======================================================================== Fifth Level Spells ======================================================================== 5-Mile Carrier (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 turn Area of Effect: Special Saving Throw: None Extends the range of any other spell up to 5 miles. Can shoot around corners but not in a zig-zag shape, e.g. you could cast it with Lightning Bolt to start the bolt on the other side of a hill 2 miles away, but the size of the bolt is still the same. ------------------------------------------------------------------------ Alpha's Aurora Borealis (Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 1' per level radius ring Saving Throw: Special This spell causes a sheet of dancing, shifting light to spring up around the caster, encompassing any area up to the maximum indicated by the caster's level. The Aurora will last as long as the caster concentrates on it (concentration can be maintained while moving at half-speed, but the caster cannot fight or cast other spells, though speech is allowed), and for an additional 1 round per level after he or she ceases concentration. Any intelligent creature which views the shifting, dancing patterns of light must save vs. spells or stand fascinated, watching the interplay of colours and lights [cf. Hypnotic Pattern]. A maximum of 2 HD of creatures per level of the caster can be so affected. Any creature actually touching the Aurora will suffer 2-12 points of damage, +1 point per level of the caster. Fungoid monsters, undead, and creatures native to the plane of shadow suffer 2-12 points of damage, +2 points per level, from the effects of this spell. The material component of this spell is a clear gemstone or crystal prism worth not less than 100 GP, a glowworm, and a pinch of phosphorus. ------------------------------------------------------------------------ Alpha's Balefire (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: 5' x 30' x 15' cone Saving Throw: Special This spell draws upon a nearly colourless arcane effluvium from the Plane of Shadow. This mystical stuff burns very hot and is extremely viscous, but rapidly dissolves in the thick substance of the Prime Material Plane. Those in the area of effect may attempt a save vs. breath weapon to avoid being covered in the stuff. If this save is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly stuff suffer d6 fire damage per two levels of the caster (rounded up), up to a maximum of 12d6. The Balefire clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted. This shadow-stuff burns with a colourless fire that can only be extinguished by magical means (e.g. Wand of Flame Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural (i.e. Prime Material) matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active. Any individual who is struck fully (i.e. fails to save) must make item saving throws vs. magical fire for all exposed equipment in each round that the Balefire clings to him, though these saves are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active Balefire. The material component is a standard opal (not a black or fire opal) worth at least 500 GP and a bit of pitch. ------------------------------------------------------------------------ Alpha's Blue Blaze (Evocation, Conjuration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 50' long, 20' wide at terminus fan-shaped area Saving Throw: Special By utterance and extending either arm, the caster causes a fan-like sheet of heated, purplish, acidic vapours and blue flames to leap forth from his outstretched hand. Any creature in the area of effect must save twice (once vs. the fire, once vs. the acid) or suffer 1d6 per 2 levels of the caster (rounding up) from each effect. All exposed items must save vs. acid, regardless of the result of the save. Item saves vs. magical fire are only necessary if the a victim fails his save vs. that effect. ------------------------------------------------------------------------ Alpha's Incantation of Elemental Domination (Abjuration, Enchantment) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 1 turn Area of Effect: Caster Saving Throw: None In the casting of this spell, the wizard must choose one element to have dominance over. Elementals of this plane cannot approach within 5' of the caster or attack the caster in any way. The caster can forego this protection if desired, and attempt to charm the elemental [cf. Charm Monster], applying a -2 penalty to the save. If this is attempted, than this total ward against elementals is lost. In any event, any elemental creature (water weird, xorn, etc.) is at -1 to hit and -1 per die of damage when attacking the caster. The caster makes all saves vs. their attacks at +2. The casters own attacks are at +4 to hit (or -4 to the target's save) and +6 to damage. He can further affect any elemental creature with any weapon, regardless of its level of enchantment. The caster may converse with creatures of the chosen element, and they will respect him if alignments are similar, or fear (if the caster appears strong) or hate and desire to slay (if the caster appears weak) if alignments are dissimilar. The spell's association with one element results in a saving throw penalty to the caster while the spell is in effect, depending on which element is chosen: Air -2 vs. fire; Earth -2 vs. petrification; Fire -2 vs. water or cold; Water -2 vs. electricity. The material component is a substantial amount (at least 1 cu' foot) of the element in opposition to the element the caster desires to dominate. ------------------------------------------------------------------------ Alpha's Lightningarmour (Abjuration, Evocation) Range: Touch Components: V, S, M Duration: 3 rounds per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None The subject of this spell cannot be wearing metal armour of any sort, nor carrying a metallic weapon larger than a shortsword. Bracers are permissible. The creature touched is completely protected from electrical damage of any sort so long as the spell is in effect. This protection is not absolute, having a maximum absorption of 10 points of electrical damage per level of the caster. Damage is absorbed by the Lightningarmour after saving throws and any other protections have been taken into account. The creature under the effects of this spell carry a negative electrical charge, and skin-to-skin contact with another creature will cause 1d4 electrical damage with no saving throw, as will contact through a conductor. Anyone striking the protected creature with a conductive object must save vs. paralysation at +1 or drop the object due to temporary numbness in the member holding the weapon. Those within 5' of of a character with this spell in effect may catch a faint scent of ozone and feel their hair standing a bit on end. The material component of this spell is a bit of copper wire and glass thread wrapped in clay. ------------------------------------------------------------------------ Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 2 rounds Area of Effect: Special Saving Throw: None By the use of this spell, the caster calls upon the magical influences of the other-dimensional Moons of Munnopoor. The caster can call upon the power of one, two, or all three of the Moons. This spell always creates an area of light equal to the Moonlight spell, centered on the caster and moving with him. However, the area of effect is only 50% that of the normal Moonlight spell if one moon's power is invoked, 100% normal is two moons are called upon, and 150% normal if all three moons are utilised. This Moonlight has all of the effects of actual moonlight under a full moon, including effects on lycanthropes. The duration of this spell is also determined by the number of Moons called upon: if one Moon, the duration is 2 rounds per level of the caster; if two, it's 1 round per level; and, if all three, it's 1 round per 2 levels of the caster. Besides the light produced by the images of the appropriate Moons appearing above the caster, each Moon provides a specific magic-enhancing effect as follows: Blue Moon: All water-related (including fog-, ice-, and steam-related) spells used by the caster gain a bonus of +1 per die of damage (though not exceeding the normal maximum--e.g. an Ice Storm spell would inflict 3d10+3 damage, up to a maximum of 30) if the spell causes physical damage, including the damage caused by summoned water elemental creatures; applies a penalty of -4 to saving throws and -20% to magic resistance to targets of spells which cause no hit point damage but do affect an unwilling target in some way; or increases the duration of other spells of this genre which do not fall into the above categories (e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd level spell, increasing by 50% if the spell is 4th-6th level. Bright Moon: All spells relating to stars, moons, and other astronomical phenomena are affected in the same way that water-related spells are affected by the Blue Moon. Silvery Moon: All mind-controlling and influencing spells used by the caster apply a -4 penalty to saves and a -20% penalty to magic resistance checks by targets of such spells. The material components for this spell are a white pearl or sapphire to invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl or moonstone for the Silvery Moon. Whatever the combination of moons invoked, the spell also requires a piece of black velvet along with a crushed pearl and a crushed moonstone, and a pinch of diamond dust. ------------------------------------------------------------------------ Alpha's Saint Elmos' Fire (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 5 Area of Effect: Special Saving Throw: Special This spell ionises the air around the target of the spell, surrounding him with a blue-white, glowing nimbus of electrically charged air in a 5' radius. The target of the spell may save vs. breath weapon at -2 to avoid the spell. This save is at an additional -2 if the target is carrying large, mostly metallic weapons (e.g. swords, battle axes) or wearing partial metal armour (e.g. studded, ring), and at -4 if wearing full metal armour (scale or heavier). If successful, the target will suffer only 3d6 electrical damage as he dodges out of the area of effect, and the spell will then dissipate that round without a focus to coalesce about. If the save is failed, the victim will suffer 5d6 damage every round until a save vs. breath weapon (with modifiers as for the initial save, but with a +1 cumulative per round bonus) is successful, at which point the spell will dissipate. Any creature entering the 5' radius nimbus suffers 1d6 electrical damage with no save. Any creature that touches or is touched by the victim of the spell will suffer 3d6 damage with no save if the contact was skin-to-skin, or 2d6 if it was through a conductor. If the target is in water, the electricity will inflict 3d6 damage with any contact, 2d6 within 5', and 1d6 within 15'. The target of this spell may, if desired, intentionally try to use the nimbus of electricity and the personal electrical charge as a weapon. The caster may end this spell at any point, if desired. The material components are phosphorus, a bit of fur, amber, and a bit of cold iron. ------------------------------------------------------------------------ Alpha's Shooting Stars (Conjuration/Summoning) Range: 5' per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: Special This spell creates glowing missiles with flaming trails, one for each six levels of the caster (dropping all fractions). The victim of the spell receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery blast that accompanies the impact. All within 5 feet of the impact point are also in the blast radius, but they may save for half damage. The original intended target may attempt to save vs. petrification to avoid being struck, this save at -4 if within 20' and at -2 if within 40'. If this save fails, he suffers as above. If he succeeds, however, the shooting star(s) directed at him continue on in a straight line to the extent of their range, at which point they explode in a fiery burst as above. Anyone else in the path of the shooting star(s) must save as for the original intended target, or become the victim of the spell. If the caster has more than one missile, he may direct them at one or several targets as desired. Anyone within 5' of the path of the missile will suffer 2d6 (save for half) fire damage simply from the heat of the passage of the shooting star. The material component is a bit of meteoric iron and a piece of igneous rock. ------------------------------------------------------------------------ Alpha's Spectral Hound (Conjuration, Phantasm) Range: Special Components: V, S, M Duration: 6 turns per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell brings into being a quasi-real beast appearing as a war dog with black fur, gray ruff and tail, milky gray eyes, and insubstantial paws which make no sound. The creature will have average (8-10) intelligence and can converse with the caster in the common tongue. The creature can fight, attacking as a 2+2 HD monster and inflicting 2-8 points of damage per hit. It can, however, affect creatures struck only by magical weapons. The beast itself is AC 0, and can take up to half the caster's full hit points (rounding up) before being dispelled. The Hound can track any creature known to the caster, provided the caster concentrates on a mental picture of the figure for 2 full rounds. The Hound can follow the trail of such a creature with 100% certainty, -5% per hour the trail is old. The Hound also has infravision to 90', can spot hidden (such as in shadows) things 80% of the time, invisible objects 65% of the time, and astral, ethereal, or out-of-phase things 50% of the time. The Hound normally moves at 12", though it can run at 24" for 3 rounds each hour. Further, the Hound may cross muddy or swampy ground, or even water, as if were solid, dry ground. The Hound leaves no tracks. By concentrating for 1 full round, the caster can make use of the Hound's sensory abilities for as long as desired, though this does not allow communication beyond normal vocal range. The Hound is unaffected by any spells which alter its form (flesh to stone, polymorph, etc.) or restrict or affect its movement (haste, slow, hold, etc.). If a mind control spell is cast upon the creature and it fails its save (saving throws of the Hound are as for the caster), then it wills itself out of existence. It is further immune to poison and death magics. The hound will speak only to the caster, and, if the caster is killed, feebleminded, charmed, or otherwise mentally incapacitated, then the hound will immediately cease to exist. The material components of this spell are three canine statuettes; one of ivory or alabaster, one of silver or platinum, and one of jet, onyx, obsidian, or ebony. These statuettes must be worth at least 200 GP each, and, in the course of the spell, the three merge to become the Spectral Hound. When the spell ends, the Hound simply fades slowly out of existence. ------------------------------------------------------------------------ Alpha's Star-Powered Magery (Invocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Caster Saving Throw: None This spell can only be cast outdoors under a night sky where stars are visible. The spell requires 2 turns to cast for each level of spells the caster is able to cast (e.g. a 12th level wizard can cast 6 levels of spells, and so would require 12 turns). Upon completion of the spell, the caster's mind and body are refreshed and restored as though the caster had rested a full day. 1-3 hit points, plus the caster's CON bonus, if any, are restored if the caster is at less than full health. The power of the spell also allows the caster to memorise spells in one-half the usual time, save for first level spells, which may be memorised in a single round. During the lengthy casting of this spell, the wizard is suffused with a pale white glow, and is fully aware of things going on nearby. If the spell is interrupted, either by being struck by an attack or voluntarily by the caster, then the effect is wasted and the caster must sleep for spells as usual. The material component is a diamond worth at least 1,000 GP. ------------------------------------------------------------------------ Alpha's Starshield (Alteration, Abjuration) Range: 0 Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 1 round Area of Effect: Caster Saving Throw: None When this spell is cast, the wizard's body is sheathed in a nearly skin-tight magical screen. This screen has the appearance of a black night sky filled with stars. Whenever a light-related spell of any sort is cast at the creature using the Starshield, the spell will be harmlessly absorbed and redirected back at the caster of the spell. This includes such spells as Light (if cast so as to blind), Colour Spray, Sunray, and Prismatic Spray. An area-effect spell where the caster is the sole target will automatically be reflected in this way. Area-effect light spells in which others are also targeted have a chance of being intercepted and redirected by the caster as above equal to the caster's chance to negate the spell with a Dispel Magic spell. The protected wizard will be unaffected by the spell in any event and, if the spell is successfully absorbed, those behind the caster who would have been in the area of effect are spared the effects of the spell. By making a successful check as if to Dispel Magic, the caster may attempt to pass through a Prismatic Sphere or a Prismatic Wall. Darkness spells (e.g. Darkness 15' radius, Nystul's Blackmote, priest's Continual Darkness) will also be reflected, just as light spells are, and the caster may attempt a saving throw vs. death magic each round to attempt to see through any area of magical darkness within normal vision range. If outdoors under the night sky, the caster can see as if in broad daylight, even through magical areas of darkness, and also absorbs stellar radiation, regenerating 1 hit point per round that the spell is in effect. The material component for this spell is a black sapphire and a star sapphire, both of which must be worth not less than 1000 GP. ------------------------------------------------------------------------ Alpha's Wizard Light (Alteration, Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 30' radius sphere Saving Throw: None This spell creates a pearly-white globe of light equivalent to Continual Light (q.v.). Within the area of effect, all shadow and darkness (even of magical origin) is dispelled, and all hidden or invisible creatures or objects are outlined in a pale blue radiance which lasts as long as the Wizard Light itself, even if the object or creature so outlined moves out of the area of effect. Further, all glyphs of warding, symbols, and other magical writings and wards are revealed, glowing a luminous blue, and the area of effect of such wards is similarly outlined. This spell does not reveal astral, ethereal, or out-of-phase creatures, nor does it reveal purely mechanical traps and secret doors, although traps or secret doors disguised by or utilising magic will be revealed. A mage using the Duo-Dimension (q.v.) spell would appear as a thin line of blue radiance in mid-air. This spell does not reveal what an illusion is hiding nor the appearance of an invisible creature (except for its outline), but merely reveals reveals its presence and location. Hence, a Cloak of Displacement is useless within the Wizard Light. The light does not "set off" magical guards, but it does reveal the form of glyphs and such things for possible identification and deactivation. The material component for this spell is a diamond worth at least 500 GP. ------------------------------------------------------------------------ Auralon's Deflective Plates (Evocation) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: Caster Saving Throw: None Casting of this spell creates up to five glowing, circular plates of force which hang in the air in a 3-foot radius around the spellcaster. These plates move to deflect magical energies aimed at the spellcaster of which the latter is aware. The plates are effective against magical rays, beams, bolts and missiles from both spells and magic items. The target of these offensive spells has only a cumulative 15% chance per plate to be protected against totally accurate spells (such as magic missile), but a 19% chance per plate of avoiding magic requiring a "to hit" roll (such as lightning bolt). Upon impact with the plates, the offensive magic is deflected at full strength in a random direction away from the target (roll a d4 for height: 1 or 2=same height, 3 or 4=up; and a d6 for direction relative to the defender: 1=left, 2=left and front, 3=up in front or back at rival caster, 4=right and front, 5=right, 6=either straight up or is absorbed and destroys a plate). The plates can be brought down by disintegrate or dispel magic, impact with a rod of cancellation or shatter (destroys one plate), or a limited wish or wish. The plates do not protect against non-magical attacks or magical attacks of a type not listed above. At the end of the spell's duration, the plates disappear two per round until all are gone. The material components for this spell are tiny disks cut from 50 GP gems, one for each plate to be invoked; the disks are used up in the casting. Auralon's Deflective Plates is a spell Auralon devised in his spare time while serving under the Mageoclave, and before becoming a member of that group. ------------------------------------------------------------------------ Azura's Death Shadow (Conjuration/Summoning, Necromancy) Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: One person Saving Throw: None Upon casting a death shadow, the magic-user brings forth a special creature from the elemental plane of shadow. The recipient of the death shadow feels a chilling sensation followed by warmth as it merges with his actual shadow. Thereafter, once a situation occurs where the recipient takes a death stroke of any sort (failing to save vs. poison, taking damage from an attack which causes death etc.) the shadow pushes him to a place of safety and takes the death stroke itself, disappearing in a black puff of smoke. The spell may last up to one day per spell level of the caster before the shadow departs. Note that the death shadow does not provide an instant escape route from certain death (e.g., being immersed in acid, falling off a cliff, etc.). It merely takes one death blow which would have normally killed the character, and there must be an immediate place of safety within 10' for the shadow to place its host. The material components for this spell are coal, special incense (value 200 GP), and a drop of blood, all of which are burned at the start of casting. ------------------------------------------------------------------------ Azura's Soul Whip (Evocation, Necromancy) Range: 2" Components: V, S, M Duration: 1 round per 2 levels Casting Time: 5 Area of Effect: Special Saving Throw: None When the magic-user casts the soul ship, he creates a shimmering ebony tendril which lashes out at one specific creature within 20'. A "to hit" roll is necessary, but the whip strikes once per round as a monster of the caster's hit dice, and on an unmodified roll of 20, the whip entangles its victim for 2-5 rounds (no "to hit" needed during that time). Whenever the weapon touches its target, it inflicts 1d8 + 3 damage points, and these points are immediately gained by the spell caster and heals any damage previously incurred. If the caster's hit points rise above maximum normal hit points, then the extra points will remain for only 1 turn. The material component is a small leather whip. ------------------------------------------------------------------------ Blizzard (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 5-foot per level radius area (100' maximum) Saving Throw: Special This spell causes a blizzard to hit the area of effect, resulting in the following: movement rate is cut in half due to drifts and wind, no missile fire or flying due to wind, and all normal flames are extinguished. This will negate a heat metal spell, and affects magical fires as if they had been hit with a Dispel Magic. There are no saving throws vs. these effects. In addition, great chunks of ice and snow fall within the area of effect, causing 3d12 points of damage per round to anyone caught inside. A successful saving throw vs. spell reduces this damage to 1/2 the normal amount. The material components required for this spell are five acorns and any semi-precious gem worth at least 100 GP. ------------------------------------------------------------------------ Bone Splinter (Evocation) Range: Touch Components: V, S, M Duration: 1 round per 5 levels Casting Time: 5 Area of Effect: One creature Saving Throw: Special Once this spell is cast, it will affect a single target that must be hit in melee by the caster. The target will suffer a minor bone fracture when affected by this spell. If the caster misses, additional attacks may be made in following rounds, as long as the spell duration allows. The spell ends when a hit is scored, or when the duration expires, whichever comes first. The wizard uses his normal THAC0 with a +1 "to hit" bonus, but must make a called shot (see The Complete Fighter's Manual for details) to one of the hit locations listed below; the appropriate "to hit" modifier must be applied to the combat roll. Normal attacks are not considered accurate enough to do any real damage with this spell. The possible hit locations, along with their combat modifier, restrictions, and effects are as follows: location modifier to hit effects -------- -------- ----------------------------------------------- head -8 minor skull fracture: 2d8 points of damage (save vs. spell for 1/2 damage). arm * -4 minor broken arm: -2 to STR & DEX when using this arm; -2 to hit, or shield worthless 50% of the time. leg * -4 minor broken leg: -2 to DEX when using this leg (i.e. defensive adjustment); movement rate is at 3/4 normal. ribs -4 racked rib: loss of 1d4 CON points and suffer 1d6 points of damage (no save). spine @ -8 cracked vertebrae: save vs. spell or become paralysed for 2d10 rounds. pelvis -4 minor hip fracture: -4 to DEX when using legs; movement rate is at 1/2 normal. * if attacking from the side, only the nearest appendage may be targeted. @ the spine may only be targeted if attacking from the rear. Multiple hits inflict cumulative damage. A cure serious wounds will heal one of these effects, but will not heal any associated hit point loss (another cure spell is required to do so). A cure critical wounds will heal two effects, And a heal will fully restore the victim (unless dead). The material components for this spell are a bit of bone and a small metal hammer, both of which are consumed when the spell is cast. [author's note: the requirement for called shots is simply for convenience; if the DM wishes to compile a hit location chart, then normal attacks may be used in addition to called shots.] ------------------------------------------------------------------------ Chaos Magic (Alteration) Range: 5 feet per level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 1-foot per level radius area Saving Throw: None This spell creates a sphere that has all the properties of a Forgotten Realms (tm) wild magic area (see the FR Sourcebook for details). The area of chaos magic is permanent until destroyed (it may only be destroyed as per a wild magic area). The sphere of chaos magic is non-mobile. The material component for this spell is a pint of blood from any chaotic magic-using creature. The blood is consumed when the spell is cast. ------------------------------------------------------------------------ Cone of Acid (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 This spell is much like Cone of Cold or Cone of Fire (q.v.), except that it causes acid damage. Damage is 1d4 + 1, per level of the mage. The material component is one citrus fruit per level of the mage. ------------------------------------------------------------------------ Cone of Fire (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When this spell is cast, it causes a cone-shaped area of fire originating at the mage's hand and extending outwards in a cone 1/2 inch long per level of the caster. It causes inflammable objects to catch on fire, and great heat in nonflammable objects. Damage is 1d4 + 1, per level of the mage. For example, a tenth level mage would cast a Cone of Fire causing 10d4 + 10 points of damage. Its material component is a red garnet(s) worth at least 100 GP [cf. Cone of Cold]. ------------------------------------------------------------------------ Deflect Normal Weapon Attacks (Abjuration) Range: Touch Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: None When cast, this spell creates an invisible, mobile forcefield around the recipient. This barrier has an armour class of 4 and a number of hit points equal to 5 times the caster's level. All non-magical melee and missile attacks made on the recipient, are directed against the shell instead. Damage from such attacks will not harm the recipient until the wall is destroyed. This spell has no effect on any magical attacks, which inflict full damage on the barrier and the recipient. If an attack hits the barrier, the protected creature must make a saving throw vs. spell. If this save fails, damage is rolled normally against the forcefield (if the damage inflicted equals or exceeds the remaining hit point total of the wall, it is destroyed, but any excess damage does not affect the recipient at this time). If the save is successful, the attack is deflected away harmlessly. If an attack fails to score a hit on the barrier (i.e. misses AC 4), the attack is reflected back at the attacker; the attacker must then make normal attack and damage rolls against himself. The material component for this spell is a powdered black opal which is consumed with the casting. ------------------------------------------------------------------------ Detect Spell (Divination) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 turn Area of Effect: 3" radius sphere Saving Throw: None Spell casting leaves a magical residue in the surrounding area which this spell is designed to detect. When the spell is cast, the caster can examine any spell that was cast in this area up to limit of 1 week in the past per level of the caster. One spell can be examined per round, with the spells being detected in reverse chronological order. The information obtained about the spell is as follows: When cast School of magic Location and area of effect Relative level of spell Casting time and duration Relative level of caster Means of casting Possible means of casting include from memory, from a scroll, and from a natural power. If the caster needs to examine spells farther back in the past, then the spell can be repeated within one day, and the caster can pick up where he left off. ------------------------------------------------------------------------ Dreamoore's Greater Eldritch Sphere (Evocation) Range: 2" + 1" per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: 1' diameter sphere Saving Throw: None This spell is a similar but superior version of the eldritch sphere, inflicting 2d6 base damage + 3 points per level of the magic-user, up to 2d6 + 30 maximum (e.g. a 10 hit die greater eldritch sphere does 32-42 damage points). ------------------------------------------------------------------------ Dreamoore's Spellblade (Evocation) Range: 5" Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None The Spellblade is a 1' - 5' variable diameter rotating circular blade of force which the magic-user mentally commands, and he must concentrate to maintain it (thus any successful attack against the magic-user ends the Spellblade). There are actually two variants for the spell, and the type must be selected at the start of casting. The first strikes with a +1 to +5 "to hit" bonus (corresponding to the blade's diameter) and attacks everything within the designated area of effect. It inflicts 1d10 base damage + 1 damage point per caster's level. The second version directly attacks walls of force, having a 1% cumulative chance per damage point inflicted of bringing down a barrier. It has no effect upon other creatures. ------------------------------------------------------------------------ Fellstar's Flame Cone (Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 This spell creates a cone of fire that streaks from the caster's hand towards the target(s); this cone is 2' wide at the point of origin, 25' wide at the base, and is 10' long for every level of the caster, up to a maximum of 200'. Anyone caught inside the cone suffers 4d8 points of damage, plus 1 point per level of the caster (up to a maximum of 4d8 + 20); a successful save vs. spell reduces the damage by half. Combustible objects must save vs. magical fire or be consumed. The material component for this spell is a handful of red dragon scales that must be tossed in the air when the spell is cast; the scales are consumed with the casting. ------------------------------------------------------------------------ Greenfire (Evocation) Range: 10" + 10" per level Components: V, S, M Duration: 1/10 round per level Casting Time: 5 Area of Effect: Special Saving Throw: Special On casting the Greenfire spell, a bolt of green luminescence appears from the mages fingers, and impacts on the target (a made saving throw means the bolt missed the target, but it hit somewhere...). From this impact point, a green sphere begins to grow, at a rate depending on the material consumed. Items in this area of effect must save vs. disintegration every 1/10 round. Items that save halt the progress of the sphere until they fail their save. Note: the spell expands for a set time, not to a set radius, so an artifact that continues to save will halt the growth of the sphere for the full duration of the spell. Rate of growth: 2" per 1/10 round (yes, 20 feet) in air alone: (not an aerial weapon), but as soon as it hits something solid, it will take a 1/10 round to consume it. 1' per 1/10 round in air/solid mix (cliff face, floor, person). 1/2' per 1/10 round in just rock (ordinary rock gets no save). 1/12' per 1/10 round in water (but draws everything to it like a Sphere of Annihilation). Note I: the sphere begins at a 1' radius, and does not appear until the bolt either strikes something solid or reaches maximum range. Note II: the point of origin of the sphere remains constant, even if in midair. ------------------------------------------------------------------------ High-Energy Lightning Bolt (Evocation) Range: 4" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Like Lightning Bolt but does 1d8 damage per level, maximum 20d8. ------------------------------------------------------------------------ Improved Fire Ball (Evocation) Range: 20 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 As its name implies, this is an improved version of the third level Fireball spell. It has one of two applications as chosen at the time of casting: the first option mimics the Fireball spell in all respects except that damage is 1d8 per level of the caster (up to a maximum of 10d8) and saving throws are at -1. The second version of the spell has a 10-foot radius instead of the normal 20-foot. Due to this reduced area of effect, damage is increased to 1d10 per level of the caster (up to a maximum of 10d10) and saving throws are at -2. It is like a Fireball spell in all other respects. The material components for this spell are a pinch of sulphur and a fire opal of not less than 200 GP in value. ------------------------------------------------------------------------ Jamye's Armour Reversal (Abjuration) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Special This spell reverses the effects of armour worn (or lack thereof) on the subject touched, in the sense that melee attacks that would have normally hit the subject will miss, and melee attacks that would have normally missed the subject will hit. For example, an AC 5 mage that has cast Armour Reversal on himself is attacked by a 10th-level fighter. The fighter would normally need a 6 or better to hit AC 5; with this spell in effect, the fighter needs a 5 or *less* to hit AC 5. Note that this spell is more useful as the amount of armour the subject has on decreases! All bonuses "to hit" that the opponent has work in the opponent's favour, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to hit") and a +2 weapon, these would be *subtracted* from the die roll - thus the fighter would need an 8 or less to hit AC 5. Likewise, penalties are added to the die roll, penalising the attacker as usual. This spell does not affect missile weapons at all, nor does it affect spell saving throws or anything other than melee weapon attacks. If the subject of the spell is willing to have the spell cast upon him, there is no saving throw; otherwise the subject saves as usual. The spell can be counteracted by the usual means (Dispel Magic, et al.), by another casting of Armour Reversal, or by the 7th-level spell Jamye's Improved Armour Reversal (q.v.). The material components of this spell are a small magnet and a diamond of not less than 100 GP value. ------------------------------------------------------------------------ Jamye's Greased Lightning (Evocation) Range: 40 yards + 10 yards per level Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: 1/2 This spell differs from the third-level Lightning Bolt spell in the following ways: - the components and casting time are greatly reduced; - damage done is d4+2 per caster level instead of d6; - maximum damage is 15d4+30; - the bolt is a vivid orange, with green "stripes" running through it. It conforms to Lightning Bolt in all other respects. ------------------------------------------------------------------------ Kalessin's Long Arm (Conjuration) Range: 20 feet Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None This spell allows the caster to cast various spells requiring physical contact at range. The caster must have a clear view of the creature to be "touched", and there can be no obstructions between target and caster. To use this spell, the caster first casts Long Arm, then whatever spell he wants to do at range, in the following round. If the caster is disturbed following the casting of Long Arm, the spell is ruined. Disturbance could be anything from heavy jostling, to actually taking damage. If the target moves out of sight before the caster can get off the second spell, the the spell is ruined. The target gets regular saving throws for the second spell. The material component of this spell is a jade tipped wand, which disappears after casting. ------------------------------------------------------------------------ Meillikhom's Room of Seclusion (Alteration) Range: Touch Components: V, S, M Duration: 1 week per level Casting Time: 1 turn Area of Effect: 10' x 10' area Saving Throw: None With this spell, the caster can create an extra-dimensional room (5' cube per level) with one side adjacent to an unbroken 10' x 10' area (i.e. one that has no doors, windows, or other such openings). The surface area (which must be touched) now acts as a phase door into the secluded room. The room can be of any shape and size up to the limit of the spell but at least one side must be at least a 10' x 10' area. Thus, the room could be rectangular, pyramidal, hemispherical, etc. The room lasts for 1 week per level of the caster, or until dispelled. The caster may bring any item, materials, etc. as he desires into the room, so long as the object can fit through the phase door and is touched by the caster (and only by the caster). At the end of the spell's duration, anyone or anything still within the room is now trapped in that extradimensional space. escape is only possible through other extraplanar travel. This also occurs when a dispel magic or similar magic is cast against the phase door area. The phase door itself is detectable by any means available that can detect magical auras, but the room itself can only be contacted through extraplanar means. Spells such as clairvoyance and clairaudience would not detect the extraplanar room but would instead detect whatever was on the other side of the phase door surface. ------------------------------------------------------------------------ Mental Ledger (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: See below Area of Effect: Caster Saving Throw: None This spell enables the caster to record spells in an unused portion of his brain, just as if it was recorded in a spell book. The caster can record three spell levels for each level of experience. This will enable the caster to memorise spells as if the caster were reading the spells from a spellbook. If the caster wishes to change the spells memorised therein, then the caster must recast mental ledger to change the contents. The casting time of the spell is one hour per spell level to be memorised. The material components of this spell is a slate of pure quality lead crystal of no less than 5000 GP value which disappears after the spell is cast. ------------------------------------------------------------------------ Missile Multiplication II (Alteration, Evocation) Range: Touch Components: V, S Duration: 1/5 round Casting Time: 6 Area of Effect: One missile Saving Throw: None A missile must be fired within the next twelve seconds. This spell makes 3-18 missiles out of one. Unlike the fourth level version, the fifth level version of this spell will multiply "abnormal" missiles, like poison darts, Ballista bolts, catapult rocks and other such things. All other effects are similar to the spell of fourth level. The possibility of using lethal poison is at the DM's option. ------------------------------------------------------------------------ Pobithakor's Protection (Abjuration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1/2 Area of Effect: Caster Saving Throw: None This is an improved version of Pobithakor's pacifier. When the caster is effected by Pobithakor's placer spell, this spell can be cast so that the caster is not pulled to the caster's location. This spell simply stops the effect from occurring at all. This spell can also be cast to return a scrying portal to one way only after it has been effected Pobithakor's tracer spell without having to resort to dispel magic. ------------------------------------------------------------------------ Rathe's Contingency Trigger (Alteration) 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 Contigency Trigger functions identically to the third level Rathe's Trigger spell, with one exception: a condition may be applied to the triggering of the spell (for instance, "trigger only if a man wearing green enters the area", or "trigger if anything made of gold enters the area"). Note however that the spell's "perception" is restricted to the area of effect. The spell cannot perceive intangibles such as class, level, or alignment. The material component is as the Rathe's Trigger spell, but must be worth twice as much. ------------------------------------------------------------------------ Rhuva's Wizard Stomper (Divination, Evocation) Range: 0 Components: V, S, M Duration: 4 hours + 10 minutes per level Casting Time: 5 minutes Area of Effect: 10 yards per level Saving Throw: Special Designed to prevent the casting of spells in the area of effect, the wizard stomper produces a nearly uncontrollable surge of energy into a wizard who attempts to draw power for a spell. The victim must save vs. spells at -6. Failure means the spell is aborted and the caster takes 1d6 damage per level of the spell attempted. If the save is made, the spell can be cast at +1 on all damage dice, but at double normal casting time. If a wizard has been stomped before, and knows what to expect, the save is only at -3. Material component is a handful of ruby dust worth at least 25 GP. ------------------------------------------------------------------------ Sarius' Ethereal Transfer (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: Special Saving Throw: Negates By means of this spell, a mage is able to cause one creature of his current size class to enter the ethereal plane. Once there, the creature is empowered to exit through any border ethereal curtains onto one of the elemental planes or the prime material plane unless it was an unwilling victim of this spell and failed to make its saving throw, although a successful Dispel Magic cast on the creature (in a border ethereal curtain) will cause it to exit through the border ethereal. Otherwise, the creature is stuck in the ethereal plane until it can find another way to transfer from the border ethereal into an elemental or prime material plane. For every 2 levels of experience over 9th level a mage may touch an additional person of his size class and transfer him into the ethereal plane. The classes are tiny, small, medium, large, huge, and gargantuan. If the caster is of medium size he has each touch slot equal to 3 tiny, 2 small, 1 medium, 1/2 large, 1/4 huge, and 1/6 gargantuan size classes. Therefore, he would need 6 slots (i.e., be a 19th level mage) to cast a gargantuan creature into the ethereal plane. Note that a creature's wisdom bonus or penalty against mind effecting spells modifies its saving throw when it is an unwilling recipient against this spell unless it is currently voluntarily allowing another spell to be cast upon it, in which case it is allowed no saving throw. The material component of this spell is normally a small piece of cockatrice flesh, but almost any animal with sensory powers which extend into the ethereal plane will work. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Sarius' Golden Stars of Protection (Evocation) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 5 Area of Effect: One floating 2' high star plate per level Saving Throw: None This spell creates golden, shimmering, star-shaped plates of force which move around the caster in a constant motion, deflecting any missile, hand, or weapon attacks directed at the caster. The Armour Class of the mage is improved by a factor of 1 for every three stars still active and any successful physical melee attack (including boulders, ballista, or attack forms similar to a dragon's belly flop maneuver) will be deflected automatically. Creatures of size L (or larger) who are deflected must still land somewhere, possibly injuring friend or foe. Non-missile attacks by creatures with an effective strength of 25 require a saving throw versus breath weapons to deflect. Each star is able to sustain 10 hit points of damage before disrupting, so if a deflected attack does not cause enough damage to disrupt a star (chosen randomly) the star will remain active. For every 5 stars active, the effects of breath weapons directed at the caster will be reduced by 1 hit point per damage die, with total protection from breath attacks becoming a possibility, though, unless the breath weapon causes less damage than the current hit points of a star it will assuredly disrupt the entire field of stars in the process. While the stars orbit the mage he is at a -1 to hit penalty for every star active whenever a to hit roll is needed, including spells. The mage may create fewer stars than the maximum possible. Also, the mage may choose to release up to three stars per round at up to three different opponents no farther away from the caster than 1/2" per level and who are in his line of sight. Released stars act and attack as Magic Missiles and should be considered triple strength versions of a normal Magic Missile for defensive considerations. A star (chosen randomly from the remaining stars) will do damage equal to its current hit points. The material component(s) of this spell is a single gold piece for every five-pointed star created. All pieces are thrown into the air where they disappear and are replaced by the floating stars. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Scrybane (Divination, Enchantment/Charm) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One person in a 300-foot radius sphere Saving Throw: Special For this spell to work, the wizard must cast it when he believes that he is being watched through the use of spells or magical scrying devices (for instance, ESP, crystal balls, or wizard eyes). Immediately after the wizard being scryed casts this one-word spell, the scryer may suffer one or more of the following effects (roll separate percentile dice for each): 80% chance of being affected as if by the spell forget, 55% chance of taking 2-8 hit points of damage from the backlash, 10% chance of falling into a coma lasting 1-20 days, and 5% chance of being feebleminded, as the spell. All spell-like effects are at the level of the caster of the Scrybane. The scryer must make separate saving throws to avoid each of the effects befalling him. The material components for this spell are a dark translucent stone worth at least 500 gold pieces, and a small flame. The spell Scrybane is one of many powerful "anti-divinatory" spells. A wise mage should somehow acquire one before beginning magical research of his own. ------------------------------------------------------------------------ Sillvatar's Dragon Claw (Conjuration/Summoning) Range: 10' per level Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: None This spell conjures a semi-real, shadowy dragon claw anywhere within spell range. This claw will attack any target as directed by the caster; full concentration is necessary to attack with the claw; if the caster loses concentration, the claw will hover in place until the caster again gains control. The claw's attack uses the caster's normal THAC0 and inflicts damage equal to that of the dragon the material component came from. For example, if the material component came from a black dragon, the attack inflicts 1-6 points of damage per attack. For every 5 levels of the caster, one attack with the claw may be made, up to a maximum of 4 attacks, although only a single attack may be made in a single round. The claw dissipates when the maximum number of attacks is made, or when the spell duration expires, whichever comes first. The claw may also be dispelled, but may not be harmed by other attacks. The material component for this spell is the claw from any type of dragon; this component is consumed when the spell is cast. ------------------------------------------------------------------------ Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 This spell will enchant one normal staff with a temporary magical dweomer. In order to cast this spell, a ruby worth at least 300 GP is bound to the end of the staff; this gem will glow with a soft light as long as the spell is in effect. This spell may have one of two affects as decided at the time of the casting: the staff may be used to discharge a Fireball as per the spell; this will have all the effects (including dice of damage) as if the caster had cast a Fireball spell; discharging the Fireball has a casting time of 1. If used in this manner, the spell expires after the Fireball is used, or after 1 round per level of the caster has passed (if not used in that time, the spell dissipates, and has no effect). Alternately, the caster may employ a number of lesser effects: if the staff scores a hit in combat, the staff will discharge a burst of flames that will engulf the target; these flames inflict 1d4 points of damage, plus 1 point per level of the caster (up to a maximum of 1d4+20). A successful save vs. spell reduces the damage by one half; if the save fails, all possessions must save vs. magical fire, or be consumed. The staff may be used in this manner once per five levels of the caster (to a maximum of 4 times). If the staff misses its targets, no charge is used (nor may the caster elect to do so); a charge is used only if a hit is scored. If all charges are not used in 1 round per level of the caster, the spell dissipates, and all remaining charges are lost. The only material components for this spell are the staff and the ruby; the ruby is consumed when the spell ends, but the staff is not affected. ------------------------------------------------------------------------ Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 This spell is identical to Sillvatar's Flamestaff except it may be used to discharge a lightning bolt (as per the spell) or electrical discharges when a hit is scored in combat. Damage, duration, etc. are identical to that of the Flamestaff. Saves for possessions are made vs. lightning for both applications of this spell. Instead of a ruby, this spell has a sapphire for a material component; it is consumed when the spell ends. ------------------------------------------------------------------------ Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm) Range: 100 yards per level Components: V, S, M Duration: Special Casting Time: One turn Area of Effect: Special Saving Throw: None This spell creates the illusion of a creature, up to Medium in size, through which the caster gains the advantage of a clairaudience and clairvoyance spell. The caster must determine the appearance of the illusionary observer, during the casting of the spell. If it is a creature the caster is not familiar with, observers of the illusion are at +4 to notice it as such. If the caster has an accurate drawing or carving of the illusionary subject, observers are at -4 to spot the illusion. Those successfully noticing the illusion see it become merely become translucent, it does not disappear. The illusion is incapable of making any sounds, and is completely insubstantial, even if someone touching it is unaware that it is an illusion. The illusion has a movement rate of 30", and it is capable of passing through solid objects, all save lead, the touch of which cancels the spell. The caster must carefully concentrate on the illusion (i.e. incapable of other action) to use the clairaudience and clairvoyance powers, as well as keeping the appearance realistic. If the caster breaks concentration for some reason, the illusion freezes in whatever position it was in, until the caster resumes concentration or the spell's expires. The material components for this spell are a bit of fleece, and a humanoid eye and ear. ------------------------------------------------------------------------ Sonoric's Superior Minions (Conjuration/Summoning, Divination) Range: Special Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell summons a major etherling, from the Ethereal Plane, to do the caster's bidding. Major Etherlings are fairly intelligent, although they still suffer from summoner-awe. The caster summons one etherling per five levels, for example two at sixth, three at eleventh, etc. The summoned etherlings are eager to serve the caster, and they are capable of more complicated tasks than their lesser brethren. A major etherling (AC: 0, MV: 60, HD: 4, #AT: 2, D: 1-3/1-3, INT: 12) is a mansized, transparent, humanoid-appearing creature, formed of the stuff of the plane ethereal. It has some control over its appearance on the Prime Material plane, although, regardless of form, they have blurry outlines, and are partially transparent. It also moves by flight, although it is sophisticated enough to give the illusion of walking. Being mostly on the ethereal plane, it is able to pass through solid objects, save lead, the touch of which, if it fails a save versus paralysation, returns it to the Ethereal plane, cancelling the spell. Major etherlings are fairly intelligent, and have a 20% chance of knowing any specific minor lore, although it will answer such a question only once. A major etherling will be stricken with extreme respect for the summoner, and will attempt to follow the spirit of its commands to the best of its ability. It has the ability to turn small items, of less than ten pounds in weight, ethereal, allowing it to transport the item. It may only carry one such item at a time, however. It too has a photographic memory. Major etherlings are capable of performing complicated tasks, and can grasp abstract concepts. Once given a task, it will remain on the Prime Material plane until the task is complete, or its time runs out. One advantage the major etherling possess over its lesser brethren. however, its ability to move into the Ethereal Plane, and return to the Prime Material plane, essentially teleporting. It is also capable of completing tasks on the Ethereal plane, as well as the Prime Material. Again, an intelligence check is required for particularly baffling problems encountered in its task, and if the task is rendered somehow incompletable, and the etherling makes it INT check, it will return to the caster, and inform him of the problem, before returning to the ethereal plane (for good). Being dual-plane beings, they are only hit by magic weapons, and spells. The material components of this spell are jade figurines, one for each etherling to be summoned. ------------------------------------------------------------------------ Summon Warrior (Conjuration/Summoning) Range: 40 yards Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Within one round of casting this spell, the wizard conjurers 1d3 warriors to aid him. The summoned warriors will be of a level equal to 1/2 the level of the caster (rounded down) up to a maximum of twentieth level. They will perform as per monsters summoned by monster summoning spells. Note that in certain, circumstances, adventurers may be summoned (who will recall the details of their trip). The warriors will appear anywhere within the spell range as desired by the caster. The type of warrior summoned is as follows: caster's level fighter ranger paladin -------------- ------- ------ ------- 15 and under 70% 20% 10% 16-20 60% 20% 20% 21 and over 50% 25% 25% Equipment and abilities are determined randomly. The material component for this spell is a dagger of the finest quality, which is consumed when the spell is cast. ------------------------------------------------------------------------ Superior Sleep (Enchantment/Charm) Range: 10" + 1" per level Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 6" diameter sphere Saving Throw: None This is a much improved version of the first level Magic User spell sleep. The creatures affected fall into a deep slumber from which they cannot awaken from for at least one turn (unless a dispel magic is used). For each creature the caster chooses to affect, a certain amount of the spells power is used to put the creature to sleep. An effect die roll of 4-48 is rolled. This is the number of points that can be used to put creatures to sleep. It takes a different number of points per creature to put a creature to sleep, depending upon its hit dice or level. The caster can keep on putting creatures to sleep until all the points are used up, or there is not enough points left to effect another creature, or that all the creatures are already asleep in the area of effect. The point costs are as follows: Hit dice of creature to Max. Avg. be affected Cost Affected Affected ------------ ---- -------- -------- up to .5 .5 96 60 .5 + 1 to 01 01 48 30 01 + 1 to 03 02 24 15 03 + 1 to 05 03 16 10 05 + 1 TO 07 04 12 07 07 + 1 TO 09 06 08 05 09 + 1 TO 10 12 04 02 10 + 1 TO 11 24 02 01 11 + 1 TO 12 30 01 01 Note: As an additional twist, the particular enchantments of this spell do not allow elves their normal resistance to enchantment/charm, but in turn they get a save vs. spells to avoid the effects of the spell. The material components of this spell is sand from a dead sandman which is tossed in the air while the caster sings a short lullaby. ------------------------------------------------------------------------ Taint Alignment (Enchantment/Charm) Range: Special Components: V, S, M Duration: 1 day per level or special Casting Time: 1 turn Area of Effect: One humanoid creature Saving Throw: Special Taint alignment has similar effect to a character as performing a deed opposite to his alignment, except that this one shows. Casting it requires knowing the Truename of the target, which knowledge can be obtained by other magic. Casting the spell causes the target to make a saving throw vs. spells with a penalty of 2 on die roll. If he makes the save, the spell rebounds on the caster, who shall also have to save, but with a bonus of 2 on die. The spell shall rebound between the two regardless of distance until one fails a save, or both have made three saves, in which case the spell fails. An affected TN character would get a random alignment of the corner 4. Effects vary depending on the alignment of the victim. If the affected is a paladin, the effects thus far taken for granted are reversed: laying on hands would cause damage, detect evil turns into detect good, remove fear effect into cause fear. Yet, the paladin might have no idea what's happening until he tries to ride his mount or draw his Holy Avenger +5. For an anti-paladin, the same goes, reversed. A cleric would instantly lose the ability to acquire spells, though not his spell casting or scroll reading ability. For any character, there's a number of standard effects: - Know Alignment shows the reversed alignment. - Detect Good/Evil work as for the new alignment. - Bad dreams. - Problems with other people. The Good emit fear, the Evil get liked, Law be approached with caution, Chaos be felt as a sign of responsibility. - Temples of one's own religion feel bad. - Temptation to truly switch alignment fully, which would have the certain standard effects described in DMG, such as losing a level of experience. a change in alignment can be felt by people in contact with the affected. Not definitely, but more in the "I feel something's wrong"-manner. The curse cannot be magically removed with anything less than a Limited Wish, until the time is full. Of course, the target wouldn't know that the effect isn't permanent.. If a sign of faltering from the original alignment is done, then the effect does become permanent. Slight faltering causes prolonged duration, as the energy of the spell isn't as seriously tried as it might be. ------------------------------------------------------------------------ Tonguetwister (Abjuration, Alteration) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One target Saving Throw: Negates When this spell is cast on an enemy spellcaster, it will cause the target's tongue to twitch violently, thus disrupting any spell being cast at the moment, unless the victim makes a successful save vs. spell. The level of the spell being cast by the target determines the modifier applied to the save as follows: save modifier = spell level - 5 (i.e. a 2nd level spell inflicts a -3 to the save, a 7th level spell earns a +2 to the save, etc.). The victim must be in the process of casting a spell with a *verbal* component. If no spell is currently being cast by the target, the Tonguetwister has no effect. If the opponent's spell goes into effect at the same time as the Tonguetwister, the victim earns an additional +2 bonus to the save. This spell cannot affect a spell that has already been cast, nor one that is to be cast in the future. The material component of this spell is a tongue of any creature; this is consumed when the spell is cast. ------------------------------------------------------------------------ Traelanger's Extermination (Alteration, Conjuration/Summoning) Range: 0" Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 4" diameter sphere Saving Throw: None When this spell is cast, it causes all creatures in the area of effect who have less than 5 hit points maximum and less than 8 intelligence to die. The spell can effect a total number of hit points equal to seven times the casters level. When determining what creatures die from the effects of the spell, start with the creatures with the lowest hit points, and then go from there. The material components for the spell is a handful of live bugs which must be squashed as the spell is cast while the caster yells out "Seven in one blow!". ------------------------------------------------------------------------ Tryton's Armour (Abjuration) Range: Touch Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: None This fifth level version of the first level spell Armour provides an AC of -2. In all other respects it is the same. ------------------------------------------------------------------------ Tryton's Death Grip (Necromancy) Range: Touch Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: None Any creatures under 6 HD touched by the caster are automatically brought to 0 hit points. Creatures of 6 HD and above are afflicted with a double strength Shocking Grasp. ------------------------------------------------------------------------ Wiley's Door (Alteration) Range: 0 Components: V Duration: 1 round Casting Time: 5 Area of Effect: Special Saving Throw: None Causes a door to appear immediately before the caster and a matching door up to 3" away. The first door appears framed by glowing blue lines 5' wide by 8' tall. The second door is invisible. Living matter up to 400 pounds or non-living up to 800 pounds may be transported from the first door to the second door (trade off one pound living for two pounds non-living). This doors provide one-way transport only. ------------------------------------------------------------------------ Wiley's Teleport (Alteration) Range: 150 miles Components: V, S Duration: Concentration Casting Time: 1 turn Area of Effect: Caster + additional weight (see below) Saving Throw: None This spell allows the caster to teleport himself and -7000 GP + 1000 GP per level of additional stuff that he is carrying to a specified destination at most 150 miles distant. The chances of error are the same as for normal teleport, except that if the caster would normally end up is a solid object, the spell will abort. The maternal component is a map of the destination, which is not consumed. ------------------------------------------------------------------------ Wolldin's Backstabber (Illusion/Phantasm) Level 5 Range: 20' per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: None This spell requires the presence of any piercing melee weapon in order to work; the caster holds the weapon, and when the incantations are complete, the weapon vanishes and reappears in the hands of an invisible spectral creature. A True Seeing or Detect Invisible spell, or similar magic will reveal the vague outline of a figure; others will only see the weapon hovering in the air. The figure (and weapon) will appear behind the creature chosen as the target for this spell (the target must be within spell range); it will then deliver an instantaneous backstab at the victim. The caster's normal THAC0 is used to resolved hits (all applicable bonuses apply normally, including the bonus for attacking from behind); the attack is always made with surprise (unless it is normally impossible to surprise the target) and therefore, dexterity and shield bonuses to AC do not apply to the attack. In the case of a successful hit, the base damage is as per the weapon used in the attack; however the attack also receives a backstab damage bonus as if made by a thief of a level equal to the caster's level; normal damage bonuses also apply to the attack. The only material component for this spell is the weapon used in the attack; it, as well as the spectral creature, disappear after the attack is made, whether it was successful or not. ------------------------------------------------------------------------