======================================================================== Second Level Spells ======================================================================== Acid Water (Alteration) Range: 2" Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One gallon per level Saving Throw: None This spell turns water into an acidic substance. If a creature touches this stuff, it takes 2d4 damage. If the acid is drunk, it will take 4d4 damage. The caster can do anything in or to the substance without taking any damage. ------------------------------------------------------------------------ Ahrvar's Instant Offensiveness (Enchantment/Charm) Range: 120 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: One person Saving Throw: Negates This spell effects any single intelligent being it is cast upon. By intelligent being, it is meant any creature with a rudimentary form of spoken language. This includes humans, demi-humans, humanoids, intelligent monsters, etc. The victim receives a saving throw vs. spell to avoid the effect, with the appropriate adjustments due to Wisdom. If the victim fails his save, the victim's speech immediately becomes offensive to all who can understand the language the victim is using. The victim, however, only hears what he thinks he is saying, and may become extremely curious as to why everybody is mad at him. The words of the victim become SO offensive, in fact, they act as a low-power Taunt spell, with those hearing and comprehending the victim's speech making a save vs. magic at +4, or else be consumed with a mindless desire to bash the victim's head in. Each person within hearing of the victim will hear whatever would be considered most offensive by them. The caster is the only one able to hear what is actually spoken by the victim, and is thereby immune to the taunt effect. The components of this spell are the command word, and a subtle pointing motion by the caster, at the target. ------------------------------------------------------------------------ Ahshay's Mystic Mutable Aura (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: One object or person Saving Throw: Special This spell creates a magic aura around an object similar to the one from 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 as well as the strength of the radiation. The higher the level of the caster the more radical alignment he could place on the object or person. Note that this aura does not change the alignment (if present) of a person or object. This spell foils such spells as Detect Good/Evil, a paladins Detect Evil ability and the spell Know Alignment. It does not change the effect of the Protection from Good/Evil spells. Note that the priest version of True Sight or a gem of seeing will see through this spell. If the object or person acts in a different way than is indicated by the aura, other people will get a disbelieve check. A mage with the true sight spell will now get a true reading off a detect evil. The material component of this spell is a sheet of thin silk in an appropriate colour to the alignment being cast. It is consumed completely. ------------------------------------------------------------------------ Alpha's Moonlight (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 10' per level radius circle Saving Throw: None This spell creates an area of soft blue-grey light, apparently coming downwards from above. This light effectively washes out all colour, but clear vision is certainly possible within the area of effect. Vision is also possible out to 10 yards beyond the spell's radius, but such vision is dim and shadowy at best. The moonlight does not interfere in any way with infravision, but the nature of the light is such that creatures adversely affected by bright light suffer only half the normal penalties when within the Moonlight and none when within its shadowy fringes. The Moonlight spell may be centered on the caster, in which case it moves with him. Otherwise, the spell must be cast on an area and is stationary. The material component of this spell is a moonstone that has been exposed to actual moonlight for a full night. ------------------------------------------------------------------------ Alpha's Rainbow Beam (Evocation) Range: 10' + 5' per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell draws upon the power of the Quasi-Elemental Plane of Radiance and brings forth a beam of pure light. The colour of the light making up the beam is normally randomly determined by a roll of a d8. However, the caster has a chance equal to 5% per level of being able to select the colour of the beam (the caster may not select a multi-hued beam. Such occurs only as the result of an aberration in the magic). The colours of the beams are as follows: 1 red (cold) 6 indigo (holy water) 2 orange (heat) 7 violet (force) 3 yellow (acid) 8 multi-hued beam - 4 green (poison) roll twice ignoring 8's 5 blue (electrical) The beam does a base of 2d6, plus an additional point of damage for each level of the caster (e.g. a 7th level caster would inflict 9-19 (2d6+7) points of damage). Any creature resistant to the attack form indicated by the colour of the beam takes NO damage, while a creature vulnerable to the specific attack form (such as heat vs. a yeti) will suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected. Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if that object is transparent. Any creature suffering damage from the spell must make item saving throws if appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 GP. ------------------------------------------------------------------------ Alpha's Spark Shower (Evocation) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 2 Area of Effect: 5' x 20' long x 10' base wedge shape Saving Throw: 1/2 The caster extends his arms and speaks the spell, and a sheet of sizzling purple sparks shoots forth from the caster's hands. These sparks cause 1d4 electrical damage per three levels of the caster, rounded up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal armour (ring, scale, chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armour (splint, banded, plate, etc.) save at -4 and suffer double damage. The material component is a bit of fur, glass, and copper. ------------------------------------------------------------------------ Alpha's Star Gaze (Evocation) Range: 60 yards Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: One creature per 2 levels Saving Throw: Special This spell causes a blazing white sheet of light to issue from the caster's eyes. This sheet will envelop a number of creatures based on the caster's level. Those who fail a save vs. petrification will be blinded for a full turn. Those who do save are merely dazzled (-2 on to hit and AC) for 1 round, having looked away just in time. Dark dependent creatures such as drow and gray dwarves save at a -4 vs. this spell, and the duration of its effects are doubled. ------------------------------------------------------------------------ Alpha's Starblades (Conjuration) Range: 10' + 10' per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 2 Area of Effect: One creature per 3 levels maximum Saving Throw: None This spell creates one magical star-shaped bladed weapon for each three levels of the caster, up to a maximum of seven. The caster may then throw these as weapons, out to the spell's maximum range. They are treated as Slashing weapons with respect to effectiveness vs. armour, and the caster's to hit rolls with them are at +3, in addition to any bonus for high dexterity. Each Starblade that strikes causes 2d4 damage, +2 vs. creatures with powers drawing on the negative material plane or plane of shadow. The material component is a small silver star. ------------------------------------------------------------------------ Ambient Light (Alteration) Range: 6" Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: 2" radius globe Saving Throw: None This spell is in many ways similar to the first level spell Light (q.v.). With an Ambient Light spell, while there is a centre for its sphere of effect, there is no point of light at this centre -- the intensity of the light is consistent throughout the entire globe. The light is even behind objects or walls, in a closed chest, in fact, everywhere in the area of effect. Therefore, absolutely no shadows exist. The spell has a number of interesting effects because of this; for example, if cast in a hallway, the light would extend through a door or wall into an adjacent room (or even into secret tunnels below the hall) up to the full area of effect. Just beyond the 2" radius globe, reflected light from the actual area of affect lights up 5' further. This is much dimmer than the globe, is very shadowy (if there is something to cast one), and fades off into complete darkness (assuming, of course, the area would be dark without this spell). One obvious advantage of the spell is to make hiding in shadows impossible within the area of effect. ------------------------------------------------------------------------ Annoyance (Illusion) Range: 5 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Special This is a more powerful version of the first level spell Minor Annoyance (q.v.), in that it creates the illusion of a bumblebee flying into the victim's ear. The victim only gets one saving throw; if successful, the annoyance lasts for only one round. The spell's effects start at the beginning of the next round, just like Minor Annoyance. The material component of this spell is a dead insect. If an actual dead bumblebee is used, the victim's saving throw is made at -2. ------------------------------------------------------------------------ Azalldam's Fabricated Boat (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell is similar to Azalldam's Fabricated Bridge except it shapes a boat from the conjured shadows instead of a bridge. The caster may create a boat of 50 square feet per level (up to a maximum of 1000 square feet). The boat will support 100 pounds per level of the caster; any additional weight will cause the boat to capsize. The spell will last 1 turn for each level of the caster, or until the caster ends it. Similar to the Fabricated Bridge spell, the boat may not be disbelieved, but may be dispelled. The material component for this spell is a small wooden carving of a boat; this carving is not consumed when the spell is cast. ------------------------------------------------------------------------ Bigby's Groping Fingers (Conjuration) Range: 3" Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell allows the caster to "grope" his target. This spell is usually used by mischievous 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 seems the most appropriate name to use, and for all I care, if TSR wishes to claim this silly spell as their own, so be it). ------------------------------------------------------------------------ Byen's Arrow (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 6 turns per level Casting Time: 1 round per arrow Area of Effect: One arrow per 2 levels Saving Throw: None Several decades past, Byen, the famed assassin/illusionist of the City of Yorkad, created this spell so as to be able to execute certain "assassinations" which would seem completely real but in which the victim would (hopefully) not be killed. Byen's Arrow creates a very powerful illusion that is modelled exactly after an actual arrow. The caster must take a real arrow, of fine quality, and spend one entire round chanting and weaving her or his hands along the edge of the arrow. To complete the casting, the caster must prick her or his finger with a splinter of wood and smear it upon the arrowhead. The arrow is then actually replaced by an illusion, that has full visual, audible, tactile, thermal, and olfactory components. An attempt to disbelieve can be made, but the save is made a -2 DM (or +2 if informed of the illusion); however, in most circumstances, there will be no reason to suspect anything is amiss. The magic user can "enchant" up to 1 arrow for every two levels she or he possesses, each arrow taking one round of preparation. The arrows must be shot in a normal manner (i.e. the magic user must have someone of a class able to make use make use of a bow to shoot them). Such a user will in no way suspect that the arrows are illusionary from just examining them. If these arrows hit a target, the illusion continues so that the target will bleed illusionary blood, an will feel illusionary pain. Unless the victim for some reason attempted to disbelieve and this attempt was successful, the victim will take the full 1-6 damage from the arrow, plus any applicable bonuses for strength, specialisation, a magic bow, etc. Only 25% of this damage is actual, but even after the illusion fades (which happens in 5 rounds + 1 round per level after being hit) the victim will still suffer form shock and a loss in confidence and composure. Hit points lost because of these arrows that were not part of actual damage will be recovered at a rate of 1 HP per round of rest or 1 HP per turn of even mild activity, but not at all for strenuous activity. Creatures brought below zero HP because of this illusionary damage will be unconscious and must make a system shock survival roll of else die of shock, losing 1 HP per round until reaching -10, unless they receive aid. Even creatures that can be hit by only by silver, iron or magical weapons will suffer from all the above effects unless they have some special resistance to illusions (or have reason to be suspicious and disbelieve). Note that Byen's Arrow will work on light and heavy quarrels of high quality as well as on arrows. ------------------------------------------------------------------------ Cause of Death (Divination, Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One corpse Saving Throw: None With this spell the forensic wizard can determine if the corpse has received damage from any of the causes listed in the table below, and which cause actually reduced him to zero hit points. This spell involves dissection of the corpse, and the material components are a magnifying glass and a set of scalpels. These are not expended by the casting. Cause Notes and secondary information ------------------ -------------------------------------------- Exposure exposure to cold, fire, heat, or lightning; 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 example, might show the same indications as one which fell from a great height, and a poisoned corpse usually looks like one which died of disease. The prudent forensic wizard always detects poison just to be sure. ------------------------------------------------------------------------ Cheffield's Major Feast (Alteration) Range: 3" Components: V, S, M Duration: Permanent Casting Time: 5 rounds Area of Effect: 4 people fed per level Saving Throw: None When this spell is cast into a large pot or onto an appropriate number of plates it brings into being enough food to feed four per level of the caster for one meal. The food is nourishing and filling, the drink is cool and refreshing. The food may not taste the best in the world but it certainly fills the cracks. It also makes, when chilled and rewarmed, exceptional leftovers. This spell requires a handful of rice which is cooked over a low boil while the caster mutters "cooks in just 5 minutes." The spell was created by a magic user whose abilities as a chef far surpassed those of his spell casting. He is known far and wide as a chef of great skill. ------------------------------------------------------------------------ Circle of Power (Evocation) Range: Special Components: V, S Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None This powerful spell allows a group of mages to work in conjunction to create a special area of effect (the circle) into which one mage (or possibly two) may enter and have their working level of experience increased. A minimum of four mages is required to initiate the spell, and the spell must be cast by the mages of the circle, not read or used from any device. First, the mages form a circle and begin casting the spell. The spells from each mage must then synchronise into a rhythmic chanting effect. This means that it will take as many rounds as the highest level member of the circle to make the circle synchronise and become operative. From that point on, a mage may enter the circle and have his working level of experience increased by the total combined levels of the circle spellcasters minus one level for each member of the circle. Once entered, the central mage may rest and study as a higher level mage, but may not use new spell levels, just the higher memorisation capabilities, spell range, duration increases, etc. If the total number of levels bestowed reaches 20, another mage may step into the circle and divide the increased level benefits between himself and the first mage with all odd remaining levels becoming useless and therefore ignored. Any members of the circle who are injured immediately fall away from the circle's synchronisation and the central mage(s) lose(s) the benefits of that member's levels one turn later. New mages may join into the circle at any time (taking an equal number of rounds as their experience level to synchronise with the circle), though, and since the effects of being in a circle will not wear off for one full turn other circles may be formed which the mage may enter to retain his current working level (or increase of decrease it according to the levels of the new circle). Members of the circle may chant (from the synchronisation point) for a period of turns equal to the combination of their intelligence and constitution scores divided by two and then added to their current experience level. The circle members (but not the central mages) gain a magic resistance to any attacks against the circle which would silence the spell equal to the total experience levels of the circle members. The source of this spell is the Telnorne Mageocrat. ------------------------------------------------------------------------ Cloud Walk (Alteration) Range: Touch Components: V, S, M Duration: 1d6 turns + 1 turn per level Casting Time: 3 Area of Effect: Creatures touched Saving Throw: None This spell allows the recipient to walk on any form of fog, cloud, or smoke as if it were solid. The recipient may move at normal movement rate, plus the movement rate of the smoke (thus a rising column of smoke from a fire might carry the recipient up at 12 movement rate). The smoke must be reasonably thick, reducing visibility significantly... This spell will not allow walking on fine mist. The material component is a hair from a nightmare. ------------------------------------------------------------------------ Dancing Fire Light (Alteration, Evocation) Range: 6" + 1" per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Special Save: 1/2 This spell - except as noted - is the same as Dancing Light (out of TSR's Player's Handbook). The lights are orange-like in colour and give off heat. If the caster concentrates on the balls, he can have them attack doing 1-3 points of damage per ball (4 balls maximum). All the balls must attack the same target in any given round. Optionally, the caster can form one mass that looks like a fire elemental and can attack once per round and does 3-9 points of damage. The heat can set fire to flammables. The material components needed are a piece of flint and either a bit of phosphorus or withwood. ------------------------------------------------------------------------ Death Armour (Necromancy) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: Caster Saving Throw: None While this spell is in effect, any creature who touches the caster with exposed flesh (to cast a spell, for example) will suffer 1d8 points of damage. The spell will not protect the necromancer from damage, nor does it have any effect on an armed opponent, but it will affect undead, and the death master adds one point to damage inflicted with his bare hands. ------------------------------------------------------------------------ Detect Chaos (Divination) Reversible Range: 6" Components: V, S Duration: 5 rounds per level Casting Time: 2 Area of Effect: 1" wide path Saving Throw: None This spell is similar in all respects to the second level mage spell Detect Evil/Good (q.v.), except that the mage is detecting for Chaos/Law. ------------------------------------------------------------------------ Detect Magic II (Divination) Range: 0 Components: V, S Duration: 3 rounds per level Casting Time: 2 Area of Effect: 6" + 2" per level path, 2" wide Save: None This spell is just like TSR's Detect Magic spell except it is more sensitive, has a longer range (6"+1" per level for the TSR version), and the caster will be able to determine accurately what kind of magic (alteration, divination, conjuration, etc.) is in effect if the magic is within 6" + 1" per level. This spell will not blind, hurt, or ... someone if in an area of extreme magic, the caster will simply know that stronger magic is in effect. ------------------------------------------------------------------------ Detect Phase (Divination) Range: 1/2" per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Caster Saving Throw: None When this spell is cast, the caster can see and perceive any creature that is out of or in a different phase than that of the caster. This means that the caster will see clearly such creatures with special defenses as displacement, blinking, duo-dimension, astral, or etherealness and those who can shift out of phase, such as a phase spider. Furthermore, if the caster has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e. the caster would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words. The material component of this spell requires a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. Some Mages have made spectacles of calcite crystal so they would have there hands free to do other things after casting the spell. ------------------------------------------------------------------------ Detect Spirit (Divination) Reversible Range: 20 yards + 5 yards per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature or object Saving Throw: None Detects the presence of a soul spirit or mentality in any body or object (enchanted swords, etc.), and whether or not the mind controlling the body is its "native". Thus, it will not detect charming or hypnosis but will detect possession. Only the fact of a mind is detected, not its nature. If it is cast on a normally invisible spirit (such as an Invisible Stalker or Unseen Servant), the caster can see the creature as a visible force for one turn per level. The reverse, Obscure Spirit, has a range of touch and conceals a single mind or spirit from detection by this spell for 24 hours. ------------------------------------------------------------------------ Disease (Illusion/Phantasm) Range: 3" Components: V, S Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Similar to spells such as Blindness and Deafness, a Disease spell will cause its target to believe that she or he has contracted a real (natural) disease. Even though the spell affects the mind, the victim believes so strongly in the disease that boils, pains and any other symptoms normally associated with the affliction will be imagined, putting the individuals health under considerable stress. If the target has recently been in a situation where contracting a disease is quite likely (such as living in filthy surroundings, falling into sewage or garbage heaps, attacks from giant rats or oygtugs, etc.), a saving throw is made at a penalty of -4; on the other hand, if a character has recently had a Cure Disease cast upon herself or himself, is immune to normal diseases, or has some other strong reason to believe that she or he could not possibly have contracted a disease, then a saving throw at +4 or higher (probably +8 if normally immune) is allowed. Once the spell takes effect, it is permanent until the inflicted receives a Dispel Illusion. The disease is determined randomly from the table in the DMG, with the full effects described inflicting the target. ------------------------------------------------------------------------ Dispel Silence (Abjuration) Range: 10 yards per level Components: S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 15' radius sphere Saving Throw: None When cast, this spell automatically dispels any magical silence within its area of effect. Furthermore, no silence spell will have effect within the area of effect for the duration of the spell. The casting of this spell requires a small silver bell, chime, or gong, which must be struck twice, at the end of each segment of casting. The device must be worth at least 50 GP, and is consumed in the casting. ------------------------------------------------------------------------ Dreamoore's Explosive Missile (Alteration/Evocation) Range: 0" Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: Special This spell actually has two variations. The first produces a special dart which the magic-user hurls toward its target. The dart has a +3 "to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful hit does 3-6 damage points +1 hit point per caster's hit die. The second version enchants an ordinary arrow or quarrel, making it magical for hitting purposes, and delivering double normal damage +1 hit point per caster's level. Both versions also have a residual blast radius, inflicting 2d4 damage, or 1d4 on a save vs. magic. Any item struck directly by an explosive missile must save vs. crushing blow to avoid damage. The material components are sulfur, diamond dust, and the appropriate missile being enchanted. The first version requires a 10 GP silver dart as it's missile. The explosive missile must be used within three rounds of creation, otherwise it detonates and does damage to those immediately around it. ------------------------------------------------------------------------ Dreamoore's War Disk (Evocation) Range: 6" Components: V, S Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: None The war disk is a small hand hurled missile which the magic-user throws toward its target. It's "to hit" bonus is +3 at less than 2", +2 from 2" - 4", and +1 from 4" - 6". The caster must declare which version he is casting prior to the throw. The first type hits only once for 1d4 base damage + 1 hit point per level of the caster. The second may be thrown once per round for 1d4 + 1 point of damage per successful hit and automatically returns at the end of the round. Its duration is one round per level. ------------------------------------------------------------------------ Duck! (Enchantment/Charm) Range: 1" Components: V, S Duration: Instantaneous Casting Time: 1 (but takes up the entire round - see below) Area of Effect: One creature Save: None By this spell, the caster helps the defence out on himself or another creature. If the caster sees an attack coming, the caster can cause the creature to be suddenly moved out of the way so as to cause the attack to miss. This will only work against body (claws, bit, etc.) or hand held weapons. The creature that has been moved must then take 5 segments readjusting his position before it can attack again. The caster must prepare for this spell, and must declare at the end of the previous round that he is casting this spell. The caster then waits until the monster attacks, and throws the spell. Creatures that have never had this done to them before must make a save vs. petrification or be stunned for 2 rounds. ------------------------------------------------------------------------ Dumbness (Illusion/Phantasm) Range: 3" Components: V, S Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell causes the recipient creature to become completely dumb, believing that she or he is unable to speak by means of voice in any way (cf. Blindness, Deafness). This effect can only be removed by Dispel Illusion, or by the will of the caster, and is permanent until such time. The victim does get a saving throw verses spell to avoid the effect. Note: this spell could be very effective against creatures such as androsphinxes, dragonnes and harpies. ------------------------------------------------------------------------ Dust Warriors (Conjuration/Summoning, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 2" long square Saving Throw: None The material component for this spell is a full set of teeth from a man-sized or larger carnivore which must be cast on an area of earth, rock, raw stone, sand or gravel as the spell is cast. The spell generates 1 skeleton + 1 per 2 levels which rise from the area. They will fight for the caster until they are turned or destroyed, the caster is slain, rendered unconscious or moves out of spell range of the group, or the magic is dispelled. They last only while there is someone to attack (including each other, if necessary) - any round in which there are no targets available the skeletons will fade back into dust. If dragon's teeth are used as the material component, each skeleton will have bonus hit points equal to the age category of the dragon (count 4 HP = 1 HD for turning and attack purposes). Furthermore, they will be immune to the attack type of the dragon's breath weapon. [ed. note: we use second edition, so dragon's teeth aren't too easy to come by] ------------------------------------------------------------------------ Expose Magic (Divination) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: None This spell will inform the caster of all of the details of a single spell cast within one round per level - including the destination of a teleport, the target of a charm spell, the name of a spell without obvious effect, etc. The spell does not invalidate illusion magic - the spell will return an answer consistent with the illusion (i.e. that a Fireball was cast rather than a Spectral Forces) unless the caster has already disbelieved successfully. ------------------------------------------------------------------------ Exterminate II (Abjuration) Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None or special Exterminate negates Call Insect, protects one person against Insect Plague, and gives +6 on saves vs. Summon Insects. Dispel Magic requires a mage of twice the caster's level. Magic resistance applies only to the creature touched. To negate this spell, both victim and insects have to make their saves. ------------------------------------------------------------------------ Fellstar's Flamehand (Evocation) Range: Touch Components: V Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: 1/2 When cast, this spell causes the caster's hands to glow with a soft red light; if the caster scores a hit in combat, his hand will discharge a sheet of flames that will engulf the target. The victim suffers damage equal to 1d10 + 1 per level of the caster (a successful save vs. spell reduces the damage by one half). This spell may be used twice per casting (once for each hand); both charges must be used within 5 rounds plus 1 round per two levels of the caster; after this time, any remaining charges are lost. Two attacks may not be made in the same round unless the wizard is normally capable of doing so; in this case, two separate "to hit" rolls must be made, and each suffers a -2 penalty. The flames from this spell will ignite any combustible material; these flames may be extinguished the following round, if no other action is taken. ------------------------------------------------------------------------ Greysky's Improved Missile (Evocation) Range: 2" per level Components: V, S Duration: Special Casting Time: 2 Area of Effect: One or more creatures Saving Throw: None This spell is exactly the same as the first level magic user spell magic missile except for two changes: (1) the area of effect - everyone in spell range could possibly be hit with 1 or more missiles - and (2) the number of missiles that can be fired by the caster - for every 3 levels of experience, the caster can fire two magic missiles (i.e. level 1-3: 2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.). ------------------------------------------------------------------------ Guilda's Sneakabout Light (Alteration) Range: 5' Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 2 Area of Effect: 5' radius sphere Saving Throw: None Creates a dim, floating light of variable intensity that follows the caster. At its brightest, it is enough to read with good eyesight, and it can be extinguished and restored at will during the duration. No light produced by the spell escapes the 5' radius, preventing the caster from being given away by his light--so this spell is ideal for thieves. Note that background light penetrates the area of effect freely, so the caster is in no way concealed by this spell. ------------------------------------------------------------------------ Hand of Ithiqua (Illusion/Phantasm) Range: 3" Components: V, S Duration: 3 rounds per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates A target of the Hand of Ithiqua, failing to save vs. magic will be pinned to the ground by an invisible force. The force is illusionary, but will seem completely real to the victim, so that she or he will be unable to move. The victim will be pinned to the ground at a location of the magic user's choice, and despite any struggling will have a movement of 0 regardless of strength. The subject will be very prone, +4 to be hit (with no AC adjustment for dexterity) and -4 to attack. ------------------------------------------------------------------------ Heat Feet (Alteration) Range: 20 yards Components: V, S, M Duration: 1 round per level Casting time: 3 Area of Effect: One creature per level Saving Throw: Special This spell causes the affected creatures' footgear to become very hot, blistering the victim's feet. Because of this, the target fights with a -2 to hit, a +2 penalty to it's armour class, loses any dexterity bonuses, and moves at 5/6 of it's normal speed. The reduction in movement rate lasts until the blisters have healed. Creatures that are immune to fire don't suffer any of these effects. Flammable footgear must save vs. normal fire or be ruined; footgear that saves is merely a bit charred. Alternatively, this spell can be used to counter the effects of natural cold. In this mode, the spell will keep the affected creatures' feet comfortably warm for 1 turn per level of the caster, even in snow or ice. The material components for this spell are 2 leaves of stinging nettle and, of course, footgear. ------------------------------------------------------------------------ Imitation (Illusion/Phantasm) Range: 0 Components: V, S Duration: 2 turns + 1 turn per level Casting Time: 2 Area of Effect: Caster Saving Throw: Special This spell is similar in nature to Change Self (q.v.), but allows the magic user to assume the form of a specific creature. There is, however, a chance that the form will not be accurately imitated, with some inconsistency or fault being noticed by the observer(s). The chance of an observer detecting this ruse is as follows: Observers Familiarity Base Chance of Modifier for With Assumed Form Detection Caster's Familiarity --------------------- -------------- -------------------- Very well known 25 % - 5 % Seen often 15 % + 0 % Seen occasionally 10 % +10 % Seen once 5 % +20 % Never seen 0 % * Not applicable * This is also the chance of a creature recognising a non-specific form as a false one. Additional Modifiers: + 5% per level of the viewer - 5% per level of the magic user +20% if listener attempts to determine authenticity +10% if only seen occasionally + 5% if seen once or never seen - 1% per one foot of distance The chance of detection should be rolled upon initial contact, once for every three turns of exposure or one turn of direct conversation, and once for an attempt to determine authenticity. The spell may not be immediately recognised as an illusion, even if a fault is detected, for it could be seen as a disguise or a physical change (as with a doppleganger). Note that strong physical contact could reveal the spell, as the illusion is only visual. Also, unless a Voice spell is also used, observers could become very suspicious. The size of the alteration can be 50% of actual. Note that the change is entirely illusionary (unlike Alter Self) -- no actual physical properties are gained whatsoever and special abilities (gaze attacks, horror effects, etc.) cannot be reproduced so as to have these special effects. ------------------------------------------------------------------------ Improved Detect Magic (Divination) Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 2 Area of Effect: 10' wide path, 300 yards long Saving Throw: None This spell acts like Detect Magic except it works out to hundreds of yards range. ------------------------------------------------------------------------ Improved Identify (Divination) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: Special Area of Effect: One item per level Saving Throw: None This spell is the same as Identify except that the caster gets a 20% per level chance of identifying the item and gets a +2 on any saves versus a cursed item. ------------------------------------------------------------------------ Inaudibility (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 hour per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell completely masks all sounds made by the recipient. These include sounds such as breathing, talking, as well as sounds made when the recipient strikes another object, in fact, any object held by the recipient will also likewise be silenced. Object thrown, dropped, or knocked over by the recipient will not be silenced by the spell, as they are not in contact with the inaudible creature. An unwilling creature is allowed to make a saving throw against this spell, and it is a great way to silence spell casters (unless they have the spell vocalise). The material component for this spell is a piece of cotton. ------------------------------------------------------------------------ Last Experience (Divination, Necromancy) 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. ------------------------------------------------------------------------ Lightservant (Alteration, Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 2 Area of Effect: 3" radius around caster Saving Throw: None This spell is a variation of the first-level magic-user spell Unseen Servant. The servant created by this spell is visible as a vaguely manlike form of glowing light, and is slightly stronger, being able to lift 3000 GP weight and taking 8 hit points of magical damage to destroy. The light provided by the servant is enough to allow normal vision in a 1" radius around the servant. Except as noted above, and that the material components of this spell are a live firefly and a piece of thread, this spell behaves as Unseen Servant. ------------------------------------------------------------------------ Magic Mike's Projection (Conjuration) Range: 0 Components: V, M Duration: 1/2 hour per level maximum Casting time: 2 Area of Effect: One 100 feet high, 100-foot radius cylinder Saving Throw: None For this spell to take effect, the mage makes a cone out of a sheet of parchment and places inside it one copper coin for each 5 minutes of spell effect. The magic words are chanted and the parchment cone crumpled and released. When the parchment cone is crumpled, it is replaced by a 4 inch diameter, black, sphere which remains at its location of creation for the duration of the spell. The black sphere is the center of a cylinder 10 feet high with a 10-foot radius. Any sound within the cylinder is projected into a surrounding cylinder which is 100 feet high and has a 100-foot radius. The black sphere is also the center of this cylinder. Anyone within the 100 foot cylinder hears sounds as if they were in a corresponding location within the 10 foot cylinder. This spell was created my Michael Verilait, a mage who was usually frustrated at not being able to hear what was happening on stage. ------------------------------------------------------------------------ Malta's Pattern Creation (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: None 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 colours, but it must include a circle which forms the outer edge. The Pattern can be any inch radius, but the cost of making the Pattern is dependent on the materials used - so bigger Patterns cost more. The Pattern can be woven into cloth, painted onto cloth or a hard surface, or inlaid into a hard surface. The Pattern must be at least one 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 saving throw 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 (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 hour Area of Effect: One Pattern Saving Throw: None With this spell, the caster can imprint the size and image of an undamaged Pattern. This imprinted image can later be used by the caster to create a matching Pattern of his own. The imprinted image can be recalled by the caster for up to one month per 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 up to one imprinted image/size per level at a time. ------------------------------------------------------------------------ Mangar's Bloodfire (Evocation, Necromancy) Range: 40 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 2 Area of Effect: One creature Saving Throw: 1/2 (check each round) This spell engulfs a creature with blue fire that burns for 1d4 HP per 3 caster levels (or fraction thereof) on round 1, then loses 1d4 per round until it goes out. The flames do not ignite flammable objects, they just hurt creatures. ------------------------------------------------------------------------ Memorise Song (Enchantment/Charm) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell enables the caster to memorise the next song he hears. From then on, the caster can sing and play the song exactly as he heard it, without worrying about forgetting verses or notes later on in life. This is especially useful for traveling minstrels, who must remember someone else's songs for a long time in order to sing them (in other words, "spread the news") in far away lands. ------------------------------------------------------------------------ Mimicry (Illusion/Phantasm) Range: Touch Components: V, S Duration: 3 rounds per level Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell is similar to the first level magic user spell Minor Mimicry (q.v.). However, the spell continues even after a form is dispelled by movement, and once the spell recipient again becomes stationary, she or he can be concealed by a new form (again chosen by the magic user). Therefore, the only ways the spell would end are an end to concentration by the magic user or the spell recipient passing beyond 1" range per level. If the casters' concentration is ended, any illusionary form will last 5 rounds + 1 round per level. ------------------------------------------------------------------------ Noise Filter (Illusion) Range: 10 yards per level Components: S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 5-foot per level radius Saving Throw: Special All creatures within the area effect at the time of casting will have their hearing muted - they will not hear anything unless they have some other confirmation of its existence. Thus, you can only hear people speak if you can see their face or know precisely what they will say; background noise will continue if you know it should be there but sudden noises from the next room will not be heard, etc. Once a creature notices or becomes suspicious of the effect (by turning around and seeing a large pile of broken crockery they did not hear break, for example), it will automatically be dispelled with respect to that creature. The material component is a pair of blinders. ------------------------------------------------------------------------ Paldeggeron's Accurate Arrow (Enchantment) Range: Special Components: V, S Duration: 1d6 turns + 1 turn per level Casting Time: 1 Area of Effect: Special Saving Throw: None When cast, Paldeggeron's Accurate Arrow minorly enchants one missile weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit any target normally within the weapon's range. Effective with "called shots", and situations of that nature. The missile's enchantment does normal damage as it were an unaided hit of the same nature. The enchantment instantly wears off upon the arrival at the missile's destination. ------------------------------------------------------------------------ Petition (Conjuration/Summoning) Range: Special Components: V Duration: Instantaneous Casting Time: 1 round Area of Effect: One creature Saving Throw: Special This spell is used to alert an extra-planar being that the caster wishes to contact it. The spell does not allow further communication (though the extra-planar being may then contact the caster through other magic). ------------------------------------------------------------------------ Plane Source (Divination) Reversible Range: 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature or item Saving Throw: Negates Reveals the Plane of origin of any one creature, object or magical phenomenon in spell range, or the Plane reachable by the closest gate or dimensional nexus point. Hostile or unwilling creatures save vs. spells to avoid their origins being divined. The reverse obscures detection by this spell for 24 hours. ------------------------------------------------------------------------ Pobithakor's Pacifier (Alteration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 second Area of Effect: Caster Saving Throw: None This spell is used when the caster is the subject of the Pobithakor's placer spell. What this spell does is disrupts the energies and allows the caster a saving throw vs. spells to avoid the effect. There is enough time when the caster is being pulled through to cast this spell. The verbal component varies, but usually sounds something like "not tonight, I have a headache" or "not on the first date". ------------------------------------------------------------------------ Protection from Enchantment (Abjuration) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None The recipient of this spell is partially immune to magical forms of sleep, charm, and fear. He automatically receives a saving throw even if one is not ordinarily permitted, and if one is permitted, he saves at +4. Note that this spell will not free the recipient from any enchantment already in force, nor will it protect him from natural drowsiness or feminine guile. Also note that protection extends only to actual charm spells, such as charm person or charm monster, not to enchantment/charm spells as a class. The material component is a lapis lazuli or more potent stone. ------------------------------------------------------------------------ Resist Cold (Alteration) Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Except as noted above, this spell is identical to the first level clerical spell Resist Cold (q.v.). ------------------------------------------------------------------------ Resist Paralysis (Abjuration) Range: Touch Components: V, S, M Duration: 1 round per 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) Range: Touch Components: V, S, M Duration: 1 round per 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 eighth level wizard, for example, could determine the last two owners who carried the object for at least 3 hours each. The information gained is sufficient that the wizard will recognise 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. ------------------------------------------------------------------------ Sarius' Golden Squares of Protection (Evocation) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 2 Area of Effect: One floating 2' long square plate per level Saving Throw: None This spell creates golden, shimmering square plates of force which move around the caster in a constant motion, attempting to deflect missile, hand, or weapon attacks directed at the caster. The AC of the mage is not altered by the spell, but any successful physical attack (less boulders, ballista, or attacks similar to a dragon's belly flop maneuver) will be deflected if the mage successfully saves versus breath weapons. Non-missile attacks by creatures with an effective strength of 19 or greater require a saving throw versus spells to deflect. Each plate is able to sustain 4 hit points of damage before disrupting, so if a deflected attack does not cause enough damage to disrupt a square (chosen randomly) the square will remain active. For every 5 squares active, the effects of breath weapons directed at the caster will be reduced by 1 hit point per damage die, with 1 hit point damage per die being the maximum reduction allowable. Though, unless the breath weapon causes less damage than the current hit points of a square it will assuredly disrupt the entire field of squares in the process. While the squares orbit the mage he is at a -1 to hit penalty for every square active whenever a to hit roll is needed, including spells. The mage may create fewer squares than the maximum possible. The material component(s) of this spell is a single gold piece for every square created. All pieces are thrown into the air where they disappear and are replaced by the floating squares. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Secret Torch (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 6 turns Casting Time: 1 round per torch Area of effect: One torch per 2 levels Saving Throw: None This spell lights one or more ordinary torches. The flames will, however, be cold and dark, shedding no ordinary light. The wielder of the torch will however be able to see by the torch, as if it was an ordinary torch, as long as he has it in his hand. Only one person can benefit from the torch at a given time: if two or more persons touch it, no-one will benefit. The wielder must hold it in his bare hand if he wants to see by it, and the flames will seem warm to him. The torch can be put aside or handed over, as an ordinary torch would be, but can not set fire to anything. It can be extinguished by any normal means, e.g. water or very strong winds. The torch will slowly smoulder and burn out, as an ordinary torch would. The material components are the torch(es) to be lit, and a small portion of oil with rare herbs, which the torches are rubbed with (3 GP's worth per torch). In addition, the spellcaster must have access to a source of fire. ------------------------------------------------------------------------ Shield II (Abjuration) Range: 1" Components: V, S Duration: 5 rounds per level Casting Time: 2 Area of Effect: Caster Save: None This spell creates an invisible barrier in a hemisphere around the caster. This barrier provides the equivalent protection of: AC. 0 vs. hand thrown objects (daggers, dart, throwing axes, etc.); AC. 1 vs. device propelled (arrows, bolts, etc.); AC. 2 vs. everything else. Against magic the caster gains +1 to saves vs. things that are physically damaging, negates magic missiles, and decreases spell damage by 1 point per level. ------------------------------------------------------------------------ Shocksphere (Evocation) Range: 6" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: 2" diameter sphere Saving Throw: 1/2 This spell creates a small ball of crackly blue light which expands outwards when it contacts a solid object, hits its target, reaches its maximum range or it reaches the point where the caster wishes it to expand. When it does expand, a large amount of electrical energy is given off, small lightning bolts arc from object to object inside the sphere and blue light is given off in a 6" diameter sphere. All creatures within the area of effect must make a save vs. spells or take 1-3 points of damage per level of the caster (a successful save means damage is halved). If a particular creature was targeted for the spell then they take 1-4 damage per level of the caster and their saving throw is made at a -2. If the area in which the Shocksphere expands is not circular then the sphere will expand an conform to the volume it can occupy. The Shocksphere covers a volume of 4200 cubic feet. If a creature fails its saving throw vs. spell then all of his items must make a saving throw vs. lightning or be destroyed. Otherwise this spell is similar to a Fireball spell in many respects. The material components for the spell is a small chunk of dried flesh from an electric eel or any other creature that uses electricity for an attack. ------------------------------------------------------------------------ Sillvatar's Silver Lining (Enchantment/Charm) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One melee weapon, 2 arrows or 2 bolts Saving Throw: None This spell is used to temporarily enchant a weapon to give it the properties of a silver weapon. In order for this spell to work, the caster must have 1 silver piece per pound of the weapon to be enchanted. When the spell is cast, the weapon is held in one hand, and the silver pieces in the other; the two are then touched together, and the blade "absorbs" the silver pieces. For the duration of the spell, or until it is dispelled, the weapon will have all the properties of a silver weapon (i.e. it may be used to hit creatures who are normally harmed only by silver weapons). If one looks closely at the weapon, a silver glint will be seen upon its edge. This spell will only enchant slashing or piercing weapons; blunt weapons are not affected by this spell. One melee weapon, or up to two arrows or bolts may be enchanted per casting of this spell. The only components for this spell are the weapon and the silver pieces; the silver pieces are lost, but the weapon is unharmed. ------------------------------------------------------------------------ Sonic Barrier (Abjuration) Range: 0 Components: S, M Duration: 1 turn per 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. However, sound cannot pass into the barrier either, making the party deaf for the duration. The material component is a glass globe. ------------------------------------------------------------------------ Sonoric's Lodestone (Divination) Range: Special Components: V, S, M Duration: 1d4 rounds + 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: None Using this spell, the caster is able to determine the general direction of a creature within the one mile, per every three levels of the caster (i.e. two mile range at fourth level, three at seventh, etc.). This direction sense last for the duration of the spell, regardless of the movement of the caster, or the creature. If the distance between the caster and the target should exceed the maximum range (target teleports, etc.), the spell is broken. If the caster comes within three feet of the object of the spell, he gets a sharp headache. If the caster actually touches the object of the spell, the spell is broken. The material component of this spell is some item which was in contact with the creature, up to the caster's level in turns previously. ------------------------------------------------------------------------ Spider Climb II (Alteration) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: One creature Save: None By this spell, the creature can walk on any surface and not slip. The creature can walk on walls, ceilings, ice, etc. and not slip or slide (feet are like suction cups to the surface). The creature can also have one jump like the spell jump from TSR's books (this is only one jump, not three like the first level spell gives). The jump does not include a safe landing, but by using this spell, the creature can jump up on a wall and start climbing, or climb up some wall and jump to a different wall. The material components needed are: a piece of gum (tree sap, or some type of sticky substance) and a small jumping spider (a grass hopper leg and a piece of spider webbing can be used as a substitute). ------------------------------------------------------------------------ Summon Undead (Necromancy) Range: 30 yards Components: V, S Duration: 1 turn + 1 turn per level Casting Time: 2 Area of Effect: Special Saving Throw: None The spell causes 3 HD of undead per 2 levels of the caster to appear within range. They will obey his commands until slain, dispelled, or the spell ends. The wizard may mix and match types as long as he does not exceed his HD allotment. The necromancer cannot summon a creature of more HD than his level. Treat a +3 or better bonus to HD as the next die up, so a wight is worth 5 HD and a wraith is 6, a mummy 7, spectre 8, and a vampire (the toughest undead that can be summoned) is worth 9. ------------------------------------------------------------------------ Transcribe Song (Alteration, Evocation) Range: 0 Components: S, M Duration: 1 round Casting Time: 2 Area of Effect: One piece of paper Saving Throw: None This spell converts sound waves from a song currently being played within hearing range of the bard to musical notation onto a piece of paper the bard has in his possession. It will transcribe up to one round's worth of music into the musical notation most familiar to the bard. This spell is useful for keeping records of new songs, or for keeping track of songs the bard is worried about forgetting. It does not work well for conversations, since it does not transcribe the words of songs, only the noted of the song itself. The material components for this spell are a piece of paper or parchment, two ounces of good ink, and a grain of diamond dust. ------------------------------------------------------------------------ Trosli's Spontaneous Defenestration (Illusion/Phantasm) Range: 2" Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell creates an illusion of a window in a wall near the subject. The subject must save vs. spells or be seized by an irresistible compulsion to leap through the supposed window, bonking his head on the wall and taking 1-4 points of damage per level of the caster and being stunned for one round. Non-intelligent creatures are immune to this spell, and creatures immune to blunt weapons, or unable to perform leaping actions, take no damage. The material component is a small pane of glass, which is consumed in casting. This spell was researched by the gnomish illusionist/thief Trosli Kenderkin, a notorious trickster who once took out five gnolls (at first level) with a bag of marbles and a dagger. ------------------------------------------------------------------------ Veschiul's Shadowbolt (Evocation) Range: 12" Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None The spell Shadowbolt allows the mage to mold a bolt of shadow from the Plane of Shadow, and fire it up to 120' 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 impact: at ranges under 40', the damage is 1d4 per level, 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 fifth level mage at 50' does 2d4 damage, but a sixth 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 (pounds) DEX adjustment Distance ------------- -------------- -------- 1 - 30 -8 25' 31 - 60 -6 20' 61 - 90 -4 15' 91 - 120 -3 10' 121 - 150 -2 5' 151 - 180 -1 - 181 - 210 0 - 211 - 240 +1 - 241 - 270 +2 - 271 - 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. ------------------------------------------------------------------------ Veschiul's Shadowcurse (Alteration) Range: 3" Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: Negates The Shadowcurse can affect any creature of the world of light. The area of effect is one creature for every two levels of the mage above first; i.e. a third level mage can affect one creature, a fifth can affect two, and so on. The effect of the Shadowcurse is to afflict the victims with some of the vulnerabilities of a shade. The effects depend on the light conditions, as shown on the following table: Light Abilities Move Maximum 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 MM II for exact descriptions of these light conditions. The material component is a piece of pitch. ------------------------------------------------------------------------ Wings (Alteration) Range: Touch Components: V, S, M Duration: 3 rounds + 2 rounds per level Casting Time: 3 rounds to cast, 3 more for wings to grow Area Of Effect: One creature Saving Throw: None By this spell, the caster creates "wings" to appear out of the effected creature's back. The wings are magically attached to the back area, but are not attached in the sense that the person can be wearing clothing or armour. They are not part of the creature. The wings need a +1 magical weapon to hit, have AC 7 and have 2-12 hitpoints before being destroyed. The spell has no effect on creatures that already have wings. If there is no room for the wings to grow, e.g. because of clothing, the spell is lost. The wings can support a total of 200 pounds + 20 pounds per level. They give an aerial maneuver rating of C, and fly at a rate of 12". The material component of this spell is a bird's feather. The wings appear to be the same colour as that of the bird feather used in the spell. ------------------------------------------------------------------------ Wound Closure (Necromancy) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: Creature touched Saving Throw: None This spell closes the wounds of the recipient to prevent bleeding and infection, incidentally curing 1-4 hit points of damage. All of the victim'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 1d6 instead of 1d8. I believe the above spell description shows my opposition to that approach (see also DMGv2 p. 43), unless you intend to do away with clerics as a PC class. From a game mechanics standpoint, such an approach would destroy the balance between priest and mage, but there is a campaign background reason as well: Pseudo-medieval medical knowledge would be atrocious. Clerical healing is a gift from God or the gods, relatively omniscient and omnipotent fellows, but magical curing would depend upon the 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 any microbes are discovered. ------------------------------------------------------------------------ Zombie (Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One corpse Saving Throw: None This spell is identical to Skeleton in most respects. Instead of creating a skeleton, it creates a zombie. The caster may control a number of zombies made by this spell equal to half his level, round down. The material component is a salve that costs 100 GP and 48 hours of uninterrupted time. ------------------------------------------------------------------------