AOH :: TOME-MAG.TXT
The Tome of Magic, MASSIVE amounts of spells for AD&D Wizards and Priests.
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Introduction
Some of the spells in this file were not part of the
original Tome, but have been picked up or designed by myself
and my gaming group. I included them to save time in
preparing a new spell book.
When I got this file, it contained no distinctions
between wizard and clerical spells. It also gave no
instructions on how to allow characters access to these
mighty spells. In turn, I did my best to design a system
for how characters can get these spells and to divide them
into the two classes. I have also included expanded
Progression Tables for both clerics and wizards up to 50th
level.
Also, there were, for most spells, no material
components listed. It is assumed that the DM can come up
with some suitable item.
You will note that the wizards spells far outweigh the
clerical spells (in terms of the number available.) Perhaps
this can be allowed for by considering that high level
clerics usually settle down and form a church or mission,
while high level wizards settle down and do spell research.
All of these spells were originally written for the
first edition game. I have done some editing to make them
usable for the second edition, mostly in terms of revising
the casting time. Remember: A number by itself is the
initiative modifier. If it says rounds, the spell will go
into effect at the end of that many rounds (example: a 1
round spell will be cast last in the current fighting
round), and turns are blocks of 10 minutes. If you find a
reference to "Segments", a segment is six seconds.
I took out references to illusionists and druids (as
these classes have been nuked). I did not put any spell
schools or spell spheres; these are at DMs discretion.
Special Saves: Special Saves are for characters who
have certain powerful magic items (such as a Luck Sword)
which give them the ability to save in situation where there
is not usually a save. A special save is what happens upon
a success.
Wishes: As far as I understand the current design, the
9th level wish spell has the ability to duplicate or negate
the effects of any spell 9th level or lower. This means
that the wish spell will be unable to duplicate (or negate)
the high level spells. I have attempted to solve this by
including the 15th and 20th level wish spells. The addition
of these spells make the 9th level spell a little less
powerful while still allowing a single spell to cover many
possibilities.
I would like to give a special thanks to the following
people:
Arianna (the cleric) - The tank (with an AC of -4) who
was also a mobile hospital.
[ananda%bsu.decnet@msus1.bitnet]
or [ananda%bsu.decnet@msus1.msus.edu]
Rhianne (the MUT or magic user-thief) - Who had no
qualms about nuking an attacking
army
[bltchem%bsu.decnet@msus1.bitnet]
or [bltchem%bsu.decnet@msus1.msus.edu]
Sarte (the geomancer) - Who climbed towers and offered
philosophical advice
Syrig (the quad or magic user-thief-fighter-cleric) -
Who had a unique way of looking
at the world.
Skylar (the fighter-druid) - Who never quite could get
playing a neutral down.
[kaor%bsu.decnet@msus1.bitnet]
or [kaor%bsu.decnet@msus1.msus.edu]
Killian (the fighter-thief) - Who charged blindly into
anything, and paid the price
(cursed to be Lawful Good)
The summer of '90 was great. Never forget the stupid
rabbits or Skylar doing the dance of death at the hands of
21 magic missiles (thank goodness for RAISE DEAD).
"May your armour never rust and your swing never falter."
Rules for Obtaining High Level Spells
Wizard:
1) Intelligence Requirements
Intelligence Maximum Level
16 8
17 8
18 9
19 10
20 11
21 13
22 15
23 17
24 19
25 20
*** - any creature of at least demigod status has no
restrictions based on intelligence, although they may not
use the spell simply based on their nature.
2) Acquisition
There are generally two accepted ways for obtaining a
spell: spell research and copying the spell from somewhere.
With the higher level (levels 10 plus) spells, it becomes
important that characters not be given the power casually.
There are a number of ways that this can be accomplished.
A) Force the characters to research the spells at a
rate of 1d4 weeks per spell level and a cost of 1,000 to
2,000 gp. per spell level. If the characters are designing
a new spell that is powerful enough to be placed into these
upper levels, the times and costs are doubled or tripled.
B) A series of hard adventures, perhaps one adventure
to get each spell component (one adventure would yield the
list of material components, another the hand gestures, a
third the verbal commands.) Remember, the enemy that the
characters must overcome to get the spell will already know
the spell and will probably use it.
C) Allow the spells to be obtained in the normal
manner, but make the casting of one temporally lower the
caster's intelligence by one for about an hour. This will
decrease the availability of high level spells until the
effect wears off. For non-combat spells, this makes little
difference, but when a hoard of hungry ogres are breathing
down your neck, this can really suck. Note: High level
spells that enhance the effects of the next spell cast would
be exempt from this rule.
D) Feel free to design you own rules. One should make
it difficult to obtain these spells; but not impossible.
Remember: Any spell the characters have, someone else will
also have; and that someone else might be in a bad mood.
3) Scrolls
Scrolls containing the high level spells should not
exist. Consider the fact that a 15th level spell scroll
would be extremely long and that the wizard would not have a
very good chance of producing the scroll. If the characters
desire to make scrolls and all the checks succeed, use the
following effect.
-----The user's mind is temporally shorted out. All spell
casting for the next 2 turns will fail. The user
will still be able to fight and use reasoning, but
spells do not work. Also, regardless of the spell
on the scroll, the user will age one year.
Cleric:
1) Wisdom Requirements
Wisdom Maximum Level
16 5
17 6
18 7
19 8
20 9
21 10
22 10
23 11
24 11
25 12
*** - any creature of at least demigod status has no
restrictions based on wisdom, although they may not use the
spell simply based on their nature.
2) Acquisition
For clerics, spells are gained from their deity through
prayer. Clerics should be able to gain spells up to level
12 using normal procedures.
Feel free to require the cleric to go on a series of
adventures, to appease his/her god. Once the spell is
gained for the first time, all subsequent prayers for that
spell have the normal chances of success.
Levels 13-15 are special cases:
These spells are given on a one for one basis. The
cleric must be able to tell his/her god exactly what the
spell will be used for. If the god feels that the spell is
being requested for a good reason, the cleric will have it
granted. There is a wisdom requirement of 25 for these one
time spells.
-----Level 13:
A) The cleric must have a following of 100,000 beings.
B) The cleric must make a sacrifice of some personal
magic item (not money) to the god.
C) Must spend 2 weeks in prayer and meditation.
D) Must have a very good reason for the requesting of
the spell.
-----Level 14:
A) The cleric must have a following of 250,000 beings.
B) Must sacrifice 3 personal magic items.
C) Must spend one month in prayer and meditation.
D) Must have an even better reason for requesting the
spell.
-----Level 15:
Level 15 spells are not available to anyone of less
than demigod status. No mortal can ever cast CREATE PLANE
or DIVINE ASCENTION.
3) Scrolls
Scroll use for clerical spells follow the same rules as
with wizard scrolls. No spell above 12th level can be put
on a scroll.
Wizard Spell Progression Table
Level Spell Level |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
1 1 - - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
2 2 - - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
3 2 1 - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
4 3 2 - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
5 4 2 1 - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
6 4 2 2 - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
7 4 3 2 1 - - - - - -- -- -- -- -- -- -- -- -- -- -- |
8 4 3 3 2 - - - - - -- -- -- -- -- -- -- -- -- -- -- |
9 4 3 3 2 1 - - - - -- -- -- -- -- -- -- -- -- -- -- |
10 4 4 3 2 2 - - - - -- -- -- -- -- -- -- -- -- -- -- |
11 4 4 4 3 3 - - - - -- -- -- -- -- -- -- -- -- -- -- |
12 4 4 4 4 4 1 - - - -- -- -- -- -- -- -- -- -- -- -- |
13 5 5 5 4 4 2 - - - -- -- -- -- -- -- -- -- -- -- -- |
14 5 5 5 4 4 2 1 - - -- -- -- -- -- -- -- -- -- -- -- |
15 5 5 5 5 5 2 1 - - -- -- -- -- -- -- -- -- -- -- -- |
16 5 5 5 5 5 3 2 1 - -- -- -- -- -- -- -- -- -- -- -- |
17 5 5 5 5 5 3 3 2 - -- -- -- -- -- -- -- -- -- -- -- |
18 5 5 5 5 5 3 3 2 1 -- -- -- -- -- -- -- -- -- -- -- |
19 5 5 5 5 5 3 3 3 1 -- -- -- -- -- -- -- -- -- -- -- |
20 5 5 5 5 5 4 3 3 2 -- -- -- -- -- -- -- -- -- -- -- |
21 5 5 5 5 5 4 4 4 2 1 -- -- -- -- -- -- -- -- -- -- |
22 5 5 5 5 5 5 4 4 3 2 -- -- -- -- -- -- -- -- -- -- |
23 5 5 5 5 5 5 5 5 3 2 1 -- -- -- -- -- -- -- -- -- |
24 5 5 5 5 5 5 5 5 4 3 2 -- -- -- -- -- -- -- -- -- |
25 5 5 5 5 5 5 5 5 5 4 2 1 -- -- -- -- -- -- -- -- |
26 6 6 6 6 5 5 5 5 5 4 2 2 -- -- -- -- -- -- -- -- |
27 6 6 6 6 6 6 6 5 5 4 3 2 1 -- -- -- -- -- -- -- |
28 6 6 6 6 6 6 6 6 6 4 3 3 2 -- -- -- -- -- -- -- |
29 7 7 7 7 6 6 6 6 6 4 3 3 2 1 -- -- -- -- -- -- |
30 7 7 7 7 7 7 7 6 6 4 4 3 2 2 -- -- -- -- -- -- |
31 7 7 7 7 7 7 7 7 7 4 4 4 3 3 -- -- -- -- -- -- |
32 8 8 8 8 7 7 7 7 7 4 4 4 4 4 1 -- -- -- -- -- |
33 8 8 8 8 8 8 8 7 7 5 5 5 4 4 2 -- -- -- -- -- |
34 8 8 8 8 8 8 8 8 8 5 5 5 4 4 2 1 -- -- -- -- |
35 9 9 9 9 8 8 8 8 8 5 5 5 5 5 2 1 -- -- -- -- |
36 9 9 9 9 9 9 9 8 8 5 5 5 5 5 3 2 1 -- -- -- |
37 9 9 9 9 9 9 9 9 9 5 5 5 5 5 3 3 2 -- -- -- |
38 9 9 9 9 9 9 9 9 9 5 5 5 5 5 3 3 2 1 -- -- |
39 9 9 9 9 9 9 9 9 9 5 5 5 5 5 3 3 3 1 -- -- |
40 9 9 9 9 9 9 9 9 9 5 5 5 5 5 4 3 3 2 -- -- |
41 9 9 9 9 9 9 9 9 9 5 5 5 5 5 4 4 4 2 1 -- |
42 9 9 9 9 9 9 9 9 9 5 5 5 5 5 5 4 4 3 1 -- |
43 9 9 9 9 9 9 9 9 9 5 5 5 5 5 5 5 5 3 2 -- |
44 9 9 9 9 9 9 9 9 9 5 5 5 5 5 5 5 5 4 2 1 |
45 9 9 9 9 9 9 9 9 9 5 5 5 5 5 5 5 5 5 3 2 |
46 9 9 9 9 9 9 9 9 9 6 6 6 6 5 5 5 5 5 4 2 |
47 9 9 9 9 9 9 9 9 9 6 6 6 6 6 6 6 5 5 4 3 |
48 9 9 9 9 9 9 9 9 9 6 6 6 6 6 6 6 6 6 4 3 |
49 9 9 9 9 9 9 9 9 9 7 7 7 7 6 6 6 6 6 4 4 |
50 9 9 9 9 9 9 9 9 9 7 7 7 7 7 7 7 6 6 5 4 |
Cleric Spell Progression Table
Level Spell Level |
1 2 3 4 5 6 7 8 9 10 11 12 |
1 1 - - - - - - - - -- -- -- |
2 2 - - - - - - - - -- -- -- |
3 2 1 - - - - - - - -- -- -- |
4 3 2 - - - - - - - -- -- -- |
5 3 3 1 - - - - - - -- -- -- |
6 3 3 2 - - - - - - -- -- -- |
7 3 3 3 1 - - - - - -- -- -- |
8 3 3 3 2 - - - - - -- -- -- |
9 4 4 3 2 1 - - - - -- -- -- |
10 4 4 3 3 2 - - - - -- -- -- |
11 5 4 4 3 2 1 - - - -- -- -- |
12 6 5 5 3 2 2 - - - -- -- -- |
13 6 6 6 4 2 2 - - - -- -- -- |
14 6 6 6 5 3 2 - - - -- -- -- |
15 7 7 7 5 4 2 - - - -- -- -- |
16 7 7 7 6 5 3 1 - - -- -- -- |
17 8 8 8 6 5 3 1 - - -- -- -- |
18 8 8 8 7 6 4 1 - - -- -- -- |
19 9 9 9 7 6 4 2 - - -- -- -- |
20 9 9 9 8 7 5 2 - - -- -- -- |
21 9 9 9 9 8 6 2 1 - -- -- -- |
22 9 9 9 9 9 6 3 1 - -- -- -- |
23 9 9 9 9 9 7 3 2 - -- -- -- |
24 9 9 9 9 9 8 3 2 - -- -- -- |
25 9 9 9 9 9 8 4 2 1 -- -- -- |
26 9 9 9 9 9 9 4 2 1 -- -- -- |
27 9 9 9 9 9 9 5 3 2 -- -- -- |
28 9 9 9 9 9 9 6 3 2 -- -- -- |
29 9 9 9 9 9 9 7 3 2 1 -- -- |
30 9 9 9 9 9 9 8 4 3 1 -- -- |
31 9 9 9 9 9 9 9 4 3 2 -- -- |
32 9 9 9 9 9 9 9 5 3 2 -- -- |
33 9 9 9 9 9 9 9 6 4 2 1 -- |
34 9 9 9 9 9 9 9 7 4 3 1 -- |
35 9 9 9 9 9 9 9 8 5 3 2 -- |
36 9 9 9 9 9 9 9 9 6 3 2 -- |
37 9 9 9 9 9 9 9 9 7 4 2 1 |
38 9 9 9 9 9 9 9 9 8 4 3 1 |
39 9 9 9 9 9 9 9 9 9 5 3 2 |
40 9 9 9 9 9 9 9 9 9 6 3 2 |
41 9 9 9 9 9 9 9 9 9 7 4 2 |
42 9 9 9 9 9 9 9 9 9 8 4 3 |
43 9 9 9 9 9 9 9 9 9 9 5 3 |
44 9 9 9 9 9 9 9 9 9 9 6 3 |
45 9 9 9 9 9 9 9 9 9 9 7 4 |
46 9 9 9 9 9 9 9 9 9 9 8 4 |
47 9 9 9 9 9 9 9 9 9 9 9 5 |
48 9 9 9 9 9 9 9 9 9 9 9 6 |
49 9 9 9 9 9 9 9 9 9 9 9 7 |
50 9 9 9 9 9 9 9 9 9 9 9 8 |
Wizard Spells
Level 1 Level 2
Acid Hands Bladethirst
Alteration Cloud Walk
Avoid Solicitation Cold Snap
Crate Detect Chaos (Reversible)
Easy Catch Energize
Fire Darts Illusionary Spell
Frost Hands Locate Water
Map It Moving Crate
Protection from Nimanril's Invisibility
Chaos (Reversible) Resist Cold
Seasoning Secret Message
Stone of Detection Sense of Direction
White Tornado, The Target
Think Positive
Tobelin's Regenerating
Mushroom
Level 3 Level 4
Bedlam Acid Cloud
Clear Sight Analyze: Plant
Cloud Formation Anti-Gate
Detect Reefs, Shoals, Arnvid's Unseen Limb
and Shallows Blast of Sound
Healing Sleep Burrow
Hey, Bartender! Controlled Incendiary
Incineration Empath
My, What A Large Fighter Skills
Helmet You Are Four Eyes
Wearing Guzzler, The
Peephole Hydro Shield
Protection from Life Force Transfer
Chaos, 10' Radius Mana Magic
(Reversible) Radiate Heat/Cold
Protection from Resist Acid
Friendly Missiles Rotary Polarization
Psychic Signal Sand Blaster
Resist Electricity Sleep Darts
Resist Fire Sleeping Gas
Snowball Slippery Smallfellow
Status Troll Power
Weapons Magic Ultravision
Wimp
Level 5 Level 6
Analyze: Animal Accelerated Metabolism
Analyze: Mechanism Analyze: Potion
Anti-Magic Zap Anti-Life Energy
Charmer's Knock Bind
Cloud Hardening Cloud Altitude Adjustment
Cone of Acid Component Substitute Spell
Cone of Fire Double One Effect
Dagger Plus Etherealness
Duplicate: Plant Freeze Storm I
Forced March Ida's Mighty Mojo
Handle Ida's Trap
Ida's Mystical Mount Illian's Mystical Fantasy
Illusionary Party In the Bottle
Just passing Through Mass Fumble
Moldyr's Spell Theft Prodigy
Nimanril's Revela- Sandstorm
tionary Blast Wall of Freezing
Nose Dive Vampire Dagger
Psionic Shield
Puff of Smoke
Siren
Steely Termites
Tear Jerker
Thunderous Clap
Level 7 Level 8
Aluap's Zufferooma Aluap's Lonely Hearts Club
Analyze: Scroll Analyze: Armor
Cling Fire Eridor's Emerald Wall
Delayed Blast Acid Exchange
Cloud Freeze Storm II
Delayed Blast Snowball Homicidal Mania
Evaporate (Reversible) Ida's Final Lesson
ICE SPEARS Major Globe of Invulnerability
Llewllynn's Wall Miss
of Force No Restrictions
Mistaken Identity Polarity
Pseudodamage Resist Magic
Psionic Sanction Showdown
Spell Engine
To Whom it May Concern
Wizard's Shield
Level 9 Level 10
Aluap's Dragon Analyze: Ring
Analyze: Monster Duplicate: Animal
Bloodlust Duplicate: Mechanism
Crossbreed Engage
Empathic Revenge Eridor's Ebon Cloud
Fighting Magic Escape
Floating Weapons Fall Short
Heat Dissipation Floor Plan
HTK Battery Freeze Bolt
Immolation Freeze Frame
Magic Dispersion Greek Fire
Master Ida's Marvelous Marble
Master Switch, The Karma Enhancer
Power Word Fragment Master's Roar, The
Reverse Planar Pathfinder
Sky Kennels Poison Missile
Special Extension Tobelin's Button
Sticky Floors
Vorpal Blades
Weapons Damper
(Reversible)
Level 11 Level 12
Aluap's Curse Alter Spell Book
Analyze: Rods/ Black Sheet of Death
Wands/Staves Cease Aging
Between Curse of the Djinn
Boat in the Bottle Duplicate: Potion
Camouflage Emotion Alteration
Control Gravity Ethereal Traps
Discover Finger Snakes
Double Trouble Mind Rake
Eridor's Nemesis Psionic Shield II
Web Pyromania
Eridor's Planar Sadistic Statistics
Curtain Special Summons
Fall of the Ice Summon the Dastardly
Asteroid Filingerixersifed
Not for Me
Protection from
Energy Drainers
Rally
Rubbery Stuff
Seeker
Stat Swap
Symbol of Power-
lessness
Level 13 Level 14
Aluap's Blizzard Analyze: Any Creature
Analyze: Weapon Area Effect
Backfire Bestow Special Saving Throw
Bizarre Black Tornado, The
Black Burst Cremation
Death's Speed Duplicate: Rods/Wands/Staves
Psionic Reflection Eridor's Ebon Bolt
Repeat For Your Benefit
Security Force Insane Spell Caster
Senility Negation Blast
Serpentine Shock Field
Special Delivery Tsunami
Special Immunities Undeath Plague
Whole Who's Who?
Level 15 Level 16
Analyze: Any Item Duplicate: Ring
Duplicate: Monster Equalize
The Lady's Smile No Class
Negative Energy Bolts
Reconstruct
Wish (Level 15)
Level 17 Level 18
Anti-Dispel Magic Deadly Claws, The
Spell Duplicate: Weapon
Duplicate: Armor Soul Suck
Level 19 Level 20
Duplicate: Any Create Plane (Reversible)
Creature Duplicate: Any Item
Ice Darts Wish (Level 20)
Last Strike
Level 1
Acid Hands
Level: 1 Duration: 1 round
Casting Time: 1 segment Saving Throw: None
Area of Effect: Special Special Save: None
Components: V,S Range: 0
This spell is very similar to the 1st level mage spell
BURNING HANDS, except that the caster's hands eject a
corrosive acid. Damage is one hit point per level of the
caster.
Alteration
Level: 1 Duration: Until Dispelled
Casting Time: 1 Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: S,V Range: Touch
This spell will adjust the size of one piece of non-
magical clothing to fit the wearer. It will not, however,
increase or decrease the size of a piece of clothing by more
than 50%.
Avoid Solicitation
Level: 1 Duration: 1 turn
Casting Time: 1 Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 1"/level
If annoyed and bothered by solicitors, the spell caster
may use this enchantment to cause them to leave their
present target. The caster may then direct the solicitor
towards another being within his line of sight.
Crate
Level: 1 Duration: Permanent
Casting Time: 1 segment Saving Throw: N/A
Area of Effect: 2'x2'x2' Special Save: N/A
Components: M,S,V Range: 10'
With the casting of this spell, a normal 2'x2'x2' crate
appears within 10' of the caster.
Easy Catch
Level: 1 Duration: 1 turn
Casting Time: 1 segment Saving Throw: None
Area of Effect: 1000 cubic feet Special Save: None
Components: M,S,V Range: Touch
EASY CATCH places a charm on the spell caster's
fishhook. When the hook is lowered into the water it will
attract the biggest and best fish within the area of effect,
not to exceed 25 pounds. A catch will be made every other
round.
Fire Darts
Level: 1 Duration: Special
Casting Time: 1 segment Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 6"
This spell will cause 1 fire dart to be projected from the
spell caster's fingertips for every level that the caster
has obtained. The dart resembles a small flame and does 1
point of damage. It will hit and ignite any flammable
object that it is aimed at. No more then 10 darts can be
fired and each can be aimed at a different target.
Frost Hands (Evocation)
Level: 1 Duration: 1 round
Casting Time: 1 segment Saving Throw: None
Area of Effect: Special Special Save: None
Components: V,S Range: 0
This spell is very similar to the 1st level mage spell
BURNING HANDS, except that ice is ejected. Damage is one
hit point per level of the caster.
Map It
Level: 1 Duration: 1 day
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: M,S,V Range: 0
MAP IT allows the spell caster to travel at normal
speed through a dungeon without being forced to slow down to
map. A map of the area the caster is walking through
appears upon a specially prepared scroll in the caster's
possession. This covers all that the caster sees, including
illusions.
Material Components: Fine vellum scroll
Protection from Chaos (Abjuration) Reversible
Level: 1 Duration: 2 rounds/level
Casting Time: 1 segment Saving Throw: None
Area of Effect: Creature touched Special Save: None
Components: V, S, M Range: Touch
This spell is very similar to PROTECTION FROM EVIL
except in its purpose and intent; it keeps out chaotic, as
well as summoned or enchanted creatures. It acts as magical
armour on the recipient; the protection encircles the
recipient at a one foot distance, thus preventing bodily
contact by creatures of an enchanted or summoned or chaotic
nature. Summoned animals or monsters are similarly hedged
from the protected being.
Furthermore, any and all attacks launched by chaotic
creatures incur a penalty of -2 from dice rolls "to hit" the
protected creature, and any saving throws caused by such
attacks are made at +2 on the protected being's dice.
This spell can be reversed to become PROTECTION FROM
LAW, although it still keeps out enchanted or summoned
chaotic creatures as well.
To complete this spell, the mage must trace a 3 foot
diameter circle upon the floor/ground with powdered obsidian
for PROTECTION FROM LAW and powdered glass for PROTECTION
FROM CHAOS; or in the air using burning incense or burning
dung with respect to law/chaos.
Seasoning
Level: 1 Duration: Permanent
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: Touch
Seasoning allows the spell caster to alter the flavor
of food. Thus, an old, crispy fried troll's foot can be
made to taste like a gourmet dinner.
Stone of Detection
Level: 1 Duration: Until dispelled
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 stone Special Save: N/A
Components: M,S,V Range: 5 mile/level
When cast upon a stone, (maximum 2 pound weight) the
enchanted stone will glow whenever any living being comes
within the 10'x10' area it was taken from. The more
powerful the creature, the brighter the stone glows.
White Tornado, The
Level: 1 Duration: Instantaneous
Casting Time: 1 round Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: S,V Range: Touch
This spell removes all foreign matter from the
recipient's clothing and possessions. It does not repair
damaged items.
Level 2
Bladethirst
Level: 2 Duration: 1 round
Casting Time: 1 round Saving Throw: None
Area of Effect: None Special Save: None
Components: V,S,M Range: Touch
By means of a pinch of powdered silver, adamantite, or
mithral, and at least a drop of (human) blood, the caster
endows the blade (or blades) of an edged weapon with a +3
bonus to hit on the following round only. This temporary
magic is visible as a blue-white glow about the weapon, and
fades when the blade strikes a creature or the spell
expires, whichever first occurs. The weapon must be touched
by the caster, and can be wielded by the caster or any other
creature. The +3 bonus applies on the round following the
casting.
Cloud Walk
Level: 2 Duration: 1 Turn/Level
Casting Time: 3 Saving Throw: None
Area of Effect: 1 Creature Special Save: None
Components: V,M,S Range: Touch
By means of this spell the caster may walk on any form
of fog, cloud, or smoke as if it were solid. When this
spell is cast, the caster is enabled to move at normal
movement rate on any smokey substance. He may also climb
any column of smoke at half his movement rate by grasping
and being carried by the rising smoke.
Material Component: Griffin Feather
Cold Snap
Level: 2 Duration: Instantaneous
Casting Time: 2 segments Saving Throw: 1/2 damage
Area of Effect: Special Special Save: N/A
Components: S Range: 0
Upon casting this spell, the caster releases a cone of
frost from his hand. This cone is 30' long and 20' wide at
it's end. The frost does 2 points of damage per level of
the caster to all within the area of effect. If those in
the area make their personal saving throw they take one half
damage.
Detect Chaos (Reversible)
Level: 2 Duration: 5 rounds/level
Casting Time: 2 segments Saving Throw: None
Area of Effect: 1" wide path Special Save: None
Components: V,S Range: 6"
This spell is similar in all respects to the 2nd level
mage spell, DETECT EVIL (GOOD), except that the mage is
detecting for chaos (law).
Energize
Level: 2 Duration: 5 rounds/level
Casting Time: 1 round Saving Throw: None
Area of Effect: 1 target Special Save: None
Components: V,S,M Range: 10 yards/level
A magic user can use this spell on a creature to delay
the symptoms of exhaustion. The target will feel awake and
refreshed for 5 rounds/level, as if he/she had just woke
from a long nap. However, at the spells end, the target
will feel the strain on his/her body, and must rest for
double the time energized. Until this rest is accomplished,
the target will be considered to have Strength and Dexterity
ratings of 3, and no spellcasting can be accomplished.
The material component is a coffee bean or equivalent.
Illusionary Spell
Level: 2 Duration: See Below
Casting Time: See Below Saving Throw: None
Area of Effect: See Below Special Save: None
Components: See Below Range: See Below
This spell allows a wizard to make it appear that
he/she is casting a different spell. The illusionary spell
has none of the actual effects of the spell it is emulating,
but will appear real to all senses. Ex: An illusionary
fireball would be painfully hot, but inflict no damage.
Any spell that is basically offensive in nature, even
one from another class may be duplicated with this. The
casting time, components, duration, etc. are all determined
as if the original spell was being cast. Illusionary spells
last until they are dispelled or would normally expire.
Note: No illusion type spells can be duplicated with
this spell.
Locate Water
Level: 2 Duration: Instantaneous
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: M,S,V Range: 0
This spell will let the location of all natural water
within a one mile radius become known to the caster, i.e.,
wells, springs, streams, etc.
Moving Crate
Level: 2 Duration: Permanent
Casting Time: 2 rounds Saving Throw: N/A
Area of Effect: 3'x3'x3' Special Save: N/A
Components: M,S,V Range: 10'
With the casting of this spell, a three wheeled,
3'x3'x3' wooden crate appears within 10' of the spell
caster.
Nimanril's Invisibility
Level: 2 Duration: Special
Casting Time: 2 rounds Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: Touch
This spell will make the recipient invisible to
creatures of opposing alignments (good vs. evil, law vs.
chaos), and lasts until dispelled or until the recipient
attacks.
Psychic Scrambler
Level: 2 Duration: 1 round/level
Casting Time - 1 round Saving Throw: None
Area of Effect: Caster Special Save: None
Components - V,S Range: 0
This spell scrambles an individuals psychic and magical
aura, effectively jamming all magical detection efforts
against him. Note: this does not make him invisible to
scrying, only jams it.
The following are some rough guidelines for effects on
spells and magic items:
Crystal Ball (Scry Spells) - Static. Target may appear
as hazy shape in middle of snowstorm.
Telepathy - Anything sent by the shielded person can be
read only by the intended recipient. No incoming images can
be received.
Detect Magic - The target will radiate weak magic of an
unidentifiable type.
Detect Good/Evil - See detect magic. Note: the spell
will register "GOOD", regardless of the target's true
nature.
Resist Cold
Level: 2 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: None
Area of Effect: Creature touched Special Save: None
Components: V,S,M Range: Touch
Except as noted above, this spell is identical to the
1st level clerical spell RESIST COLD.
Secret Message
Level: 2 Duration: 2 rounds/level
Casting Time: 2 rounds Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"
This spell allows the spell caster to speak and
understand a language that can only be understood and spoken
by the other recipients of this spell.
SENSE OF DIRECTION
Level: 2 Duration: 6 turns/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: M,S,V Range: 0
SENSE OF DIRECTION makes the caster aware of the
compass directions (N,S,E,W) and allows him to follow a
straight path without error.
TARGET
Level: 2 Duration: Until dispelled
Casting Time: 2 rounds Saving Throw: Negates
Area of Effect: 1' diameter Special Save: N/A
Components: M,S,V Range: 10"
The recipient of this spell is privileged with the
receipt of a bull's eye target. The spell caster merely
points his finger and a target appears. A saving throw at
-1 negates.
Think Positive
Level: 2 Duration: 1-4 rounds
Casting Time: 2 rounds Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 3"
When cast on an unsuspecting being, the creature will
agree with the caster on any subject discussed. He will not
give the caster anything, but he will nod his head or say
yes to every topic brought up.
Tobelin's Regenerating Mushroom
Level: 2 Duration: Until dispelled
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"
This spell creates a 3' tall mushroom which is both
edible and nutritious. It tastes like any food the consumer
craves and totally regenerates itself every 8 hours.
Level 3
Bedlam
Level: 3 Duration: 1 turn/level
Casting Time: 3 segments Saving Throw: Negates
Area of Effect: 10" radius Special Save: N/A
Components: M,S,V Range: 1"/level
When cast upon a group of beings, this interesting
spell will cause each and every individual in the area of
effect to speak in a different and unknown language. There
can be no communication between beings and all affected by
the spell are at -2 on all reaction type rolls due to
confusion.
Clear Sight
Level: 3 Duration: 1 round/level
Casting Time: 3 segments Saving Throw: N/A
Area of Effect: 5" radius Special Save: N/A
Components: M,S,V Range: 1"/level
CLEAR SIGHT greatly improves visibility in the area of
effect. Fog, smoke, gasses, etc., which would normally
obscure vision can be seen through easily by use of this
spell.
Cloud Formation
Level: 3 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: S,V Range: 12"
This spell creates a cloud at an altitude of 100 feet.
It is roughly in the shape of a disk of the following
dimensions: 10' plus 1'/level thick and 20' plus 2' per
level in radius. The cloud takes one turn to form.
Detect Reefs, Shoals, and Shallows
Level: 3 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 mile radius Special Save: N/A
Components: M,S,V Range: 0
This spell is a must for seagoing characters. When
cast, it will make known to the spell caster all reefs,
shallows, and other navigational hazards in the area of
effect. It reveals no information on tides, currents, or
living creatures.
Feadin's Gas Breathing
Level: 3 Duration: 6tr/lv or 2tr/lv
Casting time: 3 Saving Throw: None
Area of effect: 1 creature Special Save: None
Components: V,S,M Range: Touch
This spell allows someone to breathe easily in an
atmosphere full of unbreathable gases. If these are mainly
water or carbon dioxide, the duration is 6 turns per level.
Otherwise, it's 2 turns per level. The spell doesn't grant
any protection against harmful effects of the gases
breathed, like chocking because of dust, poison...
Material component: some very thin cotton, applied on
the mouth of creature receiving the spell.
Healing Sleep
Level: 3 Duration: Special
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: V Range: Touch
This spell may only be cast upon a willing recipient.
The recipient will fall into a deep sleep from which he will
not awaken for 8 hours. During this time the recipient will
be healed for 20 points of damage, plus one per level of the
caster.
Hey, Bartender!
Level: 3 Duration: Special
Casting Time: 3 segments Saving Throw: None
Area of Effect: Special Special Save: None
Components: M,S,V Range: 1"
This magic summons a humanoid figure and his cabinet
filled with all sorts of spirits. He will politely inquire
as to the spell caster's preference, and fill his order
within one or two rounds. He will then disappear with his
cabinet.
The bartender can also attempt to mix a standard
potion. There is a 15% chance plus 1% for each level of the
caster's experience that the bartender will be able to
produce the potion. If the potion is unable to be made, the
bartender expresses his apologies and leaves.
If the potion is produced, it must be used within 2
turns or it will become useless.
Incineration
Level: 3 Duration: 2-8 segments
Casting Time: 3 segments Saving Throw: None
Area of Effect: 10' radius Special Save: Negates
Components: S,V Range: 1"/level
This spell causes all nonmagical, inanimate, organic
objects in the area to be consumed by fire in 2-8 segments.
The resulting blast of heat will cause 1-8 points of damage
to all living beings within the area of effect.
My, What A Large Helmet You Are Wearing
Level: 3 Duration: Special
Casting Time: 3 rounds Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 1"/level
When cast at a being with anything atop its head that
resembles a hat, helmet, etc., the head covering will grow
to a large enough size so that it covers the being's eyes.
One of the following will happen, roll 1d8 and use
accordingly. Saving throw at -2 negates.
1,2 = Person so affected trips. All attacks on this
person are at +4 to hit and he will not counter attack. He
will get back up in one round with the helmet off (reduce
armor class if applicable).
3,4 = Affected person must roll his dexterity score of
less, or lose all initiative rolls and will always attack
last. Duration is four rounds, after which the helmet slips
off.
5,6 = The affected person has a 50% chance of attacking
a fellow party member, a 25% chance of attacking the person
who cast the spell or a 25% chance of attacking the opposite
party but not the spell caster responsible for his helmet
problem. All attacks during the next turn by the affected
person are at -3.
7,8 = If the target is carrying a weapon in his
hand(s), this spell will cause him to trip and fall upon it
doing NORMAL damage to himself. If no weapon is
currently being carried then the target is not affected by
this spell.
Peephole
Level: 3 Duration: Until dispelled
Casting Time: 3 rounds Saving Throw: Special
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"
When cast, a 1/2 inch diameter peephole will appear
through any door, thus allowing someone to see inside with a
viewing angle of 120 degrees. If the door is made out of
wood, the peephole will take only one round to form. A door
which is made of any material other than wood will delay the
formation for 1-4 rounds. Enchanted doors save to no
effect, and the maximum thickness of any door affected is
2'.
Protection from Chaos, 10' Radius (Reversible)
Level: 3 Duration: 2 rounds/level
Casting Time: 3 segments Saving Throw: None
Area of Effect: 10' radius sphere Special Save: None
Components: V, S, M Range: Touch
This spell is the same as the 1st level spell
PROTECTION FROM CHAOS except with respect to its area of
effect.
Protection from Friendly Missiles
Level: 3 Duration:1 turn/level
Casting Time: 3 rounds Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: S,V Range: Touch
This spell prevents the recipient from being
accidentally struck by any missile not intended for him.
PROTECTION FROM FRIENDLY MISSILES is exceptionally useful in
battle.
Psychic Signal
Level: 3 Duration: Special
Casting Time: 1 round Saving Throw: None
Area of Effect: Special Special Save: N/A
Components: V Range: 1"/level
This spell causes the spell caster to know when a
specific event has taken place. Thus, he can wake at a
desired time, or awaken when a particular creature has come
into his vicinity. He can use it to know when conditions
are right for an attack on a neighboring stronghold ("Notify
me when the Wizard Ronan leaves his castle"), or when a
roasting beef is ready for eating. This spell is extremely
versatile. Information will not transverse the planes.
Resist Electricity
Level: 3 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: None
Area of Effect: Creature touched Special Save: None
Components: V,S,M Range: Touch
Except as noted above, this spell is identical to the
2nd level clerical spell RESIST FIRE except the effects are
against electrical attacks.
Resist Fire
Level: 3 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: None
Area of Effect: Creature touched Special Save: None
Components: V,S,M Range: Touch
Except as noted above, this spell is identical to the
2nd level clerical spell RESIST FIRE.
Snowball
Level: 3 Duration: Instantaneous
Casting Time: 3 segments Saving Throw: 1/2
Area of Effect: 2" radius sphere Special Save: None
Components: V,S,M Range: 10" + 1"/level
A snowball is an explosive burst of cold gas, which
comes into being with a loud "whoosh" and delivers damage
proportional to the level of the mage who cast it, i.e. one
six-sided die (d6) per level of the spell caster, to a
maximum of 10d6. The snowball doesn't expend a considerable
amount of pressure, and it will generally conform to the
shape of the area in which it occurs, thus covering an area
equal to its normal spherical volume. [The area which is
covered by the snowball is a total volume of roughly 33,000
cubic feet. Besides causing damage to the target, the
snowball freezes all liquids within its radius. Items
exposed to the spell's effects must make a saving throw to
avoid being affected. Items with a creature which makes its
saving throw are considered to be unaffected. The mage
points his finger and speaks the range (distance and height)
at which the snowball is to come into being. A streak
flashes from the pointing digit and unless it impacts upon a
material body prior to attaining the predescribed range,
blossoms into the snowball. If creatures fail their saving
throws, they all take full hit point damage from the spell.
Those who make their saving throw manage to dodge, fall flat
or roll aside, and thus take only half damage from the
effect of the spell.
The material component of this spell is a hollow
crystal filled with water; suspended in the water are tiny
white quartz flakes.
Status
Level: 3 Duration: Special
Casting Time: 1 round Saving Throw: None
Area of Effect: Special Special Save: Negates
Components: S,V Range: 0
This spell causes a 10% loss of current hit points,
rounded down, to creatures of lower level than the spell
caster who fail to refer to the caster as he requests. The
being must understand what is expected of him for the spell
to affect him. "That's Lord Eridor to you!" This spell
last for 1 week.
Weapons Magic
Level: 3 Duration: 4 rounds + 1/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 weapon Special Save: N/A
Components: M,S,V Range: Touch
This spell imparts a magic upon any weapon it is cast
upon. The weapon has no bonuses to hit or damage, but is,
in effect, a +0 weapon. It can be used to attack creatures
that can only be hurt by magic weapons, but does not affect
creatures needing +1 or better weapons to be hit.
Level 4
Acid Cloud
Level: 4 Duration: 3 rounds
Casting Time: 3 Saving Throw: special
Area of Effect: 2" radius sphere Special Save: None
Components: V,S,M Range: 10" + 1"/level
This spell, when cast, will shoot a golf-ball-sized
globe of light from the caster's pointed finger. Once the
globe has travelled a predetermined distance, it explodes
into a cloud of corrosive acid. If the globe impacts with
something prior to reaching the distance, it will explode.
The amount of damage and the applicable saving throws
are as follows:
Round 1: 1d6 points of damage to a maximum of 10d6.
Save for 1/2.
Round 2: 1/2 original damage. Save for none.
Round 3: 1/4 original damage. Save for none.
Analyze: Plant
Level: 4 Duration: Instantaneous
Casting Time: 1 turn Saving Throw: N/A
Area of Effect: 1 target Special Save: N/A
Component: S Range: 1"/level
This spell analyzes and confers to the spell caster all
pertinent information concerning any natural plant it is
cast upon. This information will include strong and weak
points in the plant. This may be used on living or dead
plant matter to include not only photosynthetic plants, but
also algaes, fungi, etc.
Anti-Gate
Level: 4 Duration: Instantaneous
Casting Time: 4 rounds Saving Throw: See Below
Area of Effect: 1 Gate Special Save: None
Components: V,S,M Range: 5 yards/level
This spell is used to attempt to close a magically
created gate. The caster subtracts the level of the gate
creator from his/her own MU level. He/She must then roll a
D20 for that amount or less. If the spell succeeds, it has
the following effects:
A - The gate attempts to recall all who have traveled
through it. Creatures who do not wish to return must make a
saving throw versus spells or be sucked back to their home
world, regardless off distance.
B - The gate is then sealed shut, as if it had never
existed. Any creatures still remaining are trapped until
another gate is opened.
Arnvid's Unseen Limb
Level: 4 Duration: 6 turns/level
Casting Time :1 round Saving Throw: None
Area of Effect: Touch Special Save: None
Components: V,S,M Range: Touch
When ARNVID'S UNSEEN LIMB is cast, the magic user
causes an invisible limb (arm, hand, leg, or foot) to come
into being. This limb may replace a missing limb or it may
be used to create an extra one. The invisible limb
functions exactly as a normal limb, except that, at the
option of the recipient of the spell, parts of it may become
immaterial so as to pass through solid objects. For
example, the limb could be used to uncork a potion inside a
closed chest and dump the bottle out, but it could not
remove the potion from the chest. The limb has normal touch
sensations. It may be used to wield a weapon only if the
limb is replacing a missing arm or hand. The limb bestows
no extra senses other than touch, so it cannot be used, for
example, to add a second shield arm in the middle of the
recipient's back. The invisible limb has no hit points or
armor class as such, and it cannot be harmed unless it is
Dispelled.
The material component of the spell is the tail of a
lizard (any type that regenerates lost body parts). This is
touched to the place on the body where the limb is to be
restored.
Blast of Sound
Level: 4 Duration: Instantaneous
Casting Time: 4 rounds Saving Throw: Negates
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 3"
This spell creates a shrieking noise of 100 decibels
causing all creatures under 3rd level or 3 hit dice to flee.
4th level and above must make a saving throw or retreat
also. The area of effect is a sphere 2" radius per level of
the caster.
Burrow
Level: 4 Duration: Special
Casting Time: 4 segments Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: M,S,V Range: 0
This spell has a duration of 1 turn plus 1 turn per
level. This spell allows the spell caster to move through
the ground at 1" to 6" per round, depending upon the density
of the ground: 1" through solid stone, 6" through loosely
packed dirt. The ground caves in behind him, thus none can
follow. The caster's need for oxygen is temporarily reduced
so that breathing is no trouble.
Controlled Incendiary
Level: 4 Duration: Instantaneous
Casting Time: 4 segments Saving Throw: 1/2 damage
Area of Effect: Special Special Save: N/A
Components: S,V Range: 2"/level
This spell causes a fiery explosion of *any size* the
spellcaster desires, up to 40 foot diameter sphere. Damage
done to those caught in the explosion is determined by
rolling 1d6 per level to a maximum of 10d6. Any and all
combustibles in the area of effect will be ignited.
Empath
Level: 4 Duration: Permanent
Casting Time: 5 rounds Saving Throw: None
Area of Effect: Target Special Save: None
Components: V,S,M Range: Touch
The EMPATH spell enables the caster to transfer a
certain loss in hit points from another creature to himself,
thus curing the recipient. Up to 2 hp per level of the
spell-caster may be transferred, so a 10th level magic-user
could cure his friend of 20 hp wound (but the magic-user
will then take 20 hp in damage himself). The hit-point loss
could have originally resulted from physical attacks,
certain poisons, spell effects, diseases, or curses (except
those that cannot be removed by REMOVE CURSE). This spell
cannot restore amputated limbs, drained life levels, or
death. It also cannot undo any continuously acting poison
or disease, so the spell only temporarily reverses such
harm, which will the continue to affect the victim. If the
caster is brought below zero hit points by use of EMPATH, he
begins to die. No effect results from casting EMPATH on the
deceased character. The material components of this spell
are hair and blood from both the recipient and the caster,
two newt eyes, and two wolf teeth (each from a different
animal). The components disappear in the casting of the
spell.
Fighter Skills
Level: 4 Duration: 1 round/level
Casting time: See Below Saving Throw: None
Area of Effect: Caster Special Save: None
Components: See Below Range: Touch
This spell allows a mage to imbue him/herself with the
abilities of a fighter. This spell has several liabilities,
and requires some preparation. The first step is to have
prepared by a smith a set of full plate, enchanted so as to
be able to receive magical energy. The Magic User then
casts the first part of the spell onto the armor, reducing
it to the size and weight of a dagger.
The mage must then find a fighter willing to be the
subject for the second portion of the spell which transfers
the fighter's knowledge of battle into the armor. The
fighter must be of at least 8th level. This process takes
only 3 rounds, but for the next 12 hours, the fighter will
combat as if he/she was level 1. The suit is then stored
and carried with the caster. At the uttering of the final
command word, the suit envelops the caster in the full size
full plate mail. The mage will then be able to fight as a
fighter of 1/2 his/her level, rounded up.
The spellcaster may not cast spells while under the
effect of this spell. The spell may be cancelled at any
time by the caster, at which time the armor will
disintegrate. Please note that the armor involved with this
spell is very expensive, although already prepared suits
have been known to appear in dungeons, waiting only for a
magic user to utter the final word. Any magic user may use
any magical suit. Also note that the fighter may charge a
significant amount to lend his/her powers. The Mage's
statistics are not changed by this spell. Dispel Magic has
the normal chances of success.
Four Eyes
Level: 4 Duration: Special
Casting Time: 4 segments Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: Touch
This spell has a duration of 1 turn plus 1 round per
level.
With the casting of this spell, four enchanted eyes
appear around the head of the recipient. These eyes are
quite agile, and it takes a hit at armor class 2 to touch
any one of them. Each eye has 3 hit points. If an eye is
destroyed, it passes the excess damage on to the
spellcaster.
The eyes have the following abilities, once each:
1 - Throw 2 Magic Missiles as per the spell
2 - Hold one person
3 - Sleep as many hit die of creatures as the caster
has levels.
4 - Cure Light Wounds
The eyes also give the caster a 360 degree field of
vision, which may affect surprise.
The caster must concentrate to activate the special
abilities of the eyes, but does not need to do so to see in
all directions.
Material Components: Four cut gems of not less than
2500 GP value each. If an eye is destroyed, the gem is also
destroyed.
Guzzler, The
Level: 4 Duration: 1 turn
Casting Time: 4 segments Saving Throw: N/A
Area of Effect: Line of Sight Special Save: N/A
Components: M,S,V Range: 1"
When cast, a small fly-like insect will fly to the
spellcaster's hand. When told where to attack it will
commence to indulge itself. This enchanted bug craves
unusual liquids and has the ability to drink up to one
gallon before being sated. It is immune to the harmful
effects of any drink it consumes. It prefers enchanted
elixirs and has the innate ability to detect the proximity
of such liquids. Its movement is 15".
Hydro Shield
Level: 4 Duration: Special
Casting Time: 4 seg Saving Throw: None
Area of Effect: Personal Special Save: None
Components: V,S,M Range 0
By casting this spell, the mage appears to be covered
in a mist of water. Variation A is coloured blue or green;
Variation B is coloured violet or blue. Any creature
striking the spell caster with body or hand-held weapons
will inflict normal damage upon the mage, but the attacker
will take double the damage so inflicted!
The other powers of this spell depend on the variation
being used:
Version A: Any electrical attacks will be saved at +2
on the die, and will do either half damage (if save is
failed) or no damage at all (if save is made). Acid based
attacks are normal, but if the mage fails the required
saving throw, he sustains double damage!
The material component for this version is a bit of
tree gum.
Version B: Any acid attacks will be saved at +2 on the
die and will do either half damage (on an unsuccessful save)
or no damage (if save is successful). Electrical attacks
are normal, but if the mage fails to make the required save
he sustains double damage from that attack.
The material component for this version is an alkaline
substance.
Life Force Transfer
Level: 4 Duration: Instant
Casting Time: 4 segments Saving Throw: None
Area of Effect: One creature Special Save: None
Components: V,S,M Range: 12"
This spell allows the caster to transfer some of his
life-force to another creature. When cast, the spell
transfers 1 hp/level of the caster to the target creature,
plus an additional 1-4 hp. The hit points are added to the
target's current hit point total and deducted from the
spellcaster's. Thus a 7th level magic user can transfer
8-11 hp from himself to another creature. The caster can
transfer only as many hit-points as he has; if he
purposefully or accidentally transfers more, his current
hit-point total plus 1-4 hp are transferred to the target,
while that amount is subtracted from the caster's total (and
the caster begins to die). The target creature cannot gain
more hit points than its full normal total; such extra hit
points are merely lost. The magic user's hit point losses
can be regained by normal healing or magic. After the
transfer is complete, the magic user loses four points of
constitution temporarily; each point may be recovered by six
turns of rest. If the casters constitution drops below 3,
unconsciousness results and full constitution is not
regained for 24 hours. The material component of this spell
is a glass tube filled with the caster's blood, which
disappears as when the spell is cast.
Mana Magic
Level: 4 Duration: 1 round/level
Casting Time: 4 rounds Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: M,S,V Range: 0
This spell turns the spell caster's mana into an
effective weapon. All damage inflicted by the caster using
hand-held weapons is +1 point per level. All damage
received from such attacks is at -1 point per level. There
are no bonuses or penalties to hit. The bonus applies to
each and every attack made for the duration of the spell.
Radiate Heat/Cold
Level: 4 Duration: 1 round/level
Casting Time: 4 rounds Saving Throw: 1/2 damage
Area of Effect: 1" radius Special Save: N/A
Components: M,S,V Range: 0
This spell causes the spell caster to radiate his
choice of heat or cold energy. The energy causes 1d10 per 3
levels of experience of the spell caster, to all within the
area of effect, except the caster.
Resist Acid
Level: 4 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: None
Area of Effect: Creature touched Special Save: None
Components: V,S,M Range: Touch
This spell is similar to the 3rd level mage spell
RESIST ELECTRICITY, except this spell provides some
protection from acid and acid based attacks. The material
component for this spell is an alkaline substance.
Rotary Polarization
Level: 4 Duration: 1 round/level
Casting Time: 4 rounds Saving Throw: None
Area of Effect: Special Special Save: Negates
Components: M,S,V Range: 0
ROTARY POLARIZATION enables light rays to enter the
area of effect, but they cannot leave the area within a 30'
sphere. The spell caster can see where he is going, even
outside the sphere, but opponents cannot see his light.
Sand Blaster
Level: 4 Duration: 1 turn/level
Casting Time: 4 rounds Saving Throw: N/A
Area of Effect: 1' diameter sphere Special Save: N/A
Components: M,S,V Range: 6"
This spell is used to clean metal and rock. It moves
with the spellcaster and may move independently of him at a
rate of 1" per round (maximum 6" from caster). The caster
may also attack with this spell. It does 2d8 in damage and
requires a roll to hit.
Note: Only one person can be affected by this spell
per round.
Sleep Darts
Level: 4 Duration: Instantaneous
Casting Time: 4 rounds Saving Throw: Special
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 6"
When this spell is cast, 1 sleep dart per 2 levels of
the spellcaster's ability, rounded up (maximum of 10
darts), flies from the caster's hand. Each dart hits
automatically and unless the victim saves versus poison he
will be sound asleep for 4 turns. In addition, the victim
takes 1 point of damage per dart.
Sleeping Gas
Level: 4 Duration: 1 round/level
Casting Time: 4 rounds Saving Throw: Special
Area of Effect: 3"x3"x2" Special Save: N/A
Components: S,V Range: 1"
This spell creates an oderless, colorless gas which
causes any creature with 4 hit dice or less to fall asleep
immediately. Creatures with 5 or fewer hit dice save at -4,
and creatures with 6 or more save normally versus the
cloud. The spell can be moved at will by the spell caster,
with a maximum speed of 3" per round. Creatures sleep for 5
rounds per level of the caster unless awakened by attack or
a violent shaking. Noise will not do it.
Slippery Smallfellow
Level: 4 Duration: 1 round/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: S,V Range: 0
This spell transforms the caster so that while he
appears the same, but is actually a maximum of 4' tall, he
moves at double speed and has the consistency of quick
silver to any who try to grasp him. He is unable to attack,
but is immune to most elements such as fire and lightening.
Cold, however, negates this spell. Items are not affected.
Troll Power
Level: 4 Duration: 1 turn/level
Casting Time: 5 Saving Throw: None
Area of Effect: 1 Target Special Save: None
Components - V,S,M Range: Touch
This spell allows a magic user to bestow the
regeneration powers of a troll onto a creature. All
limitations with regard to troll regeneration still apply.
The material component for this spell is a pinch of ash
from the burned body of a troll.
Ultravision
Level: 4 Duration: 12 turns + 6/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: Touch
This spell allows the recipient to see radiation above
violet in the normal visible spectrum. Most of the normal
atmospheric radiation is screened out underground, making
ULTRAVISION useless in dungeons without some source of
ultraviolet light. The recipients of this spell can see
clearly up to 30" on a clear night, 10" on an overcast
night.
Wimp
Level: 4 Duration: 1 round/level
Casting Time: 4 rounds Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: S,V Range: 3"
This spell reduces a character's level of fighting
ability by one half. Spell casting ability and hit points
are unaffected.
Level 5
Analyze: Animal
Level: 5 Duration: Instantaneous
Casting Time: 2 Saving Throw: Negates
Area of Effect: 1 target Special Save: N/A
Components: S Range: 1"
This spell analyzes and confers to the spell caster all
pertinent information about any natural animal it is cast
at. This information should include the name, strong and
weak points, its trainability, and the usefulness of its
parts. It also includes attack and defense modes. Familiars
and giant animals are not natural animals.
Analyze: Mechanism
Level: 5 Duration: Instantaneous
Casting Time: 3 turns Saving Throw: N/A
Area of Effect: 1 target Special Save: N/A
Components: S Range: 3'
This spell analyzes and confers to the spell caster all
pertinent information about mechanical devices. This does
not include electrical or electronic devices, only those
which require some form of manual labor to operate. This
tells the caster the name and function of the device, its
strong and weak points, and how the device is operated
safely. It is useful in analyzing traps and locks.
Anti-Magic Zap
Level: 5 Duration: Special
Casting Time: 1 Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 60"
This spell will de-magic a magic using creature. In
otherworlds, it drains the magic from the creature making it
impossible for that creature to throw spells of any kind.
It will not, however, disturb things such as a dragon's
breath weapon. Priestly spellcasters are not affected
because their spells are derived from their deity.
Charmer's Knock
Level: 5 Duration: Special
Casting Time: 5 segments Saving Throw: Negates
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: Touch
CHARMER'S KNOCK allows the spell caster to knock on a
door with the following results. If there is anyone home
that being/creature will be compelled to answer the door due
to the charm on the door and politely ask, "Who knocketh at
my dooreth?", to which the person who knocked must answer "I
(character's name) did." Then the creature at the door must
make a reaction roll at +20% plus the charismatic plus (if
any) of the door knocker. If a good reaction roll is made,
the being will talk to the party for three rounds and during
that time will answer only three questions (90% of the time
truthfully). After three rounds the being will ask the
party to please leave. If the creature rolled a poor
reaction roll the person who knocked on the door will
automatically be attacked by whatever is the best attack
mode of the being. If a so-so reaction roll was made the
creature within will slam the door in the party's face. If
anyone's nose was in the way of the slam he takes 1-3 points
of damage.
Cloud Hardening
Level: 5 Duration: 12 turns/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: S,V Range: 10"
This spell will cause a small cloud to become hard
enough to walk upon. The maximum amount of cloud vapor that
can be hardened is of the following dimensions: An
approximate disk 10' plus 1' per level thick and 20' plus 2'
per level in radius.
Cone of Acid (Evocation)
Level: 5 Duration: Instantaneous
Casting Time: 5 segments Saving Throw: 1/2
Area of Effect: Special Special Save: None
Components: V, S, M Range: 0
This spell is much like CONE OF COLD or CONE OF FIRE,
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)
Level: 5 Duration: Instantaneous
Casting Time: 5 segments Saving Throw: 1/2
Area of Effect: Special Special Save: None
Components: V, S, M Range: 0
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 flammable objects to catch on fire, and great
heating nonflammable objects. Damage is 1d4 + 1, per level
of the mage. For example, a 10th level mage would cast CONE
OF FIRE causing 10d4 + 10 points of damage.
Its material component is a red garnet(s) worth at
least 100 gp.
Dagger Plus
Level: 5 Duration: 1-4 turns
Casting Time: 5 segments Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 0
This magical dagger is capable of giving the spell
caster hit points exceeding his maximum number of hit points
for the duration of the spell. Whenever the dagger does
damage, 1-10 hit points, the amount of damage done is added
to the caster's hit points.
Duplicate: Plant
Level: 5 Duration: Until Dispelled
Casting Time: 6 turns Saving Throw: N/A
Area of Effect: 1 target Special Save: N/A
Components: S,V Range: Touch
This spell will make an exact duplicate of any natural
plant. The original plant may be living or dead. No
duplicate can be made while there is a duplicate in
existence. Duplicates cannot be duplicated.
Note: Prior to duplication the caster must cast an
ANALYZE: PLANT spell.
Forced March
Level: 5 Duration: 1 day
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 4 creatures/level Special Save: N/A
Components: M,S,V Range: 10"
This spell allows the recipients the energy to march
twice as far as normal, but will not affect speed, i.e.,
instead of being able to march 50 miles, one can march 100
miles. After the third day recipients suffer the loss of
one hit point every other day spent under the influence of
this spell.
Handle
Level: 5 Duration: 1 turn
Casting Time: 5 segments Saving Throw: None
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"/level
HANDLE allows the spell caster to instantly create a
handle (the size of a briefcase handle) and have it attach
to something that does not weigh more than 15 pounds per
level of the caster. When attached and within the weight
limitation, the caster can carry that item or move it with
ease. For example, a spell caster casts this spell on a door
that the party has found impossible to move. The caster
grips the handle and pulls. If the door is within the
weight limitations it immediately comes loose. Traps on the
door will go off. Enchanted doors (magically held) save at
the level of the enchanter.
IDA'S MYSTICAL MOUNT
Level: 5 Duration: 6 turns/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: N/a Special Save: N/A
Components: M,S,V Range: 0
This spell summons a giant dragonfly which will follow
the summoner's telepathic orders. The stats on the
dragonfly are:
AC: 2
Movement: 6:/36"
HD: 16, 126 hit points
Attacks: 0
Size: Wingspan 30 ft.
Illusionary Party
Level: 5 Duration: 1 round/level
Casting Time - 1 segment Saving Throw: None
Area of Effect: Party Special Save: None
Components - V,S,M Range: Party
Upon casting this spell and tossing a small glass bead
into the air, a wizard causes a spell of invisibility to
descend on the party, while a group of illusionary
duplicates proceeds ahead as decoys. All of the limitations
of normal invisibility still apply, and it is recommended
the party stop moving. Note: a silence spell is not
included, but the illusionary party will make appropriate
noises.
The spell lasts until the illusionary party moves 30'
from the caster, or is dispelled. The illusion may not
leave the sight of the caster (cannot go around corners
unless the party follows). The invisibility is dispelled
when the illusion fades.
JUST PASSING THROUGH
Level: 5 Duration: 1 round/level
Casting Time: 5 segments Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: M,S,V Range: 0
Just passing through allows the spell caster to walk
through solid rock at a rate of 3" per round. This spell
does not allow casting of spells from inside solid rock.
Moldyr's Spell Theft (Enchantment/Charm)
Level: 5 Duration: Permanent
Casting Time: 3 Saving Throw: None
Area of Effect: 1 Creature Special Save: None
Components: V,S,M Range: 5 yds/Lvl
By means of this spell the caster may receive one spell
from the nearest spell caster. The spell is chosen randomly
from the recipients known spells. If the recipient does not
have a spell in memory that the caster knows, then the
caster rolls to see if he may learn the spell. If the roll
is unsuccessful, or the spell is to powerful for the caster,
then the spell is ruined. In all cases, the recipiant of
the spell loses the spell from memory. In no case should
the caster be able to copy the spell from his head into his
spell book, or onto a scroll.
The material component of this spell is an ounce of
doppleganger blood, which is to be drank at the time of
casting.
NIMANRIL'S REVELATIONARY BLAST
Level: 5 Duration: Instantaneous
Casting Time: 5 rounds Saving Throw: Special
Area of Effect: 4" dia. sphere Special Save: N/A
Components: S,V Range: 2"/level
This spell taps the positive material plane releasing a
burst of pure positive energy which does 1d6 per level in
damage. Undead creatures take full damage with no save.
Evil creatures save to one half damage. Neutral creatures
take one half or quarter damage. Good creatures are
unaffected.
NOSE DIVE
Level: 5 Duration: Special
Casting Time: 5 rounds Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: Touch
When the caster of this spell touches a creature, it
must run for the nearest pit, or any drop of at least 10',
and make a dive. The saving throw is made at -2. 1d6
points of damage per 10' fallen is the impact is on a hard
surface.
PSIONIC SHIELD
Level: 5 Duration: Special
Casting Time: 5 rounds Saving Throw: None
Area of Effect: Personal Special Save: Negates
Components: M,V,S Range: 0
This spell renders the spell caster immune to the first
round of psionic attack. After this the shield goes down
and psionic combat resumes as normal.
PUFF OF SMOKE
Level: 5 Duration: Permanent
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 creature Special Save: N/A
Components: S Range: Touch
Heroes, even evil heroes, are often called upon with
little or no advance notice. To use this spell, a list of
the caster's usual adventuring gear must be made ahead of
time. At any time thereafter, with a wave of his arm, the
spell caster will be hidden by a flash of light and a puff
of smoke, which quickly clears to reveal him ready for
action. This spell will not work if the caster's gear has
been taken away from him, only if it is in his abode or some
other such place.
SIREN
Level: 5 Duration: 1 round/level
Casting Time: 5 rounds Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 6"
This spell causes the recipient to hear charming music
which entrances him for one round per level of the spell
caster. Saving throw at -3 negates.
STEELY TERMITES
Level: 5 Duration: Until Dispelled
Casting Time: 5 rounds Saving Throw: N/A
Area of Effect: 100"x100"x100" Special Save: N/A
Components: M,S,V Range: 3"
These wood eaters not only eat wood, but also bore
through steel and stone. They eat one pound of material per
day, per level of the spell caster. The termites have 2 hit
points each. This spell creates 100 termites for each level
of the wizard.
TEAR JERKER
Level: 5 Duration: Special
Casting Time: 1 round Saving Throw: Negates
Area of Effect: 1" radius Special Save: N/A
Components: S,V Range: 0
This spell is used to escape punishment. The casting
of this spell involves the telling of a tragic story of
one's life. It stirs pity in those who listen. Evil
beings are unaffected, of course. Neutrals save normally.
Creatures of good alignment save at -5. Those missing their
save will want to have mercy on the caster and set him
free. Good beings who miss their save must make an
additional normal saving throw or give the caster 10 gold
pieces per level of attainment, or its equivalent to help
him make a new start in life.
THUNDEROUS CLAP
Level: 5 Duration: Special
Casting Time: 1 round Saving Throw: Special
Area of Effect; Special Special Save: N/A
Components: S Range: 0 A
THUNDEROUS CLAP stuns all creatures in a cone for 2-5
rounds and deafens them for 1-4 turns. While deaf, they
attack and defend at -1. A successful saving throw results
in the creature being affected for one half the stated time.
Upon clapping his hands, (the somatic component), the
caster must save for each hand or break it, sustaining a 5%
loss of hit points for each hand broken. The area of effect
is a cone: 3" long, 2" wide at base.
Level 6
Accelerated Metabolism
Level: 6 Duration: 1d6+1 tn/lvl
Casting Time: 6 Saving Throw: Negates
Area of Effect: One creature Special Save: None
Components: V,S,M Range: Touch
This spell speeds up the life processes of the
recipient at a rate of 1 day/turn for the duration of the
spell. All life processes (sleeping, eating, healing, etc.)
progress at this accelerated pace. If insufficient
nourishment is provided, the recipient suffers from thirst
and starvation. Three rounds of rest per turn must be
allowed, otherwise exhaustion results and no healing is
possible. The other seven rounds must be spent eating and
drinking a day's rations. The recipient regains 1 hp/turn
for the first seven turns (minus any penalty due to poor
constitution). In subsequent multiples of seven turns,
characters with constitution bonuses additionally receive
their constitution bonus. In any case 28 turns of
accelerated metabolism heal a character completely.
However, each turn ages the recipient a week (as opposed to
a day), due to the stress of the artificially high metabolic
rate. Note that the character does not move or fight any
faster than normal. Also, if the recipient of the spell is
unwilling, a saving throw is applicable.
The material component for this spell is a candle,
which must be lit at both ends. The candle must burn for
the duration of the spell; if it is extinguished, the spell
ends prematurely. The candle is completely burned if the
spell runs its normal course.
Analyze : Potion
Level: 6 Duration: Instantaneous
Casting Time: 1 turn Saving Throw: N/A
Area of Effect: 1 target Special Save: N/A
Components: S Range: Touch
This spell analyzes and confers to the spell caster all
pertinent information concerning any potion it is cast upon.
This information should include the name of potion, side
effects caused by the potion, color, odor, and consistency
of potion. This works on anything which can be classified
as a potion, whether magical or not, and including elixirs,
ointments, oils, salves, and other brews, such as wine, ale,
etc.
Anti-Life Energy
Level: 6 Duration: Special
Casting Time: 6 Saving Throw: None
Area of Effect: 3' radius Special Save: Negates
Components: M,S,V Range: 0
This energy affects all beings the same. The basic
effect of this spell is to reduce the life energy of a
being. The life energy is the level of the being but this
spell does not steal levels but temporarily negates life
energy. When the spell is cast, an area of grey haze
surrounds the magic-user. All within this area are subjected
to the ANTI-LIFE ENERGY. The life energy of a being is
reduced at a rate of 1 level per round and if it is reduced
to zero that being loses all will to live and simply "rolls
over and dies". All are subjected to severe melancholy for
the 1-4 turns. When the spell is ended all that are still
alive will regain their will to live at a rate of 1 level
per turn. The spell caster is also affected though at a rate
of 1 level per 2 rounds and may stop the spell at any time
he wishes. Undead are unaffected by this spell and the
spell OF THE PUREST LIGHT will negate it.
Bind
Level: 6 Duration: Until Dispelled
Casting Time: 1 round Saving Throw: Negates
Area of Effect: 1 object Special Save: N/A
Components: M,S,V Range: 1"/level
When this spell is cast on an object, it will bind two
parts of the object together. The two surfaces must be
brought into contact for the spell to function.
Cloud Altitude Adjustment
Level: 6 Duration: 12 turns/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: S,V Range: 10"/level
This spell will cause a cloud up to 10' plus 1' per
level thick and 20' plus 2' per level in radius to either
increase or decrease in altitude by 10' per level of the
caster. If this spell is used in conjunction with the CLOUD
HARDENING spell, up to 200 lbs. per level may be raised.
Two spells may raise double that amount and so on, or 2
spells may raise the base amount twice as high.
Component Substitute Spell
Level: 6 Duration: Special
Casting Time: 6 segments Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: V Range: 0
This spell allows the spell caster to substitute
components. The casting time of the spell to be affected
will be doubled. Note that only the next spell is affected.
Double One Effect
Level: 6 Duration: 1 turn
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: V Range: 0
DOUBLE ONE EFFECT enables the spell caster to double
any one of the following of the next spell he casts: Range,
duration or area of effect.
Note: Casting DOUBLE ONE EFFECT twice in a row will
allow the doubling of two effects or the quadrupling of one
effect.
Etherealness
Level: 6 Duration: Permanent
Casting Time: 5 per Person Saving Throw: See below
Area of Effect: Special Special Save: None
Components: V,S,M Range: Touch
This spell allows the caster and 1 additional person
for every 3 levels (round down, i.e. 0 at 1-3, 1 at 4-7...)
to be transported to the border ethereal. As such the
creatures are invisible (except with detect invisibility or
some other means) and cannot be hit by weapons of less than
+1 enchantment. The people affected can now move about as
they see fit (see manual of the plane for details on
ethereal movement) but cannot get back to the prime unless
the reverse of this spell is cast.
Material components are a drop of phase spider blood or
a pinch of ghost blood.
The revers of this spell causes the caster and any
creatures he can touch (up to 1/ 3 levels) to be transported
to the plane whose border ethereal they are in. This in no
way confers survival or movement in that plane.
The material components of the reverse are the blood or
life substance from a creature of the plane that is being
entered.
Freeze Storm I
Level: 6 Duration: 1 round/level
Casting Time: 6 segments Saving Throw: Negates
Area of Effect: 3"x3" Special Save: N/A
Components: M,S,V Range: 6"
This spell causes rain, sleet and freezing temperatures
in the area of effect. All within the storm must make a
saving throw or be frozen immobile for 1 round per level of
the spell caster. This will cause a loss of current hit
points by 10% per round, rounded down.
IDA'S MIGHTY MOJO
Level: 6 Duration: 1 turn/level
Casting Time: 1 round Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 12"
The victim of this spell will suffer a -4 to hit, save,
and a penalty of 4 on armor class. All opponents of the
victim will gain a bonus of 4 in these areas. The victims
charisma will effectively be a 0, and all wandering monsters
will attack.
IDA'S TRAP
Level: 6 Duration: Special
Casting Time: 1 round Saving Throw: N/A
Area of Effect: 1 object Special Save: N/A
Components: M,S,V Range: 1"
This spell acts as a holding device and a trigger when
cast upon an object. Any spell, up to ninth level, may be
placed into the trap. The spell caster may open the object
safely. However, when another creature attempts to open the
object, the spell goes off instantly. The spell affects the
nearest living being.
Illian's Mystical Fantasy
Level: 6 Duration: 1 round/level
Casting Time: 8 Saving Throw: Negates
Area of Effect: 1 Target Special Save: None
Components: V,S,M Range: 10 yards/level
When cast, this spell causes the target's mind to be
filled with visions of his/her/Its wildest fantasies. The
target gets a saving throw versus spells. If unsuccessful,
the creature will be ensnared in the dream world and be
unable to take ANY actions.
He/She/It will not notice any outside stimuli, even
pain. If the creature makes the saving throw, the spell has
no effect. The spell lasts until expired or dispelled with
one exception. Creatures with high intelligence ratings may
attempt another saving throw every 4 rounds.
IN THE BOTTLE
Level: 6 Duration: Special
Casting Time: 6 Saving Throw: Negates
Area of Effect: 1 creature Special Save: N/A
Components: M,S,V Range: 6"
This spell will cause a creature to turn into a mist
and flow into a bottle so designated by the spell caster.
If the bottle is then stoppered, the creature will remain
in the bottle until it is unstoppered. The victim is in a
state of suspended animation and cannot be harmed.
MASS FUMBLE
Level: 6 Duration: Special
Casting Time: 6 rounds Saving Throw: Negates
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"/level
Mass fumble causes all within a 20"x20"x20" area of
effect to trip unless a saving throw at -5 is made. Those
who fall will take 1-3 rounds to get back up if there are
others who fall. If one creature falls, he will require 1
round to get back up.
PRODIGY
Level: 6 Duration: 6 turns/level
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: V Range: 0
This spell allows the caster to master any nonmagical
skill in one hour if someone who knows it is willing to
teach him. Thus, if a thief were available and willing, the
caster could learn to pick locks at the level of ability
possessed by the thief. However, the knowledge is only
temporary.
SANDSTORM
Level: 6 Duration: 3 rounds/level
Casting Time: 6 rounds Saving Throw: 1/2 damage
Area of Effect: 1" diameter Special Save: N/A
Components: M,S,V Range: 0
When cast, a swirling barrier of sand appears around
the spell caster. All within 1" take 1d6 per level of the
caster. The SANDSTORM is mobile and will follow the caster.
Visibility is reduced to 3" for the caster. Visibility
within the sand barrier itself is zero.
WALL OF FREEZING
Level: 6 Duration: 1 turn/level
Casting Time: 6 rounds Saving Throw: Special
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"/level
WALL OF FREEZING creates a wall with 3 layers of equal
thickness whose dimensions are 5' thick, 20' tall, and 10'
per level long. The two outer layers are made of ice, while
the inner layer consists of liquid nitrogen. If a creature
breaks through this wall it is frozen solid unless it makes
a saving throw. If it makes this saving throw, the affected
creature takes 1/2 its total hit points in cold damage.
When the wall is broken, it will require 1-3 rounds for the
liquid nitrogen to flow out completely. During the release
of the nitrogen, any creature with 10' of the breakage will
take 2-20 points of damage. Once this has occurred, treat
the wall as normal ice.
Vampire Dagger (Necromantic)
Level: 6 Duration: 1 turn/level
Casting Time: 6 segments Saving Throw: Negates
Area of Effect: Personal Special Save: None
Components: V,S,M Range: 0
By casting this spell on a specially prepared
nonmagical dagger, the magic-user is able to drain hit
points from other creatures that he strikes with it and
bestows those hit points on himself. The magic-user must
attack the creature normally with the dagger. If the hit is
successful, the creature takes normal damage from the dagger
(1-4 for small and man sized creatures, 1-3 for large sized
creatures, plus any strength bonus), plus damage of 1 hp for
every two levels the spellcaster has. The magic-user in
turn gains this bonus damage as curative hit points. If the
victim makes its saving throw vs. death magic, it takes
damage from the dagger but no hit points are transferred to
the spellcaster. If the save is a natural 20 the magic user
takes the bonus damage instead of the victim. If the spell
drains more hit points from a victim than remain in that
victim, the victim dies; only those hit points left to the
victim after the dagger's damage (with strength bonuses) is
subtracted are transferred to the magic-user.
The magic user cannot gain hit points above his normal
hit point total; all extra hit points are lost. For
example, a 16th level magic user hits a Minotaur with 26 hp
and rolls a 2 for damage, doing a total of 10 hp damage.
The Minotaur fails its saving throw, and the magic user
gains 8 hp (he lost 10 hp in a previous fight). The next
round the magic user hits again and does 1+8=9 hp damage.
The Minotaur makes its save so no hit points are
transferred. On the next round the magic user hits again
and does 2+8=10 hp damage. The Minotaur fails its save and
dies, having only 7 hp left. Thus, only 7-2=5 hp can
transfer to the caster. The caster gains only 2 hp,
however, since this increase puts him at his maximum hit-
point total. This spell is ineffective against creatures
that can be harmed only by magical weapons (undead excluded)
and creatures that have no blood (e.g. golems). If the
dagger is used in an attempt to drain an undead being, the
magic user must save vs. death magic with each strike or die
himself; the undead being only takes damage from the dagger
and associated strength bonuses.
One of the material components of the spell is a dagger
that has a channel inside it running from the tip through to
the handle. The dagger must be forged from an alloy of
silver and steel that has been mixed with crushed bone of a
vampire. The minimum cost of such a dagger is 2,000 g.p.
Blood from the dagger's wound must travel through the cannel
and touch the bare flesh of the magic-user's hand for the
hit points to be transferred. The dagger remains after the
spell is cast. The other material component of this spell is
the claw of a vampire, which disappears after the spell is
cast. The effects of this spell do not protect the caster
from any unusual effects of the victim's blood.
Level 7
Aluap's Zufferooma
Level: 7 Duration: Instantaneous
Casting Time: 7 Saving Throw: None
Area of Effect: Special Special Save: None
Components: M,S,V Range: Infinite
This horrid looking camel cannot be attacked by fire,
cold, lightning or weapons of less than plus 2. It arrives
instantly when summoned and will take the spell caster to
his castle, with a movement rate of 36" per round, flying.
The camel is surrounded by a continuous 1" diameter
sandstorm, doing 12d12 to all within a 1" diameter sphere,
excluding itself and the spell caster.
Analyze: Scroll
Level: 7 Duration: Instantaneous
Casting Time: Special Saving Throw: N/A
Area of Effect: 1 target Special Save: N/A
Components: S,V Range: Touch
This spell analyzes and confers to the spell caster all
pertinent information about any scroll, without opening the
scroll. This tells the number of spells, the level of each
and the names of the spells. It also tells if the scroll is
cursed or dangerous in any other manner, and if so the
nature of the danger. Casting time: 1 turn per spell level
on scroll.
Cling Fire
Level: 7 Duration: 1 round/level
Casting Time: 7 segments Saving Throw: Special
Area of Effect: 1 weapon Special Save: N/A
Components: S,V Range: Touch
This spell imparts a magical fire upon any hand-held
weapon. When a creature is struck by this weapon it
inflicts physical damage and also transfers the magical fire
onto the being hit by the weapon. If a successful hit is
not made during the duration of the spell, the weapon will
be totally consumed by the fire. The fire does 1d4 the
first round, 2d4 the second round, 3d4 the third round, etc.
Successful saving throw results in the victim taking one
point of damage per round for the duration.
Delayed Blast Acid Cloud
Level: 7 Duration: Special
Casting Time: 7 Saving Throw: Special
Area of Effect: 2" radius sphere Special Save: None
Components: V,S,M Range: 10" + 1"/level
This spell creates an ACID CLOUD with +1 on each of its
dice of damage. The spell will not release its burst for 1
to 5 rounds, according to the command upon casting. In
other respects, this spell is the same as the 3rd level
spell ACID CLOUD.
Damage and Saving Throws are as follows:
Round 1: 1d6+1 Damage to a maximum of 10d6+10. Save
for 1/2
Round 2: 1/2 original Damage. Save for none.
Round 3: 1/4 original Damage. Save for none.
Delayed Blast Snowball (Evocation)
Level: 7 Duration: Special
Casting Time: 7 segments Saving Throw: 1/2
Area of Effect: 2" radius sphere Special Save: None
Components: V,S,M Range: 10" + 1"/level
This spell creates a SNOWBALL with +1 on each of its
dice of damage. The spell will not release its burst for 1
to 5 rounds, according to the command upon casting. In
other respects, this spell is the same as the 3rd level
spell SNOWBALL.
Evaporate (Reversible)
Level: 7 Duration: Special
Casting Time: 7 Saving Throw: Negates
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"/level
When directed at a creature or item, this spell
completely dehydrates that being or item. An item is
defined as a non-living object no larger in volume that 10
cubic feet. If a saving throw is missed, then the creature
or the item is transformed into a dodecahedron no larger
than a man's head. Only the reverse, HYDRATION, will restore
the object or creature to its original form.
ICE SPEARS
Level: 7 Duration: 3 turn/lvl
Casting Time: 1 round Saving Throw: N/A
Are of Effect: 2 spears/level Special Save: N/A
Components: M,S,V Range: 1"
This spell creates two icicles per level of the spell
caster which are +3 spears and shatter on impact, doing
1-8 plus 3 points of damage. The icicles will always hit.
No more than 20 icicles can be shot.
Llewllynn's Wall of Force (Evocation)
Level: 7 Duration: 1 round/level
Casting Time: 7 Saving Throw: None
Area of Effect: 10 square ft/lvl Special Save: None
Components: V,S,M Range: 1" to 3"
This spell is equivalent to the 5th level mage spell
WALL OF FORCE in all respects save one: the caster is able
to manipulate the force wall. The following variations are
possible:
Version 1: The mage can cast the wall in a
hemispherical or spherical shape around himself with himself
as the center point. The mage can then move about and the
wall will move with him. This version is tinted red.
Version 2: The mage can cast the spell as a wall (2-
dimensional barrier) and then move in a direction with the
wall moving 1" to 3" in front of him. The wall will always
be in front of the caster, and will turn as he turns. This
version is tinted blue. Note that this version cannot be
cast horizontally.
The material component for Version One is a pinch of
diamond dust and a pinch of ruby dust. The material
component for Version Two is a pinch of diamond dust and a
pinch of sapphire dust.
MISTAKEN IDENTITY
Level: 7 Duration: Special
Casting Time: 1 round Saving Throw: None
Area of Effect: 1 creature Special Save: None
Components: M,S,V Range: Touch
This spell has a duration of 4 turns plus 1 turn per
level.
This spell will make nondivine beings believe the spell
recipient is another creature. The creature imitated will
recognize the recipient as an imposter. A good example
would be an evil wizard taking on the appearance of a good
cleric to perform evil acts and discredit him.
NOTE: Any attacks by the recipient will break the
spell.
PSEUDODAMAGE
Level: 7 Duration:1 round/level
Casting Time: 1 round Saving Throw: -3 negates
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: 1"/level
This is a powerful illusionary spell. When cast on an
opposing party (maximum 20 creatures) the party will believe
that all damage taken has been doubled. A successful saving
throw at -3 negates.
PSIONIC SANCTION
Level: 7 Duration: 1 round/3 levels
Casting Time: 1 round Saving Throw: N/A
Area of Effect: Personal Special Save: N/A
Components: S Range: 0
This spell causes a shield to surround the spell caster
through which no psionic energy can pass. The caster cannot
attack or be attacked psionically.
Level 8
Aluap's Lonely Hearts Club
Level: 8 Duration: Special
Casting Time: 1 turn Saving Throw: N/A
Area of Effect: Special Special Save: N/A
Components: M,S,V Range: Infinite
This spell is used to procure a mate(s). By use of
this spell, the caster may issue an invitation to one
prospective mate of similar capabilities, per level.
Included in this invitation is a