From: CL115826@ulkyvx.BITNET (MICHAEL LERNER) Newsgroups: rec.games.frp Subject: Net Spellbook Date: 19 Oct 90 01:36:00 GMT Cantrips -------- Compass Range: special Com: verbal Duration: 2 rounds/level of spell caster This cantrip causes a glowing arrow to appear where indicated by the caster. It is a light green color, and points directly north. Will work underground, as well as on sea, and is not affected by lodestones (magnets) ________________________________________________________________________________ Vision (Alteration) Level: Cantrip Range: 0 Components: V, S Duration: 1 Turn Casting Time: 1 Segment Area of Effect: Caster Saving Throw: None Description: 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/her to see things more clearly as they appear to be only one third of the distance from them. It does cause some problems though with trying to see things close up. The spell duration may be ended at any time. ------------------------------------------------------------------------------- Umbrella 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 1hr per level of caster as a maximum though if the concentration of the caster is broken for more than 1 min it will fade away. It actually does have some form and is 'worth' 6hp's though only magical weapons will affect it. ------------------------------------------------------------------------------- Stepping Stones This cantrip creates 4 spheres of force approximately 1' in diameter. They can be place anywhere within 20' of each other...and last approximately 1 seg 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. ------------------------------------------------------------------------------- First Level spells ============================================================================== Association (Divination) Level: 1 Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: Two surfaces Saving Throw: None When casting this spell, the forensic wizard must brings 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. ============================================================================== Cat Spirit (Transformation) Range: Touch Components: S, M Duration: 1 turn / level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Neg. 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 recipeint's 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 or her feet. Finally, it grants the ability to grow claws, allowing each hand to do d3 damage. It does not, however, improve singing ability. The material component is whiskers from a cat. ______________________________________________________________________________ Detect Poison (Divination/Necromancy) Level: 1 Range: 0 Components: V, S Duration: 1 turn Casting Time: 1 round Area of Effect: Special 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 admin- istered 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. ============================================================================== Find Water (Divination) Level: 1 Range: 1 mile, depth 10 feet/level Components: S, M Duration: 2 rounds/level Casting Time: 1 turn Area of Effect: 20x arc 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). ______________________________________________________________________________ FROST TOUCH LEVEL 1 COMPONENT: V,S RANGE TOUCH TIME: 1 SEGMENT DURATION 1 ROUND/LEVEL SAVING THROW: NONE AREA OF EFFECT: ONE CREATURE DESCRIPTION: 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. ______________________________________________________________________________ Inaudibility (Illusion/Phantasm) Level: 1 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 victem receives a saving throw against this spell. The material component is a bit of cotton. ______________________________________________________________________________ Last Image (Divination/Necromancy) Level: 1 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. ============================================================================== Murder Weapon (Divination/Necromancy) Level: 1 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 re- duced the victim to zero hit points, or delivered the poison which did so. ============================================================================== Protection from Rain (Abjuration) (from Warhammer FRP) Level: 1 Range: 0 Components: S, M Duration: 1 hour/level Casting Time: 1 Area of Effect: The 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 surronds the caster and his clothing at a distance of about one inch. An oiled leather rag is the material component of this spell. ______________________________________________________________________________ Small Fire Ball (Evocation) Level 1 Range: 5 yards + 5 yards/level Components: V,S,M Duration: Instantaneous Casting Time: 2 Area of Effect: 1 target Saving Throw: 1/2 This is similar to a normal _fireball_ spell with the following exceptions: only one target is affected (the caster chooses the target and the fireball expands until the target is engulfed), damage is 1d4 per caster's level (up to a maximum of 10d4), and exposed items receive a +2 on their saving throws. The material components for this spell are a bit of burning insense, and any gem worth at least 5 gp; both are consumed with the casting. ------------------------------------------------------------------------------ Snapshot (Evocation/Invocation) Level: 1 Range: Sight Components: V, S, M Duration: Instantaneous Casting Time: 0 Area of Effect: 1 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 (Spirit) Range: 30 yards Components: V Duration: 1 round Casting Time: 1 Area of Effect: 1 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 creater could understand if it is a summoned spirit). Spirits and Creatures with 6 or more hit dice receive a save; spells save at their caster's level (if the caster is at least 6th). ------------------------------------------------------------------------------ Time of Death (Divination/Necromancy) Level: 1 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. ============================================================================== Wither (Necromancy) Level: 1 Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 100 sqare feet/level Saving Throw: See below This spell kills all normal vegetation within an area of 100 square feet 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) (from Alchemist in Best of Dragon, vol. 3) Level: 1 Range: Touch Components: S, M Duration: Permanent Casting Time: 1 Area of Effect: 20 sq. feet/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. =============================================================================== Second Level Spells ------------------------------------------------------------------------------- ACID WATER LEVEL 2 COMPONENTS: V,S,M RANGE 2" CASTING TIME: 2 SEGMENTS DURATION 1 ROUND/LEVEL SAVING THROW:NONE AREA OF EFFECT: 1GALLON/LEVEL DESCRIPTION: THIS SPELLTURNS WATER INTO AN ACIDIC SUBSTANCE. IF A CREATURE TOUCHES THIS STUFF, HE TAKES 2D4 DAMAGE. IF IT IS DRANK, HE WILL TAKE 4D4 DAMAGE. THE CASTER CAN DO ANYTHING IN OR TO THE SUBSTANCE WITHOUT TAKING ANY DAMAGE. ________________________________________________________________________________ Ahshay's Mystic Mutable Aura- 2nd level. (illusion/phantasm, with divination components) Range: Touch Casting time: 1 round Comp V,S,M AofE : 1 object or person Duration: 1day/level Save : Special This spell creates a magic aura around an object similar to the one from Nystul's 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 and the strength of the alignment.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 Prot from good/evil spells. Note that the priest version of true sight or a gem of seeing will see through this spell. If the object or person acts in a different way other 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 sheeet of filmsy silk in an appropriate color to the alignment being cast. It is consumed completely. ________________________________________________________________________________ Bigby's Groping Fingers Level : 2 Range : 3" Components: S Casting time: 2 seg. This spell allows the caster 'grope' his/her target. This spell is usually used by mischevious apprentices in bars and such...have fun. (gee, I don't know if I'm hitting a copyright problem by using the name 'Bigby' in here but it just seem the most appropriate name to use...and for all I care, if TSR wishes to claim this SILLY spell as their own, sobeit) ________________________________________________________________________________ Cause of Death (Divination/Necromancy) Level: 2 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 secondary information Exposure exposure to cold, fire, heat, or lightening; drowning Falling or hanging height fallen from Disease or old age organs affected, parasites involved Magic applies only to magic missile or necromantic effects Wound wound inflicted by bludgeoning, piercing, or slashing The DM may introduce a chance of failure if the body is greatly decomposed, and he might give false information based on nature of the trauma. A corpse swatted by a dragon's tail, for exam- ple, 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. ============================================================================== Cloud Walk (Air) Range: Touch Components: V, M, S Duration: 1 turn / level + d6 turns 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 purchase on fine mist. The material component is a hair from a nightmare. ________________________________________________________________________________ Death Armor (Necromancy) Level: 2 Range: 0 Components: V, S Duration: 1 round/level Casting Time: 3 Area of Effect: The 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. ============================================================================= Detect Spirit (Divination, Spirit) Reversible Range: 20 yards + 5 yards / level Components: V, S Duration: Special Casting Time: 5 Area of Effect: 1 creature or object Save: None Detects the presence of a soul spirit or mentality in any body or object (enchanted swords, etc.), and wether 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 1 turn / 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. ________________________________________________________________________________ Dust Warriors (Conjuration, Necromancy) Range: 5 yards / level Components: V, S, M Duration: Special Casting Time: 3 Area of Eff.: 2"x2" square Save: 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 dragon's teeth are used as the material component, each skeleton will have bonus hp equal to the age catagory of the dragon (count 4 hp = 1 hit die for turning and attack purposes). Furthermore, they will be immune to the attack type of the dragon's breath weapon. [ed. note - we use 2nd edition, so dragon's teeth aren't too easy to come by] ________________________________________________________________________________ Expose Magic (Divination) Range: 10 yards / level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: Special Save: 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 (ie - that a fireball was cast rather than a spectral forces) unless the caster has already disbelieved successfully. ________________________________________________________________________________ Improved Detect Magic (Divination) Level: 2 Range: 0 Components: Duration: 2 rounds/level Casting Time: 2 segments Area of Effect: Saving Throw: None This spell acts like Detect Magic except it works out to hundreds of yards range. ============================================================================== Last Experience (Divination/Necromancy) Level: 2 Range: 0 Components: V, S, M Duration: 1 round Casting Time: 1 round Area of Effect: One corpse Saving Throw: None With this spell, the forensic wizard re-lives the last minute of the recipient's 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. ============================================================================== Malta's Pattern Creation Level: 2 Casting Time: See Below Duration: Permanent Component: V,S,M Saving Throw: None Range: 0 Area of Effect: See Below Description: With this spell, the caster can create a pattern for use with the spell Malta's Pattern Transport. The Pattern can be any image with any colors, but it must include a circle which forms the outer edge. The Pattern can be any ` 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 1 yard in diameter with no maximum size. The cost to make a Pattern is equal to the square yards of the Pattern times the amount below: ___Material______ _Cost__ _Time__ _Save__ Painted on Cloth: 5 Silver 1 hour 15 Woven into Cloth: 1 Gold 10 hours 12 Woven into Rug: 2 Gold 15 hours 10 Painted on Wood: 1 Gold 3 hours 10 Painted on Stone: 2 Gold 4 hours 8 Inlaid in Wood: 3 Gold 12 hours 5 Inlaid in Stone: 5 Gold 16 hours 2 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 Save listed is the save the Pattern must make when used for transport (See Malta's Pattern Transport for details) - the material saves normally for any other damaging situation. ============================================================================ Malta's Pattern Image Level: 2 Casting Time: 1 hour Duration: See Below Component: V,S,M Saving Throw: None Range: 0 Area of Effect: One Pattern Description: 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 upto 1 month per caster's 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 upto one imprinted image/size per level at a time. ============================================================================ Noise Filter (Illusion) Range: 10 yards / level Components: S, M Duration: 1 round / level Casting Time: 2 Area of Effect: 5 foot radius / level Save: 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. ________________________________________________________________________________ Petition (Conjuration, Spirit) Range: Special Components: V Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 Creature Save: 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). ________________________________________________________________________________ Plane Source (Divination) reversible Range: 5 yards / level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: 1 creature or item Save: Neg. 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 dimensionnal 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. _____________________________________________________________________________ Protection from Enchantment (Abjuration) Second-Level Spells 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 femenine 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. _____________________________________________________________________________ Resist Paralysis (Abjuration) Second-Level Spells Range: Touch Components: V, S, M Duration: 1 round/level Casting Time: 5 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). _____________________________________________________________________________ Reveal Owner (Divination) Level: 2 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 caster's level, and for every 4 levels of the caster, one previous owner can be identified. Thus an 8th 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. ============================================================================== Sonic Barrier (Abjuration) Second-Level Spells Range: 0 Components: S, M Duration: 1 turn/level Casting Time: 2 Area of Effect: 10-foot-radius sphere Saving Throw: None This spell creates an invisible, spherical barrier through which sound cannot pass. The barrier remains centered on the caster, enabling an assault group to move in absolute silence without giving up inter-communication. How- ever, sound cannot pass into the barrier either, making the party deaf for the duration. The material component is a glass globe. _____________________________________________________________________________ Veschiul's Shadowcurse Level: 2 Duration: Special Area of Effect: See below Range: 3" Casting Time: 3 Components: V, S, M Save: Negates The Shadowcurse can affect any creature of the world of light. The area of effect is 1 creature for every two levels of the mage above 1st; i.e. a 3rd level mage can affect 1 creature, a 5th can affect 2, 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: Light Abilities Move Max HP --------------------------------------------------------- Bright -2 1/2 1/2 Average -1 3/4 3/4 Twilight - - - Shadowy - - - Night - - - Darkness -1 3/4 3/4 See the description of Shade in the MMII for exact descriptions of these light conditions. The material component is a piece of pitch. _____________________________________________________________________________ Veschiul's Shadowbolt Level: 2 Duration: Instantaneous Range: 12" Area of Effect: Special Casting Time: 2 Components: V, S Save: None The spell Shadowbolt allows the mage to mold a bolt of shadowstuff from the Plane of Shadow, and fire it up to 120' range. A to hit roll is required, but is made as a fighter at a level of 1.5 times the mage's level, rounded up. The Shadowbolt does damage by impace: at ranges under 40', the damage is 1d4 perlevel, at ranges between 40' and 80' the damage is 1d4 per 2 levels, and at greater ranges the damage is 1d4 per 4 levels. The number of dice should be rounded down in all cases (thus, a 5th level mage at 50' does 2d4 damage, but a 6th level mage does 3d4). The creature must make a DEX check to remain standing, adjusted by a -1 for every two levels of the mage (again, rounded down), as well as by mass: Mass(lbs) DEX adjustment Distance ---------------------------------------------- < 30 -8 25' < 60 -6 20' < 90 -4 15' < 120 -3 10' < 150 -2 5' < 180 -1 - < 210 0 - < 240 +1 - < 270 +2 - < 300 +3 - 300 > +4 - The distance column indicates how far the target has been knocked away from the mage if the modified DEX check was failed. _____________________________________________________________________________ Wound Closure (Necromancy) Second-Level Spells 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 victem's 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 extra-planar entities. Note: A recent posting suggested that mages be able to cast healing spells using d6's instead of d8's. 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-midieval 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 mage's 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, metabolise fat and increase respiration to enrich said blood, etc. You certainly could not find a mage to cure diseases before microbes are discovered. Just my tuppence' worth. _____________________________________________________________________________ From sunybcs!zaphod.mps.ohio-state.edu!usc!cs.utexas.edu!tut.cis.ohio-state.edu!uoft 02.utoledo.edu!cscon113 Thu Apr 26 14:39:31 EDT 1990 Third Level Spells ============================================================================== Astral Wall (Abdjuration, Creation, Shadow) Range: 1 yard / level Components: V, S, M Duration: 1 turn / level Casting Time: 1 round Area of Effect: 100 sq. feet / level Saving Throw: None 5' radius @ 1st level 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 existing physical wall (including one created by Wall of Stone or Iron), the duration becomes 1 hour / 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. ============================================================================ Conceal Magic ( ) Level: 3 Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Cast it on a magic item and it permanently renders that item un- detectable by Detect Magic. (Great for hiding magical traps :-)) ============================================================================== Detect Charm (Divination) Level: 3 Range: 30 yards Components: V, S Duration: 1 turn Casting Time: 1 round Area of Effect: 1 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 re- cipient. ============================================================================== Free Action (Will, Transformation) 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 additonal 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. ============================================================================ Hold Spirit (Spirit, Will) Range: 120 yards Components: V, S, M Duration: 2 rounds / level Casting Time: 3 Area of Effect: 1 to 4 spirits in Saving Throw: Neg. 20' cube 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. ============================================================================ Improved Armour (Conjuration) Level: 3 Range: Touch Components: V,S,M Duration: Special Casting Time: 3 rounds Area of Effect: 1 creature Saving Throw: None This spell is identical to the 1st level spell Armour although it provides its wearer an armour class of AC 2. The Armour lasts until dispelled or until it has recieved 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), Dex 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. ============================================================================ Malta's Pattern Transport Level: 3 Casting Time: 1 turn Duration: Instantaneous Component: V,S,M Saving Throw: None Range: 0 Area of Effect: See Below Description: 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 center to the edge on the source Pattern, then it will be halfway from the center 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 center of an undamaged Pattern and cast the spell. In the first round of the casting, the Pattern will begin to glow (each color of the Pattern will emit its own color). 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 Pattern's 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 bi-directional 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. ============================================================================ Marty's Magic Bow Level: (3 or 4) Range: Touch (arrow range as per normal bows) Duration: 1 rd/level, I think Saving Throw: not applicable (arrows strike as normal attack) Casting Time: normal (1sg/spell level) Marty's Magic Bow causes a magical force to propel objects from the caster's fingers much as a bowstring. With arrows, the effect is to allow the caster to release 1 arrow/rd, 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 anti-magic shell, or in a Cube of Force of Keeps Out All Magic, or (this next point is debatable, but we allowed it) if the target is magic resistant. There's probably a material component (say, a length of string made of silver thread, or somesuch) but the arrows are not components - i.e. they're not consumed, and you might be able to reclaim some of them. Also, magical arrows would provide the appropriate bonuses to hit/damage. Credits to Paul Sparta, creator of Marty. -------------------------------------------------------------------------------- Molten Ground Level 3 Range: 20 feet Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: circle of radius 2 feet/level 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 sulfur and lava rock, the spell begins. In the first round the ground tremors slightly, and those not wearing heavy foot 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 (it's marked by magic). =========================================================================== Rathe's Trigger Level: 3 Duration: Special Area of Effect: up to 1 foot cube per level Casting Time: 1 turn Components: V, S, M Save: None, but see below The Trigger spell is designed as a defensive spell. When it is cast, the caster defines a volume which must be at least 1/2 foot in every dimension. This area begins to glow faintly. The caster then casts another spell directly upon the Trigger's area. The Trigger's 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 the Trigger until someone enters or touches the Trigger's 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 centered on the center 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 Trigger's 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) Level: 3 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 5 Area of Effect: 1 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 oth- erwise 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. ============================================================================== Replay (Divination/Illusion) Level: 3 Range: 60 yards Components: V, S, M Duration: 2 rounds/level Casting Time: 1 round Area of Effect: 400 sq. ft. Saving Throw: None This spell causes past events to be re-enacted in the area of effect. The replay will consist of a three-dimensional, tran- sparent image superimposed over the area of effect. The wizard can freeze the action, reverse it, scan rapidly for a desired event, or skip to any time within range of the spell, as given in the table below. An hourglass is the material component. Level Spell Range 5-9 1 day/level 10-15 1 month/level 16-17 1 year/level 18+ 1 century/level The speed of the search is determined by the DM and limited by the magnitude of the event in question. It would be easy to spot the passage of an army, for example, even when scanning at a month per turn, but spotting a pick-pocket would require a real-time search. ============================================================================== Soul Safe (Abjuration/Necromancy) Level: 3 Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 turn Area of Effect: One creature Saving Throw: See below 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, Spirit) Reversible Range: 10 yards 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 from the astral plane of hit dice equal to one half the caster's level. 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 yards from the wizard, lift 50 pounds per hit die, and fly at 18". This form has a punch for d6 damage, AC 0, and takes 1 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 armor 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. ============================================================================ Stren's Improved Floating Disk Level: 3 Casting Time: See Below Duration: 3 turns/level Component: V,S,M Saving Throw: None Range: 0 Area of Effect: See Below Description: This spell is an improved version of Tenser's Floating Disk. The big improvement is the speed of the disk - now 30". The disk can also move from 3' to 30' 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 3's disk). Caster 2 is in the front riding on the master's 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 Tenser's Floating Disk. ============================================================================ Tenser's 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 caster. All melee attacks made by the caster are at the usual chance to hit, but every sucessful 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 missle weapons. The material component is a set of tiger claws. ============================================================================ View Past Level 3 Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: one hour Area of Effect: a circle of radius 5 feet/level Saving Throw: N/A 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 gold pieces worth of dust, he or she can view a period starting roughly 24 hours in the past through the duration of the spell (a 10th level caster could view the period from 24 hours in the past to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in the past). After the spell has been castq, the DM rolls 1d20-10 to determine the error in the time frame. Thus if the DM rolls 15-10 = -5, the time viewed is actually N hours and 5 minutes in the past; a roll of 10-10 = 0 indicates exactly the right amount of gold was consumed. The caster should roll a d20 to determine the clarity of the casting. A 1 indicates an 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. =========================================================================== Fourth Level Spells =========================================================================== Bergil's Fire Bolt Range 20 yards + 5 yards/level Casting Time : 4 Comp : VSM AofE :special Dur : Instant Save :1/2 The spell creates a powerful bolt of plasma that in inflicts 1d8 points of damage per level to anyone in it's area of effect (max. Dam. is 12d8). This bolt is 60' long by 5'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 5' 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 combustable in the path or in the hemisphere. The bolt has the same penetration ability as a lightning bolt. The material components are : a stick, a bit of sulfur, and a dab of royal honey. All are consumed. ________________________________________________________________________________ Branit's Backstabbing Surprise (Conjuration) Range: Touch Level: 4 Components: V,S,M Duration: Special Casting Time: 1 Turn Area of Effect: 8 foot radius semi-sphere Save: 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 8 feet in radius. All within the area of effect, the recipient not included, take 6d4 + 6 points of acid damage. Note the backstabber(s) gets no save (due to surprise and proximity), all others recieve 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(s) is within 8 feet 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) Fourth-Level Spells Range: Touch Components: V, S, M Duration: 1 hour/level + 1d6 hours Casting Time: 1 turn 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 lb.s above 182 lb.s 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 yards away. The material components are a broom, which is not used up by the casting, and a feather, which is. 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. _____________________________________________________________________________ Deadthought (Divination/Necromancy) Level: 4 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 particu- larly advanced state of decompostion. Type of Chance of Time Information Finding Required Examples Basic 96% 1 round Name and profession Well Known 70% 2-8 rounds Relating to current mission Known 30% 3-12 rounds Relating to previous missions Forgotten 2% 11-20 rounds 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 in- sane. The material component is a pair of metal helmets, linked by a copper wire. _____________________________________________________________________________ Deja Vu Level 4 Range: 20 yards Components: V, S, M Duration: permanent Casting Time: 1 segment Area of Effect: 1 creature Saving Throw: none This spell throws the victim back to the location he or she occupied at a pont in the recent past. It does not turn back time, it merely teleports back along the victim's "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 or she occupied d6 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 or her time line until an unobstructed location is found. The material component is a time-keeping device which is destroyed at the time the spell is memorized by the caster. ============================================================================== Hand of Time (Necromancy) Level: 4 Range: Touch Components: V, S Duration: Special Casting Time: 5-8 Area of Effect: Creature Touched Saving Throw: Negates After casting this spell, the death master's 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 1 round per level of the caster or until discharged, and it cannot be reversed. ============================================================================== Improved Magic Mouth (Alteration) Level: 4 Range: special Components: V, S, M Duration: special Casting Time: 4 segments 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). ============================================================================== Negative Bolt Level : 4 Range: 2"+1/3"/level of caster Components: V,S Casting time: 4 seg. This combat spell projects a bolt of negative energy. Some pratictioners believe it to be merely energy from the negative material plane...said Spellcasters are wrong. The spell actually projects raw anti-matter in a bolt of anti-energy. Materials affected by the bolt tend to disintegrate and be consumed...spell wards and defenses tend to dissolve also. Specific defenses exist for the genre of spells similar to this one but they are secrets kept for self-defense. The bolt only does 1/2 d6 per level of the caster but it also has the effect of dispelling 1st and 2nd level defensive spells. Spells 3rd thru 5th need to make a saving throw based on that of the caster to save and 6th 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 wouldn't suggest more than 1/2 duration) ------------------------------------------------------------------------------- Rathe's Mage Lock Level: 4 Duration: Permanent Area of Effect: 1 portal Range: Touch Casting Time: 1 round Components: V, S, M Save: 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 Rathe's Mage Locked armbands 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. ============================================================================== Shadow Wall (Abdjuration, Creation, Shadow) Range: 1 yard / level Components: V, S, M Duration: 1 turn / level Casting Time: 1 round Area of Effect: 100 sq. feet / 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 basilisk's 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. ------------------------------------------------------------------------------- Sleep II (Enchantment/Charm) Range: 60 yards Components: V,S,M Level: 4 Duration: 5 rounds/level Casting Time: 3 Area of Effect: Special Saving Throw: None This spell is the same as the 1st level sleep except as noted. All creatures to be effected by the sleep spell must be within the 40' 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 HD of those creatures. The number of creatures that can be effected is a function of Hit Dice or Levels; for every 2 levels of the caster 1d6 HD rounded up can be effected. Example: A 5th level wizard could affect 3d6 Hit Dice of monsters. Monsters with 6 + 1 Hit Dice or more are uneffected. The center 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 HD 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. ------------------------------------------------------------------------------- Spirit Skill (Spirit, Transformation) 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. ------------------------------------------------------------------------------- Steal Skill (Spirit, Transformation) 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 armor and attack with a ThAC0 halfway between the fighter's 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 thief's abilities and the base of 4; in no case will abilities go down because of this). Abilities which are granted by a diety cannot be transferred this way, nor can spell - casting abilities. The transferred abilities fade after 1 turn / level. The material component is a symbol of the class to be transferred, specially prepared and costing not less than 10gp per level of the target. If the caster wishes, he or she 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. ------------------------------------------------------------------------------- Teleport Trace (Divination) Level: 4 Range: 10 yards/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 teleporter, and he will be able to use his own teleportation or scrying magic with maximum accuracy. ============================================================================== Time Warp (Alteration) Level 4 Range: Special Components: V,S,M Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 40' cube, 1 creature/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. ============================================================================== From sunybcs!zaphod.mps.ohio-state.edu!usc!cs.utexas.edu!tut.cis.ohio-state.edu!uoft 02.utoledo.edu!cscon113 Thu Apr 26 14:39:44 EDT 1990 Fifth Level Spells ============================================================================== 5-Mile Carrier ( ) Level: 5 Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: special 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. ============================================================================== Blizzard (Evocation) Level 5 Range: 10 yards/level Components: V,S,M Duration: 1 round/level Casting Time: 5 Area of Effect: 5 feet radius/level (100' max.) 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/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 semi-precious gem worth at least 100 gp. ________________________________________________________________________________ Deflect Normal Weapon Attacks (Abjuration) Level 5 Range: Touch Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When cast, this spell creates an invisible, mobile forcefield around the recipient. This barrier has an armor class of 4 and a number of hit points equal to 5 * the caster's level. All non-magical melee and missile attacks made on the recipient, are directed against the shell instead. Damage from such attacks will not harm the recipient until the wall is destroyed. This spell has no effect on any magical attacks, which inflict full damage on the barrier *and* the recipient. If an attack hits the barrier, the protected creature must make a saving throw vs. spell. If this save fails, damage is rolled normally against the forcefield (if the damage inflicted equals or exceeds the remaining hit point total of the wall, it is destroyed, but any excess damage does not affect the recipient at this time). If the save is successful, the attack is deflected away harmlessly. If an attack fails to score a hit on the barrier (i.e. misses AC 4), the attack is reflected back at the attacker; the attacker must then make normal attack and damage rolls against himself/herself. The material component for this spell is a powdered black opal which is consumed with the casting. ________________________________________________________________________________ Name: Greenfire Level: 5 Components :V,S,M Duration: 1 Segment/level Area of Effect: Special Range: 10"+10"/level Save: Special On casting the Greenfire spell, a bolt of green luminescence appears from the mages fingers, and impacts on the target (Save means the bolt missed, but it hit SOMEWHERE...) from this impact point, a green sphere begins to grow, at the rate depending on the material consumed. items in this area of effect must save vs Disintegration every segment. Items that save halt the progress of the sphere until they fail their save. NOTE: the spell expands far a set _time_, NOT to a set radius. so an artifact that sontinues to save will halt the growth of the sphere for the full duration of the spell. rate of growth: 2"/seg (yes, 20 feet) in air alone: (NOT an airial weapon), but as soon as it hits something solid, it will take a segment to consume it. 1'/seg in air/solid mix (cliff face, floor, person) 1/2'/seg in just rock (ordinary rock gets no save) 1/12 '/seg in water (but draws everything to it like a Sphere of Annihalation) Note: The sphere begins at a 1' 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) Level: 5 Range: 4""" + 1"""/level Components: V, S, M Duration: Instantaneous Casting Time: 5 segments Area of Effect: special Saving Throw: half damage Like Lightning Bolt but does d8 damage per level, max 20d8. ============================================================================== Improved Fire Ball (Evocation) Level 5 Range: 20 yards + 10 yards/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 3rd 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/level of the caster (up to a maximum of 10d8) and saving throws are at -1. The second version of the spell has a 10 foot radius instead of the normal 20 feet. Due to this reduced area of effect, damage is increased to 1d10/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. ________________________________________________________________________________ Rathe's Contingency Trigger Level: 5 All else is as the 3rd level Trigger spell The Contigency Trigger functions identically to the 3rd level 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 spell's "perception" is restricted to the area of effect. The spell cannot perceive intangibles such as class, level, or alignment. The material component is as a Trigger spell, but must be worth twice as much. ________________________________________________________________________________ Summon Warrior (Conjuration/Summoning) Level 5 Range: 40 yards 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/her. The summoned warriors will be of a level equal to 1/2 the levelof the caster (rounded down) up to a maximum of 20th level. They will perform 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's level fighter ranger paladin -------------- ------- ------ ------- 15 and under 70% 20% 10% 16-20 60% 20% 20% 21 and over 50% 25% 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. ------------------------------------------------------------------------------- Sixth Level Spells ------------------------------------------------------------------------------- Create Ghast (Necromancy) Level: 6 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. These corpses are the material components of the spell. As implied above, humans killed by a ghast will rise as ghouls to follow the pack. _____________________________________________________________________________ LICH'S PALM LEVEL 6 COMPONENTS: V,S RANGE TOUCH CASTING TIME: 6 SEGMENTS DURATION 1ROUND/LEVEL SAVING THROW: NONE AREA OF EFFECT: ONE CREATURE DESCRIPTION: 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 APP.) _____________________________________________________________________________ Lorth's Stasis Level: 6 Duration: 1 turn per level Area of Effect: 1 creature Range: Touch Casting Time: 5 Components: V, S Save: 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. ============================================================================== Mass Teleport Level : 6 Range: 1' R /level of caster Components: V Casting Time: 3 seg. This spell is basically a higher level of the 5th level Teleport spell. The main difference lies in the amount of mass that can be transported by the caster. In addition to the caster, 1200lbs 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 'transportees' 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 thru the nose for it...It's not an easy spell to find since it is very very useful...Of course, It's just a matter of time before somebody else (or group of others) break into the action by researching a similar spell.) _____________________________________________________________________________ Seventh Level Spells ============================================================================== Eye of the Beholder (Evocation) Level 7 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/her 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 beholder's eye stalks, as given in the Monsterous Compendium. The 11th eye function (_anti-magic ray_) is never one of the spell results. The only material component for this spell is the eye stalk, which is used up when the spell is cast. In order to achieve different effects, an eye stalk from a spectator, gauth, or an eye of the deep may be substituted for the be- holder's stalk. ============================================================================== Create Mummy (Necromancy) Level: 7 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 7th level fighting ability. The mummy follows orders to the limit of its low intelligence, but it must remain within one mile of its place of origin, so it is primarily useful only as a guardian. The corpse of the potential mummy must be properly embalmed with the appropriate proficiency (q.v.). ============================================================================== Deflect Magic Weapon Attacks (Abjuration) Level 7 Range: Touch Components: V,S,M Duration: Special Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is similar to the 5th level spell _deflect normal weapon attacks_with the following exceptions: the forcefield's AC is 2 and it has 7 hp per level of the caster. It affects all attacks made via a magical or non-magical melee or missile weapon. A non-magical weapon cannot affect or penetrate the barrier in any way. If a magical weapon strikes the barrier, the target's saving throw (to determine penetration or deflection) has a penalty applied to it equal to the bonus of the weapon (i.e. a +2 weapon that scores a hit on the barrier inflicts a -2 penalty on the protected creature's save). Also, if a magical weapon is reflected back at the attacker (when the barrier is not hit), the weapon bonus is *not* applied to the reflected attack. In addition to its other powers, this spell may affect _magic missile_ attacks. It does not automatically negate them as a _shield_ spell does, but causes the attacker to make a "to hit" roll vs. the barrier. If the attack succeeds, the barrier automatically takes damage (the recipient earns no save); if the attacker fails to score a hit, the _magic missile_ has no effect. Other spells will pass through the barrier, without affecting it. The material component for this spell is a powdered black sapphire which is consumed when the spell is cast. ============================================================================== Mind Find 7th Level Range :touch Cast : 1 round Comp : VSM AofE : 100' radius sphere Dur : 1round per level Save : None This is an extremely powerful version of true sight combined with a form of clairvoyance. Like true sight, 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,etc,anything with 100' radius. About the only things that will block the pentration 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 percieve minds in 360 degrees on all axis, X, Y AND Z. Thus the caster could locate the mind of someone 80 feet above then and behind them, needless to say backstabbing someone who knows exactly where you are is impossible. (This spell was created by lich who had it permanent. His lair was also permanently filled with solid fog. Can you say dead adventurers? :-) However this spell cannot locate object or things without minds, thus it could locate anything that had>0 intelligence. The drawback to this spell is that it makes the caster suceptable to mind-effecting spells ie save at -2. (The lich was eventually taken down by a feeblemind spell). The material component of this spell, a whole MIND FLAYER brain. ============================================================================== Prismatic Beam (Abjuration, Conjuration/Summoning) Level: 7 Range: 0 Components: V, S Duration: Instantaneous Casting Time: 7 segments Area of Effect: 7'' long plane, 11/2 '' wide at end, 1/2 '' wide at base Saving Throw: Special Like Prismatic Spray but all 7 rays hit the same target. Great for zapping dragons, demons etc. ============================================================================== Stash ( ) Level: 7 Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: 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. ============================================================================== Summon Wizard (Conjuration/Summoning) Level 7 Range: 50 yards 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/her. The summoned wizards' level will be equal to 3/4 the caster's level, rounded down, up to a mazimum of 20th 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 (deter- mine 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. ------------------------------------------------------------------------------- ZANDARE'S TWIST LEVEL 7 COMPONENTS V,S,M RANGE 10'/LEVEL CASTING TIME: 7 SEGMENTS DURATION PERMANENT SAVING THROW: NEG. AREA OF EFFECT: SPECIAL DESCRIPTION: BY MEANS OF THIS SPELL THE CASTER CHANGES THE TARGET CREATURE, EFFECTIVLY, INSIDE OUT(YES FOLKS THIS IS A VERY NASTY SPELL). THE ORGANS ARE OUTSIDE THE BODY AND THE SKIN IS INSIDE. GM'S 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 HE LOOKS LIKE A TOTAL FOOL. THE SPELL AFFECTS ONE MED. SIZE CREATURE, TWO SMALL SIZE, AND LARGE GET A +3 ON THEIR SAVE. NOTE: CLOTHING ARMOUR ETC. ARE IN THE INSIDE ALSO.. -------------------------------------------------------------------------- From sunybcs!zaphod.mps.ohio-state.edu!pacific.mps.ohio-state.edu!tut.cis.ohio-state .edu!uoft02.utoledo.edu!cscon113 Thu Apr 26 14:39:52 EDT 1990 Eighth Level Spells ============================================================================== Life Leech (Necromancy) Reversible (appears in Forgotten Realms Kara-Tur) Level: 8 Range: Special Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: + This spell allows the death master to steal 2d6 years from a victem and add them to his own life. The victem must be human and of a level equal to or greater than that of the caster. If the victem is of lower level, the number of years transferred is multiplied by the victem's level and divided by the necromancer's. Since the victem must be in the center of a pentegram 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. 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. _____________________________________________________________________________ Long-Range Carrier ( ) Level: 8 Range: 100 miles/level Components: Duration: Casting Time: Area of Effect: Saving Throw: n/a Long-Range Carrier is like the 5-Mile Carrier but the range is 100 miles per level of caster. ============================================================================== Lorth's Sending Level: 8 Duration: See below Range: Touch Area of Effect: 1 creature per 2 levels Casting Time: 8 Components: V, S Save: Negates The Sending spell was created by Lorth the Traveller as a more versatile form of the Teleport spell. When the spell is cast, 1 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. _____________________________________________________________________________ Power Link (Necromancy) Eighth-Level Spells Range: 10 yards 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 victem 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 victem. The material components of the spell are a chip of jet, an herbal tea of spearmint and devil's dung, and a wooden disc. The recipient must be an intelligent, living native of the wizard's home plane. _____________________________________________________________________________ Stargate (Alteration) Level: 8 Range: Infinite Components: Duration: 1 hour/level Casting Time: Area of Effect: Saving Throw: This spell creates a gate between the caster's current location and any location which the caster has seen before. The gate can be freely crossed in either direction and will last 1 hour per level of caster. Range is not an issue (hence the name of the spell). ============================================================================== Summon Wraith (Conjuration/Summoning, Necromancy) Level: 8 Range: 10 yards Components: V, S, M Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 10-foot 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 at- tained. These monsters are under the control of the wizard until they are slain or until the spell expires, but 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 is a bit of jet. _____________________________________________________________________________ Teleport Block (Abjuration) Eighth-Level Spells Range: 10 yards/level Components: V, S, M Duration: 1 hour/level Casting Time: 1 turn Area of Effect: 1000 cubic feet/level Saving Throw: See below 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 1000 cubic feet 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 trans-planar travel will also fail, but not in so dramatic a fashion. The material component is a glass globe. ============================================================================== Ninth Level Spells ============================================================================== Ding Shu's Marvelous Chopsticks (Conjuration/Summoning) Level: 9 Range: 120 yards Components: V, S, M Duration: 1 round/level Casting Time: 6 Area of Effect: See below Saving Throw: None This spell functions only in campaigns which use the optional rule concerning hovering at death's door. It brings into ex- istence a pair of huge chopsticks, 30 feet long, which attacks all targets with the caster's THAC0 as if they were AC 10 (dex- terity modifiers do apply, however). Victems weighing more than 2 tons are immobilized by the chopsticks, while lighter victems are actually swept off their feet and may be deposited, within the same round, at any point in the spell's 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 his victems in a gar- gantuan mouth which appears above his head. This mouth can hold one creature of size L, two of size M, or four creatures of size S. Each round it "chews" its contents for 10 points of damage each, un- til they reach a hit point total between 0 and -10. At this point it "swallows" them into the astral plane, and is prepared to receive another victem. 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 uncons- cious but barely alive for thousands of years. Naturally, the material component is a pair of chopsticks. ============================================================================== Ding Shu's Draconian Holocaust (Invocation/Evocation) Level: 9 Range: 60 yards Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: 900 to 5,400 square feet Saving Throw: 1/2 This spell has the same effect as a swooping Celestial Dragon, spewing forth its fiery breath. The spell affects all within a swathe 30 feet wide and from 30 to 180 feet long. All victems within the area of effect receive 130 points of damage, reduced by 10 for every 30 foot segment of length beyond the first. Thus a 180 foot swathe would inflict but 80 points of damage to each character within it. Casting requires the scale of a fire-breathing dragon. ============================================================================== Fenzill's Phantasmal Fingers (Necromancy) Level 9 Range: 40 yards + 5 yards/level Components: V,S,M Duration: 2 rounds/level Casting Time: 9 Area of Effect: 1 target Saving Throw: None This spell is an enhanced version of the 2nd 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. ------------------------------------------------------------------------------ Lazzaro's Murderous Sword 9TH LEVEL Range 50 yds. Cast Time 9 Com VSM AofE : special Duration 1 round / level Save : none This spell is a version of Mordenkainen's 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." In combat the sword hit any AC on a 19 or 20, it has the same Hp 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 (ie 2 att per round THacO whatever). It attacks as if wielded by someone with an 18 00 strength +3 +6. It also has it's 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. The sword acts independently of the caster (obviously)and requires no concentration to maintain. However the caster must remain with 50 yds 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 lost of HP, encase it in something, or sucessfully dispel it. As discussed above the material component is a magical sword, that 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 cumlative 5% change of shattering freeing the poor soul inside. Obviously the gem is not comsumed after the spell ends. (Anyone got a VORPAL sword they want to get rid of? and kill off a few characters in the process?) ------------------------------------------------------------------------------ Lorth's Translocation Level: 9 Duration: Instantaneous Area of Effect: Caster Range: 0 Casting Time: 1 round Components: V, S Save: None Lorth's 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, "Thirty feet due east", "The center of the room in which stands the Sceptre of AshkaMankh", 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 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. ------------------------------------------------------------------------------ Magic Swarm (Alteration) 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 re- quired, 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 si- multaneously (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 1 turn (10 minutes). - after the spell is cast, the caster temporarily loses 1d4 constitution points; if this brings the wizard's constitution score to 0 or below, a system shock roll must be made; if this roll is failed, the wizard dies, otherwise he/she falls into a comma until his/her constitution is restored to a positive value; it takes 1 hour of rest to restore 1 constitution point lost in this manner. - if the _magic swarm_ is not cast in 1 hour/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). 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 Ledger (Alteration) Level: 9 Range: 0 Components: V, S, M Duration: Permanent Casting Time: See below Area of Effect: The caster Saving Throw: None This spell actually enables the wizard to record spells in an unused portion of his brain, just as he would in a spell book. He can record three spell levels per wizard level, and he must re-cast mental ledger every time he wishes to change which spells are recorded. The material component is a diamond worth at least 5,000 gold pieces. Casting time is one hour per spell per level added to or deleted from the ledger. ============================================================================== Nuke (Evocation) Level: 9 Range: 0 Components: Duration: Instantaneous Casting Time: Area of Effect: Saving Throw: None Creates a thermonuclear explosion of 2 kilotons power per level of caster. Range is zero so unless used with one of the Carrier spells is a suicide weapon. ============================================================================== Symmetry (Evocation) Level: 9 Range: 0 Components: Duration: Instantaneous Casting Time: Area of Effect: 10 mile radius Saving Throw: None Composed of 2 level 9 spells which have to be cast simultaneous- ly. Creates within a 10-mile 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, vaporized, melted etc. Note that like Nuke this has a range of zero, so use of Long-Range Carrier is advised.