strength is on
a 10% per point ratio. A strength of 18/01 to 18/
09 will drop to 18 before dropping to 17.
Creatures, who are successfully subjected
to this spell, will tend to lose the urge to attack
the caster if their strength is dropped an appreciable amount.

Wild Deer Speed (Alteration, Enchantment)


Sphere: Animal
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

Sphere: Elemental (Air)


Range: 20 m
Components: V
Duration: 1d4 rounds
Casting Time: 1
Area of Effect: 20 m high, 10 m
radius cylinder
Saving Throw: Negates
With the utterance of a word the priest can
create a column of air that can perform two
functions. One, it can be used as a cushion if
the priest is falling. If the priest casts while falling a column of air supports him (and anyone
in a 10 metres radius). This column slows his
decent as if he had fallen 20 metres less. If the
distance fallen is 20 metres or less the creatures caught in the area of effect are set down
on the ground (on their feet, paws, etc.) at the
end of the duration.
The second use lifts people who are on the
ground and buffets them with in the column.
Creatures caught within the column are unable
to cast spells or use missile weapons but they
can use melee weapons at -4 and creatures
outside the column are at -2 to hit those
trapped inside, due to the random motion of
those inside. Also people outside the area of
effect are not able to fire missile weapons
through or into the column. If they use melee
weapons on creatures within the column they
must make a Strength check at +2 to hold onto
their weapon.

Air Lance (Alteration)


Sphere: Elemental (Air)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Line or Cone (see below)
Saving Throw: Special
This spell creates a force of air directed by
two of the priests arms. The line version of this
spell creates a 90-foot lance of air which
strikes the target if the priest rolls to hit AC 10
minus Dexterity adjustments for target. The
force of the blow causes 3d6 points of damage and causes the target to make a Dexterity check with modifiers as below. This version
opens doors as a 20 Strength.

- 141 -

The cone version has a width of 5 feet at the


base and 60 feet at the end of the cone, and a
length of 60 feet. All in the area of the cone take
1d6 points of damage (save vs. petrification to
avoid) and are knocked over unless they make
a Dexterity check +1, using the modifiers below.
Target is or has
Smaller than man sized
Larger than man sized
STR under 12
STR of 18
STR of 19
STR of 20
STR over 20
4 or more legs
Under 100 pounds
Over 1000 pounds

Modifier
-1
+2
-1
+1
+2
+3
+4
+3
-2
+2

Other modifiers may be applied at the DMs


discretion, such as a target on a ledge, off
balance, embraced, etc. This spell was originally created by a Thri-Kreen who would use
his bottom two arms to scoop up air and use
his top two arms to aim the lance. Similar
somatic gestures should be used for twoarmed creatures.
The material component of this spell is a
small fan which is consumed in the casting.

Animate Wood (Alteration)


Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell allows the priest to bend wood to
his will, making it supple and flowing, altering
the shape of the wood permanently (though
the form created must bear some semblance
to the original form of the wood). A living tree
may be animated at five feet (height) per level.
Dead wood may be animated at a rate of two
arrow shafts per level. The wood may be made
to grasp, entangle, or attack as club.

Aura of Nature (Abjuration, Alteration)


Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1-12 HD of undead/level
Saving Throw: Special
When this spell is cast, it surrounds the
caster with an overwhelming aura of life. This
aura is comforting to woodland creatures
(+25% on reaction roles) for it is the sensation
of life which puts the animals at ease with the
caster.

Priest Spells Third Level


This, however, is not the principle purpose
for the spell. Its primary use is to turn undead.
Undead creatures find this sensation emanating from the casters aura very distasteful.
When undead encounter this sensation, they
are usually repulsed. This occurs if the caster
succeeds in turning undead as a cleric does.
If the die roll to turn undead does not succeed
then the undead are not repulsed.
The casters level is the level used to determine the effect of the turning. This is only the
case if the caster is in natural surroundings
(such as forest, underground caverns and
caves, or plains etc.).
If the caster in in his own consecrated grove,
then the caster gets a +4 modifier to the die
roll to turn undead and in addition is allowed
to turn twice the normal number of undead.
If the caster is in an unnatural surrounding
(such as buildings or the astral and ethereal
planes of existence) then he turns undead as
a cleric two levels lower then his current level.
This is because the influence of nature is reduced in these surroundings (note: in some
man-made surroundings there may not be a
reduction because of the circumstances - a
man-made garden for example).

Berserker (Alteration, Invocation)


Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One believer/level
Saving Throw: None
When this spell is cast, it invokes the casters deity to instill battle madness upon his followers. This causes them to turn into
berserkers. When in this state they only attack
enemies and not each other or their allies.
The effects of this state gives the warriors a
large moral bonus (+60), a to hit/damage bonus (+1/+2), and additional attacks per round
(+1/2). The major restriction for this spell is that
the recipients of this spell must be true followers of the casters god. Also they will tend to
fight until the spell finishes or there is a severe
morale failure.
This spell is used exclusively by warrior clerics.

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,

he is 20% unlikely to be seen when moving,


and thieves are given a 20% bonus to hide in
shadows if remaining still (even in sunlight).
Further, missile weapons suffer a -4 penalty to
hit. The material component for this spell is
some chameleon skin.

Chime of Opening (Enchantment/


Charm)
Sphere: Travelers
Range: 0.3 m
Components: S,M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One non-magical lock
Saving Throw: None

Area of Effect: Weapon touched


Saving Throw: Special
By means of this spell, the cleric causes a
single weapon to have a +1/+3 to hit/damage
bonus when used against creatures whose
alignment is opposed to that of the cleric. Thus,
if a lawful good cleric cast the spell, neutral evil,
chaotic evil, and chaotic neutral creatures
would be affected. In the case of a neutral
good cleric, opposing alignments are lawful/
neutral/chaotic evil, and so on for other clerics.
If the concerned creature attempts to touch the
weapon, it takes damage equal to one point
per level of the spell caster (half if a save is
made). In the case of outer-plane creatures, the
to hit/damage bonus is +3/+5.

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.

Cure Medium Wounds (Necromancy)


Reversible
Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
This spell is a more potent version of cure
moderate wounds. The spell cures (or causes)
6-27 (3d8+3) hit points per application. Otherwise this spell is the same in all respects as a
Cure Light Wounds spell.

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.

Dhalkuirs Diametric Abjuration


(Abjuration)
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round

- 142 -

Sphere: Elemental (Fire)


Range : 1"/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: 15 cm radius globe
Saving Throw: None
This spell causes excitation of air molecules
so as to make them emit heat. The heat thus
created is equal to that of a small fire in intensity, but its sphere is limited to 1" in diameter. It
lasts for the duration indicated, or until the
caster utters a word to extinguish the heat. The
heat will melt 2 cm of ice per round. The spell
can take effect wherever the caster directs as
long as he has a line of sight or unobstructed
path for the spell.
If this spell is cast on a creature, the applicable magic resistance and saving throw dice
rolls must be made. Success indicates that the
the spell takes affects the area immediately behind the creature, rather than the creature itself.
Failure indicates that the target creature will

Priest Spells Third Level


take 2 points of damage per melee round from
the heat unless some means of protection from
heat is available.
The material component for the spell is a tinder box and some wood shavings. Fire resistance (potion or ring) totally negates the effects
of a heat spell, as will immersion in water or
snow, or exposure to a cold or ice storm spell.

Improved Charm Person (Enchant-

Lions Claw (Alteration)

Preserve (Abjuration, Alteration)

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

When this spell is cast, the cleric causes his


fingernails to grow and thicken into claws. He
is able to attack with these claws twice a round,
doing 1d4+1 points of damage each plus
strength bonuses. Damage from these claws
will affect creatures that can only be hit by +3
or less magic weapons. But, the claws are not
magical.

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.

Oxen Strength (Alteration)

Light Step (Alteration)


Sphere: Travelers
Range: Touch
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
The recipient of this spell gains the ability to
cross silently over flat surfaces at a normal
pace (or still fluids at half-normal pace) without activating pressure-based traps or leaving
any tangible trace.
The material component is some dust to be
sprinkled on the surface to be crossed.

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 -

Protection from Constriction (Abjuration)


Sphere: Protection
Range: 3"
Components: V, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
When cast, a Protection from Constriction
spell will mitigate crushing damage taken each
round from a single attack form. Up to one
point per level of the spell caster is deducted
from crushing damage. Note that this does not
mitigate damage from crushing weapons or
falling; it will protect against constriction, bear
hugs, Bigbys Crushing Hand, or any similar
gradual compression. Example: a sixth level
cleric under the effect of this spell is hugged
by an owlbear on three consecutive rounds for
3, 10, and 7 points of damage. Damage accrued over each round would be zero, 4, and 1
point(s), respectively.
The material component is a hard-boiled
egg anywhere on the spell recipient.

Protection from Lycanthropes, 3 m


radius (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4 rounds
Area of Effect: 3 m radius sphere around
creature touched
Saving Throw: None
This spell is equal to the fourth level priest
spell Protection from Evil, 3 m radius, except as
noted above, and that it protects only from
lycanthropes.
The material component of this spell is a
small silver dagger.

Priest Spells Third Level


Protection from Petrification (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: One creature/level
Saving Throw: None
This spell gives a +4 bonus on all saving
throws versus any petrification attack for each
creature touched.
The material component is a jellyfish tentacle.

Protection from Undead, 3 m radius (Abjuration)


Sphere: Necromantic, Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4 rounds
Area of Effect: 3 m radius sphere around
creature touched
Saving Throw: None
This spell is equal to the fourth level priest
spell Protection from Evil, 3 m radius, except as
noted above, and that it protects only from
undead.

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.

Remove Scar (Necromancy)


Reversible
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates

The purpose of this spell is to remove scars


caused by battle or other mishaps. Any comeliness that was lost due to scarring is now restored from application of this spell. Larger
scars may require several applications to remove all the effects of the disfigurement.
The reverse of this spell causes hideous
scars to form on the targets face and body
causing a loss of 1-3 comeliness points. Multiple applications of this spell cannot drop
comeliness lower than 0. A save vs. spells will
negate the effect.

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.

Selective Entangle (Alteration, Invocation)


Sphere: Plant
Range: 2.5 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: One person/2 levels
Saving Throw: 1/2
This spell is very similar to the first level clerical spell Entangle except for one major difference. It effects only the creatures targeted for
the spell effects and no-one else, unlike the
entangle spell.

- 144 -

When the creature(s), who are effected by


this spell, try to walk by any form of plant life,
the plants will reach out and grab the creatures
much in the same manner as the Entangle
spell. Thus if they are trapped by the spell others can then walk up to the entangled creatures. In this respect the spell is similar to Hold
Person in its effects.
If the creature fails its saving throw vs. spells
then it is held fast by the plants. If the save is
made then the targeted creature has its movement reduced to half normal.
If the creature struggles to free themselves
from the plants then a new saving throw vs.
spells can be made every turn (note: this is
very tiring work). The strength to hit bonus can
be used as a positive DM on these additional
saves. If the creature makes one of these additional saving throws then they are freed but
their movement is still reduced by half. If after
another turn the creature is still in an area with
plant life then a save vs. spells is required with
the effects outlined above occurring.
In short, a save must be made every turn
when in areas of vegetation to determine the
effects of the spell if the spell target is actively
fighting the effects of the spell.

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.

Stone Seeds (Alteration)


Sphere: Elemental (Earth), Plant
Range: 0
Components: V, S, M
Duration: 1 month
Casting Time: Special
Area of Effect: 1.5 m long square/level
Saving Throw: None
When the stone seed spell is cast, it causes
plant seeds to become magically enchanted
so as to enable them to grow in to solid stone.
The seeds will grow at quadruple normal rate
for 4 weeks. During this time the roots will grow
down into the stone a distance of 0.3 metres
per level of the caster in hard stone or 0.6
metres per level in soft stone. After this month
(28 days) is over, the plants will grow normally.
Thus they will require food, light, and sunlight
if they are to continue growing after this point.

Priest Spells Fourth Level


The effect of the plants growing into a stone
structure are rather nasty, for it could remove
around 10-90% of the structures structural
points, depending upon the thickness of the
stone.
To cast this spell, the cleric must mix a handful of seeds from whatever hardy plants are
available (such as crabgrass, ivy, cactus, dandelion etc.) with the seeds to be planted. This
must be then mixed in a leather pouch with
sapphire dust of not less than 50 GP value per
1.5 metres square area to be covered. The
caster then sows the seeds as he casts the
spell with the seeds magically implanting
themselves in the stone.
The spell takes 1 turn per 1.5 metres square
area to be covered to cast.

True Speak (Enchantment/Charm)


Sphere: Charm, Vengeance, Law
Range: 30 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round/level
Area of Effect:
Saving Throw: Negates Force
This spell is similar to the second-level Zone
of Truth spell, however, True Speak is much
more powerful. True Speak is used to force
creatures to answer questions truthfully. To
complete the spell, the priest presents his holy
symbol in a forceful manner and demands the
answers to various questions. The priest then
touches the creature he wishes to question
with his holy symbol. Ensorcered creatures are
then compelled to answer the questions truthfully and to the best of their ability. Although
information need not be volunteered, nothing
relevant may be omitted in answering a direct
question.
Characters of greater hit dice or levels than
the priest are allowed a saving throw versus
spell. Creatures making the saving throw are
not forced to answer questions, however, everything they do say must be the truth. In this
instance, True Speak functions exactly like the
Zone of Truth spell, and affected creatures are
allowed to evade questions, answer indirectly,
and refuse to answer so long as everything
they do say is completely true.
In many areas, admissions made under the
True Speak spell are admissible in courts of
law.

Priest Spells Fourth Level


Adaptation (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

This spell exactly duplicates the effects of a


Necklace of Adaptation for the specified duration. The material component is a vial of holy
or unholy water ingested by the spell recipient.

Note that the area of effect moves with the


caster, that the caster himself is always affected by the spell, and that those affected by
the spell will probably have run out of alcohol
at the end of the spells duration.

Awake (Alteration, Invocation)


Cure Serious Wounds (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1 m radius sphere
Saving Throw: None
When this spell is cast, the cleric invokes the
blessings of his deity and claps his hands
sharply once. The sound of the clap allows all
creatures within the area of effect who hears it
to awaken. Sleeping (naturally or magically
induced) creatures will wake up. Those under
the influence of mind affecting drugs/substances will become coherent for 1 round per
level of the caster. Creatures whos minds are
under some sort of foreign influence (i.e.
charmed, hypnotised, dominated, enthralled,
etc. but not possessed) get a second saving
throw. In any case, all creatures within the effect will experience a temporary clarity of
thought. Note, this may make the subject more
vulnerable to any mind based earsdropping
such as ESP or empathy. The material component for this spell is a 1,000 GP gem hanging
on a chain which must be wound around the
clerics hand while he claps.

Beppies Happy Hour (Enchantment/


Charm)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 4
Area of Effect: 30 m radius area
Saving Throw: Special
Casting this spell can have quite unpredictable effects, i.e. no one can predict what will
happen after the spells duration has expired.
When cast, all creatures within 30 metres of the
caster are immediately overcome by an enormous feeling of joy and an unresistible desire
to party. No saving throw is applicable.
For exactly one hour, everyone within the
area of effect will party: they will drink, sing,
dance, and otherwise rejoice. Also, all within the
area of effect will feel no feelings of hatred, fear,
or other negative feelings. All others will be
considered friends, for the time being.
Anyone entering the area of effect must
make a saving throw vs. spells to avoid being
affected. This roll is repeated every round.
Those leaving the area of effect will remain
under the spells effect, but upon noticing that
they are leaving the fun place, they will probably try to return to the party, since theyre really in the mood.

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.

Detect Curse (Divination)


Sphere: Divination
Range: 1 m
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature or object
Saving Throw: None
When cast, a detect curse spell enables the
cleric to detect the existence of a curse on the
creature or object, such as a cursed sword. The
spell will detect the first cursed creature or object that lies along the casting clerics line of
sight (and within range) with a base chance of
50%. An extra 1% is added to the base chance
for each level of experience of the casting
cleric. Note that stone of more than 1' thickness
or metal of any thickness will block the spell.
The material components of the spell are the
clerics holy or unholy symbol and a crushed
sapphire of at least 1000 GP value.

Double Specialisation (Alteration,


Invocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds/level
Casting Time: 6
Area of Effect: Casters weapon
Saving Throw: None
This spell is similar to the second level cleric
spell Specialisation except for two differences.
The first is that it gives the cleric double specialisation in the gods preferred weapon, if he
has one, or the clerics weapon of choice if not.
The second difference is that this spell can be
used to give specialisation to another person
in any chosen weapon.
The material and somatic gestures are the
same as for specialisation.

- 145 -

Priest Spells Fourth Level


Fearlessness (Abjuration)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 1 turn
Area of Effect: All followers in a 2 m
radius sphere
Saving Throw: None
When this spell is cast, it fills the followers
of the casters god with bravery. For the duration of the spell, all of the followers will be immune to any form of fear.
There is one additional material component
required. The spell requires the ritual slaying of
a brave animal such as a lion. The cleric then
drinks the blood of the animal and then
blesses the followers, thus transferring the
trait of bravery to them.
That material component causes some druids to be upset, so that there is sometimes friction between the religion that uses this spell
and the local sect of druids.

real Plane is not reachable. Anyone touched by


the priest, as long as within the area of effect
(see above), is also drawn into the Border Ethereal. Unwilling victims are allowed a saving
throw.

Hallucinatory Plain (Illusion/Phantasm)


Reversible
Sphere: Charm
Range: 2.5 m
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 1.2 m long square/level
Saving Throw: None
This spell is identical to the hallucinatory forest spell (q.v.) save that the caster causes an
area to appear as if it is a relatively flat plain or
clearing.
The greatest uses for this spell would be to
hide a forest to protect or trap others. Other
uses would be to hide a chasm, mine, or to
extend a cliff...

Fish Command (Charm)


Lathanders Mourning Glow (AlteraSphere: Animal, Charm
Range: 90 m radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One fish
Saving Throw: None
This spell allows the priest to command any
fish within range as long as the fish can hear
him and he does not exploit it. Only normal
fishes can be affected, including variants in
size. Thus catfish, sharks etc. can be commanded but dolphins (mammals) or mermaids
cannot. The command must be given in a short
sentence of at most 25 words. The fish will
automatically understand the language the
caster is speaking. Since familiars are not considered to be normal animals, they cannot be
commanded by this spell.

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.

The material component of this spell is a


fishs fin.

The material components for the spell are


the priests holy symbol and a crystal bead
which has had a Continual light spell cast upon
it, the latter component is consumed in the
casting.

Etherealness (Alteration)

Lightning Strike (Invocation)

Sphere: Astral
Range: Touch
Components: V, S
Casting Time: 3
Duration: Instantaneous
Area of Effect: 2 people/3 levels
Saving Throw: Neg.

Sphere: Combat, Weather


Range: 60 m
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: One creature
Saving Throw:

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 Ethe-

The Lightning Strike spell causes a bolt of


lightning to streak down out of the sky and hit
the target, for 6d8 points of damage, save for
half. The target must either be exposed to open
sky, or be separated from it by a barrier that
lightning strikes can blast through: an inch of

- 146 -

wood or half an inch of stone per level of the


priest, up to a maximum of a foot of wood or
half a foot of stone.

Meandering Path (Alteration, Illusion)


Sphere: Plant
Range: 1 mile + 1/2 mile/level
Components: V, S, M
Duration: 1 day/level
Casting Time: Special
Area of Effect: 3 m at both sides of
path travelled
Saving Throw: Special
With this spell, the cleric causes a path
(which appears to be natural, old, man-made,
etc) to appear. Any who come across this path
will believe it to be what it appears. To cast the
spell, the cleric needs two branches from an
oak tree. One is planted at the beginning of the
path. The cleric then walks the route that he
wishes the magical path to follow. At the end
of the path the other branch is planted and the
spell is cast. Travel upon the path is either easy
or hard (depending on the clerics choice of
travel). Those who happen on the path must
make a saving throw. Average the hit dice or
levels of the group and roll one saving throw
(DM does this without the groups knowledge).
If they fail, the path then appears to be heading in the direction that they wish to travel. If
the save is made, the path appears as it is (i.e.
a path in the direction that the cleric walked)
and the group may still decide to follow it anyway.
While travelling on this path, the group will
never surprise anyone or anything and suffers
a penalty of on all rolls (saves, to hit, damage,
Dex checks, etc.). Those trying to leave the
path after travelling upon it find that the path
is bordered by heavy thorns that block passage and writhe and grasp all who enter (cf.
Wall of Thorns & Entangle). This wall attacks as
the cleric doing 1d6+2 points of damage. Each
10' section of thorns has 3 attacks. The wall
arches over the path to prevent exit by flying,
leaping, etc. The spell also counters the ability
of Pass without Trace of other clerics.
Fire results in a double strength Wall of Fire
in that area (but it does not create a passable
space, i.e. take fire damage and still be attacked by thorns). The only way to leave the
path is to follow it to its end (or teleport, go
ethereal, plane shift). A Dispel Magic is possible only on the oak branches at the end of the
path (either one).

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

Priest Spells Fourth Level


A Moonlight spell produces, in the area of effect, ambient light equal to that of a full moon
regardless of cloud or tree cover, although objects below tree cover or ceilings will cast normal shadows. Underground, the area of effect
is in square feet, outdoors, in square yards.
The material component is a 50 GP moonstone.

Neutralize Gas (Alteration)


Reversible
Sphere: Protection
Range: 2 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: 3 cm/level radius sphere
Saving Throw: Special
This spell will detoxify any poisonous gas.
Any poisonous gas within the area of effect will
be turned into a fine watery mist and be completely harmless. Even Green Dragon breath
will be rendered harmless by this spell.
If the spell is cast upon an object or creature, then the sphere will move with the target.
A target creature would get a save vs. spells
to avoid this effect if they are unwilling. If the
target saves then the globe will center in the
nearby area. Use the thrown missiles table to
determine where the spell actually centers. This
may mean that the target is still in the area of
effect until it moves.
The reverse of this spell, Poison Gas, will create a cloud of poisonous gas which will slay
outright any creatures in the area of effect that
are under 2+1 Hit Dice. All other creatures must
make a save vs. poison at -2 every round that
they stay in the cloud or die in 1-3 rounds. If
the creatures make their save for that round,
then they only take 3-18 damage instead. If the
target creature has the spell centered around
itself, and then has a slow poison cast, then the
target only takes 1 point of damage per round.
Regardless of what version of the spell is
cast, the caster holy symbol and a sprig of
belladonna is required to cast the spell. The
belladonna disappears after the spell is cast.

Offensive Summoning (Conjuration/


Summoning)
Sphere: Summoning, Vengeance
Range: 40 m
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
The Offensive summoning spell is a very
specific type of summoning. The only eligible
targets are those which have done the priest
an unredressed wrong. The priest concentrates
upon the target, the injury, or the targets name,
and speaks the desired range. The target is
then brought to within the 40 metres of the

priest (priests option). The first round after the


Offensive Summoning is complete, the target
appears and is quite surprised.
If the target has more hit dice per levels than
the casting priest, the target is given a saving
throw versus spell. If the saving throw is made,
then the priest and anyone touching the priest
is transported to the location of the target.
In order for this spell to work, the priest and
target must be on the same plane. No creature
of demigod or greater status is ever summoned in this fashion.

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.

Possess Animal (Enchantment/


Charm)
Sphere: Animal, Charm
Range: 30 m + 3 m/level
Components: V, S
Duration: 3 turns + 1 turn/level
Casting Time: 3 rounds
Area of Effect: One natural creature
Saving Throw: Negates
By use of this spell, the cleric is able to
project his spirit into that of an animal, forcing
the creature to behave according to his will. The
creature must be a normal creature and have
fewer hit dice than the cleric. The animal is
allowed a saving throw versus spell and if successful the spell has no effect. Once the animal is possessed, the cleric can cause it to do
anything within its ability, regardless of the consequences to the animal. However, for every
point of damage suffered by the animal, the
cleric suffers 1/2 a point of damage. In addition, should the animal die while under the control of the shukenja, a system shock roll must
be made. If the roll is failed, the cleric also dies.
While controlling the animal, the clerics body
enters a catatonic state. If the body is disturbed
or moved, the spell is disrupted.
The material component for this spell is a
holly leaf and some hair from the animal.

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.

Protection From Elementals, 3 m


radius (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4 rounds
Area of Effect: 3 m radius sphere around
creature touched
Saving Throw: None
This spell is equal to the fourth level priest
spell Protection from Evil, 3 metres radius, except as noted above, and that it protects only
from elementals. The material component for
this spell is some substance of elementary sort
(e.g., a handful of sand, some water, or even
just blowing into the air). For every element
supplied while casting, the appropriate
elementals will be scared away.

Remove Scars (Necromancy)


Reversible
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One person
Saving throw: Special
On casting this spell, the cleric is empowered to remove scars or other similar marks
(burn marks, birth marks, etc.). This will enable
the recipient of the spell to restore lost charisma caused by such marks. Note that this
spell will not affect charisma lowered by other
means (e.g. magical). Charisma can be restored by up to 1/2 point per level of the caster,
rounded up (4 points at 7th and 8th levels, 5
points at 9th and 10th levels, etc.). Charisma
cannot be restored above its former value by
means of this spell.
Multiple applications will only succeed if the
recipient makes a saving throw against spells
for each application after the first. If the saving throw is unsuccessful, then no more points
can be restored by the use of this spell. Future
charisma loss can, however, be restored. The
reverse of the spell is not permanent, but will
reduce charisma by 2-5 points for a duration

Priest Spells Fourth Level


of 1 turn per level of the caster. The target of a
bestow scars spell must be touched. If the victim is touched, a successful saving throw versus spells is necessary in order to negate the
effects of the spell.

Reptile Command (Enchantment/


Charm)
Sphere: Animal, Charm
Range: 90 m radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One reptile
Saving Throw: None
This spell allows the priest to command any
reptile within range as long as the reptile can
hear him and he does not exploit it. Only normal reptiles can be affected, including variants
in size. Thus lizards, giant lizards etc. can be
commanded but dragons cannot. The command must be given in a short sentence of at
most 25 words. The reptile will automatically
understand the language the caster is speaking. Since familiars are not considered to be
normal animals, they cannot be commanded
by this spell.
The material component of this spell is a reptiles tail.

Revive Plant (Necromancy)


Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell allows the priest who casts it (normally a druid) to restore the life-force of any
plant or any monster of vegetable nature. The
spell works on any one tree or on any area of
small plants or shrubs of size at most 2 square
yards per level. The plant or area of vegetation
may have been dead for 10 years per level of
the druid. The spell regenerates all missing
parts, so it may be used to restore a living tree
from a decades-old tree stump, or a flower
patch from a bunch of dried flowers. Plants
which normally grow in soil may be revived only
in soil.
The material component for this spell is a bit
of dung.

Sanctum Sigil (Abjuration, Invocation)


Sphere: Guardian
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: 3 m radius sphere
centered on the sigil
Saving Throw: None

This spell creates a magical symbol similar


to that produced by a Glyph of Warding. It is
inscribed in the air, does not move, and provides protection from either law, chaos, good,
or evil, in the following manner: should any
creature of the specified alignment enter the
area of effect, the cleric will be mentally alerted
to its presence, even awakened from sleep,
provided that the cleric is himself within the
area of effect. Note that the warning message
to the cleric gives neither its alignment nor its
location, and only the cleric receives said
message.
The material component is burning incense.

Song of Courage (Enchantment/


Charm)
Sphere: War
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: 30 m radius
Saving Throw: None
By use of this spell, the priest sings a song
of glory, thus bestowing great courage and
resolve upon his allies within the area of effect.
Whilst his song is heard, his companions are
immune to fear magic and do not need to
make morale checks. The priest must place his
fullest concentration on the singing for the
duration of the spell.

Scrying will reveal the location of the tracker,


and a Dispel Magic cast upon the tracker will
destroy it. If the tracker is dispelled, the casting priest must make a saving throw versus
paralysation or sustain 1d6 points of damage
and will have a tremendous headache for 3d6
hours preventing the use of another spiritual
tracker during that time and placing the priest
at -1 to hit.

Spiritual Triangle (Abjuration, Necromancy)


Sphere: Wards
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell the priest may inscribe a Spiritual Triangle (a triangle inscribed
in a circle). While within this triangle, the priest
cannot be magically influenced or controlled
by any sort of charm, suggestion, or hypnosis.
Nor can the priest by psychically or spiritually
assaulted. The beneficiary of the spell will likewise be unable to cast such spells from within
the triangle. A save versus Intelligence must be
made to determine if the inscriptions were
made correctly. The material component for
this spell is some incense, worth at least 400
GP.

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.

Wings of God (Alteration)


Sphere: Animal. Elemental (Air), Travelers
Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 3
Area of Effect: One person
Saving Throw: None
This spell causes large wings to grow on the
back of the priest, allowing him to fly as per the
wizard spell Fly. The spell is not affected by
armour of any sort (the wings will grow through
the armour, and the armour will not be destroyed).

Priest Spells Fifth Level


If the deity is good-aligned, the wings are
white, angel-like, and if he is evil, they will be
devil-like. Druids grow eagle-like wings, and
other neutral deities grants grey feather-wings.
Normally, this spell may only be cast on the
followers of the same god as the priest. However, in dire needs it may be cast on any person. If cast on another person under non-dire
needs, the priest loses access to the spell for
two days.
The material components are the priests
holy symbol, plus a white feather for good, an
eagle-feather for druids, any feather for neutral and a bat wing for evil priests. The components may be reused.
Note that the word God in the title of this
spell should be changed to the name of the
priests god.

Priest Spells Fifth Level

Casting Time: 2 rounds


Area of Effect: One avian
Saving Throw: None
This spell allows the priest to command any
avian within range as long as the avian can
hear him and he does not exploit it. Only normal avians can be affected, including variants
in size. Thus eagles, sparrows, doves etc. can
be commanded but pegasi and phoenixes
cannot. The command must be given in a short
sentence of at most 25 words. The avian will
automatically understand the language the
caster is speaking. Since familiars are not considered to be normal animals, they cannot be
commanded by this spell.
The material component of this spell is a
feather.

Cure Critical Wounds (Necromancy)


Reversible

Animal Merge (Enchantment/Charm)


Sphere: Animal, Charm
Range: 30 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3 rounds
Area of Effect: One natural creature
Saving Throw: Special
By use of this spell, the druid (this spell only
functions for druids) is able to merge his body
into that of an animal, forcing the creature to
behave according to his will. The creature must
be a normal creature and have fewer hit dice
than the druid has levels. The animal is allowed
a saving throw versus spell (at +4 if the druid
does not know the animal, normal otherwise),
and if successful, the spell has no effect. However, if the druid first assumes the form of the
type of animal he wants to merge with (by using his shape changing ability), no saving
throw is allowed.
Once the druid and the animal have merged,
the druid can cause the animals body to do
anything within its ability, regardless of the
consequences to the animal. However, for
every hit point of damage suffered by the animal, the druid suffers half a hit point of damage. In addition, should the animal die while
under the control of the druid, a system shock
roll must be made. If the roll is failed, the druid
dies as well. When the spell ends, the druid is
expulsed from the body of the animal, and
remains in the form he has before entering the
animal. This spell functions for druids only. If an
ordinary priest wants to merge into an animal,
he must use the sixth-level spell Monster
Merge.
The material component for this spell is the
animal itself.

Avian Command (Enchantment/

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.

Cure Insanity (Abjuration)


Sphere: Healing
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
The casting of this spell cures one mental
malady in the subject. Insanity applies to any
form of temporary or permanent mental illness,
even those brought on by psionic attack or
spell, such as Feeblemind.

Dariods Vestigial Vine (Alteration)


Sphere: Plant
Range: 0
Components: V, S, M
Duration 1 round/level
Casting Time: 8
Area of Effect: Caster
Saving Throw: None

Charm)
Sphere: Animal, Charm
Range: 90 m radius
Components: V, S, M
Duration: Instantaneous

This spell will allow the caster to grow forth


from one of his fingers a vine. While any finger
from either of the casters hands is usable, the
index finger of the casters primary hand is
generally chosen. The vine, while a magical extension of the clerics body, is treated as a

- 149 -

separate physical entity, therefore having an AC


5 and 30 hit points (plus an additional 2 HP per
level of the casting cleric).
The spell will end when either the maximum
duration is reached or the vine takes more
damage than it has hit points. The vine moves
in a snaking fashion and is usable in most ways
that an arm is. It uses up one of the casters
actions to use the vestigial vine, so, if the caster
had only 1 attack per round and he chose to
attack a creature with the vine then he would
be incapable of performing another action until
the following round.
The vine can attempt to retrieve an object,
wield a sickle or similar weapon (although at
a penalty of -2 to hit due to the unwieldiness
of a man-made weapon in the vines clutches),
or it may be used to whip opponents. Whipping
is the primary form of attack of the vine and,
assuming a successful to hit roll (no adjustments), the target will receive 1d10 points of
damage.
The material component for the spell is a
small strand of vine and the juice from half a
dozen holly berries (squeezed from said berries).

Divinae Attributes of the Avenger


(Conjuration/Summoning)
Sphere: Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The priest
Saving Throw: None
The priest begins this spell by describing in
full the quest he is on. Naming the conclusion
he desires, and imploring his deity to take
notice of the urgent nature of the mission. When
this description is completed, if the priest is
successful is persuading his deity, the priests
body is surrounded by a majestic glow which
grows in brilliance until the priest radiates the
same illumination as the midday sun. This illumination lasts for 1 round during which the
priests body undergoes a miraculous transformation. After the light fades, the priest emerges
with grey hair and a look of awe on his face.
The awe fades in 1 round and the priests mood
is serene. Thereafter all of the priests ability
scores are raised to 19, and the appropriate
bonuses as described in the Players Handbook are applied. Note that the priest does not
gain any divine abilities with this spell.
Use of this spell draws the attention of the
deity, and the spell only succeeds if the deity
is pleased with the usage (i.e. the priest is on
a quest of overwhelming danger and is seeking vengeance for a terrible wrong, the priest
is fighting in the name of the God against a
special enemy of the deity, etc.) If the deity is
pleased with the priest, then the bonuses are
applied to the priest for the entire length of the
quest the priest is on.
When the quest ends, the priest falls to his
knees, announces to his deity that the quest
is over, and falls comatose for 1d4 turns.

Priest Spells Fifth Level


The material component of this spell is a vial
of holy water which must be swallowed during
the casting and the priests holy symbol.

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.

Godrage (Alteration, Enchantment)


Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
By casting this spell, the cleric calls down
the attention of his divinity and invokes the
righteous wrath of the deity. As the earthly consequence of this Godrage, the cleric goes
berserk. He will for the duration of the spell, instinctively attack in melee combat any unbelievers (creatures of a differing alignment)
within a 6" radius, giving preference to the most
extreme alignments first. The spell does not
give knowledge of specific alignments, only a
feeling of who is the most worthy of being punished. Note use of this spell may result in the
cleric attacking his own party members.
While under the effects of the spell, the cleric
attacks on the fighter table and gains a temporary skill level with his weapons (note: in my
world, specialisation is more developed and
certain clerics can specialise to some degree,

those who are not specialised, gain the basic


level of specialisation for the Duration of this
spell). Furthermore, the presence of the divinity surrounds the cleric in the form of an aura
that reduces all damage taken by the cleric by
2 points (1 point minimum). Godrage is a state
not unlike the berserkergang, but it differs in
that while the cleric engages solely in physical combat, he is still able to make intelligent
decisions on how combat is to be conducted.
After the spell ends, the cleric must rest 1 round
for every 2 rounds under the spells effect. The
components for this spell is the clerics body,
a short verbal sermon given to the unbelievers and a consecrated weapon.

This spell causes one creature to forget past


memories according to the following table
based on the level of priest. Memories may be
regained by a remove curse, dispel, or wish.
Priest
s Level Time For
gotten
Priests
Forgotten
1
last minute (round)
2
last 3 minutes (3 rounds)
3
last 5 minutes (5 rounds)
4
last 20 minutes (2 turns)
5 or 6
last hour (6 turns)
7 or 8
last day
9 or 10
last week
11 or 12
last month
13+
any 240 hours of past year

Hidden Champion (Necromancy)


Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 hour
Area of Effect: One sentient creature
Saving Throw: Negates
Through the use of this spell, the cleric establishes a link between his lifeforce and the
subject creatures. The effect of this link is that
one-half the damage sustained by one, is
transferred to the other. This link is evidenced
by a golden, pulsing thread connecting the two
through the ethereal plane. When the link is in
existence, the two creatures cannot be more
than 1 mile per level of the spell caster apart
or the link will snap, ending the spell. Those
able to perceive the ethereal plane can see this
link. Note that the damage transfer is two way.
A duly consecrated alter, holy or unholy water,
an appropriate sacrifice (DMs discretion) and
the creature to be linked with are the material
components for this spell.
Side note: I used this for an evil cleric the
party was trying to kill. The cleric kidnapped
the betrothed of the paladin and performed this
ceremony upon her. This really messed up the
party since, now they couldnt just rush in and
hack up the cleric in an orgasm of hack-nslash. They had to capture the cleric and remove him from his sanctuary alive. (I run consecrated grounds as being home field for
clerics and very disadvantageous for would be
desecrators. Example: -1 penalty on everything
per alignment difference, cumulative bless for
the clerics and generally bad luck for the
attackers).

Improved Forget (Enchantment/


Charm)
Sphere: Charm
Range: 10 m
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates

- 150 -

The material component for this spell is a


piece of gum.

Improved Lions Claw (Alteration)


Sphere: Animal, Combat
Range: 0
Components: V, S, M
Duration: 1d6 rounds + 1 round/level
Casting Time: 5
Area of Effect: The priest
Saving Throw: None
This spell functions the same as the Lions
Claw spell, but in addition the druids feets
toenails grow, and thicken into claws. If the
druid scores two finger claw hits during melee
he gains the advantage of raking with its two
foot claws that turn, each rake causing 1d8+3
points of damage.

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.

Kiss of Death (Necromancy)


Sphere: Necromantic
Range: Touch
Components: S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One person
Saving Throw: None

Priest Spells Fifth Level


This spell will instantly kill the target. In order for the spell to take effect, the caster must
kiss the victim. Note that this spell grants the
victim no saving throw, but has an important
prerequisite: the victim of the spell must be in
love with the caster. This love must be nonmagical in nature. Furthermore, the victim may
not be under the influence of any spell from the
Enchantment/Charm school.
This spell may only be cats by a goodaligned priest if he himself is also im love with
the victim, and commits suicide immediately
after the casting.
The material component for this spell are the
casters holy symbol and some icewater, which
is to be smeared upon the casters lips.

Lightning Strike (Invocation)

Area of Effect: One person


Saving Throw: Negates
Upon casting this spell, the victim is effectively ostracised form his community: everyone
knowing the victim will look upon him with disregard, or even disgust. Even good friends and
close relatives will start neglecting and avoiding the character, eventually resulting in total
isolation of the victim.
This spell only affects reactions of those that
knew the character before the spell was cast:
the victim can, for example, more to another
town and start a new life there. People meeting him there will react normally, unless the outcasts reputation has somehow reached them,
in which case the may act prejudiced.

This spell is similar in use and effect to a


flame strike, except that the effect is, of course,
lightning. Damage is 6d8, half if a save is
made.

This spell can be remove by a Remove


Curse spell, provided it is cast by someone of
at least two levels higher than the caster of
Ostracise. Also, a Limited Wish or Wish will remove the effects.
To cast this spell, the priest must point at the
victim and order him to leave the community,
informing him that his presence there is no
longer appreciated. The victim must be able to
understand the words of the caster. The victim
receives a saving throw vs. spells, modified for
wisdom, with a -1 penalty to the die roll for every
three levels of experience he has less than the
caster. If the victim is of higher level, he receives a +1 bonus for every level of difference.

Mammal Command (Enchantment/

Quench Flame (Invocation)

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

Sphere: Elemental (Fire), Elemental (Water)


Range: 2 m
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: 0.3 m/level long,
0.3 m/level wide, 0.3 m high block
Saving Throw: Special
When this spell is cast, all normal fires in the
area of effect are permanently extinguished. All
magical fires in the area of effect or cast into
that area within one round have a percent
chance of being extinguished equal to the clerics percent chance to dispel magic. Any permanently enchanted fire items (i.e., Sword,
Flame Tongue) will have the above chance of
being extinguished for one round.
The material component is holy or unholy
water.

Raise Energy (Alteration, Invocation)


Sphere: Charm
Range: 1 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: One creature
Saving Throw: None

- 151 -

When the caster uses this spell, he invokes


a powerful sort of blessing on the spell recipient. The recipient will experience a level increase of 1 level for every 5 levels of the caster
and all the abilities that come with the new levels for the duration of the spell.
Use of the spell will require special sacrifice
afterwards at the earliest opportunity.

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

Priest Spells Sixth Level


Area of Effect: Up to 5 HD of creatures/
level
Saving Throw: Negates
By use of this spell, the priest may frighten
away five hit dice of creatures, animal, or people per level of experience. Those affected will
avoid physical contact for at least 1 turn per
level of priest.

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.

Vindicators Quest (Enchantment/


Charm)
Sphere: Charm, Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
The Vindicators Quest spell is similar to the
fifth-level priest spell Quest with the following
differences: The Vindicators Quest spell is cast
upon oneself. Following the casting, every
person that the priest comes in contact with is
subject to the quest. The priest need only explain the quest, argue for its moral correctness,
and whoever listens to the story must save
versus spell or be drawn into the quest. Creatures of the priests religion are not allowed a
saving throw, and creatures of the priests alignment save at -4. The spell has no effect on
creatures whose alignment differs with that of
the priest with respect to Good and Evil. All
creatures subject to the quest spell are unable
to do any thing but follow the leader of the
quest. Failure to follow the priest will result in a
-1 penalty applied to saving throws for each day
that the quest is ignored. The priest casting the
spell himself can never ignore the quest, and
is single- mindedly devoted to its completion.
A higher level priest of the priests religion can
remove the quest, as can some artifacts and
relics.

Vindicators Quest also has the requirement


that the nature of the quest be one of vengeance. The priest must be certain of the moral
correctness of the quest, and it must be looked
on favourably by the priests deity. The material component of this spell is the priests holy
symbol.

All those in the area of effect of this spell are


affected as per the fourth level spell Adaptation, up to a maximum of 2 persons per level
of the cleric (excluding the cleric, and rounding upwards).

Conjure Air Elemental (Conjuration/

Vipers Bite (Alteration)

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

Sphere: Elemental (Air)


Range: 60 m
Components: V,S
Duration: 1 turn/level
Casting Time: 6 rounds
Area of Effect: Special
Saving Throw: None

The Vipers Bite spell causes the clerics


teeth to become exceptionally sharp and hollow like the fangs of a viper. He is able to bite
for 1d4+1 points of damage and inject the victim with a nerve poison. The effects of this poison is to paralyse the victim for 3d4 rounds if
a save versus poison is failed. If the save is
successful, the victim still becomes lethargic
and woozy (-1 on STR, DEX and initiative rolls).
The effects of the poison are cumulative for
multiple bites. Like the lions claw spell, this
spell allows the cleric to bite those creatures
hit only by +3 magical weapons. Again, the bite
is not considered a magical weapon attack. To
cast this spell the cleric needs mistletoe and
a charm made from a poisonous snakes
fang.

This spell is in all aspects the same as the


spell Conjure Fire Elemental in the Players
Handbook (q.v.), except that it opens a gate
to the plane of Air, and that either an air elemental or 2d4 invisible stalkers are summoned. 87% of the time, an air elemental will
appear. The stalkers will appear when the roll
would indicate salamanders or an efreeti.

Warp Metal (Alteration)


Sphere: Elemental (Earth)
Range: 0.3 m/4 levels
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: 5 pounds/level
Saving Throw: None
This spell is similar to the clerical second
level spell warp wood except that metal is the
substance affected. For those objects that
possess structural strength, this spell does 1
point of structural damage per 3 levels of the
caster. Against metal creatures (i.e. iron
golems) the spell inflicts 1d4+1 points of damage per level of the caster (save for 1/2).

Priest Spells Sixth Level


Adaptation, 3 m Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: All creatures within 3 m
radius sphere
Saving Throw: None

- 152 -

Dedis Invisible Poison Swamp (Alteration, Illusion/Phantasm)


Sphere:Chaos, Creation, Elemental
(Earth, Water)
Range: 40 m
Components: V, S, M
Duration: 1 day + 1 hour/level
Casting Time: 1 round/level
Area of Effect: 0.3 x 0.3 m area/level, 0.
3m deep
Saving Throw: Special
This prayer causes the area of effect to turn
into a poisonous swamp. Even worse, the
swamp is not visible. However, a True Seeing
spell or similar magic will detect the swamp.
Since it is not just a large trap, thieves can not
detect it (supposing they have no True Seeing
ability or the like).
The priest first chooses the area of effect.
Then, he drops the poison and water to the
ground. During this, he utters the prayer. The
ground now turns to swamp (anyone can detect it as being a swamp at this time) and starts
looking as it was before 1 round later (no-one
can recognize it as a swamp from now on).
To successfully chant this prayer, the ground
must be at least 10 feet thick (so you cant build
a swamp in a castles third floor if the great hall
of the knights is below one foot of stone).
Only stone, earth, rock, mud or other similar
material can be used to create a swamp on. A
swamp cannot be build in a marsh or on another swamp area.
The priest can choose a swamp size from a
minimum of 0.3 x 0.3 metres up to the maximum (e.g., a priest of 15th level could create a
3 x 50 metres or a 30 x 5 metres swamp, always being 3 metres deep).

Priest Spells Sixth Level


A victim who didnt see the swamp and
steps into it falls into it (no saving throw allowed). If the victim succeeds a swimming
check (at a -4 modifier, since its a swamp and
not water) it only suffers 2 points of damage
from the poison. The poison enters the body
of the victim through the skin. If the victim fails,
it suffers additional 1d8 points of damage and
gets a cumulative -1 penalty to its next swimming check (in the next round). Victims without the swimming proficiency automatically
suffer 1d8+2 points of damage each round.
If a victim spends 5 rounds in the swamp it
loses Strength (reduced to 3) and sinks to the
swamps ground. There, it suffers double damage (2d8+4) each round. After another 5
rounds down there it will finally die.
Victims can be pulled out of the swamp by
others very simply: by using a rope, a branch,
a long weapon (lance or the like) and succeeding a Strength check (both the one who pulls
and the one who is being pulled must succeed). It is not possible to cast spells while
held in the swamp. If the swamp is turned back
to its former condition, turned to stone or rock
by magic, or a similar action takes place, then
all who are in it are thrown out and suffer 4d8
points of damage.
The material components for this spell are
a drop of poison from a giant scorpion and
some water.

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.

Improved Animate Dead (Necromancy)


Sphere: Necromantic
Range: 3 m
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None

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

Mass Cure (Necromancy)


Reversible
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: 0.3 m/level radius
Saving Throw: None
When this spell is cast, every creature in the
area of effect (including the caster) up to one
creature per level of the caster is cured for 1d8
plus 1/2 the level of the caster points of damage. This is as per Cure Light Wounds spell
(q.v.). The limitations on what creatures can be
thus affected is as per that spell. If more creatures than can be affected are within the spell
radius, preference is given to those closest to
the cleric. Also, if a near creature is not
affectable by the spell, it still counts towards the
total number of possible creatures cured.
The reverse of the spell does the same
amount of points of damage to all within the
spell radius. The material Components for this
spell is a vial of holy or unholy water that must
be sprinkled into the air above the casters
head while the spell is cast.

Mental Grunt (Alteration)


Sphere: Thought
Range: 0
Components: V, S
Duration: Special
- 153 -

All effects are rounded down, should this be


necessary.

Monster Merge (Enchantment/Charm)


Sphere: Healing
Range: 30 m
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3 rounds
Area of Effect: One monster
Saving Throw: Special
This spell functions the same as the fifthlevel priest spell Animal Merge, but functions
for all creatures, in stead of only animals.
The material component for this spell is the
monster itself.

Pass Via Water (Alteration)


Sphere: Elemental (Water), Travelers
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: The priest
Saving Throw: None
The first effect of this spell is to allow the
priest to walk on water, as per the third-level
spell Water Walk. The spells major effect, however, is to allow the priest to transport himself
via any moving body of water in a distance of

Priest Spells Seventh Level


up to 1/8 mile per level; the priest walks on the
water, takes a step upstream or downstream,
and is instantly transported the desired distance; those along the way can see a fleeting
image of the priest if they happen to be looking at the body of water at the time. The priest
may only transport himself once during the
spell duration, though he may walk on the water
surface until it ends. If the current starts or ends
before the specified distance, the priests travel
ends there.
The material component for this spell is a
miniature bucket, which is consumed in the
casting.

Polymorph into Tree (Alteration, En-

Protect Undead on himself. He is immune to the


effects of any Protection from Undead spell the
other cleric casts, and requires that the cleric
roll a 19 on a d20 to turn him.

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.

Protection from Undead (Abjuration)


Reversible
Sphere: Protection
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 2 rounds/level
Area of Effect: 1 m radius sphere
Saving Throw: None
This spell duplicates an effect of a Helm of
Brilliance, causing the clerics holy symbol to
glow a bright blue when undead are within 1
metre. All undead within this area and exposed
to the light will take 1-6 points of damage per
round, no saving throw. Any creature under the
effects of this pain cannot cast offensive spells.
In addition, the cleric receives a +1 bonus on
his d20 rolls to turn undead in the area of effect.
The reverse of the spell, Protect Undead, is
cast on a single undead creature (or paladin;
see rules for evil clerics) and will either nullify
the effects of a Protection from Undead spell,
or move the spell recipient into one higher category for purposes of turning. Example: a lich
in spell combat with a 13th level cleric casts

This spell allows the Cleric to give up some


of HP to another character in order that he can
be better able to complete a Quest. This is not
current HP but maximum HP. The condition
is reversed when the character returns from the
Quest successfully. If the character fails, the HP
return to the Cleric at the rate of 1 per week.
Heres an example: Suppose a high level
cleric (with 78 HP) wants Sir Belvedere (80 HP)
to retrieve a magical mace that was stolen. Sir
Belvedere agrees, but only if the cleric Sacrifices 70 of his HP, to ensure good faith and to
help complete the mission. The Cleric agrees,
and Sir Belvedere goes out in search of the
mace. At this point Sir Belvedere effectively has
150 HP, and, for all intents and purposes his
maximum HP is now 150. Likewise the Clerics
maximum HP total is 8.
Now suppose Sir Belvedere is successful in
his mission. When he delivers the Mace to the
Cleric, they both immediately return to their
normal maximum HP value. (Although maybe
not their current HP value, if Sir Belvedere is
wounded.) (Current damage to the spell recipient is split evenly among the two when HP are
returned.)
But suppose Sir Belvedere was killed before
the mission was complete. That means that the
Cleric will have to wait 70 weeks until he returns
to his normal maximum HP total.

Spontaneous Combustion (Alteration, Conjuration)


Sphere: Elemental (Fire)
Range: 10 m
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One square foot/level
Saving Throw: None
This spell causes one square foot of flammable material per level of priest to burst into
flames. Heavy burning clothing such as thick
robes will cause 1d12 points of damage per
round while light burning clothing will cause
only 1d6 points of damage per round. Rolling
on a floor will smother the flames and will stop
a victim from taking any more damage and put
out the flame in two rounds.

- 154 -

Word of Passage (Alteration)


Sphere: Travelers
Range: 1 m
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 3 m/level, 1.5 m diameter
cone
Saving Throw: None
By use of this spell, the priest causes a passage five feet in diameter to be bored into any
single non-living substance. The passage will
extend ten feet per level of priest, and may be
closed behind the priest or allowed to exist for
the duration of the spell. Note that stone, metal,
water, gas, or even fire are affected, though
magical substances, sanctified areas and
magically locked objects cannot be penetrated.
The material component for this spell is an
awl, which is consumed in the casting.

Priest Spells Seventh


Level
Avatar (Invocation)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
The use of this spell brings forth very potent
energies to the casters disposal. The spell actually causes part of the casters deity to inhabit the caster. The caster will then become
an Avatar of the god with one of the gods aspects.
The Avatar will have the powers of a demipower and will have the casters choice of one
of the classes the deity has experience in (one
of the Deitys aspects). In addition to these
powers, the caster will still retain his own powers and abilities. If the class chosen is the
same as one of the classes that the caster has,
then he will have the higher of the two levels.
The caster will retain the power until the situation no longer requires it (plus a couple of
rounds for mopping up), or the Avatar is killed.
If the Avatar is killed, then the deity loses the
abilities of the class for 1/10 of the time that the
god would normally be dead as if slain on his
home plane.
In order to receive this spell at all, the caster
must exemplary in his faith. The spell, if used,
would require special sacrificing afterwards.
Exactly when and how much depends on the
god.
If the spell is used to confront another Avatar or Deity, then rather than having a confrontation, the Deity may decide to do something
else instead, such as any form of indirect help.
If the deities involved are traditional enemies...

Priest Spells Seventh Level


If the privilege of having this spell is misused
in any way, then the offending caster will be severely punished, maybe losing the opportunity
to cast this spell forever, or in a more serious
transgression, losing all clerical abilities as well
forever.
The Deity is not enslaved by this spell and
thus does not have to answer the spells partial summons. If the need is there, then more
than likely, the spell will be answered.

Awaken Forest (Enchantment/Charm,


Divination)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2 hours
Area of Effect: 10-mile + 1 mile/level
radius area
Saving Throw: None
With this ceremony, the cleric call upon and
wakens the spirit of the forest. The effects are
that the cleric becomes one with the trees in
the area of effect. Whatever happens in that
area, the cleric instantaneously knows. He has
the power to cause 1 tree per level within that
area to animate as if it were a treant. Any real
treants in the area become aware of him and
are receptive to any suggestions made by the
cleric. A Changestaff (cf. Changestaff spell) is
needed to if any trees are animated. Each tree
animated reduced the Changestaff by one hit
die.

Black Storm of Vengeance (Invocation)


Sphere: Elemental, Vengeance, War,
Weather
Range: 400 m
Components: V, S
Duration: 1 round/level
Casting Time: 1 round/level
Area of Effect: 120 m radius
Saving Throw: Special
This powerful spell is invoked primarily
against invading armies or in siege warfare.
The spells primary effect is to destroy or prevent the passage of troops who have attacked
the priest or his comrades. This spell requires
the priest to concentrate for the full duration of
the spell. The casting time and duration are
simultaneous.
In the first round of casting, the priest summons an enormous black storm cloud over the
area of effect. Lightning and crashing claps of
thunder rock the area, and creatures within the
area of effect must save versus paralysation of
be deafened for 1d4 turns.
On the second round, the priest calls six
lightning bolts down from the cloud. Each is
directed at a specific target, and each bolt
does 8d8 points of damage (A successful
saving throw indicates half damage). On the

third round, hail stones pound those in the area


of effect for 3d10 points of damage (no saving throw).
On the fourth and fifth rounds tornados
sweep through the area of effect toppling 1
creature in 4, and doing 3d6 points of damage
to 1 creature in 6.
On the sixth and seventh rounds, acid rains
down on the area of effect inflicting 1d4+1
points of damage. No saving throw is allowed.
On the eighth and subsequent rounds, violent rain and wind gusts reduce visibility to five
feet and movement is reduced 75%. Missile fire
and spell casting from within the area of effect
are impossible.
The sequence of effects ceases immediately if the priest is disrupted from spell casting at any time. The priest may opt to cancel
the effects at any time.

Conjure Water Elemental


(Conjuration/Summoning)
Sphere: Elemental (Water)
Range: 40 m
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell is in all aspects the same as the
spell Conjure Earth Elemental in the Players
Handbook (q.v.), except that it opens a gate
to the plane of Water, and that an equalstrength water elemental will appear.

Death Wail (Necromancy)


Sphere: Necromancy, Vengeance
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 9
Area of Effect: 10 m radius
Saving Throw: Negates
At the culmination of this dreadful spell, the
priest utters a deafening cry or shriek which is
heard by one creature within area of effect per
level of the priest. Those hearing the spell must
save versus death magic or die instantly. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, but are considered
to automatically make their saving throws.
This spell is most often cast over the body
of a slain comrade in an effort to slay those
responsible for the death and in mourning for
the lost friend. Since the use of this spell attracts the attention of the priests deity, and
because the deaths result from the deity sharing in the grief of the priest, the spell works only
if the priest is truly mourning the lost friend, and
only if the deity approves and joins the priest.
Those creatures most directly responsible for
the death of the priest is never the victim of his
own Death Wail.

- 155 -

This spell need never be prayed for by the


priest, however, seven spell levels of available
spells are drained from the priests mind (beginning with the highest level spells available).
If the priest has fewer than 7 spell levels remaining, he takes 1d6 points of damage for
every spell level less than 7 currently memorised.

Death Warrior (Invocation)


Sphere: Combat
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
It is only a god of War, Death or a deity that
is perverse who will allow his followers to use
a spell such as this.
The spell is cast when the caster has been
struck his death blow. The spell cannot be cast
if the caster is knocked below his level in negative hit points in any one round. The spell can
be cast even if the caster had already cast a
spell in the combat round. It is very difficult for
the caster not to get the spell off.
The effects of the spell occur immediately.
The caster has all his or her spells memorised,
and his level and hit points are doubled for the
duration of the spell. The caster will not have
any more spells than his normal level would allow. The caster will fight insanely and attack all
foe in sight until the spell ends, the caster dies
again, the caster casts another death warrior
spell, or the spell duration ends.
When the spell finally ends, the caster immediately dies, and the body vanishes, not to
be found. The Deity personally collects the soul
of the caster. The caster will use the spell if he
thinks that there is a battle that he will not survive in and will thus try to use this spell for a
last revenge. The caster cannot be brought
back to life, but if a group of adventurers went
and petitioned the Deity of the caster, then the
Deity may decide to free the casters soul in exchange for a service (a suitably long quest will
do...).
The spell, when cast, causes the casters
holy symbol to destroy itself in a dramatic
manner (blows up in a flash of light and sound,
melts, etc.) but causes no other effect. If the
spell is to be cast a second time, then the
caster will require a second symbol.

Divine Visage of the Avenger


(Conjuration/Summoning)
Sphere: Summoning, Vengeance
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 3 turns
Area of Effect: The priest
Saving Throw: None

Priest Spells Seventh Level


The priest begins this spell by describing in
full the quest he is on. Naming the conclusion
he desires, and imploring his deity to take
notice of the urgent nature of the mission. When
this description is completed, if the priest is
successful is persuading his deity, clouds form
over the priest and the priests body is struck
by a tremendous lightning bolt. The lightning
flashes for one full round during which time the
priests body undergoes a glorious transformation. After the flashing subsides, the priest
emerges as a fully empowered avatar of the his
deity.
Use of this spell draws the attention of the
deity, and the spell only succeeds if the deity
is pleased with the usage (i.e. the priest is on
an urgent quest in the service of the deity).
When the priest casts this spell, he gives over
his will completely to that of his deity. The priest
can, for the most part make his own decisions,
however, if the priest ever varies from the alignment of the deity or ever acts out of character
for a divine being, the priest is instantly and
irrevocably struck dead, and the deity assumes control of the avatar. The deity can, of
course, at any time take over the body of the
priest or avatar.
At the end of the one hour period, the deity
can decide to keep the priest in the form of the
avatar for another hour, or can choose to end
the spell. The deity can even choose to keep
the priest as the avatar for life. In this case, the
deity assumes control of the avatar and the
character of the casting priest is irrevocably
gone.
If the deity chooses to release the priest, the
avatars body will glow with a pure white radiance and vanish. The priest will then be
teleported to a location of the deitys choice,
and will fall comatose for 1d4 turns. Thereafter, the priest will be unable to cast spells until
the next day, and will be under the influence
of a Quest spell placed upon the priest by the
deity. The Quest is the price of calling on the
deity for direct aid.
The material component of this spell is a
sacrifice appropriate to the deity as determined by the DM.

Hammer of Retribution (Invocation)


Sphere: Vengeance, War
Range: 10 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1.5 m radius/level
Saving Throw:
This powerful spell is invoked primarily
against invading armies or in siege warfare.
The spells primary effect is to destroy troops
or fortifications of creatures who have done
unredressed damage to a priest or his companions. The spell begins with the priest describing the atrocities an army or band of
marauders is guilty of. The priest must have
first-hand knowledge of these crimes, or must
have heard testimony from a witness under the
effect of a Zone of Truth or True Speak spell.

The spell strikes as a great column of force


that descends from the sky. The area of effect
is a circle whose radius is 5 feet per level of
priest. All creatures within the area of effect
take 1d6 HP per level of priest in damage.
Creatures making a saving throw versus spell
take half damage. Small objects must save
versus crushing blow or be destroyed. Structures suffer damage as if hit by a heavy catapult (2d12). Any creature unfortunate enough
to be flying over the area of effect takes 1d6
points of damage for every 3 metres above the
ground the creature was flying to a maximum
of 10d6 plus the normal damage due to the
crushing blow of the spell.
When cast over water the spell raises a wave
3 metres high per level of priest traveling 30
feet per minute in a circle that grows outward
from the area of effect. On land, the force of this
spell often crushes trees and rends the earth
producing a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.
The material component of this spell is the
priests holy symbol and a war hammer which
the priest throws into the air as the spell is cast.
The hammer is destroyed in the casting.

Henleys Digit of Disruption (Invocation)


Sphere: Combat
Range: 15 cm/level
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: One undead
Saving Throw: Special
This spell is a powerful weapon against
undead creatures. When it is cast, a thin ray
about 1 cm in diameter springs forth from the
clerics pointing finger and strikes the selected
target. Any undead creature so struck must
save versus magic or take 6d8 of damage and
roll on percentile dice as if hit with a Mace of
Disruption. If the save is made, the affected
creature takes 4d8 of damage, with the remaining 2d8 striking the cleric in a backlash of
energy.

Lifeforce (Alteration, Invocation)


Sphere: Combat
Range: 3 m
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Caster and one target
creature
Saving Throw: None
Through the use of this spell, the caster is
pitting his lifeforce against that of the target
creature. This is the pure confrontation of two
beings will to live. Each rolls 1d20 and adds it
to his or its current hit points. This can be modified by bless, chant, prayer, ring of protection,
cloak of protection, luckstone, luck sword, wisdom bonus, etc.

- 156 -

If the target creatures total is less than 1/2


the casters total, then the target creature is
overwhelmed and dies (in this case, the caster
suffers fatigue equal to 1/2 the targets roll in
hit points). If the target creatures total is less
than the casters total but more than 1/2 the
casters total, then the target is stunned for 2d4
rounds (-5 to AC, initiatives, saves, to hit and
damage rolls) and the caster suffers fatigue
equal to the difference in totals. If the targets
total is more than the casters, then the caster
dies and the target suffers damage equal to
the difference in totals. Fatigue is recovered at
a rate of 1 hit point per round.
The material component for this spell is the
clerics holy or unholy symbol, a pair of ivory
six-sided dice (worth 200 GP) and a drop of
the casters blood.

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.

Priest Spells Seventh Level


Raise Energy (Alteration)
Sphere: Charm
Range: 30 m
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: One creature
Saving Throw: None
When the priest uses this spell, he invokes
a powerful sort of blessing on the spell recipient. The recipient will experience a level increase of 1 level for every 5 levels of the priest
and all the abilities that come with the new
levels for the duration of the spell.
Use of the spell will require special sacrifice
afterwards at the earliest opportunity.

Razorwind (Alteration, Invocation)


Sphere: Combat, Elemental (Air)
Range: 5 m/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
By means of this spell, the caster brings
about a transformation of the air about himself,
compressing large volumes of it into a minute
area and sending it at a target. Though this
wind has no actual edge, it is highly effective
when it strikes its target, causing 1d8 points of
damage per level of the caster. In addition, the
victim of the Razorwind must make a saving
throw vs. Rods or an extremity will be severed
(as per a blow from a Sword of Sharpness)!
This saving throw is modified by +1 for each
plus of magical armour the target is wearing
(only armour: not shields, rings, bracers, etc).
In addition persons wearing plate mail or better receive an extra +1 on the saving roll.
Because such a large volume of air is
needed to create the Razorwind, this spell can
only be cast outdoors or in a chamber of vast
size (DMs discretion). If it is cast in a smaller,
confined area (e.g., indoors or underground
passage), it will not function and everyone in
the area will suffer a momentary loss of air.
The material components for this spell are
the holy symbol of the caster, a bloodstone,
and a small, flat piece of steel.

extra turns of daytime; as far as those outside


the area are concerned, the whole period of
extra time happened in one instant.
The material component for this spell is the
priests holy symbol.

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.

Stop The Sun (Alteration, Illusion)


Sphere: Sun, Time
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
When the priest casts this spell, the sun
immediately seems to stop in the sky, over any
populated area which the priest can see the
major part of. The area actually experiences

Gold to Gems (Alteration)


Kestrels Voice of the Bat (Alteration)
PhotoCopy (Evocation)
Waterproof (Alteration)
Telepathic Familiar (Divination)
Kestrels Skill Eraser (Necromancy)

Sources
Author: August Neverman
Fog Phantom (Conjuration/Summoning)
Magic Eye (Alteration)
Leap (Alteration)
Delusion (Alteration, Phantasm)
Fog Warrior (Conjuration/Evocation)

Author: Thom Watson

- 157 -

Runetrue (Invocation, Abjuration)


Chime (Alteration)
Tomelore (Divination)
Advanced Magic Mouth (Alteration)
Dheryths Monomorph (Alteration)
Cantrip Permanency (All Schools)
Dheryths Stone Integrity (Abjuration)
Dheryths Energy Cloak (Abjuration, Evocation)
Dheryths Energy Globe (Evocation, Alteration)
Dheryths Energy Lance (Evocation)
Dheryths Spell Support (Abjuration)
Dheryths Energy Net (Evocation)
Dheryths Sanctum Sanctorum (Abjuration)
Elemental Gate (Conjuration)

Author: Jim Sisolak


Cantors Closed Cottage (Alteration,
Conjuration)

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