======================================================================== Sixth Level Spells ======================================================================== Acid Rain (Evocation) Range: 10 yards + 5 yards per level Components: V, S, M Duration: 1 round per 3 levels Casting Time: 6 Area of Effect: 10 square feet + 5 square feet per 2 levels Saving Throw: 1/2 This spell will cause a sheet of corrosive acid to fall from the sky (actually, it will appear 10 feet over the target spot). All creatures or objects underneath will be subject to its effects. The acid will corrode wood, metal, cloth, and flesh. The initial inundation will cause 1d6 damage per level (with a maximum of 10d6). A successful saving throw will cause half damage, and adds +1 to subsequent saves. All items exposed to the acid must also save. If a magical item saves successfully, no further saves are necessary. Armour loses one point of AC per round. If it loses all of its points, it disintegrates and falls to the ground. Weapons lose one point per round. The number of points is determined by size (L=3, M=2, S=1). When all points are gone, the weapon is too weak to use in combat. All damage done to items (other than loss of magical properties), can be repaired with a Mend spell, or the like, unless the item was destroyed. Subsequent damage to flesh is 1d6 per round. All subsequent damage can be avoided if victims immerse themselves in water, to wash off the acid. The material components of this spell are rain water and sulpher. ------------------------------------------------------------------------ Alpha's Firefountain (Alteration) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: Special This spell is similar to the 4th level Alpha's Firefall spell, but is more powerful in two ways. First, the spray of liquid fire burns for a total of three rounds, inflicting 3d6 damage the first round, 2d6 the second, and 1d6 the third. There is no saving throw vs. the damage inflicted by the spray. Second, the caster is able to throw up one prominence of flame (for 4d10 fire damage the first round, and 2d10 the second, with a save vs. breath weapon to halve damage) for every six levels of the caster (rounding off all fractions). The material component is a lump of pitch, sulfur, saltpeter, and magnesium and an available fire source. ------------------------------------------------------------------------ Alpha's Rainbow Warrior (Evocation, Summoning) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell invokes energy and the spirit of a creature from the Quasi- Elemental Plane of Radiance. The Rainbow Warrior has as many hit points as the caster would at full health, and attacks as a fighter of half the caster's level. The Warrior has an armour class of 0, and can only be struck by magical weapons. It attacks with a spear of radiance, which causes damage the same way as the 2nd level Rainbow Beam spell if the target is struck. As with that spell, the caster has a 5% per level chance of selecting the colour of the spear, otherwise it is random. The Rainbow Warrior may fly at a movement rate of 24, but it has no real substance and cannot touch nor carry any material object. Creatures dwelling on or drawing power from the Negative Material Plane or Plane of Shadow suffer 1d6 damage every round that they are within 20' of the Rainbow Warrior, as it sheds a bright globe of light strongly infused with energy from the Positive Material Plane. The Rainbow Warrior is unaffected by poison, paralysis, petrification, fire, electricity, gas, or acid. Unholy water causes it 2d4 damage, and cold attacks do full normal damage. Negative energy attacks gain a bonus of +1 per die of damage, and any spells involving darkness cause the Rainbow Warrior 2d6 damage per level of the spell, though the darkness spell will then be dispelled. Any darkness spell coming into contact with the 20' globe of light surrounding the Rainbow Warrior must be checked as if Dispel Magic was being cast at the level of the summoner of the Warrior. Only one such dispelling attempt is possible for each darkness spell that could be affected, although the Warrior can automatically dispel any darkness spell by touching the area of effect, but it will suffer damage as if the spell had been cast specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are affected by the Rainbow Warrior's globe of light as they would be by Continual Light. The material component of this spell is a clear diamond worth not less than 5000 GP. ------------------------------------------------------------------------ Alpha's Starlight Citadel (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell can only be cast in an area under star- or moonlight. When cast, it brings into being a deep blue-black tower of magical metal, with many faint silvery gleams. This tower is in all respects similar to a Daern's Instant Fortress (q.v.) except that it grows slowly during the course of the casting, and so no creature able to move could possibly be harmed by its expansion. The door to the Citadel is Wizard Locked at the caster's level. One creature for each level of experience of the caster may be designated in the casting of the spell, and such creatures may freely open the door, though the caster may override this at any time by mental command. The magic of the walls of the citadel prevents the passage of any creature ethereal, astral, or out-of-phase creature. Teleportation into and out of the tower is still possible. This spell lasts until the first rays of direct sunlight strike the tower, but it cannot last longer than 2 hours + 1 hour per level of the caster in any event. The material component is a star sapphire and a small steel carving of a tower. ------------------------------------------------------------------------ Alter Occurrence (Conjuration/Summoning, Invocation/Evocation) Range: Infinite Components: V Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is a weaker version of the 7th level wizard spell Limited Wish. Alter Occurrence enables the wizard to alter the way an event in the very recent past actually occurred. For the casting of the spell, the wizard recounts an event which occurred up to two rounds previous which he viewed firsthand. The wizard, while recounting the incident, modifies it in the way which he would have liked for it to occur. At the end of the casting, the past will be rewoven along the lines of the caster's version, by a base guideline of 3% per level of the caster. (For instance, Johann, a 12th level wizard, uses the spell to make a freak gust of wind blow an arrow totally off course which shot his companion Rykor in the heart a few seconds ago -- a critical hit. Johann has a 36% chance to make the arrow miss, else it still hits doing regular damage. If Johann had asked for the arrow to have missed Rykor's heart, it might have still hit Rykor but would have done only 100 - 36 = 64% of the designated damage.) This spell will automatically modify the perceptions of the past for all of those, other than the caster, who were present during both the modified and unmodified events unless they make a saving throw vs. spells. Alter Occurrence cannot be used to raise character abilities (even temporarily) or mimic other magical effects. Frequent use of this spell may cause the wizard to go insane; make an INT check with a cumulative -1 penalty each time the spell is used by the same caster over a one week period, or suffer a random type of insanity. Alter Occurrence is a spell published by the wizard Saridan Hysakai after over a decade of study (an unknown amount of which was spent at the Plane of Time). Saridan subsequently went insane. ------------------------------------------------------------------------ Azura's Black Scythe (Evocation, Necromancy) Range: 1" Components: V, S Casting time: 6 Duration: 1 round per 2 levels Area of Effect: 1" long, 180 degree arc Saving Throw: Special The black scythe is a fearsome weapon to behold, stretching 8' and immolated in wispy green flames. It sweeps a 10' long, 180 degree arc and can hit all targets within its area as a monster of the caster's hit die. Creatures up to 4+1 hit dice are slain instantly, while those above 4+1 hit dice but below 8+3 must save vs. spells or be stunned for 2-5 round. Those who possess 8+3 hit dice up to 10 hit dice must save vs. spells or be slowed for 1-4 rounds. All effects are cumulative. The scythe inflicts 1d10 damage in addition to its other effects. The material component is a miniature sickle with an ebony shaft and an adamantine blade costing 500 GP to construct. ------------------------------------------------------------------------ Block Teleport (Abjuration) Range: 0 Components: V, S Duration: 1 turn Casting Time: 6 Area of Effect: 100' radius sphere Saving Throw: None This spell prevents anyone from teleporting into or out of the area of effect while the spell is in effect. It will not effect homing teleport spells (e. g. word of recall). It will also not effect gates. ------------------------------------------------------------------------ Copyright (Abjuration, Divination) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: Special Saving Throw: None Cast before starting spell research. Spell can not be researched except with permission of one who researched the spell or by the use of a Limited Wish. A full Wish enables learning & ability to teach others (variant of Secrecy spell). If mage dies, require speak with dead to get permission. ------------------------------------------------------------------------ Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy) Range: Touch Components: V, S Duration: 1 round per 2 levels Casting Time: 2 Area of Effect: One creature Saving Throw: Special After this spell is cast, the wizard must make a successful attack in melee to affect the target. The wizard's normal THAC0 is used with a +2 modifier to hit. The spell will last until a hit is scored, or until the duration expires, whichever comes first. If a hit is made, the victim suffers a massive heart attack and must make a successful system shock roll or die. Even if this roll succeeds, the target suffers damage equal to 1d4 + 1 per level of the caster. ------------------------------------------------------------------------ Create Ghast (Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 2 hours Area of Effect: Special Saving Throw: None This spell creates up to one ghast per six levels of the caster, and these ghasts will follow the commands of their creator to the best of their ability. Each ghast is formed from the corpse of a human slain by a ghoul or ghast who has not yet risen as a ghoul itself. These corpses are the material components of the spell. As implied above, humans killed by a ghast will rise as ghouls to follow the pack. ------------------------------------------------------------------------ Diamondblade (Enchantment/Alteration) Range: Touch Components: V, S, M Duration: 2 turns + 1 round per level Casting Time: 1 turn Area of Effect: One edged melee weapon Saving Throw: None This spell turns an ordinary edged melee weapon into a blade of sharpness, as per Sword of Sharpness (see AD&D 2nd edition, page 186). For the duration of the spell, the weapon is treated as a weapon +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. However, on a very high roll, it will sever an extremity, determined by a dice roll. The spell functions on existing magical weapons, as long as the total combined bonus is +3 or less. The material component for this spell is a 1000 GP diamond, however, the tooth of a Tarrasque may be substituted in which case the weapon functions as a Vorpal blade (see same reference as above), and gets the +3 bonus to attack and damage rolls. Opponent is Modified Score Modified Score to Sever * to Sever ** ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ Normal or armoured 19-21 20-23 Larger than man-sized 20-21 21-23 Solid metal or stone 21 22-23 * Considering only the sword's bonus of +1. ** Considering only the sword's bonus of +3. ------------------------------------------------------------------------ Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation) Range: 0" Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell creates a 5' long shimmering blue shaft of force from the caster's outstretched hands. He must physically wield the weapon in combat, thus spells with somatic components cannot be cast while the summoned blade exists. The "sword", however, has no true material existence and does not conduct shock back to its wielder, thus its overall speed factor is 1. It is neither an edged nor blunt weapon and affects creatures normally immuned to either. The blade strikes once per round with a +5 "to hit" bonus, inflicting 2d6 + 5 damage points per successful hit. It lasts 1 round per level of the spell caster and is subject to disintegrate and dispel magic. The material component is a 500 GP crystal sword which requires 2 weeks to construct. ------------------------------------------------------------------------ Dreamoore's Eldritch Decagon (Alteration, Evocation) Range: 1" per level Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: 1/2 When this spell is cast, the magic-user sets up a brilliant array of pale blue, dancing rays which forms a decagon between both hands. The spell draws power directly from the psychic winds of the astral and ethereal plane. Once complete, it may fire a 1' wide beam of pure magical force every round, and this ray unerringly strikes any single creature or object within 10' per level (invisible targets require a "to hit" roll vs. base AC 6, modified by dexterity, etc.) and inflicts 2-5 (1d4 + 1) damage points per level of the spell caster, up to 12d4 + 12 maximum. A successful save vs. spells halves damage. These beams may be unleashed from the decagon: - Eldritch beam: magic missile energy; affects only animate targets. - Impaling force ray: inflicts piercing or impaling damage. - Planar force beam: inflicts edged or slicing damage. - Spherical force bolt: inflicts blunt or crushing damage. - Vibration or shock wave: an ultrasonic bolt which affects only crystal, glass, stone, and other objects vulnerable to vibration damage. - Wind blast: as the 3rd level magic-user spell, gust of wind, against a single target (c.f. gust of wind) The magic-user must concentrate to maintain the eldritch decagon, thus any successful attack against him negates the spell. The material component is a small crystal in the shape of a 10-sided die set inside an iron ring, and a lodestone. ------------------------------------------------------------------------ Dreamoore's Missile Tempest (Evocation) Range: 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: Special Saving Throw: None Also known as "Dreamoore's bolts of seeking," this spell creates a powerful enchanted bolt which has base 1d12 damage plus 3 points per level of its caster, up to 1d12 + 36 maximum (e.g. a 12 hit die missile does 37-48 hit points damage). This bolt, however, can divide into two or more missiles striking single or multiple targets (minimum 1 damage point per missile). Once the caster unleashes the bolt, he need but point and close his fist. The missile then flashes outward, dividing into smaller missiles if so directed, and unerringly hits all visible targets in a 90 degree arc before the caster. The material component for this spell is a 500 GP diamond which is hurled into the air as spell casting is completed. ------------------------------------------------------------------------ Dreamoore's Viper Lance (Alteration) Range: 10" + 1" per level Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None The viper lance spell launches a 2' long solid metal shaft at extremely high velocity. This bolt always travels in a straight line trajectory, its blinding speed making it near-invisible. Any creature struck immediately suffers base 1d10 + 2 HP's damage, up to 1d10 + 30 maximum. The caster may launch one bolt per six experience level, though only one bolt may be fired per round. The material component is a solid steel shaft engraved with the caster's personal rune, with a mithril or adamantine tip, and zinc stabilising fins. Each bolt requires two weeks and 250 GP construction cost. ------------------------------------------------------------------------ Eldarr's Improved Spell Conversion (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 2 turns Area of Effect: Caster Saving Throw: None This spell is identical to Eldarr's Spell Conversion, except it will convert any spell of level 6 or less to any known spell of level 5 or lower. The duration and casting time are also increased. This spell also has the additional (in addition to the were-creature pelt) spell component of a powdered gem (of any type) worth at least 400 GP. This gem is also consumed when the spell is cast. ------------------------------------------------------------------------ Energy Field (Conjuration, Evocation) Range: 6" + 1" per level Components: V, S, M Duration: 5 rounds per level Casting Time: 6 Area of Effect: 1' per level high cube Saving Throw: None This spell creates an invisible field of energy which is impermeable to the passage of magical and psionic energies through its barriers. Thus, for example, creatures inside the area of effect are completely unaffected by spells which are cast outside the spell area. Similarly people outside are not effected by spells from inside (note, since magic cannot pass through this barrier, creatures cannot teleport, plane shift, etc. through the barrier). Energy field does not, however, offer any physical protection whatsoever. Spells which cause physical damage can destroy the shield but these spells must do a total damage of 6 HP per level of the caster. A disintegrate spell will cause the shield to make a save vs. magic at the level of the caster. If it saves then the spell has no effect. If it fails then the spell does 2-9 points per level of the caster damage to the field. A magic missile spell actually heals the field on a 1 to 1 hit point basis. The shield, if cast upon the caster, moves with the caster. If the spell is cast upon another unwilling creature then they make a save vs spells. If they fail the save then the field follows the creature. If the save is made then the spell becomes rooted to the target area. Otherwise the spell remains stationary until the spell duration expires. The material component for this spell is a diamond cube of not less than 500 GP value. This cube will shatter when the spell expires or the field is brought down by spell damage. ------------------------------------------------------------------------ Fellstar's Flame Arc (Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: Special Saving Throw: 1/2 This spell is similar to the 1st level spell Burning Hands, but is much more potent. When cast, this spell will emit an arc of flames from the hand of the caster; the arc may be one of four sizes as listed on the following table: Arc Range ~~~~~~~~~~~ ~~~~~~~~ 90 degrees 200 feet 180 degrees 150 feet 270 degrees 100 feet 360 degrees 50 feet The arc of flames will have a width of one foot, centered on the caster's hand, so the height of the wizard's hand at the time of casting will determine the height of the flames; thus if the flames are at waist level, it is possible to escape the effects of this spell if lying prone. The caster may elect to cast the arc in a "doughnut" shape; that is, he may create an area around himself that is untouched by the flames (a good idea if the caster is in the midst of a friendly party). The radius of the hole may be any size the caster desires, up to half the range as given in the table above. Anyone hit by the flames suffers 4d10 points of damage, plus 1 point per level of the caster (to a maximum of 4d10+20); a successful save vs. spell reduces the damage by half. If a victim fails a save, all possessions must save vs. magical fire or be consumed. These flames are blocked by obstacles, and they will not rejoin behind the barrier. This will create gaps in the arc; therefore, if a target is standing behind a large enough obstacle, he will be shielded from the flames, even if the blocking obstacle is tens of feet away. The material component for this spell is a chunk of volcanic rock and a lit candle; the rock is consumed with the casting, but the candle is not. ------------------------------------------------------------------------ Fellstar's Flame Dome (Evocation) Range: 80 yards Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None This spell is similar to the Wall of Fire spell, but it creates a dome of flames instead of a wall. The dome has a radius along the ground of 10' plus 5' per level of the caster; it is 25' high at its peak. The dome must be cast so its base is resting on solid ground. Unlike a Wall of Fire, the Flame Dome gives off waves of heat on all sides; anyone within 10' of the dome suffers 2d6 points of damage, while those within 20' suffer 2d4 points of damage. In addition, the dome inflicts 3d8 points of damage, plus 1 point per level of the caster on anyone who passes through the dome (like a Wall of Fire, creatures subject to fire will suffer more damage at the DM's discretion, and undead always suffer double damage). The procedure for trapping creatures with the dome, as well as the duration of the spell, are as per the Wall of Fire spell. The material components for this spell are specimens of phosphorus and sulphur, both of which are consumed with the casting. ------------------------------------------------------------------------ Glamden's Acid Fire (Invocation/Evocation) Range: 5 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 10' x 10' x 5' per level cloud Saving Throw: Special This spell causes an acid cloud to form anywhere within range of the spell; the cloud billows out to its full dimensions (10' x 10' x 5' for each level of the caster) instantaneously and everyone caught inside the area of effect suffers 4d6 points of damage; a successful save vs. spell reduces damage by half. Anyone who fails the save must roll saves vs. acid for all possessions to avoid destruction. Immediately after the acid cloud forms, it bursts into flames, inflicting another 4d6 points of damage to all inside. As before, a successful save vs. spells reduces the damage by half; those individuals who successfully saved vs. the acid, receive a +4 bonus to their save vs. the fire. If this second save fails, possessions must save vs. magical fire or be consumed (the +4 bonus mentioned previously, does not apply to these saves). The material components for this spell are the intestines of a black dragon and the heart of a red dragon; both are consumed when the spell is cast. ------------------------------------------------------------------------ Glamden's Acidic Gas (Invocation/Evocation) Range: 5 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 10' x 10' x 5' per level cloud Saving Throw: Special This spell is similar to Glamden's Acid Fire; when cast, this spell forms a gas cloud which is also highly acidic; anyone caught inside the cloud suffers 8d6 points of damage. This spell requires two saving throws vs. spells: the first is against the gas, and the second is for the acid. If neither save is successful, full damage is inflicted on the victim; if one save is made and the second fails, the victim suffers 3/4 damage; if both saves are successful, the victim suffers 1/2 damage. If the save vs. the acid fails, all possessions must save vs. acid to avoid being destroyed; the gas has no effect on the victim's possessions. If a target has immunity vs. one component, damage is automatically halved, and is reduced to 1/4 normal if the save vs. the other component is successful. Of course, it a target has immunity vs. both components, he is not affected by this spell. The material components for this spell are the intestines of a black dragon and the stomach of a green dragon; both are consumed when the spell is cast. ------------------------------------------------------------------------ Glamden's Gas Jet (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 5' wide, 10' per level long beam Saving Throw: Special This spell is similar to Glamden's other spells, Acid Fire and Acidic Gas; when this spell is cast, a jet of green gas shoots from the caster's palm; a split-second later, the gas erupts in flames. This jet is 10 feet long per level of the caster, and is 5 feet wide; anyone hit by the jet must make two saving throws vs. spell (one for the gas, and the other against fire) to avoid suffering 8d6 points of damage. The procedures for saves and immunity vs. the two components are the same as for Glamden's Acidic Gas, except magical fire replaces the acid component. The material components for this spell are the heart of a red dragon and the stomach of a green dragon; both are consumed when the spell is cast. ------------------------------------------------------------------------ Hold Person IV (Enchantment/Charm) Range: 12" Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: 5 persons in a 20' radius circle Saving Throw: Negates This is like hold person except as noted above and that all saving throws are made with no modification. ------------------------------------------------------------------------ Improved Wiley's Door (Alteration) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell is like that of Wiley's door except that there is no limit to the amount of stuff that can be transported (except for the physical problems of getting that much stuff through the door) and the second door can be up to 20" distant. The second door must be somewhere that the caster has seen. ------------------------------------------------------------------------ Justin's Skimmer (Evocation) Range: 20 yards Components: V, S, M Duration: 1/2 hour per level Casting Time: 6 Area of Effect: One skimmer Saving Throw: None An improved form of Tenser's floating disc, the skimmer is designed as a flying vehicle for the caster. The wizard reclines in a molded seat at the centre of the 3' radius disc. The "wings" each have room for one person, or a comparable volume of cargo. It can lift 50 pounds per level of the caster. The skimmer can move at speeds up to 25 miles per hour (this approximates move 70), and has maneuverability class A at speeds less than move 21. The caster is protected from acceleration, passengers are not. When stopped, the skimmer can rotate on a dime. The caster has full cover from below. The skimmer can take 5 HP per level of the caster. Ramming, it does (move/3)d6 damage to both itself and the target. Only the caster can control the skimmer; it hovers motionless if he is unconscious. The skimmer is a stable casting platform. ------------------------------------------------------------------------ Kalessin's Spell Load (Evocation) Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Caster Saving Throw: None With this spell, the caster is able to "store" one spell for every three levels he possess (i.e. two at fourth, three at seventh, etc). The caster "paints" the spells around himself as runes, in effect, casting them, a process taking one turn per spell. The spells are now "hung" around the caster, and can be released by command, an action taking only 1/10 of a round. If the caster concentrates, glowing runes representing the remaining spells in the load will appear about the caster, visible only to the caster. The caster must specify in the casting of the load what the verbal or somatic commands are to be for the release of each spell. The caster also determines the appearance of each representative rune. Detect magic will reveal the presence of the spell load, and True Sight will allow the caster to see the rune representations of the spells in the load. A spell load gets two saves versus a Dispel Magic cast at it. First, it gets the mage's saving throw versus magic, and if that fails, it has a 100% chance of being dispelled, minus 5% for each level the spell load caster has greater than that of the dispel magic caster. Releasing the spells by command takes only 1/10 round for initiative purposes, and the caster can release two spells per round, although, if two spells are released, there is a (50 - caster's level) chance that the load spell will be broken, and they will all go off. No more than six spells can be set into a spell load. Material components are a diamond tipped stylus, worth at least 1000 GP, and an amount of molten gold, with which the runes are painted. The gold is consumed in the casting of the spell, but the stylus is still usable. The runes are visible to all during the casting of the spell load, and they flare briefly when the spell they represent is cast. ------------------------------------------------------------------------ Lich's Palm (Necromancy) Range: Touch Components: V, S Duration: 1 round per level Casting Time: 6 Area of Effect: One creature Saving Throw: Special This spell actually grants the caster the ability to use the normal attack of a lich. The mere touch will cause 1d10 damage of cold and be paralysed (save applicable). ------------------------------------------------------------------------ Lorth's Stasis (Alteration) Range: Touch Components: V, S Duration: 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: Negates This spell was designed as either a sort of temporal stasis effect, or as a way of removing enemies without killing them. The creature touched is placed into its own extra-dimensional space, where no time passes. After one turn for each level of the caster has elapsed, the creature will be returned to the Prime Material plane in exactly the same state it was when the spell is cast (including location). If an object has been placed in the location from which the creature was sent, the subject will be displaced the shortest possible distance in any direction consonant with emerging in open space. For instance, if the tunnel has collapsed since the spell was cast, the creature might be displaced a few tens of yards up to the surface of the earth, if this is the shortest displacement that will allow the creature to be placed in an open area. However, if there should happen to be a cavity in the debris blocking the tunnel, the subject would most likely be deposited there. ------------------------------------------------------------------------ Mage Lock (Alteration, Evocation) Range: Touch Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None This powerful dweomer causes the sealing of a thing with far greater effectiveness than that caused by a Hold Portal or a Wizard Lock spell. The Mage Lock can only be cast on certain things: Boxes or chests made of iron, steel, or harder metals, or on doors made of the same and set into a wall at least as hard as hard stone. When the Mage Lock spell is cast, the Wizard chooses a single person - other than himself - who is to be able to open the sealed box, chest, or door. When the spell is done the item is sealed and only the individual who was named in the casting will be able to open it. The item will be unaffected by Knock spells, Chimes of Opening, or similar magics, and will have a Magic Resistance of 25% with regard to other magics, and a +2 on all saves. If the person named in the spell should die before the item is opened - for the spell holds only until the item is opened once - then the item cannot be opened by anyone until the caster of the spell is dead. If the item has not been opened by the time both the wizard and the person named die, the Mage Lock dissipates. The material components of this spell are: A diamond, worth no less than 5,000 GP, 4 small iron cubes, and a drop of blood from the person to be named in the spell. ------------------------------------------------------------------------ Mass Teleport (Alteration) Range: 1' per level radius Components: V Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: None This spell is basically a higher level of the fifth level Teleport spell. The main difference lies in the amount of mass that can be transported by the caster. In addition to the caster, 1200 pounds per level over level 10 may be transported. Basically, this spell is for bulk rate transfers of material. The range simply refers to the maximum radius outward from the center of effect (usually the caster) that people and things can be to be teleported. This was a very popular spell with parties of adventurers that had lots of money to spend on transportation... As such, the mages who could cast this spell tended to charge through the nose for it... It's not an easy spell to find since it is very, very useful... Of course, it's just a matter of time before somebody else (or a group of others) break into the action by researching a similar spell. ------------------------------------------------------------------------ Minor Accursed Rite (Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One living creature Saving Throw: Negates Turns victim into an undead, type selected randomly wight, ..., vampire, partially controllable by the caster. Risky: each command given is a chance for the victim to become a fully free undead of the type, unless the caster also is a member of the same type of undead. Free - until controlled by a spell, of course. The change takes place over a period of two weeks of gradually worsening illness in which time the spell can be dispelled by a Dispel Magic, Cure Disease, and Heal, cast in any order any time during the two weeks, not necessarily one straight after the other. The DM should make up some appropriate material component. Note: the spell can create some quite weird undeads, such as vampire snakes. Controlling requires a common language and sufficient intelligence on the part of the target. The spell in itself doesn't modify stats such as intellect, even if the undead strength of 18/00 on a vampire does apply to non-humanoids as well. ------------------------------------------------------------------------ Moloranis's Marvelous Map (Invocation/Evocation) Range: Special (see below) Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One sheet of paper Saving Throw: None By casting this spell, the mage is able to draw a fairly well detailed map of the surrounding terrain onto blank paper, which is the material component for this spell. The mage casting this spell must give total concentration to the spell for the entire 10 minutes. If the mage loses his concentration, the partially drawn map will fade from view and the spell must be repeated. The range of this spell varies as follows: Above the ground: 1 mile per level of the caster. Underground: 100 feet per level of the caster. * Inside a structure: The mage will get a detailed map of the floor or level he is on. However, the map will show nothing beyond the outer walls. If the floor or level is bigger than the mage's maximum radius, then follow the underground rule. While this spell is very handy, it does have some draw-backs. Nothing on the map is labeled. Also, the map will not show people. For instance, the map will show where a town is (if it is in range) but it won't give you the name of that town and it won't tell you if there are any people in the town. In other words, this spell results in a terrain-like map. The material component for this spell is a piece of paper (or something like that) and a writing instrument of some kind. ------------------------------------------------------------------------ Mystyk's Improved Backlash (Abjuration, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Caster Saving Throw: None This spell is identical to Mystyk's Backlash except for the following: when the caster is hit in melee, if he makes a successful save vs. rods, the attack only inflicts half normal damage (rounded down). Also, the energy bursts inflict an additional point of damage per level of the caster, up to a maximum of 20; this damage is halved if the attacker successfully saves vs. spells. For example if a 14th level caster is hit with a melee attack for 12 points of damage, the caster would suffer 12 points of damage, or 6 if the save is successful; the attacker would suffer 12 + 14 = 26 points of damage, or 13 if the save succeeds. The material component for this spell is the same as that for Mystyk's Backlash except the gem must be worth at least 600 GP. ------------------------------------------------------------------------ Quintessa's Slaying Spear (Evocation) Range: 2" per level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One creature Saving Throw: Special When this spell is cast, light, that appears as a chromatic mass of intertwined rays bundled together in the shape of a spear, appears above the casters head. The caster goes through the motion of throwing the spear, without ever touching it, while speaking the name and race of the creature to be slain. The spear then flies towards its target and will kill the creature instantly is a save vs. death magic is failed. The spear never misses. If the saving throw is successful, the spear misses the creatures brain, or central nervous system, and instead hits another part of of the body causing 10-80 + 1 HP per level of the caster damage. The surge of energy into the creature will also stun it for 2-8 rounds. For the spell to work to its fullest potential, certain things should be known about the target: (1) race (2) anatomy (3) true name - if applicable - and (4) general background and history of the creature. If any of these are known (or not known) then the creatures saving throw is modified as follows: Information Saving Throw adjustments ----------- ------------------------ Known Unknown -------- ------- race -1 +2 anatomy -1 to -4 +3 true name -4 +2 knowledge -1 to -5 +3 The saving throw modifier because of knowledge of the creatures anatomy depends on how much the caster has studied the creatures species. As a general guide, it would take about one month of study, along with lots of specimens, to be completely familiar with a certain species anatomy. The saving throw modifier because of knowledge of the creatures background depends on how much and how deeply the creature's history and current life was researched. The material component for this spell is a copper spearhead and a glass or crystal prism. If the creature was killed because of a failed saving throw, then the spearhead will be found in the brain. If the save was made, then the spearhead will be found in a random part of the body. There is an additional -2 to save modifier if, for some obscure reason, the creature is resubject to this spell with the same copper spearhead that was used the first time (the spearhead has learned where to go this time). The prism disappears after the spell is cast. ------------------------------------------------------------------------ Replay (Divination, Illusion) Range: 6" Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 2" x 2" area Saving Throw: None This spell causes past events to be re-enacted in the area of effect. The replayed events will consist of a three dimensional, semi-transparent image superimposed over the area of effect. The caster can freeze the action, reverse it, scan forward for a particular event, or skip to any time within the range of the spell as given in the table below. Level Time Range ----- --------------- 12-14 1 day per level 15-17 1 month per level 18-20 1 year per level 21+ 1 century per level The speed of a search is determined by the event that is sought. The passage of an army would be easy to spot at a fast search rate, while searching for a pickpocket would require a real time search. The material component for this spell is an hourglass. ------------------------------------------------------------------------ Retroactive Dispel Magic (Abjuration, Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: Special Area of Effect: Special Saving Throw: Special Lets you actually cast Dispel Magic to counter a spell thrown at you! If you have the spell, you can cast it at any spell or spell effect thrown that round, even if you have been killed or turned to stone, by the vagaries of initiative and the like. It is assumed that you were casting the Dispel Magic as the other spell was being cast. Acts as Dispel Magic for chance of success based on level. For example, you have Esmeralda cast Polymorph Other, which is lots faster than Dispel Magic. She has Initiative all over Glamgon, the PC. He declares that he wants to cast retroactive Dispel Magic, so effectively as Esmeralda was gathering power for her spell, Glamgon was trying to drain it away. Glamgon had better succeed, lest he truly become a toad (the outcome of the polymorph other should Retroactive Dispel Magic not succeed). Note that this spell cannot be cast by a specialised Abjurer or Transmuter, since it (also) belongs to his opposite school. ------------------------------------------------------------------------ Sarius' Frost Giant Manifestation (Conjuration) Range: 10" + 1" per level Components: V, S, M Duration: 1 turn per level Casting Time: 6 turns Area of Effect: Special Saving Throw: None This spell creates a golem-like creature which the mage may direct to perform certain programmed actions. The creature is a temporary ice golem with no true intelligence, and to most appears as an undead frost giant. The creature may be controlled up to a distance equal to the spell range but if it passes outside of this range, or the spellcaster is killed, the creature will explode in a 60' radius area doing damage equal to its current hit points (save vs. breath weapon for half damage). The creature created mimics most of the actions of a frost giant, having AC 4, MV 12", HD 10 + 2, HP 52, AT 1, DM 4-24, SP: Immune to cold, SZ: L (15'), Strength: 21. The creature can fight with its club only and has no ability to hurl rocks as a normal frost giant. It can inflict structural damage points as a normal frost giant on a round to round basis (Wood: 2, Soft Stone: 1, Hard Rock: 1/2). The caster is able to direct the creature to perform 3 individual actions plus 1 for every two levels of experience above 12th level. Each change in action will cause the creature to hesitate for one round before working to act out the next action. Actions can be classed as "killing a group of orcs", "killing a group of men wearing the same colours or armour", "tearing down a stone wall", "pulling up a tree", etc. Once the final action is completed the frost giant crumbles into small shards of ice, effectively making a circular area 30' in diameter very slippery. Against mind affecting spells, the creature is considered to have an intelligence and wisdom of 3 (saving at -3 vs. these attacks). If the creature is charmed or controlled by a mind affecting spell the casters concentration is totally disrupted causing the creature to dissipate and any other spells the caster currently controls will become dispelled unless the caster has no control over the spells in question after casting them, and any spell the caster is currently casting will be disrupted. This spell requires only the slightest mental control of the caster to operate, allowing him to cast other spells normally that do not require his full concentration. Multiple castings of this spell will work, but all of the detrimental effects are cumulative. The material component of this spell is a small pouch (2" squared) of leather containing a patch of fresh (not dried) frost giant hair mixed with diamond dust of no less than 500 GP value. The frost giant hair may be kept fresh with a Preserve spell or similar effect. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Sarius' Platinum Platform (Alteration, Enchantment) Range: 1/2" per level Components: VSM Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell brings a magical force field into existence which resembles a dimly glowing platform made of glass-like material. The glowing platform (dimly visible up to 5' away in daylight) is capable of flying under the control of the spellcaster, who may carry himself and a certain amount of weight through airy and waterous mediums. When casting this spell, the mage may choose to create a 10' x 10' with 6" sidewalls or a 40' x 40' platform with 3' sidewalls. The 10' x 10' platform looses some of the abilities of the 40' x 40', but is 10% magic resistant and confers a 5% magic resistance to anything in physical contact with the platform. Both platforms have a localised gravity that aids in keeping materials on board and bonuses to dexterity checks for falling from it. The differences between platforms and general flight powers are listed in the table below. Note that this spell uses the intelligence of the creature casting the spell to determine usage (even thieves) and creatures with less than a 9 intelligence may not effectively use this spell. Only mages may create the 10' x 10' platform. The platforms may only be destroyed by magical damage. Physical attacks, no matter how strong, will only be able to move the platform in relation to the force of the attack compared to the current speed and/or lift rate. Magical weapons will do damage equal to their magical plusses only. If area of effect attacks come from below that do not destroy the platform they will not affect the contents of the platform. Note that, even if the magic resistance of a 10' x 10' platform is bridge and it fails its saving throw and takes full damage, unless it is destroyed the aforementioned effect holds true. The magic resistance passed onto objects touching the platform stay in effect for one round after it is destroyed. Breath weapons are considered magical attacks cast at the level of the hit dice of the breathing creature for determining magic resistance breach. The 40' x 40' platform may sustain 3 HP per level of the originating experience level at which it was cast, while the 10' x 10' platform will take 4 x this amount of damage. The platform is immune to any attacks which use a primal force of the plane in which it is created (e.g., fire in the elemental plane of fire) since it is created from the forces of the current plane in which it resides. This also prevents the platform from crossing planar boundaries. In places where there is no localised gravity, movement rates are double the stated values in the table below. Spell duration in normal time is 1 turn per level for the 10' x 10' platform and 1 day per level for the 40' x 40' platform. The material component of this spell is a platinum plate (3" x 5" x 1/2") with mystic runes etched into it. A jeweler is needed (unless the character has the skill) and he will charge no less than 500 GP to work the runes needed into the plate, the total price coming to 4,000 GP for the plate. The caster must use a wizard mark of his own to prepare the plate or it will only be able to create the 40' x 40' platform. 10' x 10' Platform 40' x 40' Platform ---------------------------- ---------------------------- Maximum Maximum Maximum Maximum Maximum Maximum Int. Speed Weight Lift MCFA Speed Weight Lift MCFA ---- ------- ------- ------- ---- ------- ------- ------- ---- 9 9" 900 1" C/+1 4.5" 3,600 .5" E/+4 10 10" 1,000 1" C/+1 5" 4,000 .5" E/+4 11 11" 1,100 1" C/+1 5.5" 4,400 .5" E/+4 12 12" 1,200 1" C/+1 6" 4,800 .5" E/+4 13 13" 1,300 1" C/+1 6.5" 5,200 .5" E/+4 14 14" 1,400 2" B/+2 7" 5,600 1" D/+5 15 15" 1,500 2" B/+2 7.5" 6,000 1" D/+5 16 16" 1,600 2" B/+2 8" 6,400 1" D/+5 17 17" 1,700 2" B/+2 8.5" 6,800 1" D/+5 18 18" 1,800 2" B/+2 9" 7,200 1" D/+5 19 19" 1,900 2" B/+2 9.5" 7,600 1" D/+5 20 20" 2,000 3" A/+3 10" 8,000 1.5" C/+6 21 21" 2,100 3" A/+3 10.5" 8,400 1.5" C/+6 22 22" 2,200 3" A/+3 11" 8,800 1.5" C/+6 23 23" 2,300 3" A/+3 11.5" 9,200 1.5" C/+6 24 24" 2,400 3" A/+3 12" 9,600 1.5" C/+6 25 25" 2,500 3" A/+3 12.5" 10,000 1.5" C/+6 Maximum Speed: This is measured in feet per round indoors and yards per round outdoors. Incapacitating the controlling person causes the platform to freeze. Speed also directly converts to miles per hour when the platform is flown for that amount of time. Maximum Weight: This is measured in pounds. Maximum (Rate of) Lift: For every 100 pounds over the maximum weight limit the lift rate is reduced by 1" per round. Negative lift rates cause the platform to go down at a rate equal to the negative rating unless the current plane has no gravity. In this case movement rate is affected vice lift. MCFA (Maneuverability Class - Falling Adjustment): This bonus is doubled for the caster controlling the platform. Each +1 should be considered a pull each to 1/10th of normal gravity in the current plane of existence. These plusses are specifically bonuses against falling off of the platform. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Sillvatar's Surgical Strike (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: One creature Saving Throw: 1/2 This spell provides the caster with a method of attacking a specific target in the midst of a crowd; when this spell is cast, a flaming bolt shoots from the palm of the caster towards the intended victim. Only one target may be chosen for this spell, and the bolt strikes this individual unerringly. The bolt will dodge obstructions and other creatures in its flight to the target; it will even round corners, if need be. As long as the spell's range is not exceeded, and there is some path to the target, it will be struck; even if the victim ducks behind an obstacle while the spell is being cast, the bolt will still strike home. The only stipulation is the target must be in sight when the spell incantations begin; the caster may choose any target within sight (and range) but may not target such things as "the strongest member of the group" or "the orc leader" (see the description for Magic Missile for more details). When the bolt impacts the target, it explodes in a burst of flames that engulf the victim; the flames conform to the shape of the target, so no other creatures are affected by the spell unless they are touching the victim. The affects of the explosion are identical to a 10 die Fireball (10d6 points of damage). A successful save vs. spell reduces the damage by one half. If this save fails, the target must save vs. magical fire at -3 for all possessions; those that fail are destroyed. Since its inception, this spell has become a favourite of assassins; because of this, Sillvatar has striven to remove it from circulation. Due to his efforts, this spell is not as common as it once was, although tens and even hundreds of examples still exist. The material component for this spell is a handful of scales and the heart of a red dragon; these components are consumed when the spell is cast. ------------------------------------------------------------------------ Spell-link (Alteration) Range: 0 Components: V, S, M Duration: 3d4 hours + 1 hour per level Casting time: 5 rounds Area of Effect: Caster Saving Throw: None By use of this spell, the mage magically links 4 spells that are currently in his memory. The link is such that, upon uttering a trigger phrase, the linked spells are invoked almost simultaneously. That is, they are machine-gunned. In actual time: there is a 2/10 round gap between the spells. The spells that can be linked are one first level spell, one second level, one third level and one fourth level. The mage must specify the order of the link (i.e. 1-3-4-2, 2-1-3, etc). Spells that are linked may not be cast. Any attempt to cast a linked spell has an 85% chance to fizzle (minus 10% per point of intelligence above 15). Furthermore, the other spells linked to the cast spell are automatically lost. The trigger phrase takes 1/10 round to use. At the end of the duration, which is secretly rolled by the GM, this spell and the linked spells are automatically lost. Spell components are a braided platinum & copper chain, worth 500 GP, which is consumed by the spell, and - obviously - whatever is needed for the linked spells. ------------------------------------------------------------------------ Staff of Light/Darkness (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: Special By means of this spell, the magic-user creates a powerful magical weapon which only he can wield. Magic-users of Good alignment can create a Staff of Light; those of Evil alignment, a Staff of Darkness; and those of Neutral alignment (with respect to Good/Evil) can create either form of the spell, but with reduced effectiveness. The verbal component of this spell consists of but a single word, which creates in the magic-user's hand a sphere of light (or darkness) a few inches in diameter; the remainder of the casting time is then spent carefully pulling and shaping this sphere into a full-sized staff. Spell duration is considered to begin on the following round, so that the caster can make at least as many attacks as he has levels. The glowing Staff of Light will brightly illuminate a 30' radius, and when cast by a Good-aligned magic-user this illumination will be painful to supernatural Evil creatures such as undead, demons, devils, etc. (these take 2 hit points of damage per round, saving vs. spell each round for half damage). A Darkness spell cast in the area of the Staff of Light will eliminate this painful effect for the duration of the Darkness, but does not actually make the area dark, though the illumination is reduced to the level of dim torchlight. Whether cast by a Good or Neutral magic-user, the Staff of Light strikes as a +2 weapon (for purposes of what can be hit by it; there is no actual to-hit bonus) and does a base of 1d6 points of damage. The damage can be increased by 1d6 for each round of spell duration that remains; every such increase shortens the duration of the spell by one round. Intent to increase damage must be stated before the to-hit die is rolled, but spell duration is not affected if the attack is a miss. If the Staff of Light is used to strike a creature with a strong Negative Material existence (wights, spectres, xeg-yi, etc.) there is a 50% chance that the remaining spell duration will be expended as damage whether or not the caster wishes it. The Staff of Darkness sheds deep shadows in a 30' radius, through which only the caster can see clearly; Shades (the monster) and other magic-users using Staff of Darkness spells are at -1 to hit when within these shadows, and all others (even with infravision) are at -3 to hit and +3 to be hit when in these shadows (note that two magic-users within 30' of each other and each holding as Staff of Darkness will both be at -1 to hit, but the effects of multiple staves are not otherwise cumulative). In addition, when cast by an Evil-aligned magic-user, this sphere of shadow will affect supernatural creatures of Good alignment (shedu, lammasu, devas, etc.) as if they were affected by a Stinking Cloud spell (saving throw vs. magic reduces the effect to mild nausea, -1 to hit and damage; this penalty is cumulative with the -3 to-hit penalty for poor visibility). A Light spell cast in the area of the Staff of Darkness will remove this nauseating effect and reduce the to-hit penalty to -1 and the to-be-hit penalty to +1, but will not significantly brighten the area. The staff of Darkness strikes as a +2 weapon (for purposes of what can be hit), doing 1d6 points of damage. For each round of spell duration that remains, the caster can choose to inflict numbing cold on his victim; this cold has a 5% chance per round of spell duration expended, cumulative, of causing loss of use of a limb for 1d6 rounds, and otherwise causes the victim to lose one point each of strength and dexterity per round of duration expended, also for 1d6 rounds; thereafter the lost strength and dexterity return at the rate of one point each per round, or the limb becomes usable immediately. Cold-resistant and cold-using creatures get a saving throw against this effect, and its duration is halved for them in any case. If the areas of radiance/shadow of a Staff of Light and a Staff of Darkness intersect, the effects of both are negated in the overlapping region. If the staves are within 30' of one another, both cease to shed their light/darkness, but their powers are otherwise unaffected. Neither Staff has any physical substance, and thus cannot be parried except by another Staff of the opposite type or by a Rod of Force; a Wall of Force, Forcecage, or similar force barrier will stop a Staff. If two Staves of opposite type touch one another for any reason, both are destroyed in an explosion of 40' radius causing 1d6 points damage for each round of duration remaining in the two spells, cumulative. The mages holding the Staves automatically take full damage, all others within 40' save vs. spells to take half damage. The material component of this spell is a pearl (a black pearl for the Dark version) of not less than 500 GP value, which is held in one hand when the command word is uttered. The pearl is transformed into a small sphere of light or darkness; the somatic component is the stretching and molding of this sphere into a staff. There is rumoured to be a variant of this spell that allows the sphere formed from the pearl to be hurled as a missile, but the specific details have been lost. ------------------------------------------------------------------------ Teleport Trap (Alteration) Range: 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 turn Area of Effect: 10-yard per level radius sphere Saving Throw: Negates All people or things teleporting in the area of effect are, upon materialising, effected as if a paralysis spell had been cast upon them (as in players handbook). Thus a mage wishing to leave sneak into a place decides to teleport there. He doesn't realise that a Teleport Trap has been cast however around the spot he wishes to appear. Upon arriving he must save vs. spells or be paralysed. Those leaving an area under this spell will also be paralysed whereever they appear. Material components are a gem of not less than 5000 GP worth smeared with the ichor of some paralysing agent (ghoul's skin, etc). ------------------------------------------------------------------------ Teleport via Fire (Alteration) Range: Special Components: V, S, M Duration: 1 hour per level Casting Time: Special Area of Effect: One creature per 4 levels Saving Throw: None This spell allows the caster to teleport himself and/or others from one area of flames to another (both fires must be at least as large as a small campfire). The caster has two options: if the terminal fire is in sight, the teleport is without error as per the spell of the same name; if the target fire is not in sight, then the teleport is subject to the success modifiers of the normal Teleport spell. Obviously, the location of the terminal fire must be known (via scrying or prior knowledge). If this spell is used when there is no known target fire (i.e. there is no fire in sight and none are known to the caster) the recipients are trapped on the elemental plane of fire (note that this provides a way of entering this plane on a planned basis, but the caster will not know the location of the teleport beforehand, unless there is prior knowledge of the location on the plane of fire). This spell will provide the recipients with a form of fire-resistance: this resistance lasts for one round per 2 levels of the caster; it provides total protection for this time (but only for the two fires in question - the recipients are affected normally by other fires during this time). It takes 2 turns to prepare this spell, but once prepared, it will remain in effect for one hour per level of the caster, or until it is used. The creatures to be affected are named at the time of preparation. The spell has an actual casting time (i.e. to trigger the teleport) of 1. This spell provides a method of escaping the effects of a Fireball or similar spell: if the caster makes the proper saving throw, and is not in the midst of some other activity (i.e casting another spell or fighting), the teleport can be triggered instantly; the teleported creatures are unaffected by the Fireball regardless if they make their saves or not. Of course the normal stipulations are still in effect, so the caster must still have a target fire, or be trapped on the plane of fire. The material components for this spell are a candle and the replica of a small, wooden door; both are consumed with the casting. ------------------------------------------------------------------------ Vandergast's Armoured Forcetrap (Invocation/Evocation) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 6 Area of Effect: One creature Saving Throw: Negates This spell is identical to Vandergast's Forcetrap in appearance and effect, with the following exceptions: a bend bars attempt is useless against this spell; instead, enough damage must be inflicted on the bands to destroy them. This damage may be caused by weapons (piercing and slashing weapons only do half damage, blunt weapons inflict full damage) or spells. Also, only one target may be trapped by this spell. Finally, a Limited Wish will not affect this spell, although a Wish will destroy it, and a Dispel Magic has the normal chance of success against the bands. The bands have AC 0 and 5 hit points for every level of the caster. When the bands' hit point total has been exceeded, the bands are destroyed, and the spell ends. Each attack that inflicts damage on the bands will also inflict half that damage total (rounded down) on the trapped victim unless a successful save vs. paralysation is made (in which case, no damage is suffered). For example, if the bands are struck for 11 points of damage, they suffer the full 11 points, while the trapped victim suffers 5 points of damage, unless his save was successful. ------------------------------------------------------------------------ Wizard Watch (Alteration, Divination) Range: 1" Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One room Saving Throw: None This spell creates a special version of the casters Wizard Mark to placed in a room of the casters choice. This sigil will allow the caster to view the room from any distance as if the caster was scrying into the room with no chance of failure. The sigil itself does not do the seeing, but it only defines the room that can be viewed, thus the caster can view the room from any viewpoint inside the room, but not from outside the room. The information received is limited to visual only. Since the sigil is easily noticed, it can be hidden, or have its design mixed in with the decor of the room and be hidden that way. If the sigil is created in an outside area, not bounded by walls, then the viewpoint can be anywhere within a 1" radius from the location of the sigil. Any creatures that are in the room which is actively being watched will have a chance to detect the scrying of the owner as defined the DMG (pg. 141). If they use a dispel magic to counter the scrying, then the sigil will remain inoperative for a period of one day (this does not mean that the caster might not have more sigils in the room. As long as they remain inactivated, they will not be effected by the Dispel Magic). The spell is permanent until the sigil is tampered with, or destroyed. The materials for this spell is a mercury and 1000 GP of carbuncle dust is a glue base as well as a dragon scale with the sigil carved on it. The mix is poured onto the dragon scale 'mold' and pressed against the area where the sigil is to be put. The spell is cast, and the new sigil remains in place. ------------------------------------------------------------------------