======================================================================== Third Level Spells ======================================================================== Alpha's Comet (Conjuration, Evocation) Range: 10' + 5' per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: None This spell creates a flaming missile with a trail of superheated noxious gasses. The comet unerringly strikes one target, the impact causing 3d6 damage and the flames an additional 3d6. Furthermore, any creature within 5' of the comet's path will suffer 2d4 fire damage. All those within 5' of the point of impact will suffer 3d4. Anyone who suffers damage from this spell is also considered to have been engulfed in the noxious fumes, and will be at -2 on all rolls (10% spell failure chance) for 1-6 rounds due to coughing, choking, and blurred vision. The material component is a ball of pitch mixed with sulfur and phosphorus. ------------------------------------------------------------------------ Alpha's Darklight (Alteration) Range: 10 yards per level Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: 15' radius globe Saving Throw: None This spell is exactly the same as the second level magic-user spell darkness 15' radius (q.v.), except in that the caster can see normally through the darkness so created as if in normal lighting conditions. Alternatively, the caster can bestow the visual benefits to another character by crushing the material component and sprinkling the dust into the eyes of the recipient. The material component is a piece of coal or charcoal, which must be crushed and applied as above. Note that the spell only allows normal vision through the darkness caused by the particular casting, and lends no benefit towards other darkness, either normal or magical. ------------------------------------------------------------------------ Alpha's Flames of the Faltine (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None This spell sheathes the caster in hot yellow flames and blurs the caster's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red colour. The flames will appear to be present even coming out of the caster's eyes and mouth. These flames give the caster no special protection, but they do shed bright light in a 30' radius. Furthermore, any creature striking the caster with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell (q.v.) - 2d6 damage + 1 point per level of the caster. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. The caster may attempt a melee attack to burn others with this fire, a successful blow causing 1d6 damage + 1 point per two levels of the caster. Creatures passing within a 5' radius of the caster suffer 1d4 heat damage. By standing still and concentrating, the caster may extend this heat radiation, inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this falls back to the usual level if the caster stops concentrating or resumes moving. The caster can attempt to destroy inanimate objects by touching them, requiring a save vs. normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the caster's person at the time of the casting of this spell are unaffected by the flame. The caster may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the caster's head during the casting of the spell, and an open flame of any size. ------------------------------------------------------------------------ Alpha's Heat Lightning (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 This spell calls down a bolt of reddish-purple lightning which strikes a single creature within range. The bolt inflicts 1d6 of damage per level of the caster. Cold or water-based creatures suffer an additional 1 point of damage per die, while creatures resistant to heat OR electricity suffer 1/2 normal damage (1/4 with a successful save). All non-magical metal worn by the target must save vs. lightning (at +2 if the save was made, but at -2 if the save was failed) or be fused to any nearby metal (sword fused to gauntlet, pieces of armour fused together, preventing movement). The material component of this spell is a short glass rod, a bit of fur, and a bit of iron or lodestone. ------------------------------------------------------------------------ Alpha's Ice Bolt (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: Special With this spell, the magic-user opens a small hole in the spatial fabric into the supernatural cold of the para-elemental plane of ice. It brings forth a shaft of solid para-elemental ice 6 inches thick and 10 feet long (the hole is opened for only a very brief time). This missile hits with great force, causing 3-30 points of damage from the impact alone. If the target saves vs. petrification, only a glancing blow is dealt, and the victim suffers only 1-10 points of damage. An additional save (also vs. petrification, and at +4 if only a glancing blow was suffered) must be made, or the victim will be stunned for 1-6 rounds from the force of the blow. The ice absorbs heat from the nearby air, and this causes 1-6 points of cold damage (no saving throw) to all within 5 feet of the bolt's path, and within a 10' radius of the target creature. The bolt shatters upon striking its target, and the victim will suffer an additional 4-24 points of cold damage (2-12 if only a glancing blow was suffered). Fire-using creatures take double damage from the cold caused by the bolt, while those resistant to cold take none. Both types of creatures suffer full damage from the bolt itself. Water-based creatures in liquid form will suffer only 1-10 points of damage from the blow, and cannot be stunned, but they will automatically be slowed for 2-8 melee rounds. If the target creature is struck fully (i.e. fails the initial saving throw), then exposed items on that side of the caster must make a save vs. crushing blow, and all items carried by the caster must save vs. magical frost (note also that items on the side struck by the bolt must save at -10, due to the cold and the blow). The material component of this spell is a clear gem worth not less than 100 GP. ------------------------------------------------------------------------ Alpha's Images of Ikonn (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: 15' radius sphere Saving Throw: None This spell is similar to the 2nd level Mirror Image spell (q.v.). The caster gains 1 mirror image for each level of experience, rather than rolling randomly. These images can appear anywhere within 15' of the caster, and a blurring distortion effect occurs in the casting of this spell and at the end of each melee round which prevents isolation of the true wizard in the new melee round, even if the wizard was successfully attacked in the previous round. Area effect attacks (Fireball, etc.) can still affect the caster even if his location is not known. As a final benefit, if one of the images is struck by an opponent, the caster may make an unmodified save vs. breath weapon. If successful, the image will not be dispelled by the blow. The material component of this spell is a small carving or doll of the caster and a broken mirror. ------------------------------------------------------------------------ Alpha's Lightwall (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 10' per level long square Saving Throw: Special This spell causes a wall of dazzling yellow-white light to come into being at any point within the range of the caster. Vision through the wall by any means is quite impossible, though it is negated by a darkness (q.v.) spell cast at it. When the wall first comes into being, all those within 10 feet of it who are not averting their eyes (thus a mage could warn his companions that he was about to cast this spell) must make a save vs. petrification to avert their gaze from the wall in time to avoid being dazzled by its brightness. This dazzling results in a -2 penalty to hit, a 20% spell failure chance for spell casters, and a -1 penalty on initiative dice rolls. These effects persist for as many rounds as the difference between the victim's die roll and the roll needed for him to save. These effects can persist even after the duration of the spell has elapsed. Naturally, blind or sightless creatures are unaffected by this spell, but subterranean or dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3 on their saving throw. Further, they are not protected by their normal magic resistance, as the spell is not cast directly at them. They are as vulnerable to its existence as any other creature would be. The light given off is equivalent to a continual light (q.v.) spell within 20', and equivalent to a light spell (i.e. normal torchlight) in an additional 80' radius. The Lightwall, if cast out of doors, can be seen up to a mile away per level of the caster (reflecting the additional size of a larger caster's Lightwall). The wall can, of course, be created smaller than the maximum size for the caster's level. The wall itself causes no damage to creatures passing through it. However, a character fighting someone with a Lightwall directly behind him suffers a -1 on his chances to hit (note that this is cumulative with the dazzling effects described above). Similarly to the first level wall of darkness (q.v.) spell, sound is blocked by the Lightwall, assuming that it does not allow sound waves to travel around the sides of it (as when cast outdoors, for example). It does not absorb sound or prevent spellcasting, it merely does not allow sound to pass through it (even if such sound is from a Horn of Blasting or a Shout spell). The material component is a clear gemstone or a sunstone worth not less than 100 GP. ------------------------------------------------------------------------ Alpha's Lucent Lance (Alteration) Range: 10 yards Components: V, S, M Duration: 1 round Casting Time: 1 round Area of Effect: Special Saving Throw: None There must be some ambient light available in order for this spell to work. The effectiveness of this spell is determined by the amount of ambient light available. The caster must concentrate for a full round to focus the light into the Lucent Lance, after which its energy may be released. The power of the Lance is such that it can carve through wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or hard metal up to .25 inch thick, this thickness multiplied by the appropriate modifier on the table below. Items carried by a living creature are partially protected by that creature's aura, and gain a save vs. magical fire (modified as below) to avoid being damaged by the Lance. Living creatures suffer a base of 1d6 damage, modified as below, with a maximum upper limit of not more than 1d6 per level of the caster. The Lucent Lance coalesces as a ball of light around the caster's hand holding the material component, and shoots forth until maximum range is reached or until a sufficient thickness of material blocks its progress. The Lucent Lance may be traversed over an arc up to 1' per level of the caster at its maximum range. The caster's hand glows brightly while the spell is being cast and while it is active. Damage Save Type of light Modifier Modifier ------------------------------------------ -------- -------- Candlelight x.5 +3 Single torch or lantern x 1 +1 Multiple torches, Light spell, starlight, magical dagger x 2 +0 Large bonfire, bright moonlight, Continual Light spell, magical sword x 4 -1 Multiple magical light sources, indirect or filtered sunlight x 6 -2 Direct sunlight, Sunray spell x 12 -4 If the light source used is a fire of some sort, that fire has a 50% chance of going out. A permanent light effect (e.g. magical sword or dagger) will lose its power to shed light for 1d10 rounds. A spell used as the light source will be automatically dispelled if it's a 1st-3rd level spell, and will have its duration cut by 25% if a higher level spell. The material component is a small, oblong corundum rod worth at least 100 GP. ------------------------------------------------------------------------ Alpha's Night of the Leonids (Conjuration/Summoning) Range: 30 yards + 10 yards per level Components: V, S, M Duration: 1 round Casting Time: 3 Area of Effect: Special Saving Throw: None This spell can only be cast outdoors at night. It calls down a number of flaming meteorites to strike unerringly any targets within range. The caster can call down 1d4 meteorites, plus another for every five levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each meteorite strikes a single target, though more than one may strike any given target. Each of these "Leonids" comes blazing down from the heavens, striking for d6+1 impact damage and an additional d6+1 fire damage. The material component for this spell is a bit of meteoric iron. ------------------------------------------------------------------------ Alpha's Rolling Thunder (Evocation) Range: 0 Components: S Duration: Special Casting Time: 1 Area of Effect: 5' per level radius circle Saving Throw: Special The caster need but throw his arms heavenward and a great rolling thunderclap will sound directly overhead. All creatures within 10' of the caster must save vs. petrification or be knocked prone, suffering 1d4 + 1 damage, and are automatically stunned for 1 round and deafened for 1d4 + 1 rounds. Those within one-half the radius of the spell (e.g. within 25' of a 10th level caster) but not within 10' must save vs. spells or be stunned for 1 round, and are automatically deafened for 1d4 + 1 rounds. All others in the area of effect must save vs. spells or be deafened for 1d4 + 1 rounds. ------------------------------------------------------------------------ Alpha's Silverlight (Evocation) Range: 60 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: 30' radius sphere Saving Throw: Special This spell is similar to the 2nd level Continual Light spell in that it creates a very bright light (almost as bright as full daylight). However, any creature within the area of light which is vulnerable to silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6 damage every round that it remains in the area of effect, and will be at -2 to on to hit rolls and +2 to be hit due to the intense discomfort felt by such creatures while within the Silverlight. Alternatively, the caster may throw the spell directly at a single target. Such a creature must save vs. spells or be blinded for the duration of the spell. If the save is made, the spell forms as per usual about one foot behind the intended target, and its duration is halved. A creature vulnerable to silver who is thus targeted need not save vs. blinding, but will instead suffer d6+1 (2-7) points of damage per level of the caster, up to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A successful saving throw vs. spells at -2 will halve the damage and reduce the duration of the stun to a single round. If thrown thus at a creature vulnerable to silver, the spell will not form normally, regardless of the saving throw, as its magic is used up in the attack on the creature. The material component is a bit of pure silver. ------------------------------------------------------------------------ Alpha's Starfire (Evocation) Range: 30 yards Components: V, S, M Duration: 1 round Casting Time: 1 Area of Effect: 5' diameter column, 30' high Saving Throw: Special This spell creates a column of brilliant, blazing silvery-white flames. All within 10' of the column not looking away must save vs. petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (e.g drow, duergar) save at -3 vs. this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 damage per level of the caster, up to a maximum of 10d6. A save vs. spells will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. The material component for this spell is a bit of silver and a shard of crystal. ------------------------------------------------------------------------ Astral Wall (Abjuration, Conjuration) Range: 1 yard per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 100 square feet per level, 5-foot radius at first level Saving Throw: None This creates a wall (which can have any shape the caster desires, including a sphere) which prevents physical effects which would pass through normal walls, such as Teleport, Astral Projection, Monkish "phase" ability, etc. Any such attempt by a character will fail, leaving the character on the other side of the wall. It is, however, possible to simply walk through an Astral Wall. If the spell is linked to an existing physical wall (including one created by Wall of Stone or Iron), the duration becomes one hour per level. The Astral Wall can be disrupted by Dispel Magic cast from either the physical or astral plane. The material component is a piece of parchment. ------------------------------------------------------------------------ Azalldam's Waterspray (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 50' long, 5' to 15' wide cone Saving Throw: 1/2 This spell causes a high-pressured cone of water to stream from the caster's hand; this cone is 50 feet long, 5 feet wide at the caster's hand, and 15 feet wide at the base. The majority of damage is caused by the high pressure of the stream; anyone caught inside the area of effect suffers 3d8 points of damage; a successful saving throw vs. spell will reduce this damage by one half. Those who fail their saves must roll saves vs. crushing blow for all their possessions to avoid their destruction. In addition, victims who fail their initial saves must make a dexterity check; if this check fails, the target is pushed backwards 1-20 yards, and is knocked prone. The water from this spell will extinguish any normal fires, but has only a 50% chance to put out magical fires. This spell will inflict double damage on fire elementals or similar creatures. The material component for this spell is a large beaker of water which is used up when the spell is cast. ------------------------------------------------------------------------ Brains (Alteration) Range: Touch Components: S, M Duration: 6 hours per level Casting Time: 1 hour Area of Effect: One creature Saving Throw: None The recipient of this spell gains a temporary increase in intelligence as follows: Normal Extra Int Points ------ ------ 1-4 4 5-8 3 9-11 2 12-13 1 Note: this is not cumulative. ------------------------------------------------------------------------ Burning Hands II (Alteration) Range: 10' Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: Caster Saving Throw: 1/2 This spell is exactly the same as its namesake except that it does twice the amount of damage and reaches 10' out. ------------------------------------------------------------------------ Channel Item (Enchantment, Invocation) Range: Special Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One rechargeable magic item Saving Throw: Special This spell is used to recharge any item which was initially created by the use of an Enchant an Item spell, such as magical rings, gems, rods, staves, and wands; but not limited to such. The wizard must be fully rested and not engaged in any physical activity to cast this spell. Usually, most mages try to find a secure area since the chance of spell failure can be deadly. He first cast this spell over the item, in the process opening up a channel between him and the magic item to be recharged, taking one round to initiate the channel. At this time, the total possible charges an item may contain may be discerned by casting an Identify at this time with a modifier of +10% added onto his normal chance of success. Then, the appropriate spells must be cast into the item to affect its recharging. While the spells needed for various items are too large to be listed, it can be assumed that a spell which the item imitates is able to recharge the item. (Spell research can aid in gaining more knowledge of this subject). At the end of the recharging session (or at least before the channeling effect ends due to the casting time limitations) the mage must "close" the item's channel. This requires a successful saving throw vs. spells modified by +1 for every level of the spellcaster and -1 for every spell cast into the item which did nothing to recharge it. A failed saving throw means that none of the spells cast into the item had any recharging affect. If the mage is physically attacked and/or the spell disrupted during the recharging period the mage must make an unmodified successful saving throw vs. spells, with a successful save indicating the entire process has been merely cast for naught and a failed save indicating that the magic item explodes for a magical blast effect in a 10- to 60-foot radius doing damage equal to 1-4 HP of damage per charge the item currently contains (save vs. spells for half damage). The item in question (unless of artifact or relic status) is irrevocably ruined in the explosion. The material component of this spell is a small gold funnel worth at least 100 GP value, which is destroyed in the casting of the spell. The source of this spell is the Telnorne Mageocrat. ------------------------------------------------------------------------ Charm Undead (Enchantment/Charm, Necromancy) Range: 30 yards Components: V, S Duration: Special Casting Time: 3 Area of Effect: One or more creatures in a 20-foot radius sphere Saving Throw: Special This spell works just like the Players' Handbook spell Charm Monster, except as noted above and that it only works on undead. ------------------------------------------------------------------------ Conceal Magic (Divination) Range: Touch Components: V, S Duration: 4 hours per level Casting Time: 3 Area of Effect: One object Saving Throw: Negates Cast it on a magic item and it renders that item undetectable by Detect Magic (great for hiding magical traps). The caster will not know if the object has made its saving throw, though he can of course check this by casting a Detect Magic... ------------------------------------------------------------------------ Curse Weapon (Enchantment) Range: 5 feet per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 3 Area of Effect: One weapon Saving Throw: Negates This spell is used to curse the weapon of an opponent. When it is cast, the caster chooses which weapon to curse. Unless the owner of the weapon makes a successful save vs. spell, that weapon will have a penalty applied to all "to hit" and damage rolls for the duration of this spell. The penalty is equal to 1 for every four levels of the caster, to a maximum of -5. This penalty only applies to the chosen weapon, not to other weapons carried by the owner. This spell will negate magical bonuses (only for the spell's duration); if a weapon's magical bonus is reduced, its current value is used for determining which types of creatures may be hit by it (i.e. if a +4 sword is reduced to +1 by this spell, it may not be used to hit elementals for the duration of the spell). The material component of this spell is a small replica of the weapon to be cursed; it is consumed with the casting. ------------------------------------------------------------------------ Detect Charm (Divination) Range: 30 yards Components: V, S Duration: 1 turn Casting Time: 1 round Area of Effect: One creature per round Saving Throw: None This spell will reveal whether or not a recipient is under the effect of a charm spell, provided that the recipient fails his saving throw. Up to ten persons can be checked before the spell wanes. The caster has a 5% chance per level of determining the exact nature of the charm spell (or spells) which affect the recipient. ------------------------------------------------------------------------ Detect Teleport (Divination) Range: 0 Components: V, S Duration: Concentration Casting Time: 3 Area of Effect: 24" radius sphere Saving Throw: None Aftering casting this spell the caster gets an impression whenever anyone arrives via teleport, enters or leaves the prime material plane in the area of effect. The spell lasts only while the caster concentrates on it. The impression will not reveal the location within the range in which the effect occurs. ------------------------------------------------------------------------ Dreamoore's Eldritch Sphere (Evocation) Range: 2" + 1" per level Components: V, S Duration: Special Casting Time: 3 Area of Effect: 1' diameter sphere Saving Throw: None This potent spell launches a mentally guided 1' diameter globe which travels 0' - 60' per segment and turns up to 90 degrees per round. The sphere strikes as a monster of the caster's hit dice, but even on a missed roll, the missile may return the following round as long as the magic-user concentrates. Once it hits, the globe disperses and inflicts 2d6 base damage + 2 damage points per level of its caster to the first creature touched, up to 2d6 + 20 maximum potential (e.g. an 8 hit die eldritch sphere inflicts 22-32 damage points). The sphere harmlessly vanishes if the caster's concentration is broken or the globe exceeds maximum range. Despite its limited area of effect, the eldritch's sphere's true advantage is its damage potential and ability to pursue and possibly corner single foes. ------------------------------------------------------------------------ Eldarr's Spell Conversion (Alteration) Level 3 Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 1 turn Area of Effect: Caster Saving Throw: None This spell allows its caster to convert one spell into another of the caster's choice. As long as the Spell Conversion is in effect, when another spell is cast, the wizard may choose to cast it normally, or alter it into another spell. The spell to be altered must be of 3rd level or lower, and the spell to be converted to, must be of 2nd level or lower (the addition level of power is expended in the conversion process) and must be a spell the wizard already knows, although it does not have to be currently memorised. This spell is usually cast at the beginning of a day or before a known encounter, to give the caster ample time to replace it in his memory with another spell. Only wizard spells may be converted by this spell - priestly spells are not affected by it, and only the caster's own spells are affected. Range, duration, area of effect, and saving throws are as per the spell being converted to; the spell being converted determines the spell components and casting time (however, in order to convert a spell, a few additional incantations are necessary, and the name of the new spell must also be uttered; this affectively increases the casting time of the original spell by one). As an example of the use of this spell, let us assume Biff the wizard has cast this spell before a large battle; during the fight, Biff finds himself levitated by an enemy spellcaster and dropped from a great height. Unfortunately, Biff has nearly used up his compliment of spells in the battle, and has a single Fireball left - not much use in this situation. However, since the Spell Conversion is in effect, Biff starts the incantations of the Fireball anyway; when he is dropped, Biff casts the Fireball but uses the Spell Conversion to convert it to a Feather Fall, and he floats softly to the ground unharmed. The material component for this spell is the pelt of any were-creature; the pelt is consumed with the casting. ------------------------------------------------------------------------ Enhance Illusion (Alteration) Range: 3" Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: One illusion Saving Throw: None This spell is one way for wizards to add actual substance to their illusions. Up to two rounds before casting an illusion (notably Phantasmal Force, Improved Phantasmal Force or Spectral Force), the wizard casts this spell on the area in which the illusion is to initially appear. Once cast, the illusion then does 10% of the actual damage that it would do if it were real if the victim made a saving throw against it, and is treated as normal with respect to armour class, attacks, etc., if the victim failed the saving throw and doesn't recognise it as an illusion. The illusion also becomes armour class 10, and gains 10% of the hit points it would normally have; however, illusionary creatures may never have more combined hit dice than the caster. If the illusion is not cast in the enhanced area within 2 rounds the former spell will be wasted. Multiple enhance illusions on one illusion will cancel each other. This spell can also be used in conjunction with shadow monsters, demi-shadow monsters or shades, adding 10% more realism to that already inherent in the spell, and lowering the perceived armour class by 1. Enhance illusion is attributed to the deceased mage Scaurlin Oberlin, who died in a magical duel with a grey slaad he summoned and subsequently released. This is reputedly the only spell Scaurlin ever wrote in his once-promising career. ------------------------------------------------------------------------ Exploding Coins (Enchantment) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: One coin per level (10 maximum) Saving Throw: None This spell allows the caster to enchant one or more coins with an explosive charge; the more valuable the coin, the more potent the explosion (see table below). The coins will retain their enchantment until used or dispelled; the the explosion will be triggered when the caster utters a command word chosen during the incantation. Alternately, the caster may choose a delay, after which time the coin will explode; the length of this delay may be up to 1 turn per level of the caster (measured from the time the caster speaks the chosen command word). The following table gives the amount of damage for each type of coin, along with the burst radius, and what level is required to enchant a particular type of coin: burst type damage level radius ---- ------ ----- ------- copper 1d3 5 2 feet silver 1d4 8 2 feet electrum 1d6 11 5 feet gold 1d8 14 5 feet platinum 1d10 16 10 feet A maximum of 10 coins may be enchanted per casting of this spell; also, no more than 20 of these coins may be brought within 30 feet of each other safely; if this occurs, the owner(s) must make a saving throw vs. spell for *each* coin. If a coin fails its throw, it explodes normally; if the throw succeeds, the coin simply vanishes in a puff of smoke. This spell has the additional limitation that it may only be cast once per two day period. The only material component for this spell is the coin to be enchanted; the coins are consumed in the explosion. ------------------------------------------------------------------------ Fellstar's Flaming Vortex (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 8' high x 2' wide inverted cone Saving Throw: 1/2 This spell calls into being a spinning vortex of flames that resembles a burning dust devil; the vortex is 8' high and 2' wide at its widest. The caster may direct the movement of the vortex in any direction desired, but it may not be moved across a body of water. The vortex moves at a rate of 10' per round, and the caster must maintain full concentration in order to direct its movements; if the caster loses concentration, the vortex will move in a straight line at full movement rate until the caster can again gain concentration. The wizard may not move the vortex further away than 10 yards per level of the caster, or the spell terminates. The caster may use the vortex to attack a single victim per round; he may attack the same target in following rounds, or may elect to move the vortex to attack a different one. Anyone struck by the vortex suffers 1d4 points of damage per level of the caster (up to a maximum of 10d4). A successful save vs. spell reduces this damage by half. The flames from this spell will ignite flammable materials on contact, but will not harm most other materials, unless exposure is prolonged. That is, if a creature is attacked by the vortex for only a single round, non-flammable possessions are not affected; if attacked on two consecutive rounds, all possessions must save vs. magical fire normally (but only if the target fails his save). Each additional round of exposure inflicts a -1 on all possessions' saves (no penalty in added to the target's save). The material component for this spell is a piece of flammable material suspended from a string; the caster lights the material on fire and twirls it in a circle while casting the spell. He must continue doing this throughout the duration of the spell, and the material must remain lit; if it does not, the spell ends prematurely. ------------------------------------------------------------------------ Free Action (Abjuration) Range: Touch Components: M Duration: 5 rounds per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None This spell grants the recipient the benefits of Protection from Paralysis, and the additional benefits of being able to function without penalty in a constricting environment (such as water, Web spells, Entangle spells, etc). It does not affect paralysis already existing, unless it is cast specifically to counter such in which case it gives no further benefit. ------------------------------------------------------------------------ Gaseous Form (Alteration) Range: 0 Components: V, S Duration: 1d6 rounds + 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates This spell allows the caster to turn the creature touched into a pink cloud of gas, for the duration of the spell. If the creature touched is an unwilling recipient of the spell, he gets a save, with a successful save negating the spell. The spells effects are identical to that of the Potion of gaseous form, with regards to movement rates, and the effects of a Gust of Wind spell, though the caster, if he casts the spell on himself, can turn non-gaseous at any time. ------------------------------------------------------------------------ Grasping Hands of Horror (Necromancy) Range: 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One arm per level Saving Throw: Negates This spell causes a number of arms equal to the level of the caster to reach out of the ground and grab at the target. The hands themselves do no damage, but when they pull you under you start to suffocate. Victims have to make a saving throw every round they are in the area of effect and for every extra hand they have a -1 on their save. In a graveyard or similar corpse-infested area there is an additional -2. If they fail their save, they are dragged underground and start to suffocate. Others can dig the victim out, mundanely or magically. He will be found simply two feet or so under the ground, paralysed, but quite aware of what happened. A really high-level mage could cast this spell and affect many people by giving five arms to this target, four to that one, and so on. ------------------------------------------------------------------------ Hang (Alteration) Range: 0 Components: V, S, see below Duration: 3 days Casting time: Special Area Of Effect: Caster Saving Throw: None By this spell, the next spell the caster casts will be held (will not take effect) until either the duration ends or the caster says a keyword that will set off the spell. The Spell that is held must be third level or lower, and a magic user can only have one spell hung at any given time. For those spells that require a direction or a special action (like pointing a finger for lightning bolt), the caster will have to say the keyword and point at that time. It takes one segment for the held spell to go off (no casting time, only initiative), and the caster should be given a bonus of +2 (in d6 initiative system) or -4 (in the 10 segment system). When the keyword is spoken by the caster, it is only letting go of stored energy. The caster still has 80% of his activity left in the round: the caster can make one attack or cast one first or second level spell late in the round. The spell to be held must be cast with extreme caution. It will take twice the casting time and twice the components it would normally take to cast that spell. If the caster tries to cast another spell while another spell is hung, the hung spell will fizzle. No material components are needed to cast the spell hang, but those needed to cast the next spell after are doubled. ------------------------------------------------------------------------ Hold Spirit (Enchantment/Charm) Range: 120 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: One to 4 spirits in a 20' cube Saving Throw: Negates This spell paralyses creatures which do not come from the plane they are on, including conjured spirits and spirits possessing another creature. If the spell is cast at 3 or 4 spirits, each gets an unmodified saving throw. If two are being enspelled, they save at -1. If there is a single target, it saves at -3. Held beings remain aware of events around them and can use abilities which do not require motion or speech. The material component for this is a straight piece of cold iron. ------------------------------------------------------------------------ Improved Armour (Conjuration) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 rounds Area of Effect: One creature Saving Throw: None This spell is identical to the first level spell Armour although it provides its wearer an armour class of AC 2. The Armour lasts until dispelled or until it has received 16 + 2 points per level of the caster worth of damage. Note: The armour does not absorb damage nor is it ordinarily visible. It will work with a shield (fighter/mages only), 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. ------------------------------------------------------------------------ Jam Radio (Alteration, Divination) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 3 Area of Effect: 100' radius sphere Saving Throw: None This spell prevents all magical communication spells of first or second level from crossing the boundary of its area of effect. ------------------------------------------------------------------------ Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment) Range: 0 Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 3 Area of Effect: One snowball + 1 snowball per 3 levels Saving Throw: Special When cast, this spell creates a pile of coloured snowballs at the caster's feet. The number of snowballs is equal to the duration of the spell in rounds - 2 at 3rd level, 3 at 6th level, 4 at 9th level, etc. The caster can throw one snowball per round as if he were proficient in snowball throwing. Other characters can also throw snowballs, but they will suffer a non-proficiency penalty for it (unless they have taken a proficiency in snowballs). The snowball has a range of 30 yards, plus 10 yards per Strength point of the thrower over 12. The snowballs do no physical damage when they hit; however, they have powers that vary with the colour of the snowball according to the chart below. In order for the snowball's magic to work, the target must be hit with it (a successful "to hit" roll required). The snowball's power only affects the creature hit, even if the spell it duplicates has a greater area of effect. The snowballs are always picked up and thrown in the order given, starting with red and ending (assuming the spellcaster is high enough level) with violet. Number Colour Save vs. Effect ------ ------ ------------ --------------------------------------- 1 Red Spell Charm Person 2 Orange Spell Faerie Fire 3 Yellow Poison Taunt * 4 Green Paralysation Spook 5 Blue Paralysation Glitterdust 6 Indigo Spell Bind 7 Violet Wand Tasha's Uncontrollable Hideous Laughter (*) If the yellow snowball hits on an unmodified die roll of 20, the victim has been hit in the face and has eaten some of the snow. It must then make an additional save vs. poison at a -4 or be violently ill (no attacks, armour class worsens by 4) for a number of hours equal to the caster's level. The material components for the spell are a small rainbow-coloured marble. ------------------------------------------------------------------------ Kallum's Cold Frost (Evocation) Range: 10" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 3" radius sphere Saving Throw: 1/2 This spell creates a ball of extreme cold and sharp ice particles which expands outward from its detonation point. All creatures in the area of effect will take 1d6 hit points of damage per level of the caster from the cold (save vs. spells for 1/2 damage). All objects in the area of effect will be frozen, and a layer of frost will cover the surface of everything in the area of effect. If a creature fails its saving throw then all of his items must make a saving throw vs. frost or be destroyed by the extreme cold. Because of the sharp particles of ice created in the detonation, the explosion will still cause damage to those who are immune to cold. If a creature is immune to cold, then the damage will be 1-2 HP per level of the caster with a saving throw for half as normal. The spell can do structural damage to wooden structures as can the Fireball spell. Otherwise this spell is the same in all respects as Fireball. The material components for this spell is a handful of glass crystals or any kind of crystals which is thrown in the direction that the caster wishes the Iceball to go. ------------------------------------------------------------------------ Magic Missile II (Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One or more creatures in a 10-foot cube Saving Throw: None This improvement on the first level Magic Missile allows the caster to fire 1 missile per 2 levels of experience. Each bolt can be individually targeted and does 1d8 point of damage. The spell fires that number of missiles every round until the caster is hit or ends the spell. After the initial casting the missiles have a speed factor of 1 each and the caster may move, or engage in any other action besides spellcasting after the missiles fire. ------------------------------------------------------------------------ Major Annoyance (Enchantment/Charm) Range: 5 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 This is an even more powerful version of the Minor Annoyance and Annoyance spells (q.v.). It makes the victim's leg hurt, exactly as if he has barked his shin on something. Although causing no damage, it is painful enough to disrupt spell casting in the round it is cast in, as well as subsequent rounds, to the limit of the spell. The victim also suffers combat penalties: Armour Class bonuses due to high dexterity are negated, and attacks are made at a -2 penalty. A successful save vs. this spell reduces the duration of the spell to one round per two levels of the caster, and reduces the attack penalty to -1. The material component is a coffee bean, carved to look like a miniature table. ------------------------------------------------------------------------ Malta's Pattern Transport (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: Special Saving Throw: None With this spell, the caster can move himself and other materials from one Pattern to another Pattern. The two Patterns must have the same image and the destination Pattern must be at least as big in radius as the source Pattern. Both Patterns must be known to the caster (current locations) and they must be laid flat. The destination Pattern must not be supporting any object (even partially). The destination Pattern must also be uncovered such that there is room for the incoming creatures/objects. If all of the above conditions exist, then casting the spell will transport the caster and any objects/creatures which are completely supported by the source Pattern to the destination Pattern. All objects transported will end up on the destination Pattern at the same ratio of distance to the edge as on the source Pattern. That is, if an object is halfway from the 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 colour of the Pattern will emit its own colour). Over the next eight rounds, the Pattern brightness will increase to approximately the same as outside on a sunny day. As the last word of the spell is stated, the brightness of the Pattern doubles and all completely supported objects/creatures are transported to the destination Pattern. If the destination Pattern is not available (see above), then the transported objects/creatures are returned to the source Pattern after one second (and the source 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 (Evocation) Range: 0 (arrow range as per normal bows) Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Caster Saving Throw: None 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 one arrow per round, each arrow attacking as a fighter of 1/2 level of the spellcaster. The advantage of this spell is the fact that the arrow attacks are not magical: thus there is no magical saving throw involved for the target, so if the caster makes his to-hit roll (at 1/2 his level on the fighter table) he hits, even if the target is, say, in an anti-magic shell, or in a Cube of Force of Keeps Out All Magic, or if the target is magic resistant. There's probably a material component (say, a length of string made of silver thread, or something like that) but the arrows are not components - i.e. 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. ------------------------------------------------------------------------ Merkridan's Misplayal (Alteration) Range: 2" Components: V, S Duration: 2 rounds per level Casting Time: 1 round Area of Effect: One instrument Saving Throw: Special This spell causes music emanating from a musical instrument to become twisted and harsh. The musical notes effectively become interchanged. The target instrument may be either magical or non-magical. Only magical instruments gain a saving throw (as if the attack were magical fire) to avoid the spell effects. If a bard is playing an affected instrument, all bard abilities directly resulting from the playing of his instrument are lost until the spell expires (or the bard uses a new instrument). The spell has no effect on sounds from living creatures, although it could effectively garble communication through instruments (i.e., signaling drums). It only works on items which are emitting music at any time while (or up to one round after) the spell is being cast. The origins and history of the spell Merkridan's Misplayal are unknown. This spell was discovered in a lost laboratory complex on the deserted island of Arremara. ------------------------------------------------------------------------ Molten Ground (Alteration) Range: 20 feet Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: 2 feet per level radius circle 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 feet covering such as metal boots can feel a slight warmth. In the second round of the spell the heat becomes very pronounced, and will ignite paper, cloth, and dry vegetation touching the ground. If the people in the area of effect did not announce that they were moving in this round, they are going to be injured. In the third round the ground becomes molten lava, wooden furniture bursts into flames, and metals with low melting points start to soften. Anyone in the area of effect takes 3d6 damage, 2d6 this round only if wearing thick shoes. In each additional round spent in the area of effect a person takes 3d6 damage, and any items carried by the person must safe vs. fire or be destroyed. The intense heat of the lava may cause structural damage to walls that are near or in the area of effect. Wooden walls will be destroyed by fire just like wooden furniture. Protection from Fire will protect a person but not his items from this spell. Note that lava rock is hard to obtain in most medieval settings, and that the lava generated by this spell will not work as a component for later casting (it's marked by magic). ------------------------------------------------------------------------ Necromantic Bolt (Necromancy) Range: 60 yards + 10 per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates When the caster completes this spell, a blue glow encompasses his hand and then shoots forth, enerringly striking its target. This energy attacks the life force of any living creature. The creature must roll a successful save vs. spell or suffer 1d4 points of damage per level of the caster and 1 point of strength per level of the caster. If the save is successful, the creature remains unharmed. Creatures not rated for strength suffer a -1 penalty to their attack rolls for every two caster levels. Lost strength returns at a rate of 1 point per hour. Damage must be cured magically or healed naturally over time. This spell has a special effect on undead creatures. Undead struck by the bolt suffer no damage or strength loss, but they must successfully save vs. spell or flee for 1d4 rounds +2 rounds per level of the caster. ------------------------------------------------------------------------ Pander's Improved Identify (Abjuration, Divination) Range: 10 feet and 0 Components: V, S, M Duration: 1 round per level Casting Time: Special Area of Effect: One item per level Saving Throw: Special When Pander's Improved Identify is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again with a new casting of the spell and the current spell is lost since this higher level version requires intense concentration. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. However, immediately before handling each item the caster may scan the items for any cursed properties from a distance of 10 feet without touching the item. The caster has a 5% chance per level of determining if there is a curse and also the exact nature of the curse, to a maximum of 90%, rolled by the DM. Each try is treated as one reading and the caster need not use a slot to determine the exact nature of a curse unless he wishes. This part of the divination can only detect curses, not traps. It should be noted that the caster may not add to the list of original items that were to be examined once this condition is established. If the act of detecting for a curse actually triggers one that affects the caster he may make a saving throw vs. spells to avoid the curse in question. The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5th level wizard could attempt to determine the nature of five different items, five different functions or a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell. Exact attack or damage bonuses, charges of an item may be determined; one per reading. A +1/+4 vs. undead longsword has two individual functions. After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for unconscious character). The material components of this spell are a crushed pearl and jet gem- stone (of at least 100 GP value each), and an owl feather steeped in wine, with the infusion drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent and the functions of a multi-function item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned. The source of this spell is Pander Pillma. ------------------------------------------------------------------------ Pobithakor's Tracer (Divination, Evocation) Range: Special Components: S Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None This spell was created by an archmage known as Pobithakor the Powerful, a mage who was better known as Pobithakor the Paranoid. His fear of absolutely everything around him drove him to take extreme measures to protect himself. This spell is cast when the caster is being scried upon (DMG Detection of Scrying, pg. 141). If the caster detects that he is being scried upon, by any means, then the spell can be cast. This spell causes the scrying device to become two-way. Not only does the scrying creature see the caster, but the caster can see the scrying creature. Also, whatever powers the scrying device has, such as clairaudience, then the spell also gives the caster such powers. The range and area of effect are those of the scrying device itself. The duration is that of the scrying device. Once the caster breaks off contact the spell ends. If the scrying creature breaks off contact, the caster can still scry up to the maximum duration of the scrying device. The caster will receive all the information inside his head. If the scrying creature becomes aware that he is being scried upon and then casts a dispel magic, the spell will end, but his own scrying device will become unusable for one day. If the scrying creature casts a Pobithakor's Protection spell then the Pobithakor's tracer spell will end and the creature's scrying device will be usable. This spell can be a useful device for long range communication for prearranged meetings between two people. ------------------------------------------------------------------------ Protection from Chaos, 10 Foot Radius (Abjuration) Reversible Range: Touch Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: 10-foot radius sphere around creature touched Saving Throw: None This spell is the same as the first level spell protection from chaos (q.v.) except with respect to its area of effect. ------------------------------------------------------------------------ Rathe's Trigger (Conjuration) Range: 3 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One cube foot per level maximum Saving Throw: Special The Trigger spell is designed as a defensive spell. When it is cast, the caster defines a volume which must be at least 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) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One pound per level Saving Throw: None This spell temporarily resurrects an item that was shattered, burnt, or disintegrated, so that the forensic wizard may study it. He must gather as much of the debris as possible, for otherwise the object can be but partially reassembled, in which case it may be illegible or unidentifiable. The object will be very fragile, but it may be the subject of various divination spells such as identify or reveal owner. The material component is a drop of honey. ------------------------------------------------------------------------ Resist Electricity (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 2st level druidic spell resist electricity (q.v.). ------------------------------------------------------------------------ Resist Fire (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 second level clerical spell Resist Fire (q.v.). ------------------------------------------------------------------------ Resist Paralysis (Abjuration) Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, hold spells and dragon induced fear paralysis. This spell does not remove paralysis already in effect, it just prevents the recipient from being paralysed in the future. The material component of this spell is a feather, and an infusion of tea and ginger which is consumed by the caster. ------------------------------------------------------------------------ Rhuva's Spellscan (Divination) Range: 0 Components: V, S, M Duration: 4 hours + 10 minutes per level Casting Time: 1 minute Area of Effect: 10-yard per level radius sphere Saving Throw: None Provided the caster is conscious and within the area of effect, he will be made aware of any spell-casting conducted in that area. The particular spell cast is not made known, but the location of the wizard is, precisely if the caster is familiar with the area, generally otherwise. The notification is sufficient to disrupt casting in progress, unless it is consciously suppressed before casting (if suppressed, caster does not realise the scan was triggered). Material component is a handful of crystal dust. ------------------------------------------------------------------------ Sarius' Golden Circles of Protection (Evocation) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: One floating 2' diameter circle plate per level Saving Throw: None This spell creates golden, shimmering circular plates of force which move around the caster in a constant motion, deflecting any missile, hand, or weapon attacks directed at the caster. The AC of the mage is improved by a factor of 1 for every three circles still active and any successful physical melee attack (less boulders, ballista, or attack forms similar to dragon's belly flop maneuver) will be deflected automatically. Non-missile attacks by creatures with an effective strength of 21 or greater require a saving throw versus breath weapons to deflect. Each circle is able to sustain 6 hit points of damage before disrupting, so if a deflected attack does not cause enough damage to disrupt a circle (chosen randomly) the circle will remain active. For every 5 circles active, the effects of breath weapons directed at the caster will be reduced by 1 hit point per damage die, with 1 hit point damage per die being the maximum reduction allowable. Though, unless the breath weapon causes less damage than the current hit points of a circle it will assuredly disrupt the entire field of circles in the process. While the circles orbit the mage he is at a -1 to hit penalty for every circle active whenever a to hit roll is needed, including spells. The mage may create fewer circles than the maximum possible. The material component(s) of this spell is a single gold piece for every circle created. All pieces are thrown into the air where they disappear and are replaced by the floating circles. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Snowball (Evocation) Range: 10" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 2" radius sphere Saving Throw: 1/2 A snowball is an explosive burst of cold gas, which comes into being with a loud "whoosh" and delivers damage proportional to the level of the mage who cast it, i.e. 1d6 per level of the spell caster. The snowball doesn't expend a considerable amount of pressure, and it will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the snowball is a total volume of roughly 33000 cubic feet]. Besides causing damage to the target, the snowball freezes all liquids within its radius. Items exposed to the spell's effects must make a saving throw to avoid being affected. Items with a creature which makes its saving throw are considered to be unaffected. The mage points his finger and speaks the range (distance and height) at which the snowball is to come into being. A streak flashes from the pointing digit and unless it impacts upon a material body prior to attaining the predescribed range, blossoms into the snowball. If creatures fail their saving throws, they all take full hit point damage from the spell. Those who make their saving throw manage to dodge, fall flat or roll aside, and thus take only half damage from the effect of the spell. The material component of this spell is a hollow crystal filled with water; suspended in the water are tiny white quartz flakes. [cf. Fireball] ------------------------------------------------------------------------ Sonoric's Magic Tracker (Divination) Range: Special Components: V, S, M Duration: 1d4 rounds + 1 round per level Casting Time: 3 Area of Effect: 20' radius sphere Saving Throw: None With this spell, the caster is able to illuminate the tracks of any being of which he has a some item that was in contact with the being a number of turns equal to the caster's level previously. The item could be anything from a shirt, to a scrap of hair, or drop of blood. The tracks are only visible to the caster, and only tracks within the area of effect are visible. The spell only illuminates tracks within the spell's area of effect (which moves with the caster), and will only illuminate tracks made on a solid surface (i.e. if the being being tracked took to flight, or dove into water, the trail would end there). However, if the caster is able to reach the spot where the trail was resumed (i.e. the being being tracked wades out of a river at a certain spot), the caster may resume tracking. It is up to the caster to determine which direction leads to the most recent tracks (i.e. which are coming and which are going), although the spell does illuminate a "footprint" of the being which is being tracked. The spell will allow the caster to track the being if it climbed walls, and even if it tried to obscure its path, by throwing dirt over it. Objects over 3" thick covering the path, however, do obscure it. The material component of the spell is some thing which had been in contact with the creature to be tracked, up to the caster's level in turns previously. Once the spell is cast, the caster need not carry the item with him. ------------------------------------------------------------------------ Sonoric's Trance (Divination, Enchantment/Charm) Range: Special Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 10-foot radius sphere Saving Throw: None This spell allows the caster to mimic the actions of a creature, provided the actions occurred within a number of turns equal to the caster's level. During the casting of the spell, the caster must touch some object which the target creature was in contact with for at least a round, and that contact must not have occurred more than the caster's level in hours previously. Upon casting the spell, the caster goes into a trance, during which he loses all control of his actions (save vs. spells at -4 to break spell), and begins mimicing the most recent actions of the target, provided the actions occurred within the area of effect. The spell does not allow the caster to mimic actions of which he is incapable, such as climing walls, or broad jumping 20', and the caster merely imitates any spells the target may have cast, and doesn't actually cast the spell (although observers may recognise the spell he is attempting to cast). If the target did something which would take it outside of the area of effect, such as rapid movement beyond the abilities of the caster, or teleportation, the spell is broken. The caster must decide how far back in time he would like to begin mimicing the actions of the target. The actions of the target may take the caster beyond the original area of effect, but there is a 10' radius sphere over which is determined whether or not the target left the area of effect. The caster has the option of casting such movement spells as fly and feather fall, prior to Trance, to facilitate movement such as climbing, and even flying, and to take the pain out of such actions as falling (if the target was a clutz). The target must be man sized, and humanoid. The caster's trance will be broken by such things as damage, slapping, and other unpleasant stimuli. ------------------------------------------------------------------------ Soul Safe (Abjuration, Necromancy) Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: One creature Saving Throw: Special With this spell, the Necromancer stores the soul of the recipient in a piece of jet, the material component. While his soul is thus protected, a character suffers a penalty of -2 to attack rolls and saving throws, he does not heal naturally, and magical healing functions on him at only half normal efficacy. If the character is slain by undead while under the effects of this spell, however, his soul cannot be corrupted and forced to rise as undead itself (though the body can still be animated as a zombie or skeleton). If the soul safe is destroyed, or if the spell expires, the soul will return (across any distance) to its body, unless that body is dead, in which case it will journey to its final resting place. This spell affects only races with souls: dwarves, halflings, and humans. ------------------------------------------------------------------------ Spirit Call (Conjuration/Summoning) Reversible Range: 10 yards Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None This summons one incorporeal spirit of hit dice equal to one half the caster's level from the astral plane. The round after it is summoned, it will begin to perform services for the wizard. In its native form, it is a powerful Unseen Servant which can go up to 100 yards from the wizard, lift 50 pounds per hit die, and fly at 18". This form has a punch for 1d6 damage, AC 0, and takes one point of damage from any weapon blow. Secondly, it may provide animating force to a body or statue, in which case it uses whatever weapons or armour are available (a stone statue will be AC 0, damage 2d6 or by weapon, move 9" unless affixed or possessing wings). Thirdly, it may attempt to take over the body of one enemy creature. The being so affected is allowed a save, and the spirit will be forced back to the astral plane immediately if the save is successful. If the save fails, effects are as a Domination spell for the duration of the Spirit Call, but the domination cannot force someone to use magic (the Spirit would not understand the instructions). A spirit who has less than 1/2 of its hit points left will be unable to possess someone. The material component is a piece of candy. ------------------------------------------------------------------------ Stren's Improved Floating Disk (Conjuration, Evocation) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: Special Area of Effect: Special Saving Throw: None 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. ------------------------------------------------------------------------ Suggest Illusion (Illusion/Phantasm) Range: 6" + 1" per level Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 3 Area of Effect: One creature per 3 levels of the caster Saving Throw: Negates This devious spell causes a targeted creatures to believe that they have just discovered and successful disbelieved an illusion. This is a bit of misdirection caused by the caster, as the item selected by the caster to be believed as an illusion could actually be real. This spell could be great for causing enemies of the caster to walk into a pit because it "does not really exist". If the victim has a reason to believe that a so called illusion is actually not an illusion, then he get a saving throw vs. illusion to actually determine if the item is an illusion or not. The material component of this spell is a bit of burning incense, which of course adds to a magical "atmosphere", thus making the victims believe even harder that they are really seeing an illusion. ------------------------------------------------------------------------ View Past (Divination) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: one hour Area of Effect: 5-foot per level radius circle Saving Throw: None The spell is cast on an area, and allows the caster to create a three-dimensional image of the past in that location. The caster specifies the time in the past by the material component: one gold piece equivalent of gold dust is used for each hour back that is viewed. Thus if the caster uses 24 GP worth of dust, he can view a period starting roughly 24 hours in the past through the duration of the spell (a tenth level caster could view the period from 24 hours in the past to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in the past). After the spell has been cast, the DM rolls 1d20 - 10 to determine the error in the time frame. Thus if the DM rolls 5 - 10 = -5, the time viewed is actually N hours and 5 minutes in the past; a roll of 10-10 = 0 indicates exactly the right amount of gold was consumed. The caster should roll 1d20 to determine the clarity of the casting. A 1 indicates that the scene comes through as shadows in a fog; a 20 indicates a crystal-clear picture. This roll can be repeated in subsequent castings, and represents the difficulty of seeing through time. Events that were cloaked by spells that hide themselves from Clairvoyance also mask out View Past, and can never be seen using this spell. ------------------------------------------------------------------------ Wimbly's Enwrapment (Alteration) Range: 1/2" per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: None When this spell is cast, a little blob of a sticky, web-like material flies toward it's target and completely wraps it in a very strong, very sticky webs. The webs cannot be broken unless the target creature has at least a 23 strength. To determine if the blob hits, roll the attack as if the blob was a monster of hit dice equal to the caster's level. There are 3 applications of this spell: 1) As a glowing sigil drawn in the air by the caster and pointed at the intended target; 2) As a glyph marked on a surface that is touched or gazed upon; 3) As a small character written on some magic work to protect it. The material components of this spell are some strands of web that a giant spider uses to bind up its captured prey. ------------------------------------------------------------------------