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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 likeness of the caster,
- background information on him and a device enabling the
- recipient to teleport to the caster's abode. If the caster
- and recipient do not find each other compatible, they may
- mutually agree to part ways. Invitations will never be
- issued to the same being twice.
-
- Analyze: Armor
- Level: 8 Duration: Instantaneous
- Casting Time: Special Saving Throw: Special
- Area of Affect: 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 item of armor it is cast at.
- This includes strong and weak points, spells contained in or
- immune to, the number of modifiers, the name of the type of
- armor and the effective armor class it confers upon the
- wearer. Articles of armor included are helms, shields,
- bracers, gauntlets, breast plates, mail coats, and anything
- which is standardly classified as armor. Casting time is 1
- turn per modifier of the armor. Note: Highly unusual items
- may have a saving throw versus this spell, at Game Master's
- discretion.
-
- Eridor's Emerald Wall
- Level: 8 Duration: Special
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 2'/lvl x 4'/lvl Special Save: Special
- Components: S Range: 6"
- This spell creates a translucent green wall, apparently
- made of pure emerald. It blocks all energy both ways.
- Anyone touching or prodding this wall, directly or
- indirectly, is absorbed by the wall. The wall initially
- lasts 1 turn per level of the caster, and is extended by one
- turn per level of each victim. Creatures within the wall
- are in a state of stasis and when the wall expires, all
- those trapped within are released unharmed. The wall will
- reveal itself to be solid and indestructible to those making
- special saving throws not to be absorbed. When someone goes
- into the wall, it is impossible for his companions to
- discern whether or not he has made it to the other side.
- Creatures with in the area of effect at the time of casting
- are allowed a normal saving throw to dodge it.
-
- Exchange (Necromantic/Alteration)
- Level: 8 Duration: Permanent
- Casting Time: 5 rounds Saving Throw: Negate
- Area of Effect: Two creatures Special Save: None
- Components: V,S,M Range: Touch
- This spell is similar to the Empath spell, except that
- it allows the caster to transfer a hit point disability (of
- up to 2 hp/level of the caster) between any two creatures,
- excluding the caster. The magic user must be able to grasp
- both the creature with the disability and the creature about
- to receive the disability without having to make to hit
- rolls, so the two beings involved must either be willing to
- undergo the spell or else be sleeping or unconscious. The
- recipient of the disability is entitled to a saving throw
- vs. spells if unwilling. If the recipient's saving throw
- succeeds, the exchange is incomplete and nothing further
- happens. If the recipient fails the saving throw, the
- disability passes through the magic-user, inflicting him for
- an instant. If such a wound would normally place the magic
- user below zero hit points, it immediately does so, and the
- spell ceases; the creature that first bore the hit point
- loss is healed, and the recipient is unharmed.
- The material components for the spell are two newt eyes
- and two wolves teeth, both from different creatures, hair
- and blood of both the caster and the recipient of the
- healing, and a ruby (worth at least 5000 gold pieces), which
- is shattered as the disability passes through the caster.
-
- Freeze Storm II
- Level: 8 Duration: 1 round
- Casting Time: 8 segments Saving Throw: Negates
- Area of Effect: 3"x3" Special Save: N/A
- Components: M,S,V Range: 1"/level
- FREEZE STORM II causes rain, sleet, and freezing
- temperatures in the area of effect. All creatures caught in
- this storm who fail to make their saving throw are frozen
- solid and unable to move. Any creature having cold
- protection spells or devices in effect at the time of the
- storm will be granted an additional +3 on their saving
- throw.
- While frozen, the victim(s) are in a state of suspended
- animation. Thawing them out will return them to active
- duty.
- Note: In an arctic or mountain top campaign, or any
- other area where the snows never melt, the victim will be
- unable to escape without the aid of someone. In any other
- campaign, the sun will eventually melt the victim free.
-
- Homicidal Mania
- Level: 8 Duration: Special
- Casting Time: 8 segments Saving Throw: Negates
- Area of Effect: 1 creature Special Save: N/A
- Components: S,V Range: 6"
- This spell inflicts the recipient with a serious
- insanity. Though he may not even realize the cause of his
- sorrows, he will be forced to kill at least once every 24
- hours. The victim must be of his race. The recipient himself
- will act normally the majority of the time, possibly
- misleading even close friends. The insanity lasts until
- healed, and the spell recipient will not willingly seek
- help.
- NOTE: Player characters stricken with this insanity
- should be urged to play their new personality trait to the
- hilt, without informing the other players of what has
- happened. If he is uncooperative, it is the Game Master's
- option to either take over the character periodically to
- perform the killing or change the insanity to suicidal
- mania.
-
- IDA'S FINAL LESSON
- Level: 8 Duration: 1 day
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 person Special Save: Negates
- Components: M,S,V Range: 1"
- This spell causes the victim to be instantaneously
- submerged in a vat of boiling oil, which will cause
- intolerable pain. It can be dispelled only by the caster,
- at any time. It also causes 1d6 per hour in damage to the
- victim, and he can do nothing but scream in agony.
-
- Major Globe of Invulnerability (Abjuration)
- Level: 8 Duration: 1 round/level
- Casting Time: 4 segments Saving Throw: None
- Area of Effect: 1" diameter sphere Special Save: None
- Components: V,S,M Range: 0
- This spell is the same as the 4th level MINOR GLOBE OF
- INVULNERABILITY, except with regards to casting time. This
- spell prevents first to fifth level spells passing through
- and affecting the mage within the sphere, while allowing the
- mage to cast spells through it.
-
- MISS
- Level: 8 Duration: 1 round
- Casting Time: 8 rounds Saving Throw: Negates
- Area of Effect: 2"x2" Special Save: N/A
- Components: M,S,V Range: 1"/level
- When this spell is uttered, all fighter class types who
- oppose the spell caster miss on their next round of attack.
- This includes rangers and paladins, etc. Saving throw at -2
- negates.
-
- NO RESTRICTIONS
- Level: 8 Duration: Special
- Casting Time: 4 Saving Throw: None
- Area of Effect: Caster Special Save: None
- Components: M,S,V Range: None
- This spell will allow the next spell cast by the caster
- to have no restrictions on the amount of damage that the
- spell will do. For example: Casting NO RESTRICTIONS
- followed by a FIREBALL will eliminate the 10d6 limit and
- allow 1d6 per level of the caster.
- Note: This spell will only effect those spells that
- have a stated limit. NO RESTRICTIONS will not effect range
- or area of effect, only damage.
-
- POLARITY
- Level: 8 Duration: Until dispelled
- Casting Time: 1 day Saving Throw: N/A
- Area of Effect: 1 square mile Special Save: N/A
- Components: M,S,V Range: Special
- This mighty magic creates an area where creatures of
- the same general alignment as the caster feel at home. The
- caster has no control over the creatures through this spell.
- While in the area they will fight and save at +2.
- NOTE: For every action there is an equal and opposite
- reaction. A similar zone of the opposite alignment is
- created on the opposite side of the planet at the same time.
-
- RESIST MAGIC
- Level: 8 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 1"
- This spell makes a creature 2% resistant to magic per
- level of the spell caster. If a creature is already magic
- resistant, resistance is increased by 1% per level.
-
- SHOWDOWN
- Level: 8 Duration: Special
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: S,V Range: Infinite
- When the spell caster has been wronged he has the right
- to face the villain. Upon naming the culprit, the caster is
- transported to his location, whether it be on a distant
- plane or in the next room. The caster may optionally give
- the name of an item which was stolen, if that is the case,
- and he will be taken to the item's location. The spell
- does not inform the caster of his destination, or provide
- for his return.
-
- Spell Engine (Abjuration/Alteration)
- Level: 8 Duration: Special
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: 1" rad./level Sphere Special Save: None
- Components: V,S,M Range: 0
- This rare and powerful magic does not come into
- operation until another spell is cast within its area of
- effect. When that occurs, a huge shining wheel or vertical
- disc of glowing white light will instantly appear (some
- inches above any ground or floor that was there at the time
- of casting, or is there at the time of activation) where the
- caster stood while casting the engine (even if that spell
- casting occurred centuries before). It will begin to turn,
- with a gentle rushing noise, and will absorb the energy of
- all spells cast within its area of effect - so that they are
- wasted and do not work, but serve instead to power the
- turning wheel. The wheel does nothing expect turn, light up
- the area, and benefit a magic-user or cleric with a curious
- side-effect: Its sound and energies aid magical
- concentration, and spell memorize times for spellcasters who
- study in the area of effect are halved.
- Once activated, an engine will not disappear until
- dispelled; if starved for magical energy, it will merely
- turn more and more slowly, and gradually grow dim, until it
- hangs motionless, translucent and ghostly. A spell engine
- cannot be dispelled by DISPELL MAGIC (which it will absorb),
- is not affected by normal weapon (which pass through it as
- though it does not exist). A WISH, LIMITED WISH or similar
- spell will destroy it, as will contact with any magical item
- or artifact. This causes a magical explosion doing 1-20
- points of damage to all within 1" (1-8 to those from 1"+ to
- 2" away). This action destroys a magical item; an artifact
- must make a saving throw. If such an artifact is not
- destroyed, there is a 75% chance that it will be shifted
- (with or without the creature wielding it) into another
- plane of existence.
- A SPELL ENGINE engine cast in front of the doorway will
- prevent a SYMBOL or GLYPH OF WARDING from being dispelled.
- DETECT MAGIC will reveal the presence and shape of an
- unactivated spell engine; the wheel is typically 12' in
- diameter and 2' thick, standing upright on edge, although it
- will grow marginally larger if charged by many spells and
- the surroundings permit such growth (its area of effect
- remaining unchanged). It is often cast in a narrow
- passageway before a door.
- Until activated, the wheel of a spell engine has no
- physical existence and cannot be touched.
- A disintegrate spell will have no effect on an
- unactivated spell engine, but will destroy an activated
- spell engine, with an explosion identical in effect to that
- caused by contact between a spell engine and a magical item
- or artifact.
- Note that a spell engine's area of effect extends
- through rock and void alike in a perfect sphere; it cannot
- be easily avoided by use of a PASSWALL, DIG, or PHASE DOOR.
- Living creatures not possessing magical items can pass
- through the area of effect without effect; it doesn't drain
- spells from the mind.
- Inactive spell engines cannot be contacted by a living
- creature, magic items, or artifacts, and thus cannot be so
- activated; nor will the presence of a functioning spell,
- psionic effect, or magic item function activate a SPELL
- ENGINE - it is only the actual casting of a spell that
- activates the engine.
- The material components for this spell are a small disc
- of fine polished ivory, bone, shell, or marble; a drop of
- water or one of the caster's tears; and a gem (any type) of
- at least 1,000 gp value.
-
- TO WHOM IT MAY CONCERN
- Level: 8 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: Infinite
- This spell will teleport without error a nonliving
- object of up to 20 lbs. plus 10 bls. per level to a
- person known by the caster (the location need not be known).
- It will send the object anywhere, even to another plane.
- Note: This is not a detection spell, i.e., mind
- cloaking spells will not stop it. This is not normally an
- offensive weapon. All explosives, etc., will be rendered
- harmless.
-
- WIZARD'S SHIELD
- Level: 8 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
- WIZARD'S SHELL invokes a shield best described as a
- physical manifestation of the wizard's mana. There is a 50%
- chance plus or minus 1% per level that any spell cast at an
- individual protected by this spell (area effect spells not
- included) will backfire, affecting the caster instead. For
- example, a 10th level magic user casts a spell directly at
- a 16th level magic user protected by WIZARD'S SHIELD. There
- is a net difference of 6% added to the 50% chance that the
- spell will backfire. If a 20th level magic user were to
- cast a spell at a 16th level magic user, there would be a
- net 4% subtracted from the base 50% chance.
-
-
- Level 9
-
-
- Aluap's Dragon
- Level: 9 Duration: 1 day
- Casting Time: 9 Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 750 miles
- This small dragon is immune to spells of the 6th level
- and lower, attacks as a 16 hit dice monster and breathes
- orange paint. {I don't write them, I just post them.} This
- paint can be removed only by a spell caster of equal or
- higher level. The orange paint indicates that this person is
- marked for death. The dragon has exceptional intelligence,
- and can spray the orange paint 3 times per day. The dragon
- has a flying rate of 24".
-
- Analyze: Monster
- Level: 9 Duration: Instantaneous
- Casting Time: 1 turn Saving Throw: Negates
- Area of Effect: 1 target Special Save: N/A
- Components: S,V Range: 1"
- This spell analyzes and confers to the caster all
- pertinent information concerning any non-magic-using monster
- it is cast upon. This includes physical and mental
- characteristics, attack and defense modes, special
- information, such as: magic resistance, spell immunities
- and other immunities etc. Included as monsters are all non-
- magic-using creatures and beings and entities, excluding
- undead, lycanthropes or powerful legendary beasts.
-
- Bloodlust
- Level: 9 Duration: 5 rounds/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Special
- Components: S,V Range: Touch
- This spell makes the recipient bloodthirsty, giving him
- sadistic thrills at every blow. For every 2 points of
- damage done to an enemy, he will recover 1 point of damage.
-
- Crossbreed
- Level: 9 Duration: Permanent
- Casting Time: 1 week Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: M,S,V Range: 3"
- By use of this spell the spellcaster may create a
- totally new life form. During the week of casting the
- spellcaster must concentrate 12 hours per day on this spell,
- pausing to rest and eat only. Any other action will cause
- this spell to fail. The caster must have the two parent
- creatures under his control before casting this spell. The
- magic draws a portion of the life essence from the two
- parent creatures, mingling it and consequentially producing
- a physical manifestation in the form of the new creation.
- No apparent harm is caused to the parent creatures. The new
- creation must be checked for each characteristic to see
- which parent it takes after (hit dice, magic resistance,
- etc.) The new creature is 90% likely to be sterile.
- Otherwise, it will be male (45%), female (45%), or asexual
- (10%). The caster has no control over the new creature
- through the spell and there is a 15% chance that it will go
- berserk and attack the caster. Crossbreeds can be crossbred
- more than once.
-
- Empathic Revenge
- Level: 9 Duration: 5 rounds/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: 1/4 damage
- Components: S,V Range: Touch
- When the recipient of the spell is attacked, the
- attacker receives damage equal to one-half that taken be the
- spell recipient. This refers to hit point damage only, not
- such things as stat drains. A special save indicates that
- the attacker receives 1/4 damage taken by the spell
- recipient.
-
- Fighting Magic
- Level: 9 Duration: 1 turn/level
- Casting Time: 2 turns Saving Throw: None
- Area of Effect: 2" radius Special Save: Negates
- Components: S,V Range: 1"/level
- This spell is primarily for use as a fighter enhancer.
- For the duration of the spell, all fighters within the area
- of effect perform as if they were actually 2 levels higher.
- The fighters retain all bonuses due to weapons, armor, etc.
- Hit points are unaffected.
-
- Floating Weapons
- Level: 9 Duration: 1 round/level
- Casting Time: 9 segments Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: 1/2" /level
- This spell causes any weapons not currently in use to
- become animated and attack the spell caster's enemies. The
- weapons attack as if wielded by fighters of one half the
- caster's level. The caster must concentrate for the
- duration of the spell. If concentration is broken, the spell
- is broken. Area of effect is 10'x10' per 2 levels. This
- spell will not allow magical weapons to use their magical
- abilities that require some special action (command word,
- concentration, etc.)
- Note: All weapons must come from within the area of
- effect.
-
- Heat Dissipation
- Level: 9 Duration: 1 turn/level
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: 2" radius Special Save: None
- Components: M,S,V Range: 1"/level
- HEAT DISSIPATION does exactly what its name implies.
- Thus, normal fire will cease to function in the area of
- effect. Magical fires will at best, last 2 rounds and do no
- more than 20% of their normal damage within the area of
- effect. For example, if five 16th level spell users cast
- fire spells simultaneously in to the save area (in this
- spell) that would normally total 280 points of damage, only
- 20% or 56 points of damage will be caused.
-
- HTK BATTERY
- Level: 9 Duration: Special
- Casting time: 9 segments Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell enables the spell caster to accumulate extra
- hit points for one day. He can receive up to a maximum of
- 3 hit points per level. These may be given to any injured
- character of the caster's choice, not to exceed the
- character's original number. The caster may distribute
- these hit points at will, with no deficit to his original
- number.
-
- Immolation
- Level: 9 Duration: Instantaneous
- Casting Time: 1 Saving Throw: 1/2
- Area of Effect: See Below Special Save: None
- Components: M (See Below) Range: See Below
- This highly potent offensive spell is very seldom used
- because of the rarity of the Material Component, which is
- the casters own body. Conceived by the Warlock Baanuun as a
- last ditch suicide spell, this spell is used only as an
- extreme last resort, as casting it drains all energies from
- a spell caster, to the point where he/she/it is completely
- destroyed, beyond resurrection, or even a wish. The spell
- has been used only a few times in recorded history. Once
- by Baanuun himself, at his last stand against the Evil
- Northopi (the charred areas still remain), and by the
- suicide mages of Yaa-Lin, who would obliterate themselves in
- service to their dark lord. The spell can be used by any
- magic using creature who has had formal training to control
- his/her/its mind powers. Note: most inherently magic using
- lifeforms are not trained, but instinctive, and so cannot
- use this spell.
- The spell converts the entire essence of the magic user
- into one burst of energy, targeted up to 100 yds away. The
- energy globe has a radius of 1-10 yds, depending on casters
- last wish. To compute the damage: add all of the casters
- available spell levels, plus his/her level, plus his/her
- intelligence rating and roll that many d10. Normal saves
- apply for half damage.
- Counter measures: This spell is not as powerful as it
- may seem. The mage must be fully conscious and self
- controlled to use the spell. A dispel magic cast on a Magic
- Using creature will disable the spell for 1 week. Also, for
- the spell to be usable, the spellcaster must truly want to
- make the sacrifice, or his/her/its subconscious will block
- the power. (DMs discretion - Many a mage has wanted to
- suicide on the execution block, but did not really want to
- die. Generally, this spell is successful only in cases of
- extreme self sacrifice.)
-
- MAGIC DISPERSION
- Level: 9 Duration: Special
- Casting Time: 9 rounds Saving Throw: None
- Area of Effect: 5' radius/level Special Save: Negates
- Components: S,V Range: Special
- This spell removes all magic from the area surrounding
- the spellcaster and no magic will function within this area
- for a certain amount of time. But, magic slowly seeps back
- into the area. No magic will function for 1 day. The next
- day most items and 1st level spells will function. The
- following day 2nd level spells, etc. The reverse of this
- spell can only be used to negate this spell.
-
- MASTER
- Level: 9 Duration: Until dispelled
- Casting Time: Special Saving Throw: Negates
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: 1"/level
- MASTER causes creatures of the spell caster's alignment
- to recognize the caster as a powerful ally and accept his
- leadership. The spell affects 1 hit die of creature per
- level the caster has obtained (drop all fractions). This
- spell affects any and all races.
-
- MASTER SWITCH, THE
- Level: 9 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: 100 sq.ft./level Special Save: N/A
- Components: M,S,V Range: Special
- Before the party enters a room, the spell caster can
- cast this spell and switch the party to the inside of that
- room. This moves the occupants, if any, outside the room to
- where the party was standing. The treasure (if any) stays
- in the room. If the occupants make their saving throw,
- they stay in the room but the party joins them. Intelligent
- creatures will attempt to reenter their room.
- NOTE: The party is transported into the room in the
- same formation they held outside.
-
- POWER WORD FRAGMENT
- Level: 9 Duration: Permanent
- Casting Time: 9 rounds Saving Throw: Negates
- Area of Effect: 1 cu. ft./level Special Save: N/A
- Components: V Range: 1"/level
- Upon the casting of this spell, the spell caster names
- the object to be fragmented, i.e., broken off. You can
- cast this spell at a human, say "Power Word Fragment - Leg"
- and the leg breaks off from the rest of the body unless a
- saving throw at -2 is made. Successful save negates.
-
- REVERSE
- Level: 9 Duration: 1 round/level
- Casting Time: 9 rounds Saving Throw: Negates
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1'/level
- This spell will affect other spells that are
- reversible, only. When this spell is directed at another
- spell caster, it will cause any spell he casts to act in the
- reverse manner. Successful saving throw at -2 negates.
-
- SKY KENNELS
- Level: 9 Duration: Special
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: Infinite
- This spell enables the spell caster to create a kennel
- on any plane. The spell creates a kennel with 2 small dogs,
- 3 large dogs, 1 small cat, and one very big cat (tiger).
- When the caster is in trouble he can summon an one of his
- creatures to aid him. The kennel is permanent until there
- are no more animals left. The spell caster cannot have more
- than 1 kennel per five levels and no two kennels can be on
- the same plane. The small dogs bite for 1-6 points of
- damage, large dogs bite for 1-10 points of damage per bite.
- Small cats do 1-2 points of damage for each claw and bite
- for 1-4 points of damage. The tiger bites for 2-20 points
- of damage and on a successful bite there is a 20% chance of
- dismembering a limb of a man-sized opponent. The tiger's
- front claws do 1-12 per paw and the rear ones rake for 1-8
- points of damage. Once the animals are finished with
- assisting the spell caster they disappear.
-
- SPECIAL EXTENSION
- Level: 9 Duration: Special
- Casting Time: 9 rounds Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell enables the spell caster to increase spells'
- duration by 10 rounds or by one turn per every 4 levels of
- the character. The caster can use all, or some of the time,
- keeping a written record of the amount of time he has used.
- this spell may be cast only once per day. Duration is
- maximum of one day, or until all the time is used up.
-
- STICKY FLOORS
- Level: 9 Duration: Special
- Casting Time: 9 rounds Saving Throw: Special
- Area of Effect: 2"x2" Special Save: N/A
- Components: M,S,V Range: 1"/level
- When cast, all those within a 2"x2" area will find that
- they cannot move due to the fact that they are glued to the
- floor. They cannot move, but they can fight with a -2 to
- hit. Spell casters will find that they have a 20% chance of
- their spells not working, a cumulative 10% for each spell
- level, i.e., a second level spell has a 20% chance of not
- working - 10th and higher will not work. In order for the
- affected people to become unstuck they must survive the
- effects of the spell for at least 1 round, then on all
- subsequent rounds they have the option of either attacking
- or trying to free themselves. They cannot do both. If they
- choose (they don't necessarily all choose to do the same
- thing) to free themselves they must roll their strength
- score on 2d12 or less. If they do not they are still stuck
- to the floor. If they do, they are allowed to travel 1".
- If still in area of effect, another roll must be made. If a
- person chooses to attack, they still have their penalties,
- but they must eventually attempt to free themselves. Any
- creature entering the area of effect will become stuck.
-
- VORPAL BLADES
- Level: 9 Duration: 6 turns/level
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: 1 weapon/level Special Save: N/A
- Components: M,S,V Range: Touch
- This spell imparts a mighty magic upon bladed weapons
- touched. For the duration of the spell these weapons have
- a 5% chance of decapitating any creature hit. Intelligent
- and already Vorpal weapons are unaffected.
-
- WEAPONS DAMPER (Reversible)
- Level: 9 Duration: 1 round/level
- Casting Time: 6 rounds Saving Throw: Special
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: 3"
- This spell will temporarily disrupt the dweomer of a
- magic weapon so as to reduce its bonus by one for every 5
- levels of the spell caster. No item can be reduced below 0.
- The item gets a saving throw at the level of its enchanter,
- with the item's bonuses as an addition to the save. The
- reverse, WEAPONS MAGNIFICATION, temporarily increases an
- item's bonus by 1 per 5 levels of the caster. Unintelligent
- weapons would still save to negate. Holy/Unholy weapons are
- unaffected.
-
-
- Level 10
-
- Analyze: Ring
- Level: 10 Duration: Instantaneous
- Casting Time: 3 turns Saving Throw: Special
- Area of Affect: 1 target Special Save: N/A
- Components: S,V Range: Touch
- This spell analyzes and confers to the spell caster all
- pertinent information concerning any ring which it is cast
- upon, without putting the ring on. This includes the name
- of the ring, number of charges, if applicable, strong and
- weak points to include side effects, how to operate the
- ring, and spells contained within, etc., as applicable.
- Note: Special rings may get a saving throw at the Game
- Master's discretion.
-
- Duplicate: Animal
- Level: 10 Duration: Until Dispelled
- Casting Time: 1 turn Saving Throw: Negates
- Area of Effect: 1 target Special Save: N/A
- Components: M,S,V Range: Touch
- This spell will make an exact duplicate of any natural
- animal. The animal duplicated must be alive. No duplicate
- can be made while there is another duplicate in existence.
- Note: Prior to duplication, the caster must cast an
- ANALYZE: ANIMAL spell.
-
- Duplicate: Mechanism
- Level: 10 Duration: Until Dispelled
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: Touch
- This spell will make an exact duplicate of any
- mechanism, not to exceed 1000 cubic feet in size. No
- duplicate can be made while there is another duplicate in
- existence. Duplicates may not be duplicated.
- Note: Prior to duplication, the caster must cast an
- ANALYZE: MECHANISM spell.
-
- Engage
- Level: 10 Duration: Special
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 10"/level
- When directed at two humanoids who are within sight of
- one each other they must attempt to kill the other person as
- directed by the spell caster. If either creature makes a
- successful saving throw at -2, he is not affected by this
- spell. This spell lasts until one of them is dead.
-
- Eridor's Ebon Cloud
- Level: 10 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: 3"x3"x2" Special Save: Special
- Components: M,S,V Range: 1"
- This spell creates a cloud of black vapors impenetrable
- by light. The cloud is not affected by normal wind. Within
- the cloud, visibility is zero and breathing is difficult.
- Each round a creature is in the cloud, one of the following
- will happen (Roll 1d6)
- 1 = 3-30 points of damage taken (spec.save for 1/2 dam.)
- 2 = Lose one level (spec.save negates)
- 3 = Lose 50% of hit points (save to 1/4)
- 4 = -1 to random stat (save negates) and insanity (no save)
- 5-6 = Wanders out of cloud
- The caster can will the cloud to move at up to 3" per round,
- and once started it will continue to move until he wills it
- to stop or to change direction.
-
- Escape
- Level: 10 Duration: Instantaneous
- Casting Time: 1 segment Saving Throw: Special
- Area of Effect: 10 creatures Special Save: N/A
- Components: M,S,V Range: 2"radius
- ESCAPE provides an immediate exit for the spell
- caster's party. When cast, the entire party is transported
- to the caster's abode. Unwilling recipients are allowed a
- saving throw.
-
- Fall Short
- Level: 10 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- Any spell directed at the spell caster that would
- normally affect him personally will not harm him while this
- spell is in effect, due to the fact that it will be out of
- range. The magic is dissipated before reaching the caster,
- however spells with a range of touch are unaffected. The
- caster has the option of accepting (some spells directed at
- the caster may be beneficial) or negating the effects of a
- spell directed at him. The drawback to this spell is the
- fact that area effect spells do double the damage to those
- with this spell in effect.
- Note: Spells with a range of "line of sight" or
- unlimited will be unaffected, but not do double damage.
-
- Floor Plan
- Level: 10 Duration: Permanent
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Special Special Save: Negates
- Components: M,S,V Range: Special
- When a spell caster enters a room and finds that the
- current design is not appropriate to his needs, he can alter
- the overall shape of the room to his specifications within
- the area of effect of the spell, which is 1000 cubic feet
- per level of the caster.
-
- Freeze Bolt
- Level: 10 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: 1/2 damage
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"/level
- This spell creates a rapid reduction in temperatures
- within the area of effect, causing 1d10 per level of the
- spell caster in damage. A successful saving throw at -2
- reduces the damage by one half. There is a 50% chance that
- any being missing his saving throw will suffer severe
- frostbite. His hands, feet, ears, etc. will become useless
- until the frostbite is cured. The area of effect is a bolt,
- 1" in diameter x 6" in length.
-
- Freeze Frame
- Level: 10 Duration: Until Dispelled
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: 1"/level
- This spell traps the recipient between two planes of
- transparent, indestructible material (suitable for framing).
- The victim is in a condition of stasis while so trapped. A
- successful Dispel Magic will shatter the material, releasing
- the victim.
-
- Greek Fire
- Level: 10 Duration: Special
- Casting Time: 5 segments Saving Throw: 1/2 damage
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: 0
- This spell causes flame to shoot from the spell
- caster's hand, doing 2-5 points of damage to all caught
- within it. It continues to do 1 point per level until
- extinguished, as it leaves a gooey, burning residue on the
- victims. If left unhindered, it will continue to burn for
- one turn. The area of effect is a cone, 3" long, 2" at
- base.
-
- IDA'S MARVELOUS MARBLE
- Level: 10 Duration: Special
- Casting Time: 1 round Saving Throw: 1/2 damage
- Area of Effect: Special Special Save: N/A
- Components: M,S Range: Special
- Upon casting this spell, the caster rolls a small
- ceramic marble toward his opponent(s). After traveling 1"
- it magically transforms itself into a 1" diameter ceramic
- ball (immune to fire and lightening) doing 10d12 upon
- impact. The marble will roll until causing 20 structural
- points of damage or 250 hit points in damage. It will go no
- further than 30" uphill before reversing. Its speed is 25"
- per round and if anyone is run over and does not save, all
- his items must save or be crushed.
-
- KARMA ENHANCER
- Level: 10 Duration: 1 turn/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: S,V Range: 0
- While under the effects of this spell, the spell
- caster's percentage chance of breaking another being's
- magic resistance is calculated as if he were twice his
- actual level.
-
- MASTER'S ROAR, THE
- Level: 10 Duration: Instantaneous
- Casting Time: 10 rounds Saving Throw: N/A
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 0
- When cast, the spell caster calls by name any one of
- his followers, henchman, or monsters. They will be
- teleported, with no error, from their current location to
- the caster's locale.
-
- PLANAR PATHFINDER
- Level: 10 Duration: Special
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: Special
- This spell allows any spell caster with the capability
- to travel the planes, to take up to 10 creatures per level
- with him. They are not forced to follow. Only the
- creatures he specifies may follow.
-
- POISON MISSILE
- Level: 10 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: Special Special Save: None
- Components: S Range: 1"/level
- This spell shoots an invisible missile which does 1d10
- of damage per level the spell caster has obtained. This
- missile never misses and is tipped with a magical poison
- (save vs. poison or die). Due to the nature of the poison,
- a dispel magic or two successive neutralize poisons is
- required to negate its effects. There is no saving throw
- vs. being hit by the missile, but there is a normal saving
- throw vs. the poison.
-
- TOBELIN'S BUTTON
- Level: 10 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 2" radius Special Save: Special
- Components: S,V Range: 1"
- This spell summons a one square foot, greyish panel
- which remains suspended in the air as though it were part of
- an invisible wall. In the center of one side is a ruby red
- button. When the button is pushed all creatures within 2"
- of it at the time are transported to a random plane, the
- button going with them. Every time the button is pushed,
- they change planes again. When the spell expires, the
- button disappears, leaving them wherever they ended up.
-
-
- Level 11
-
- Aluap's Curse
- Level: 11 Duration: Special
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 target Special Save: Negates
- Components: M,S,V Range: Infinite
- If the spell caster has seen another creature's magic
- item he may cast this spell and that item will not work for
- one day per level of the caster. Only deity intervention or
- the caster can neutralize the effects of this spell. A
- special saving throw at -2 negates.
-
- Analyze: Rods/Wands/Staves
- Level: 11 Duration: Instantaneous
- Casting Time: 3 turns Saving Throw: Special
- Area of Effect: 1 target Special Save: N/A
- Components: S,V Range: Touch
- This spell analyzes and confers to the spell caster all
- the pertinent information concerning any rod, wand, or staff
- it is cast upon. This includes the name, number of charges,
- spells contained within, operation of to include command
- word, strong and weak points, to include side effects, etc.,
- when applicable.
- Note: Special rods, wands, and staves may get a saving
- throw at the Game Master's discretion.
-
- Between
- Level: 11 Duration: Special
- Casting Time: 1 segment Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell will teleport the spell caster to any place
- at anytime that can be visualized. On any jumps over 10
- years, the caster takes 1d4 per 5 years in frostbite damage.
- There is no error in arrival because it must be visualized,
- i.e., well known.
-
- Boat in the Bottle
- Level: 11 Duration: Until dispelled
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: 1 ship Special Save: N/A
- Components: M,S,V Range: 1"/level
- This spell will cause a ship and all creatures on board
- to be shrunk and sealed in a bottle, 1 quart in size. If
- the bottle is broken, its contents will return to normal
- size. While reduced, the boat and everything aboard is in a
- state of suspended animation. Each living creature on board
- may make a saving throw to avoid the effects of the spell.
- (The bottle floats.)
-
- Camouflage
- Level: 11 Duration: Until Dispelled
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 2'+2'/level
- This spell masks an area from detection/location spells
- and devices. It is useful to postpone location of a
- stronghold. The spell affects a 10" radius sphere.
-
- Control Gravity
- Level: 11 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: 2"radius Special Save: N/A
- Components: M,S,V Range: 3"
- This spell allows the spell caster to alter the force
- of gravity within the area of effect. He can reduce it to
- zero, or increase it to one gravity per level of experience.
- The change takes place at one G per segment. Any creature
- within the area of effect at the time of casting is entitled
- to a saving throw; if it is made they are assumed to have
- escaped before the gravity grew too great. Note that the
- effects of this spell on creatures will vary with strength
- and constitution, but even a giant is use to the planet's
- normal gravity and would soon feel the effects of the spell.
-
- Discover
- Level: 11 Duration: 1 turn/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Personal Special Save: Negates
- Components: M,S,V Range: 0
- Under this enchantment, the spell caster has
- forewarning of each encounter, and thus usually gains the
- benefit of surprise (4 in 6 chance). He will know what is to
- be encountered and from which direction the encounter will
- occur, but nothing of the outcome. Knowledge precedes the
- encounter by one round. A successful special save at -2
- negates.
-
- Double Trouble
- Level: 11 Duration: 1 round
- Casting Time: 1/2 segment Saving Throw: N/A
- Area of Effect: 25"x25" Special Save: N/A
- Components: M,S,V Range: 1"/level
- DOUBLE TROUBLE brings the spell caster's party up to
- maximum efficiency. If the caster's party wins initiative,
- this spell will double all damage done by them that round.
- This spell is applicable to damage in any form.
-
- Eridor's Nemesis Web
- Level: 11 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: Negates
- Area of effect: 3"x1"x1" Special Save: N/A
- Components: S Range: 0
- When this spell is cast, a glowing green web shoots
- from the caster's hand. Those caught within take 4-24
- points of damage per round and lose one level per round.
- Victims save at -2 to avoid the web when cast, then again
- (if caught) each round to see if they were able to escape.
-
- Eridor's Planar Curtain
- Level: 11 Duration: Until Dispelled
- Casting Time: 6 turns Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"
- This spell makes an area invisible from any plane other
- than the one it is on. This makes it dangerous to enter the
- plane in that area, as the creature doing so might
- materialize inside a wall, underground, etc. The area of
- effect is 1"x1"x1" section per level.
-
- Fall of the Ice Asteroid
- Level: 11 Duration: 1 segment
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: 4"radius Special Save: N/A
- Components: M,S,V Range: 1"/level
- This spell causes a huge sphere of ice to form in the
- air and crash to the ground. First, all creatures must make
- a saving throw or be crushed. Those who make their saving
- throw take 10-120 points plus 2 points per level of the
- spell caster in damage.
-
- NOT FOR ME
- Level: 11 Duration: 1 day
- Casting Time: 2 turns Saving Throw: N/A
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 0
- When cast, the spell caster will be able to negate the
- effects of anything that happens to him within the next 24
- hours. This spell can be cast but once a day and will only
- negate the instance that the caster chooses to negate. The
- only thing that cannot be negated is death.
-
- PROTECTION FROM ENERGY DRAINERS
- Level: 11 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 3" radius Special Save: N/A
- Components: M,S,V Range: 0
- This spell will protect all within a 1" radius of the
- spellcaster from energy draining attacks. Those within a 3"
- radius of protection receive a +1 on their saving throws
- versus energy draining attacks.
-
- RALLY
- Level: 11 Duration: 1 round/level
- Casting Time: 1-4 rounds Saving Throw: N/A
- Area of Effect: 2" radius Special Save: N/A
- Components: M,S,V Range: 3"
- When cast, this spell will negate surprise, add +1 to
- the initiative roll, give +2 to hit, +3 to damage, and last,
- but not least, +4 to saving throws. This spell can be cast
- but once a week. Each creature in the spell caster's party
- receives the above benefits.
-
- RUBBERY STUFF
- Level: 11 Duration: 1 turn
- Casting Time: 11 rounds Saving Throw: None
- Area of Effect: 5"x5" Special Save: Negates
- Components: M,S,V Range: 3"
- When directed at those who oppose the spell caster,
- this spell will cause them o drop their possessions for one
- turn and play with a rubbery substance which magically
- appears in their hands.
-
- SEEKER
- Level: 11 Duration: 2 days/level
- Casting Time: 1 turn Saving Throw: Special
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: Infinite
- This spell creates a small, dark sphere approximately 2
- inches in diameter (the seeker). The seeker will search
- out its intended victim. It has a movement rate of 60" and
- when it gets within melee range of the victim, it attempts
- to strike as a 12 hit die creature, attacking twice per
- round. Upon striking the victim it explodes for 80 points
- of damage. The victim does not get a saving throw versus
- this but all others within 20' save for half damage. The
- seeker can plane shift and teleport in increments of 20
- miles in search of its victim. This spell requires a
- personal item of the victim's and is affected by a mind
- cloaking spell or device.
-
- STAT SWAP
- Level: 11 Duration: Permanent
- Casting Time: 11 rounds Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"
- Using this spell, two minds can link and they may
- exchange attribute points. For example, the wizard Aluap
- may link minds with the amazon Tybera, giving her 2 points
- of strength, in exchange for 2 points of IQ. This may be
- done only once between any two minds. Bed rest for one
- month is needed afterwards.
-
- SYMBOL OF POWERLESSNESS
- Level: 11 Duration: Special
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: 10"x10" Special Save: N/A
- Components: M,S,V Range: 1"/level
- The spell caster may draw this symbol on a solid
- surface or in the air. The symbol requires the recipient(s)
- to make a saving throw at -2 or lose 50% of their magic
- resistance (if they have magic resistance). There is an
- 85% chance of spell failure, they miss hitting their
- opponents every other round, they subtract 1 from their
- initiative round and finally, if they go under 15 hit points
- (they do not all have to go below 15 in the same round for
- this to work) they are considered subdued and will follow
- the caster's commands for one round per level of the caster.
- this is in addition to the regular duration of the spell,
- which is 11-20 (d10+10) rounds.
-
-
- Level 12
-
- Alter Spell Book
- Level: 12 Duration: 1 day/level
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: 1 spell book Special Save: N/A
- Components: M,S,V Range: 1 mile
- Through this spell, a spell caster alters a fellow
- spellcaster's spell book causing subtle changes in it.
- These changes will cause the malfunction of any spell
- mesmerized directly from the book. Saving throw for the
- book is made by the Game Master so that the player character
- remains unaware of the alteration until a spell is cast.
- The saving throw is made at the level of the inscriber.
-
- Black Sheet of Death
- Level: 12 Duration: 1 turn
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"
- When this spell is cast, a 10'x10' black sheet appears
- before the spell caster. This black sheet is a blanket of
- death that will smother its opponents when so directed by
- the caster. The sheet is surrounded by a 1" radius sphere of
- darkness, within which visibility is 0. Torches, lanterns,
- etc. will not function within this sphere. The sheet
- attacks for the duration of the spell, moving at 24" per
- round. Unless a saving throw at -5 is made, the victim will
- be covered by the sheet. Any creature covered by the sheet
- will become a new type of undead called Alamlics, which are
- under the control of the spell caster. Alamlics attack
- twice per round and each successful attack drains 1-6 points
- of constitution permanently (save to one half). The creature
- moves at 36" per round and attacks with +4 to hit. Its hit
- dice, hit points and armor class are that of the character
- it used to be. A magic weapon is required to hit and the
- Alamlic is 25% resistant to spells. Alamlics are affected
- by clerics as if they were vampires.
-
- Cease Aging
- Level: 12 Duration: Special
- Casting Time: 4 weeks Saving Throw: None
- Area of Effect: Caster Special Save: None
- Components: M,S,V Range: None
- Once the casting of this spell is completed, the caster
- will cease to age, remaining at his present age until the
- spell is cancelled. The spell is cancelled if the caster
- gets into any combat or casts any spell with the sole
- purpose of harming or incapacitating the victim (Note: This
- does not apply to willing targets.)
- This spell is usually used by wizards to allow extended
- spell research or spell casting (see CREATE PLANE.)
-
- Curse of the Djinn
- Level: 12 Duration: 1 day
- Casting Time: 1 segment Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: S,V Range: 60"
- This spell grants the recipient a great magical power,
- without his knowledge. For the next 24 hours, if the
- comments of a character may taken literally, there is a 100%
- probability that it will occur. 50% of the time, it will
- happen exactly as stated. The rest of the time, this event
- will be in essence the save, but subtly altered. Example:
- Luther the Black, under the influence of this spell, states
- that the city is going to the dogs. 50% of the time, the
- humanoid inhabitants of the city will be polymorphed into
- dogs. This spell expends all of the caster's spells for the
- day, i.e., he may not cast any more spells for 24 hours.
-
- Duplicate: Potion
- Level: 12 Duration: Until Dispelled
- Casting Time: 12 turns Saving Throw: N/A
- Area of Effect: 1 target Special Save: N/A
- Components: M,S Range: Touch
- This spell will make an exact duplicate of any potion
- it is cast upon. No duplicate can be made while there is
- another duplicate in existence. Duplicates cannot be
- duplicated.
- Note: Prior to duplication the caster must cast an
- ANALYZE: POTION spell.
-
- Emotion Alteration
- Level: 12 Duration: Until Dispelled
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature/level Special Save: Negates
- Components: V Range: 1"/level
- EMOTION ALTERATION will change a creature's feelings
- toward a particular person, place or thing. Thus, an
- assassin who was hostile to the spellcaster could be made a
- loyal follower. Attacking creatures could be made to flee
- in panic. A bitter foe could be made to love the caster.
- Affected creatures will continue to feel as directed until
- EMOTION ALTERATION is dispelled.
-
- Ethereal Traps
- Level: 12 Duration: Until Dispelled
- Casting Time: 2 rounds Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: M,S,V Range: 10"
- When cast on the ethereal plane, the spell caster can
- have an area up to 10"x10"x10" per level or a one half
- square mile come under the influence of this spell. Once
- the area is designated by the caster, he names a creature
- that he wants to trap and if the creature so named enters
- the area of effect he will find himself confined within. No
- more than 5 traps can be placed by the caster at one time on
- the ethereal plane. The Game Master will check to see if
- anything was trapped. There is 5% chance, twice a month of
- capturing a specific creature. The caster can have only one
- trap naming a specific creature on the ethereal plane at one
- time. The trap remains in effect until dispelled by the
- caster or a being of equal or greater spell casting ability.
-
- Finger Snakes
- Level: 12 Duration: 1 turn
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 1"/level
- When cast, the enemy's fingers turn to poisonous snakes
- which bite him for 1-4 points of damage. The snakes attack
- at 10 hit dice creatures. When bitten, a saving throw
- versus poison at -4 must be made or the victim dies.
- As a option, the caster can turn his own fingers into
- snakes and use them to attack. The save vs. poison is then
- at -2. While the caster's fingers are snakes, the caster
- can use no weapons and cast no other spells.
-
- MIND RAKE
- Level: 12 Duration: Permanent
- Casting Time: Special Saving Throw: None
- Area of Effect: 1 creature Special Save: Special
- Components: M,S,V Range: 1 mile/level
- This spell allows the caster to rake off a mind
- cloaking device or spell. The spell requires 1-6 rounds of
- uninterrupted concentration to complete. The victim will
- know that this is happening only if he makes a Special Save
- at -2. A successful special saving throw lets the creature
- know who is raking him. This is not an attack based spell.
- It may be used as preparation for an additional spell.
- NOTE: The caster must know the approximate location of
- the victim.
-
- PSIONIC SHIELD II
- Level: 12 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: S Range: 0
- This spell creates a shield surrounding the spell
- caster which prevents the caster from being attacked
- psionically, but allows the spell caster to attack
- psionically if he has that ability.
-
- PYROMANIA
- Level: 12 Duration: 50 turns
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,V Range: 0
- PYROMANIA endows the spell caster with an improved
- understanding of the element of fire. For the duration of
- the spell, all the caster's fire based spells do an extra
- 50% fire damage.
-
- SADISTIC STATISTICS
- Level: 12 Duration: Permanent
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: 1"/level
- The victim of this sadistic spell will lose 1-4 points
- from one of his major attributes (strength, intelligence,
- etc.). The points are permanently lost. The attribute to
- be drained may be chosen by the spell caster. The victim
- can only be affected by this spell once in his lifetime.
- The caster will age 3 years after the casting.
-
- SPECIAL SUMMONS
- Level: 12 Duration: 2-5 turns
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: Infinite
- Using SPECIAL SUMMONS, the spell caster summons the
- most powerful character available of a class. The level of
- the character summoned should not exceed the caster's.
- Attacks may not be initiated by either party. When the
- duration expires the character summoned returns to his
- original location.
- Note: The game master should enforce the no attack
- rule.
-
- SUMMON THE DASTARDLY FILINGRICERIXERSIFED
- Level: 12 Duration: 1 day
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: None
- Components: M,S,V Range: 1"
- When summoned, this fearless beast will appear before
- the spell caster. The main attack mode of this beast is
- psionic assistance. The monster is well endowed, having
- between 200-300 psionic points and all psionic modes. The
- Filingricerixersifed will willingly assist the spell caster.
- Its armor class is -3 and it should be treated as a 12 hit
- die creature. The casting of this spell ages the caster one
- year.
-
-
- Level 13
-
- Aluap's Blizzard
- Level: 13 Duration: 4 rounds
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 3"
- This spell causes cold damage even to creatures that
- have protection from cold spells or devices. Either no
- damage (saving throw at -5) or the full force of the spell
- will affect a being. In the round that the spell is cast,
- the temperature drops to freezing and all those within 5"
- take 10 points of damage. The next round (round 2) they
- feel a strong, cold wind blowing and take 25 points of
- damage. The third round it begins to hail and damage is
- calculated by multiplying the victims' level by 2 (but no
- less than 25 points of damage). In the last round (4th)
- they take percentile damage plus one point per hit point of
- the caster. The area of effect is a cone 5" long, 3" at
- base.
-
- Analyze: Weapon
- Level: 13 Duration: Instantaneous
- Casting Time: Special Saving Throw: Special
- Area of Effect: 1 target Special Save: N/A
- Components: S,V Range: 3'
- This spell analyzes and confers to the caster all
- pertinent information concerning any weapon it is cast upon,
- without touching the weapon. This information should
- include name and class, number of modifiers, special
- abilities and powers, spells contained within, operation
- methods (to include command words), strong and weak points,
- side effects, alignment, ego, intelligence, and any effects
- it might have upon the user, etc.
- Note: Any unusual weapons may get a saving throw, at
- Game Master's option.
-
- Backfire
- Level: 13 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: 1"/level
- Upon inflicting this powerful aura on an opposing
- spellcaster, all spells cast by that being will backfire.
- This applies to individual and area effect spells, as well
- as curses. If, for example, Huward the Magi was the
- recipient of this spell and he attempted to cast a COLD
- SNAP, he would find himself surrounded by the resultant cone
- of frost. Note: This spell only affects those spells that
- cause or inflict direct damage.
-
- Bizarre
- Level: 13 Duration: 1 day
- Casting Time: Special Saving Throw: Special
- Area of Effect: Special Special Save: Special
- Components: M,S,V Range: Special
- When the spell caster casts BIZARRE, he creates a small
- white globe (1 ft. diameter) that floats above the caster's
- head. The caster is capable of issuing forth from within the
- globe many BIZARRE effects that can be both baneful and
- beneficial to the caster, his party or opponents. The
- following effects will happen whenever the caster desires
- the use of this spell.
- Die Roll Times Per Day Die Used For Effects
- -------- ------------- --------------------
- 01-12 4 1d4
- 13-29 3 1d8
- 30-48 3 1d10
- 49-77 2 1d12
- 78-88 2 2d8
- 97-100 1 1d20
- The duration of the spell is dependent upon how many
- times per day the caster can use the spell. The caster can
- use the effects at any time within one day.
-
- Effects for 1d4---------------
- 1 = 1d4 damage per 4 levels when directed at a target.
- 2 = 1d4 damage per 3 levels when directed at a target.
- 3 = 1d4 damage per 2 levels when directed at a target.
- 4 = 1d4 damage per level when directed at a target.
-
- Effects for 1d8---------------
- Even numbers rolled - Whatever even number you rolled, take
- that number and multiply it by half your current level,
- rounding down. This is the amount of damage done to you.
- Odd numbers rolled -
- 1 or 3 = No effect.
- 5 = Check to see what member of the party you hit doing
- 1d20 damage.
- 7 = Same as if 5 were rolled except damage is done to
- caster.
-
- Effects for 1d10----------------
- 1 = 1 flaming arrow hits target, killing on impact.
- 2 = A spear forms and when it hits its target the
- recipient must make a special saving throw or go insane.
- 3 = 1000 arrows are released in a 360 degree circle
- away from the caster's location doing 1d6 per hit.
- 4 = 11 arrows of light hit opposing targets
- automatically and force opponents struck to make friends
- with the spell caster and show him their hoard.
- 5,7,9 = The caster and his party are immune to non-
- magical missile weapon attacks for 6 turns (rocks included)
- 6,8,10 = The caster and his party are immune to all
- magic spells of 2nd or lower level aimed at the party.
-
- Effects for 1d12----------------
- 1-4 = The caster has summoned a BIZARRE spell
- specialist. He has 5 BIZARRE spells per day. These 5
- spells are rolled up as stated in the main text.
- 5-8 = When one of these numbers is rolled the spell
- caster vanished into the ethereal plane.
- 9-12 = When an even number is rolled the spell caster
- receives double the regular amount of first level spells.
- When an odd number is rolled he cannot cast any first level
- spells.
-
- Effects for 2d8---------------
- Roll two different colored d8 and call a color. These are
- the effects on the die you called (roll extra points on
- called die)
- 1-2 = 1d8 damage per 3 levels when directed at a
- target.
- 3-4 = 1d8 damage per 2 levels when directed at a
- target.
- 5-6 = 1d8 damage per level when directed at a target.
- 7 = 2d8 damage per level when directed at a target.
- 8 = 3d8 damage per level when directed at a target.
- In addition, the effects of the other d8 are:
- 1-6 = 1d8 + 20 damage per level to the nearest rock.
- 7-8 = 1d8 damage per 3 levels to the caster.
-
- Effects for 1d20----------------
- 1 = Roll 1d20, multiply that number by your level and
- that is the damage done to the target.
- 2,3 = Roll 1d4,1d6,1d8 and multiply the total by 4.
- That is the damage done to the target.
- 4,5,6,7 = All the spell casters in the party can throw
- a first level spell along with any other known spell during
- any round. This lasts for 1 turn.
- 8,9 = 10 Liquid Giants appear and surround the party.
- They attack immediately throwing 3 large stones each, and
- doing 1d10 per hit. They then disappear before the
- party can take action.
- 10,11,12 = Roll 3d10. Multiply the total by your level,
- divide by the number of people in the party. Then roll
- percentile dice. Divide the number rolled on percentiles by
- the number rolled on the 3d10 and add 13. The final total
- is the amount of damage done to a target.
- 13 = Roll 13d12 and add 13 to determine the amount of
- damage done to a target.
- 14,15,16 = 1-10 spears appear. Each spear will hit its
- target no matter what protection spells/devices are up, and
- impale that person through the heart causing death in
- one round.
- 17 = The caster cannot use this spell, BIZARRE, for six
- months time.
- 18 = The caster is immune to 1st through 3rd level
- spell attacks for one day times his prime requisite.
- 19 = Square the caster's level and that is the amount
- of damage 1-4 individuals within a 1" radius take.
- 20 = Pick any BIZARRE special effect you want.
-
- Black Burst
- Level: 13 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 2" radius Special Save: Special
- Components: S,V Range: 5"
- This spell taps the negative plane to release a burst
- of pure negative energy. The resulting explosion drains 2-5
- (d4+1) levels from any within the area of effect. Creatures
- making a successful special saving throw lose only 1 level,
- as they catch only the fringes of the blast.
-
- Death's Speed
- Level: 13 Duration: 2 rounds/level
- Casting Time: 1 segment Saving Throw: N/A
- Area of Effect: 1 creature Special Save: N/A
- Components: N,S,V Range: Touch
- The recipient of this spell is endowed with DEATH'S
- SPEED and thus moves 10 times faster than normal. The
- character will be able to attack 10 times per round and is
- aged 4 years. This spell is usable on fighter class
- characters only. (Take care racing down corridors; at 150"
- movement hitting a wall can be hazardous to your health.)
-
- Duplicate: Scroll
- Level: 13 Duration: Until Dispelled
- Casting Time: Special Saving Throw: Special
- Area of Effect: 1 target Special Save: N/A
- Components: S,V Range: 3'
- This spell makes an exact duplicate of any scroll. No
- duplicatecan be made while there is another duplicate in
- existence. Duplicates cannot be duplicated. Casting time:
- 1 day per spell level on scroll.
- Note: Prior to duplicating, the caster must cast an
- ANALYZE: SCROLL spell.
-
- PSIONIC REFLECTION
- Level: 13 Duration: 1 turn/level
- Casting time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell causes all psionic energy directed at the
- spell caster to be reflected back toward the being who
- initiated the attack.
-
- REPEAT
- Level: 13 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This enchantment causes spells cast during the next
- several rounds to linger in the spell caster's mind,
- allowing him to recast them in the same round. Said spells
- must have a casting time of 9 rounds or less. The second
- spell of every sequence is cast independently of the first
- and is treated as such, i.e., it may be cast at a different
- target.
-
- SECURITY FORCE
- Level: 13 Duration: Special
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: M,S,V Range: Infinite
- The casting of this spell summons a SECURITY FORCE to
- protect the spell caster's territory in his absence.
- Appearing are a 20th level lich, 2 ghosts, 5 specters, and,
- last but not least, an efreeti. The monsters demands in
- return for services rendered are that they have free run of
- the territory while the caster is gone, and they are paid
- 5,000 gold pieces per day, with 50% of the estimated total
- being paid in advance. Upon completion of their duties,
- they are each given a magic item that they can use. In
- return they will promise to guard the caster's territory and
- keep his followers safe from harm. If they don't, the
- caster gets this party free for 3 months, with no hard
- feelings. The undead wear amulets of protection versus
- clerics.
-
- SENILITY
- Level: 13 Duration: Until dispelled
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: 3"
- This spell puts a curse on the recipient which causes
- him to totally forget the text of 1 spell (of highest level
- he can cast) per week. It also gives him a 10% chance of
- misplacing items, losing possessions or not noticing an
- object has been pilfered, etc., which increases by 2% for
- each year the victim ages subsequent to the casting of this
- spell. Forgotten spells must be rememorized after the
- senility has been dispelled.
- Note: Once cumulative forgetfulness reaches 26%, spell
- casters lose the ability to cast spells.
-
- SERPENTINE
- Level: 13 Duration: 1 turn/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell transforms the caster into a black, snake-
- like creature with wings and emerald green eyes. While the
- caster is still able to use spells, he is of course limited
- in attacks physically. He constricts for 1 point of damage
- per level. A successful bite inflicts 1-10 points of damage
- and injects venom into the wound. The saving throw versus
- this deadly poison must be made at -3. Armor class and hit
- points are equal to that of the caster's normal form, but
- armor class is never worse than 0 due to nature of skin,
- speed, etc. The creature is 2% resistant to magic per
- level of caster. Flying speed is 36". Length is 1' per
- level. It has benefits of all items worn (not held) by the
- caster.
-
- SPECIAL DELIVERY
- Level: 13 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
- When cast before an expedition this spell enables three
- of the spellcaster's spells to do maximum damage that day.
- This spell does not affect saving throws, immunities, etc.
-
- SPECIAL IMMUNITIES
- Level: 13 Duration: 1 day
- Casting Time: Special Saving Throw: None
- Area of Effect: 1 creature Special Save: None
- Components: M,S,V Range: Touch
- This spell will give immunities to a person from any
- spell that the spell caster knows and is willing to give.
- In order to be immune from a certain spell the caster casts
- this fine spell, and follows up with the spell SPELL
- IMMUNITY is desired for, deducting both spells. Example:
- If a magic user wants to be immune from ALUAP'S BLIZZARD he
- casts this spell, deducts it and follows up with the ALUAP'S
- BLIZZARD spell. Casting time is the same number of rounds
- as the level of the spell the recipient is being protected
- from.
-
- WHOLE
- Level: 13 Duration: Permanent
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: Touch
- This spell will make a broken magic item whole as if it
- had never been broken. It will totally replenish abilities
- (including charges), and restore the item to its original
- condition.
- Note: The spell incapacitates the spell caster for 1
- day and ages him 5 years.
-
-
- Level 14
-
- Analyze: Any Creature
- Level: 14 Duration: Instantaneous
- Casting Time: 1 turn Saving Throw: Negates
- Area of Affect: 1 target Special Save: N/A
- Components: S,V Range: 1"
- This spell analyzes and confers to the spell caster all
- pertinent information concerning the creature it is cast
- upon. The information will include: all attack and defense
- capabilities, special powers or abilities, class of magic
- and highest spell level usable in each class, resistances,
- immunities, all strong and weak points, usefulness of parts,
- etc.
-
- Area Effect
- Level: 14 Duration: Special
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 1 spell Special Save: N/A
- Components: M,S,V Range: 0
- This spell will increase the area of effect of the next
- spell cast to a 1" per level radius sphere. Spells which
- affect only one creature are not affected by AREA EFFECT.
-
- Bestow Special Saving Throw
- Level: 14 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: 5"
- This spell endows the recipient with incredibly good
- fortune. When attempting to avoid an event versus which
- there is no normal saving throw, he may attempt a special
- saving throw. To successfully make this saving throw a
- perfect die roll is required {20}. His chances are,
- however, modified by any bonuses which would normally apply
- to the saving throw.
-
- Black Tornado, The
- Level: 14 Duration: 1 turn/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Special Special Save: Special
- Components: M,S,V Range: 1"/level
- This spell summons a creature that looks like a
- whirlwind and is black in color. The creature is initially
- 10 hit die. It has 1 attack per round and if it scores a
- hit the victim is absorbed and loses 2 to 5 levels. If
- allowed a special saving throw, the victim may attempt the
- special saving throw each round to escape the black tornado.
- Each round inside this creature the victim loses 2 to 5
- level and may take no other action. For each level drained,
- the creature gains 1 hit die and 8 hit points. It may
- obtain no more than 36 hit dice, but will continue to gain
- hit points indefinitely. The duration is extended by 1 turn
- for each level drained. THE BLACK TORNADO is capable of
- absorbing 1 giant sized creature, 4 ogre sized creatures, 8
- man sized creatures, or 16 halfling sized creatures. The
- creature's armor class is 2, and it can only be hit with +1
- or better weapons. Its movement rate is 36".
-
- Cremation
- Level: 14 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Special
- Components: S,V Range: 1"/level
- This spell causes the victim to be covered in flames
- and take 50% of his total remaining hit points in damage
- each round, for the duration of the spell. Any resistance
- or immunity to fire or heat will reduce the damage by one
- half and if a special saving throw is made this will also
- cut the damage by half. For the duration of the spell, the
- victim can take no action at all for he is desperately
- trying to put out the flames. There is no possible saving
- throw versus this effect.
-
- Duplicate: Rods/Wands/Staves
- Level: 14 Duration: Until Dispelled
- Casting Time: 6 turns/charge Saving Throw: Negates
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: 3'
- This spell makes an exact duplicate of any rod, staff,
- or wand. No duplicate can be made while there is another
- duplicate in existence. Duplicates cannot be duplicated.
- Note: ANALYZE: RODS/WANDS/STAVES must be cast prior to
- duplicating.
-
- Eridor's Ebon Bolt
- Level: 14 Duration: Instantaneous
- Casting Time: 7 segments Saving Throw: None
- Area of Effect: 1 creature Special Save: 1/2 damage
- Components: S Range: 1"/level
- This bolt of strange ebon energy does 4 points of
- permanent damage per level when cast. Only very powerful
- magics will affect it. A wish might restore one quarter of
- the hit points lost, while a deity could possibly cure it
- normally.
-
- For Your Benefit
- Level: 14 Duration: 5 years
- Casting Time: 1 week Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell may be cast only once every five years. If
- any creatures does a nasty deed to the spell caster he can
- exercise his option and turn that nasty deed into a
- beneficial one. For example, if an energy draining creature
- drains 2 energy level from you, tell the Game Master that
- you are exercising your option and instead of losing 2
- levels, you gain 2 levels. If a creature bites you for 24
- points of damage, you add those 24 points to your maximum
- hit point total. If a harmful spell hits you, you may
- exercise your option and become immune to that spell. This
- spell ages the recipient 12 years at the time the option is
- exercised and one exercised, the effect becomes permanent.
- Note: Only one incident may be reversed per spell.
- Note: Death cannot be reversed (you're too dead to use
- the option.
-
- INSANE SPELL CASTER
- Level: 14 Duration: 1 turn
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell enables the spell caster to go berserk. He
- is immune to psionic attack, attacks as if he were ten
- levels higher, and increases his hit points and spell points
- by 50%. However, he cannot cast spells not already known to
- him. Bed rest for 30 days is needed before the caster can
- use any more spells. For example, the twelfth level spell
- caster Slydoom, with 38 hit points, feels the need to save
- his hide, So, he cast this spell with the following
- effects: he would become 22nd level, have 57 hit points
- and his THAC0 would change. At the expiration of the spell
- Slydoom MUST bed rest for 30 days without casting any
- spells.
-
- NEGATION BLAST
- Level: 14 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: 1"/level
- Negation Blast will affect all magic within a 1"
- diameter sphere. Any magic items must save at -3 or become
- nonmagical for 2-5 turns. A successful saving throw
- results in the items becoming nonmagical for one turn. All
- magical spells currently in use are negated.
- NOTE: This spell does not affect artifacts or relics.
-
- SHOCK FIELD
- Level: 14 Duration: 1 day
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Special Special Save: 1/2 damage
- Components: M,S,V Range: 1"/level
- When cast, this spell sets up a 3" radius invisible
- sphere around the spell caster which prevents spells less
- than third level from entering. Fourth through seventh
- level spells have a 25% chance of being stopped. When a
- person or creature enters the shock field he will take twice
- the spell caster's level in point of damage, unless a
- special saving throw at -2 is made. Spells cast from
- within the field are not hindered.
-
- TSUNAMI
- Level: 14 Duration: Permanent
- Casting Time: 1 day Saving Throw: Special
- Area of Effect: 6 mi. x 2 mi. Special Save: Special
- Components: M,S,V Range: 500 miles
- This spell creates a large tidal wave which will cause
- 100-400 structural points to any structure. Any creature
- which makes a special saving throw will be safe. Without a
- successful special save, the percentage chance of drowning
- is equal to the percentage of the range inland minus 2% per
- level, i.e., a 4th level character on the shore has an 8%
- chance of not drowning or a 92% chance of drowning.
-
- UNDEATH PLAGUE
- Level: 14 Duration: 1 week/level
- Casting Time: 6 turns Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: M,S,V Range: 1 mile
- The area of effect is 1 square mile per every 2 levels
- of experience.
- Undeath Plague brings down a terrible curse upon the
- area of effect. Any creature who dies within the area,
- during the duration of the spell, will arise as an undead
- creature of appropriate strength on the night of the next
- full moon. (RAVENLOFT?)
-
- WHO'S WHO?
- Level: 14 Duration: 1 turn + 1 round/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 creates two additional spell casters besides
- the spell caster himself. Their levels, hit points and
- natural armor class are 1/2 of the spell caster's, but
- cannot be better than the spell casters natural armor class.
- Each duplicate may have up to 7 magic items, not necessarily
- the same, that are in the caster's possession. This spell
- may be cast only once per day.
-
-
- Level 15
-
- Analyze: Any Item
- Level: 15 Duration: Instantaneous
- Casting Time: 1 turn Saving Throw: Negates
- Area of Effect: 1 target Special Save: N/A
- Components: S,V Range: 3'
- This spell analyzes and confers to the spell caster all
- pertinent information concerning anything it is cast upon.
- Magical items save at the level of their enchanter.
-
- Duplicate: Monster
- Level: 15 Duration: Until Dispelled
- Casting Time: Special Saving Throw: Negates
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: 3'
- This spell makes an exact duplicate of any monster.
- The monster to be duplicated must be alive. No duplicates
- can be made while there is another duplicate in existence.
- Duplicates cannot be duplicated. Duplicates cannot advance
- in levels, they do not age (are immune to aging) and they do
- not naturally improve.
- Note: Prior to duplication, the caster must cast an
- ANALYZE: MONSTER spell.
-
- THE LADY'S SMILE
- Level: 15 Duration: 1 turn
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 1"/level
- The round after this spell is cast, the recipient is
- blessed by the smile of Lady Luck. Any action performed by
- the recipient that turn will work for maximum benefit. This
- spell may not be made permanent by any means, due to the
- fact that it requires the personal attention of Lady Luck to
- function.
-
- NEGATIVE ENERGY BOLTS
- Level: 15 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: Negates
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"/level
- When this spell is cast at a creature, it must make a
- saving throw at -2 or lose half its levels, hit dice and
- appropriate hit points, spells, etc. The spell can also be
- aimed at two creatures, but they then get a normal saving
- throw.
-
- RECONSTRUCT
- Level: 15 Duration: Special
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: M,S,V Range: Infinite
- Any item once possessed by the spell caster which was
- lost or destroyed not by his own doing, will be instantly
- returned intact when this spell is cast. Destroyed items
- will be returned with no complications. However, items
- still in the possession of another being will come with that
- being, who must be defeated to regain ownership of the item.
- A victorious opponent is returned to the location from
- which he was summoned, with the item. Destroyed artifacts
- and relics may not be reconstructed by use of this spell,
- but stolen ones may be recovered.
-
- Wish (Level 15)
- Level: 15 Duration: Special
- Casting Time: Special Saving Throw: Special
- Area of Effect: Special Special Save: None
- Components: V Range: Unlimited
- See the 9th Level WISH spell for additional information
- on wishes.
- This is a more powerful version of the 9th level WISH
- spell. It is many times more powerful then the lesser
- version, allowing the duplication of any spell of levels 15
- or lower and also cancel the effect of like spells.
- Once the spell is cast, the caster will be weakened for
- 1d4 days (-6 on Strength) and require 2d4 weeks of bed rest.
- The spell will age the caster 10 years.
-
-
- Level 16
-
- Duplicate: Ring
- Level: 16 Duration: Until Dispelled
- Casting Time: 5 days Saving Throw: Negates
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: 3'
- This spell makes an exact duplicate of any ring it is
- successfully cast upon. No duplicate can be made while
- there is another duplicate in existence. Duplicates cannot
- be duplicated. A duplicate ring can only be dispelled by a
- spell caster of at least twice the level of the caster.
- Note: Prior to duplication the caster must cast an
- ANALYZE: RING spell.
-
- Equalize
- Level: 16 Duration: Special
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Special Special Save: 1/2 effect
- Components: M,S,V Range: 6"
- When battling a spell caster of greater level this
- spell may be used to equalize powers. Levels are drained
- from the victim and added to the spell caster sufficient to
- make them equal in levels. This does not allow casting of
- spells not known before but should increase the power of
- spells already known. The added levels last but for 1 round
- per level of the caster but the levels drained are
- permanent. If the victim makes a special saving throw, only
- 1/2 the specified number of levels are drained and added to
- the spell caster.
-
- NO CLASS
- Level: 16 Duration: Special
- Casting Time: 2 rounds Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: Infinite
- When cast, the recipient loses his character class and
- becomes a 0 level character. Only divine intervention can
- restore him to his former level. Otherwise, effect is
- permanent.
-
-
- Level 17
-
- Anti-Dispel Magic Spell
- Level: 17 Duration: Until dispelled
- Casting Time: 2 rounds Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: Touch
- This enchantment renders a magic almost impossible to
- dispel. There will be a base 1% chance to dispel the magic
- and this chance may be modified by a wish or something
- similar.
-
- Duplicate: Armor
- Level: 17 Duration: Until Dispelled
- Casting Time: 5 days Saving Throw: Negates
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: 3'
- This spell makes an exact duplicate of any armor it is
- successfully cast upon. No duplicate can be made while
- there is another duplicate in existence. Duplicates cannot
- be duplicated. Only a spell caster of at least twice the
- level of the caster can dispel duplicated armor. Note:
- Prior to duplication, the caster must cast an ANALYZE:
- ARMOR spell.
-
-
-
- Level 18
-
- Deadly Claws, The
- Level: 18 Duration: 1 round/level
- Casting Time: 2 rounds Saving Throw: Special
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 3"
- This spell allows the caster to create two deadly
- clawed hands that attack the creature of the caster's
- choice. The caster does not have to concentrate on the
- hands. They move at 15" per round, to a maximum distance of
- 30" from the caster. The hands cannot be dispelled by any
- form of magic, and each hand can absorb double the amount of
- hit points the caster has before crumbling. They are the
- armor class of the spell caster. Each hand has seven digits
- and each digit has five-inch fingernails that can penetrate
- any armor on an 18 or better on a d20. With each nail comes
- a poison which does 10 to 80 (10d8) points of damage the
- first round it penetrates, and each and every round
- following until the victim is at 0 hit points. If a saving
- throw at -3 is made, the effects of the poison is halved.
- The caster can also use the hands to crush his
- opponents. If a save at -3 is missed, the creature will die
- in 1-4 rounds due to the force of the hands.
-
- Duplicate: Weapon
- Level: 18 Duration: Until Dispelled
- Casting Time: 5 days Saving Throw: Negates
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: 3'
- This spell makes an exact duplicate of any weapon it is
- successfully cast upon. No duplicate can be made while
- there is another duplicate in existence. Duplicates cannot
- be duplicated. A duplicate weapon can only be dispelled by a
- spell caster of at least twice the level of the caster.
- Note: Prior to duplicating the caster must cast an
- ANALYZE: WEAPON spell.
-
- SOUL SUCK
- Level: 18 Duration: Special
- Casting Time: 1 round Saving Throw: None
- Area of effect: 1 target Special Save: 1/2 effect
- Components: S,V Range: 3"
- This spell sucks away the victim's soul, leaving him
- totally and irrevocably dead, null and void. The caster
- gains the victim's levels in addition to his own for 1 round
- per level of the victim. This affects the caster's combat
- ability and saves, as well as his proficiency with the
- spells he knows, but no new spells are obtainable. Would-be
- victims who make their special saving throw lose one half
- their levels. (The caster gets no benefit from these.)
-
-
- Level 19
-
- Duplicate: Any Creature
- Level: 19 Duration: Until Dispelled
- Casting Time: Special Saving Throw: Negates
- Area of Effect: 1 creature Special Save: N/A
- Components: S,V Range: 3'
- This spell will make an exact duplicate of any creature
- it is successfully cast upon. No duplicate can be made
- while there is another duplicate in existence. Duplicates
- cannot advance in levels, are immune to aging and they do
- not grow or naturally improve.
- Note: Prior to duplication, the caster must cast an
- ANALYZE: ANY CREATURE spell.
-
- ICE DARTS
- Level: 19 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: Special Special Save: None
- Components: S Range: 1"/level
- This spell creates one ice dart per level of the spell
- caster, which flies from the caster's finger, always
- striking its target(s). Each dart has the following
- effect: The creature struck must save or be frozen (dead).
- If a saving throw is made the creature takes half of the
- caster's level in six sided dice of damage.
-
- LAST STRIKE
- Level: 19 Duration: Instantaneous
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Personal Special Save: Special
- Components: M,S,V Range: 0
- When cast by the spell caster, all of the spells that
- he knows and wants released will be released within 1 round.
- The incredible strain of casting a LAST STRIKE will "burn
- out" the magic user, causing him to lose all spell casting
- ability, totally and irrevocably. Unless a Special Save is
- made at -6, the caster will die.
-
-
- Level 20
-
- Create Plane (Reversible)
- Level: 20 Duration: Permanent
- Casting Time: 500 years Saving Throw: N/A
- Area of Effect: Special Special Save: Special
- Components: M,S,V Range: Special
- With the use of this spell, a new plane of existence is
- created out of the void. The creator of this plane is the
- supreme ruler thereof. This plane is a place of
- nonexistence, that is, anything can happen but nothing has.
- The possibility for life is there but the seeds have not
- been introduced. For life to achieve a foothold, an amount
- of it must be brought from the Prime Material Plane. Such a
- new plane of existence requires great concentration by its
- creator for the first 500 years of its existence. This
- concentration precludes any other action except rest and the
- consumption of food.
- The reverse of this spell, DESTROY PLANE, causes the
- destruction of a plane that the caster has created. This
- requires the same amount of concentration as creation. The
- spell can be reversed only from the exact original point of
- casting. During destruction, natural phenomenon on the
- plane will be warped. The color of the sky will change to a
- color uncommon on that plane, and the world will be plagued
- with earthquakes and volcanos, etc. Upon completion of 500
- years effort, the plane deteriorates back into the void.
- The caster may escape only if a successful special saving
- throw is made.
-
- Duplicate: Any Item
- Level: 20 Duration: Until Dispelled
- Casting Time: 30 days Saving Throw: Negates
- Area of Effect: 1 object Special Save: N/A
- Components: M,S,V Range: 3'
- This spell makes an exact duplicate of anything (not
- exceeding one million cubic feet). An item may be
- duplicated only once by this spell. Duplicates made by this
- spell cannot be duplicated, but duplicates by any lesser
- duplicate spell my be duplicated by use of this spell. A
- duplicate made by this spell can be dispelled only by a
- spell caster of thrice the caster's level.
- Note: Prior to duplication, the caster must cast an
- ANALYZE: ANY ITEM spell.
-
- Wish (20th Level)
- Level: 20 Duration: Special
- Casting Time: Special Saving Throw: Special
- Area of Effect: Special Special Save: None
- Components: V Range: Unlimited
- See the 9th and the 15th level WISH spells for more
- information.
- This is a more powerful version of the 9th level WISH
- spell. It is many times more powerful then the lesser
- version, allowing the duplication of any spell of levels 20
- or lower and also cancel the effect of like spells.
- Once the spell is cast, the caster will be weakened for
- 2 weeks (-9 on Strength) and require 2d4 months of bed rest.
- The spell will age the caster 20 years.
-
-
- Cleric Spells
-
- Level 1 Level 2
- Mirror, Mirror Cooperation
- Protection from Cure Nausea (Reversible)
- Chaos (Reversible) Detect Chaos (Reversible)
- Earth Ward
- Flower Power
- Follow the Trail
- No Trespassing
- Store Atmosphere
-
- Level 3 Level 4
- Buoyancy Crusade
- Courage Enhance Normal Weapons
- Detect Life Freeze Dead
- Headache Minor Death Magic
- Protection from Chaos, Move Tree
- 10' Radius Off/On
- (Reversible) Reveal True Attitude
- Repair Undead Savage Seaweed
- (Reversible) Silence Dead
- Resist Electricity
-
- Level 5 Level 6
- Animate Tree Atmospheric Independence
- Decay (Reversible) Boost
- Divine Origin Component Substitute Spell
- Fire Maze
- Living Death
- Photozap
- Release Undead
-
- Level 7 Level 8
- Create Undead Defensive Magic
- (Reversible) Delayed Resurrection
- Demon Trap Help
- Of the Purest Light Righteous Fury
- Set's Plague To the Source
- Starflare Truce
- Transmute stone to
- Water (Reversible)
-
- Level 9 Level 10
- Cell Disruption Death Plague
- Natural Death Poltergeists
- Wooden Touch Tangle Weed
- (Reversible)
-
- Level 11 Level 12
- Petition Divine Retribution
- Jihad
-
- Level 13 Level 14
- Ultimate Immolation As You Are
-
- Level 15
- Create Plane (Reversible)
- Divine Ascension
- Eradication
-
-
- Level 1
-
- Mirror, Mirror
- Level: 1 Duration: Until dispelled
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 1 sq.ft./level Special Save: N/A
- Components: M,S,V Range: 6"
- This spell will crystalize the outer layer of any
- solid surface causing it to reflect light.
- NOTE: This would be effective in reflecting gaze
- weapons.
-
- Protection from Chaos (Reversible)
- Level: 1 Duration: 2 rounds/level
- Casting Time: 1 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.
-
-
- Level 2
-
- Cooperation
- Level: 2 Duration: 1 day
- Casting Time: 2 Saving Throw: None
- Area of Effect: Special Special Save: Negates
- Components: M,S,V Range: Special
- This spell acts as a friendly flag to those of the
- caster's alignment. All such creatures viewing the caster
- at time of casting will recognize him as an ally. They will
- work together for the duration of the spell, with the weaker
- of the two serving the other. When the spell expires, or
- before, if the caster and creatures agree, they part ways
- peacefully. Service is not to exceed that expected of a
- Henchman or Follower, i.e.,"Give me your magic items!" would
- not be heeded.
-
- Cure Nausea (Reversible)
- Level: 2 Duration: Special
- Casting Time: 5 Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: Touch
- This spell cures mild illnesses, i.e., nausea, stomach
- aches, viruses, etc. The reverse also requires a touch, but
- does not require a material component. Cause nausea
- inflicts one of the above ailments, causing the victim to
- suffer a -1 on attack dice. Note that this spell does not
- prevent the recipient from suffering the ailments in the
- future, and that caused ailments will last anywhere from 1
- round per level to one day depending on the ailment
- specified and the constitution of the victims.
-
- Detect Chaos (Divination) Reversible
- Level: 2 Duration: 5 rounds/level
- Casting Time: 2 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).
-
- Earth Ward
- Level: 2 Duration: Instantaneous
- Casting time - 2 rounds Saving Throw: None
- Area of Effect: 200' Radius Special Save: None
- Components - V,S,M Range: 0
- Underground Only
- This spell allows a cleric to call on the ambient
- energy of the surrounding earth to trigger harmlessly all
- non-magical traps in a 200' radius, intervening walls
- regardless.
- Note: any creatures still in trapped area will be
- affected normally. The material component for this spell is
- a piece of lodestone.
-
- Flower Power
- Level: 2 Duration: Permanent
- Casting Time: 1 Turn Saving Throw: N/A
- Area of Effect: 10'x10'/level Special Save: N/A
- Components: S,V Range: Touch
- FLOWER POWER is a beautification spell, especially good
- for landscaping castles, shrines, etc. At the spell
- caster's touch, flowers bloom in profusion from any plot of
- ground up to 10'x10' in size per level of experience.
-
- Follow the Trail
- Level: 2 Duration: 3 turns/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 0
- When this spell is cast, a trail for 10" in front of
- the caster will glow dimly. This will work for normal
- trails or roads, and will allow a party to follow said trail
- in bad weather and/or at night.
-
- No Trespassing
- Level: 2 Duration: Special
- Casting Time: 2 rounds Saving Throw: N/A
- Area of Effect: 1" radius Special Save: N/A
- Components: M,S,V Range: 0
- When a spell caster uses this informational spell he
- will be able to determine whether or not he is trespassing
- on private property. If the spell caster is trespassing he
- will feel ill at ease, he will remain this way until he is
- no longer trespassing.
-
- Store Atmosphere
- Level: 2 Duration: Until Released
- Casting Time - 2 rounds Saving Throw: None
- Area of Effect: 100 yard radius Special Save: None
- Components - V,S,M Range: 0
- This spell allows the cleric to compress a large volume
- of gas into a smaller space for transport and storage. To
- use this spell, the cleric must have an airtight container
- available. The effectiveness of the spell depends on the
- type of container. A wooden sealed container will store 20
- times its volume, glass 10X, Ceramic 15X, Steel 50X, Forged
- Steel 75X. Any type of gas may be stored.
- Uses for this spell include pressure bombs,
- flamethrowers (alcohol fumes), SCUBA-type apparatus, etc.
- Note: The contents of these containers are under
- extreme pressure.
- Damage calculation: 1d4 per volume of air trapped to a
- maximum of 25d4 due to flying dust and debris (example:
- glass bottle will do 10d4 damage if burst.) The area of
- effect of the explosion will be a 1 foot radius per volume.
- Getting the sealed container will be fairly expensive.
- Assume a cost of at least 500 gp. per volume of air. Also,
- note that it can be very difficult to crack open a steel or
- forged steel container.
- The resulting explosion of a shattered container will
- produce effect much like a GUST OF WIND spell. Torches and
- fires will be blown out and small flying creatures will be
- thrown about. The effects of a bursting container will be
- instantaneous.
-
-
- Level 3
-
- Buoyancy
- Level: 3 Duration: 6 turns/level
- Casting Time: 1 Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: S,V Range: 10"
- With the casting of this spell, the spell caster can
- cause a person or creature to float on liquid. The caster
- can float 200 pounds per level of ability.
-
- Courage
- 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: Touch
- This spell increases the morale of friendly creatures
- viewing the recipient by 1% per level of the recipient. The
- spell has a reverse effect on the morale of opponents.
- Opponents gain a normal saving throw versus the effects of
- the spell.
-
- Detect Life
- Level: 3 Duration: Special
- Casting Time: 3 Saving Throw: None
- Area of Effect: 3" radius Special Save: Negates
- Components: M,S,V Range: 0
- This spell has a duration of 1 turn plus 1/2 turn per
- level.
- This spell informs the spell caster of any and all life
- forms within the area of effect. They are not necessarily
- identified. The caster merely knows numbers, direction and
- vaguely how strong the life force is, i.e., a powerful demon
- would show up more intensely than a mere goblin unless
- wounded near the point of death.
- Note: Undead are not alive.
-
- Headache
- Level: 3 Duration: 1 turn/level
- Casting Time: 3 Saving Throw: Negates
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: Touch
- When directed at a spell caster, all of his spells will
- take twice as long to cast due to a headache. When directed
- at fighting men, they have -2 to hit. Saving throw at -3
- negates.
- Note: a person can only be affected by one HEADACHE
- spell.
-
- Protection from Chaos, 10' Radius (Reversible)
- Level: 3 Duration: 2 rounds/level
- Casting Time: 3 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.
-
- Repair Undead (Reversible)
- Level: 3 Duration: Permanent
- Casting Time: 3 rounds Saving Throw: Special
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 1"
- This spell will repair 1d8 worth of damage to undead
- creatures. The effects are permanent, but nothing keeps the
- creature from losing hit points when he goes into battle
- again, of course. DAMAGE UNDEAD does 1d8 in damage to
- undead. Damage lasts until this or a similar spell is used
- to repair it, or the creature regenerates normally if it
- has that ability.
-
- 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.
-
-
- Level 4
-
- Crusade
- Level: 4 Duration: 6 turns/level
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: M,S,V Range: Special
- While under the effects of this spell, all loyal zero
- level followers of the spell caster within the area of
- effect will fight as first level men-at-arms. These
- fighters, which can be of any age above 12 years and of
- either sex, will be totally loyal to the caster.
- Consequently, they have a +1 on all morale rolls. No more
- that 4 beings per level of the caster can be affected. Due
- to the fact that all in the area profess to be loyal
- followers of the caster, there can be no saving throw for
- this spell. Followers must swear an oath of fealty to the
- spell caster, either publicly or in writing.
- The power of this spell increases proportionally as the
- spell caster increases in levels of experience. Thus, at
- 8th level a caster can cause 0 level beings to fight at 1st
- level; at 12th level, 0 levels may fight at 2nd level; at
- 16th level, 0 levels fight as third level fighters; at 20th
- level he may cause 0 levels to fight as 4th and at 24th
- level the caster may cause 0 level beings to fight as 5th
- level fighters. This is the maximum level.
- Morale roll bonuses progress along with fighting
- ability: +1 at 1st level ability, +2 at second, etc., up to
- +5 at fifth level.
-
- Enhance Normal Weapons
- Level: 4 Duration: 6 turns/level
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: 1 weapon/level Special Save: N/A
- Components: M,S,V Range: Touch
- When this spell is cast, the spell caster's touch will
- bestow a magic upon any normal weapon. Weapons touched will
- hit creatures that can be hit only by silver or magic
- weapons but will not hit creatures that need +1 or better
- weapons to hit. This spell gives no plus to hit or damage.
-
- Freeze Dead
- Level: 4 Duration: 1 year/level
- Casting Time: 3 Saving Throw: Negates
- Area of Effect: 1 Target Special Save: None
- Components - V,S,M Range: Touch
- As with SILENCE DEAD, this spell is placed upon a dead
- creature to prevent its animation. This spell is only proof
- against animate dead, and is permanent until removed by a
- dispel magic. Such things as being resurrected, or turning
- into a vampire are not prevented.
- The material component is an iron chain.
-
- MINOR DEATH MAGIC
- Level: 4 Duration: Instantaneous
- Casting Time: 5 Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: S,V Range: 6"
- This spell will slay one creature whose hit dice or
- level is no greater than one half the spell caster's level,
- rounded down.
-
- Move Tree
- Level: 4 Duration: Permanent
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: 1" radius/level Special Save: N/A
- Components: M,S,V Range: 0
- In the week after the casting of this spell, all trees
- in the area will uproot themselves and creep out of it.
- Only natural (nonmagical) trees are affected by this spell
- and once out of the area they will replant themselves in the
- first desirable spot. In the center of some farmer's field
- for example.
-
- Off/On
- Level: 4 Duration: Special
- Casting Time: 4 rounds Saving Throw: None
- Area of Effect: 3" radius Special Save: None
- Components: M,S,V Range: 0
- Using this spell, all torches and light related spells
- utilized by the party can be automatically turned off and on
- by the spell caster. The caster can turn a torch or lantern
- off and on once or every level he has. Example: A 7th
- level magic user could turn the torches/lanterns off (1st
- time), then on (2nd time), and off again (3rd time), etc.
-
- Reveal True Attitude
- Level: 4 Duration: 1 turn
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Special Special Save: Negates
- Components: S,V Range: 3"
- This spell reveals the true intentions of the recipient
- in regard to a single subject named by the caster. For
- example: himself, a friend, a particularily city, a forest,
- an item, etc., as being friendly, neutral or hostile. Up
- to 10 creatures may be checked before the spell expires.
-
- Savage Seaweed
- Level: 4 Duration: Until dispelled
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 100"
- This spell creates a mass of thickly matted seaweed in
- the following approximate dimensions: 1" thick, 10"
- radius per level. It requires 1 turn for the seaweed to
- form. The seaweed will retard the movement of ships within
- the area of effect. It will completely stop any ship if the
- length of the ship does not exceed 5 times the caster's
- level in feet. It will slow any ship to 1/2 speed if the
- ship does not exceed 10 times the caster's level in feet.
- Note: the seaweed is edible.
-
- Silence Dead
- Level: 4 Duration: 1 year/level
- Casting Time - 3 rds. Saving Throw: Negates
- Area of Effect: One Target Special Save: None
- Components - V,S,M Range: Touch
- This spell allows a cleric to place the equivalent of a
- GEAS spell on a dead creature. Any creature so affected
- will not respond to any form of Necromantic Communication
- spells, except maybe a wish. Powerful wizards often have
- this spell cast upon them to preserve their secrets. The
- material component is a small piece of tar.
-
-
- Level 5
-
-
- Animate Tree
- Level: 5 Duration: 1 turn/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: 1 tree Special Save: N/A
- Components: M,S,V Range: 10"
- This spell enables the spell cast to animate and
- control 1 tree which will then have 12 hit dice and 96 hit
- points. It will have 2 attacks, each doing 2d12 and will
- have an armor class of 0. Movement rate is 8".
-
- Decay (Reversible)
- Level: 6 Duration: Permanent
- Casting Time: 6 segments Saving Throw: Negates
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: 1"/level
- When this spell is directed at a creature who has teeth,
- there is a 50% chance that the teeth will fall out of its
- mouth, and a 50% chance that it will swallow them. If they
- are swallowed the creature then has a 15% chance of dying
- due to choking. If the creature survives swallowing its
- teeth, a 10% loss of current hit points is sustained due to
- internal damage. A successful saving throw at -2 negates.
- The reverse would heal any dental disorder, leaving the
- recipient with perfect teeth.
-
- Divine Origin
- Level: 5 Duration: Special
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S Range: 3"
- This spell will reveal the birthplace or point of
- animation, if such is the case, of a creature. The spell
- will also reveal the place of origin of an object.
-
-
-
- Level 6
-
-
- Atmospheric Independence
- Level: 6 Duration: 2 hours/level
- Casting Time: 1 Saving Throw: N/A
- Area of Effect: 1 creature Special Save: N/A
- Components: M,S,V Range: Touch
- This spell continually recycles the oxygen in the
- recipient's body, (or whatever life-sustaining gas it
- breathes), allowing him to live without breathing for the
- duration of the spell.
-
- BOOST
- Level: 6 Duration: 1 turn
- Casting Time: 6 rounds Saving Throw: None
- Area of Effect: 2"x2" Special Save: None
- Components: M,S,V Range: 1"/level
- This spell, when cast, will endow any creature with the
- ability to regenerate 5 points per round for the duration of
- the spell.
-
- 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.
-
- Fire Maze
- Level: 6 Duration: 1 turn
- Casting Time: 6 segments Saving Throw: Negates
- Area of Effect: 10'x10'x10' Special Save: N/A
- Components: M,S,V Range: 1"/level
- When the spell caster casts this spell, up to 10
- creatures are caught in a maze that causes all inside to
- lose 10% of their current hit points, rounded down, for each
- round inside as a result of fire damage. Creatures must
- make a saving throw at -1 to manage to find their way out of
- the maze or to avoid the effects.
-
- Living Death
- Level: 6 Duration: Permanent
- Casting Time: 6 turns Saving Throw: Negate
- Area of Effect: 1 Target Special Save: None
- Components: V,S,M Range: Touch
- This powerful spell is only used by lerics of an "Evil"
- deity. This spell allows the cleric to create undead from
- living bodies. The cleric must bind his/her victim (unless
- willing) to an altar sacred to his/her deity. The cleric
- then begins to chant the spell. This takes 6 turns. This
- process is extremely painful for the victim as their body
- undergoes the hideous changes into a Living Zombie. The
- flesh begins to decay, etc. If the casting process is
- interrupted, the spell fails, and the victim is restored to
- normal. Even some willing subjects will change their minds
- once the pain begins and attempt to escape. Successful
- saving throws at -4 will then negate the spell.
- The Zombie created by this spell has the following
- attributes: All original characteristics of the victim,
- except dexterity, which is lowered to 8. The zombie retains
- all fighting ability, but loses the ability to cast spells
- and use triggered magic items (wands, etc.) All hit points
- are retained. The zombie is under the complete control of
- the casting cleric. If that cleric is killed, the zombie
- will lose all special abilities and become a normal zombie.
- The living zombie appears in all respects equal to a regular
- zombie, except that players may recognize the victim. The
- Living Zombies abilities may only appear when he attacks.
- This condition can be removed in four ways: Death, the
- application of a RAISE DEAD spell within 1 month, the use of
- a RESURRECTION spell, or a WISH spell. Other methods may
- succeed at the DM's discretion. The Living Zombie may well
- resist these efforts under the command of its new master.
- Note: Zombies are turned on the turning table as
- Wraiths or higher
-
- PHOTOZAP
- Level: 6 Duration: Instantaneous
- Casting Time: 6 rounds Saving Throw: None
- Area of Effect: 1 creature Special Save: 1/2 damage
- Components: S,V Range: 1"/level
- This spell turns light into a destructive force. If
- the light source is sufficient, the caster can cause a bolt
- of light to strike one creature. If sunlight is used,
- example, damage would be 1-100 points. A spell that
- creates a brilliant light, such as STARFLARE, could be used
- for 3-30 points or a less powerful spell for 1-10. There is
- no normal save, but damage might be modified by heat
- protection (Game Master's option).
- NOTE: Light waves can be obstructed.
-
- RELEASE UNDEAD
- Level: 6 Duration: Permanent
- Casting Time: 6 rounds Saving Throw: Special
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 10"
- This spell causes one hit die of undead per level of
- the spell caster to become normal, non animate dead; thus
- their spirits are free to seek the afterlife. Intelligent
- undead are entitled to a saving throw. A successful saving
- throw negates.
-
-
- Level 7
-
- Create Undead (Reversible)
- Level: 7 Duration: Permanent
- Casting Time: 1 round Saving Throw: Special
- Area of Effect: 1 creature Special Save: N/A
- Components: S,V Range: 3"
- When this spell is cast on a dead character type he/she
- is transformed into an undead creature of appropriate
- strength, excluding Lichs. Exceptionally powerful
- characters who were more powerful than any normal undead
- might be transformed into vampires with some of their old
- character abilities (at the Game Master's option). The
- reverse slays undead who miss their saving throw.
-
- Demon Trap
- Level: 7 Duration: Until Dispelled
- Casting Time: 7 segments Saving Throw: None
- Area of Effect: 1 creature Special Save: Negates
- Components: M,S,V Range: 6"
- This subtle enchantment will prevent a demon, ghost or
- similar creature from leaving a body it has possessed, thus
- condemning it to the fate of the body. Instead of the demon
- escaping when the body dies, he dies with it. Immortal
- creatures, of course, would not die permanently; they would,
- however, be treated as if killed on this plane, i.e.,they
- would be dispelled to their own plane. This would also
- effect spell casters using magic to possess a creature.
-
- OF THE PUREST LIGHT
- Level: 7 Duration: Special
- Casting Time: 7 rounds Saving Throw: Negates
- Area of Effect: 3" radius Special Save: N/A
- Components: M,S,V Range: 6"
- This spell has a duration of 1 round per every 2
- levels.
- With the casting of this spell the spell caster brings
- into existence a small globe of light from the Positive
- Material Plane. This light is of pure positive energy, so
- when brought into existence, it will add a +2 to all morale
- rolls and add a +1 to hit and damage rolls (this applies
- only to good characters). In addition, this light, being
- at exact opposition with the forces that give undead their
- power, will cause the undead to flee in panic when faced
- with the light if a saving throw is not made.
-
- SET'S PLAGUE
- Level: 7 Duration: 1 round/level
- Casting Time: 1 round Saving Throw: None
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"/ 2 levels
- This spell brings forth one black phantom-like snake
- per level of spell caster. The snakes are approximately
- 4" long and attack whomever the caster wills. Upon scoring
- a successful hit they do only 1 point of damage, but inject
- venom into the wound, requiring the victim to save versus
- poison or die. They are armor class 3, and attack as 4 hit
- die creatures with 6 hit points. They may hover, or fly at
- up to 12" speed.
-
- STARFLARE
- Level: 7 Duration: 1 round/level
- Casting Time: 8 rounds Saving Throw: None
- Area of Effect: 1" radius Special Save: None
- Components: M,S,V Range: 1"/level
- This ultra bright light will keep all undead away, and
- burns for one round per level of the spell caster. This
- spell will overcome all darkness. All undead caught within
- the area of effect take 1 point of damage per level of spell
- caster, and are forced out of the area immediately.
-
- TRANSMUTE STONE TO WATER (reversible)
- Level: 7 Duration: Until dispelled
- Casting Time: 7 rounds Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: 1"/level
- This spell causes up to the specified amount of
- nonmagical, nonanimate rock to become water. The reverse
- turns water into granite. The area of effect is 2000 cubic
- feet per level of the spell caster. The reverse of this
- spell only functions on natural, standing bodies of water.
-
-
- Level 8
-
-
- Defensive Magic
- Level: 8 Duration: 6 turns/level
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: 1 creature/level Special Save: N/A
- Component: M,S,V Range: Touch
- When a spell caster casts this spell on himself or
- other beings, the recipients will be endowed with the power
- of not being hit by weapons of other than magical nature.
-
- DELAYED RESURRECTION
- Level: 8 Duration: Special
- Casting Time: See Below Saving Throw: None
- Area of Effect: Personal Special Save: None
- Components: V,S,M Range: Touch
- This spell allows a cleric to cast a RAISE DEAD upon
- him/herself before it is actually needed, in case just such
- an emergency as, say,...death, comes up. However, the cost
- of this spell, both materially and magically may be great.
- The caster must first prepare his/her body physically
- by fasting for two days. After this has been completed, the
- cleric must then prepare his/her mind by 16 hours of silent
- meditation in a private holy environment, generally a
- temple. After this has been completed, the cleric is ready
- to begin the ritual. The cleric must first select an item
- of great personal importance in which to store the energy
- needed for this spell. This item must be placed in a
- graphic representation of the clerics holy symbol. After
- intoning the first section of the spell, the cleric must
- direct a total of 30 spell levels of magic onto the object,
- from any source (spell, scrolls, etc.). Note: the item does
- not need to make a saving throw.
- After the item has been charged, the cleric chants the
- second half of the spell, allowing the accumulated magical
- output to flow into and purify his/her body. As the energy
- is leaving it,
- 1> there is a 25% flat chance that the item will be
- destroyed, and
- 2> The cleric must make a roll equal to his wisdom or
- less on 3d6 or lapse into a coma that will last for 2-5
- weeks. Note: A curative spell of at least HEAL strength is
- required to break the coma.
- At the DM's discretion, there may be a modifier based
- on the PERSONAL value of the item (NOT MONETARY, unless that
- is what that character really values, in which case he/she
- should not be a cleric.) If this roll is successful, all
- the cleric needs to do is cast a RASIE DEAD upon himself to
- complete the process. Once this spell has been cast, should
- the cleric die, one hour after his death, the body will
- behave as though a raise dead had been cast upon him from an
- outside source, with all appropriate limitations and
- benefits. The raise dead is considered cast at the level of
- the cleric when he prepared the spell, not his current
- level.
-
- Help
- Level: 8 Duration: Special
- Casting Time: 1 segment Saving Throw: None
- Area of Effect: Special Special Save: Special
- Components: V Range: Special
- When this spell is cast one of the following will
- happen (roll percentile dice):
- 01-25) 50% of hit points are restored to friends.
- 26-40) Random Plane Shift
- 41-45) All invisible creatures become visible (saving
- throw negates)
- 46-60) An attacking monster and his treasure will
- disappear (saving throw negates)
- 61-80) One question is answered.
- 81-00) Wandering monster is attracted (determine
- actions by monster type)
- The Game Master should continue rolling until something
- applicable to the situation occurs. Other possibilities are
- at his/her option.
-
- RIGHTEOUS FURY
- Level: 8 Duration: 1 rnd/level
- Casting Time: 8 rounds Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: S,V Range: 0
- Once under the spell, the character will attack at
- triple speed. Any creature normally invulnerable to
- physical attack may be hit on a perfect 'to hit' roll or 20.
- For the duration of the spell, the caster's current hit
- points are doubled. Spell casting is impossible while under
- RIGHTEOUS FURY. The caster will age 3 years during the
- duration of the spell.
-
- TO THE SOURCE
- Level: 8 Duration: 1-4 turns
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: Infinite
- If the spell caster needs to know something and wishes
- not to disturb his deity over a "trivial matter" he simply
- casts this spell and it safely transports him to a place
- within 10' of the answer to his question. The information
- may be standing 3' away from him. He must be observant;
- the answer may walk away within a few rounds of his arrival
- (move or walk away, that is, if it can). 1 to 4 turns later
- the caster is returned to his original position.
-
- TRUCE
- Level: 8 Duration: 1 turn
- Casting Time: 2 rounds Saving Throw: None
- Area of Effect: 2" radius Special Save: None
- Components: S,V Range: 1"
- Once this spell is cast, no one in the area of effect
- may take offensive action towards another within the area of
- effect until the spell expires. Attacks from without are
- unaffected, as are attacks from within which are directed
- outside the area.
-
-
- Level 9
-
-
- Cell Disruption
- Level: 9 Duration: Special
- Casting Time: 1 segment Saving Throw: None
- Area of Effect: 1 creature Special Save: Special
- Components: S,V Range: Touch
- This spell allows the spell caster's touch to set off a
- chain reaction of cell disruption. Damage will be one point
- per level of the caster on the first round, 1 point per
- level +1 on the second round, etc. The caster can touch
- only one creature per spell. Disruption continues until
- dispelled.
-
- NATURAL DEATH
- Level: 9 Duration: Special
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: Special Special Save: Negates
- Components: M,S,V Range: 10 miles
- This spell causes the victim to contract a deadly
- disease at the discretion of the caster, which will be fatal
- in 2-8 weeks. The victim can only be cured by a higher
- level spell caster.
-
- WOODEN TOUCH (Reversible)
- Level: 10 Duration: Until dispelled
- Casting Time: 1 round Saving Throw: None
- Area of Effect; Special Special Save: Negates
- Components: M,S,V Range: Touch
- This spell causes the touch of the caster's hand to
- turn an object into wood. But, the caster must touch the
- object. The area of effect is 10 cubic feet per level. For
- example, if Ida makes a successful die roll to touch the
- fighter Ichronic, he would turn into wood provided he
- missed his special saving throw. The reverse, NEDOOW
- TOUCH, will restore any creature or object that has been
- turned into wood back to its original state.
-
-
- Level 10
-
-
- Death Plague
- Level: 12 Duration: 10 days
- Casting Time: 10 turns Saving Throw: Special
- Area of Effect: 5 mile rad. Special Save: N/A
- Components: M,S,V Range: 1/2 mile/level
- This spell causes a plague of epidemic proportions to
- enter the area of effect. This results in a 10-40% death
- rate of any creatures less than one full 8-sided hit die.
- Character types are unaffected. Death occurs over a 10 day
- period.
-
- POLTERGEISTS
- Level: 13 Duration: Until dispelled
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 3" radius Special Save: Special
- Components: M,S,V Range: 1"
- Upon completion of this spell the area of effect will
- be filled with terrifying ghostly music. All creatures
- within the area of effect will die of fright unless a
- successful Special Save is made. Surviving creatures will
- run in fear until they die of exhaustion or the enchantment
- is dispelled. Even after leaving the area of effect the
- creatures will continue to hear the music echoing in their
- ears. A remove curse or remove fear spell on a running
- character will stop the haunting music
-
- TANGLE WEED
- Level: 12 Duration: Until dispelled
- Casting Time: 1 turn Saving Throw: N/A
- Area of effect: Special Special Save: N/A
- Components: M,S,V Range: 1"/level
- This spell will create an area of foliage that will
- attack and attempt to strangle either a particular type of
- creature or any creature that enters the area of effect
- (spell caster's option when casting a spell). When the
- specified creature(s) enters the area it is attacked. The
- weeds attack each creature with the area of effect 10 times
- per round. Any hit will entangle a creature so that it can
- take no action and the entangled creature will die in 2 to
- 12 rounds. Treat weeds as a 10 hit die creature. The area
- of effect is a 5" radius, plus an additional 1" per level
- above that required for use.
-
- Level 11
-
- PETITION
- Level: 11 Duration: Special
- Casting Time: 1 turn Saving Throw: N/A
- Area of Effect: Special Special Save: N/A
- Components: M,S,V Range: Special
- This spell is usable only by those who are in very good
- standing with their deity. It involves a request for some
- specific aid by the spell caster. If the request is
- relatively simple (within the power of a wish, for example)
- the deity's minions will take care of it and there are
- usually no complications. If the request is really special,
- however, the deity himself/herself must be consulted, and
- the request had better be justifiable and accompanied by
- valuable sacrifices.
- If the deity is satisfied, the request will be
- granted, though some service may be expected in return. In
- any event, this spell ages the caster by 5 years due to
- divine contact.
-
-
- Level 12
-
-
- Divine Retribution
- Level: 12 Duration: Instantaneous
- Casting Time: 1 segment Saving Throw: None
- Area of effect: Special Special Save: Negates
- Components: S,V Range: 6"
- This spell, when cast, annihilates the target and all
- living creatures within 1" of it. When the spell is cast,
- the spell caster's level is expressed as a fraction over the
- level of the most powerful creature in the area of effect.
- This is the percentage chance that the spell will work. For
- example, the deity Set granted Eridor the ability to cast
- this spell. At 30th level of ability, he casts this spell
- at a 40th level wizard. 30/40 equals 75%. There is a 75%
- chance that the wizard and all living creatures within 1" of
- him will be annihilated. If the percentage roll is not
- made, the caster loses one level. Annihilated creatures are
- restored only by a wish or similar magic.
-
- JIHAD
- Level: 12 Duration: 6 turns/level
- Casting Time: 1 turn Saving Throw: None
- Area of Effect: Special Special Save: None
- Components: S,V Range: Special
- This spell invokes a divine crusade which, when cast,
- raises all zero level followers of the deity to 10th level
- men at arms. The followers can be of any age above 12 and
- either sex. The followers always make their morale roll.
- The area of effect of the spell is line of sight.
-
- Level 13
-
- ULTIMATE IMMOLATION
- Level: 13 Duration: 1 turn/level
- Casting Time: 1 round Saving Throw: N/A
- Area of Effect: Personal Special Save: N/A
- Components: M,S,V Range: 0
- This spell calls on all the spell caster's mana for
- one, final, grand exit. The caster bursts into flames
- which burn in the deity's colors. These flames do damage
- equal to the caster's hit points to any creature touching
- him. The flames quickly spread along any weapon connecting
- the caster with another creature, whether he wields it or
- has it used against him, so any weapon strike inflicts the
- immolation damage. Upon the caster's death an explosion
- occurs which does damage equal to his prime requisite
- multiplied by his level to all creatures within a 10"
- radius. When the duration expires, the caster will die, so
- the explosion occurs then if it hasn't already. When this
- happens, one of two events will follow:
- 1) The caster will be totally, automatically,
- irrevocably destroyed in the explosion
- 2) The caster will be saved by his deity, whether it be
- for REINCARNATION, DIVINE ASCENSION or some other position.
- Either way, the body of the caster will be unraisable. A
- successful special saving throw reduces all damage caused by
- this spell to one half.
-
-
- Level 14
-
- As You Are
- Level: 14 Duration: Permanent
- Casting Time: 1 Saving Throw: None
- Area of Effect: 1 creature Special Save: Special
- Components: M,S,V Range: Infinite
- With the use of this spell, a deity or very high level
- cleric terminates the ability of a particular being to
- advance in either physical or metaphysical expertise i.e.,
- levels, hit dice, etc. Successful special saving throw at
- -3 negates. Only the deity worshipped by the being has the
- power to remove the effects of this spell.
- Note: No special save is applicable versus a being's
- own deity.
-
-
- Level 15
-
- Create Plane (Reversible)
- Level: 15 Duration: Permanent
- Casting Time: 500 years Saving Throw: N/A
- Area of Effect: Special Special Save: Special
- Components: None Range: Special
- With the use of this spell, a new plane of existence is
- created out of the void. The creator of this plane is the
- supreme ruler thereof. This plane is a place of
- nonexistence, that is, anything can happen but nothing has.
- The possibility for life is there but the seeds have not
- been introduced. For life to achieve a foothold, an amount
- of it must be brought from the Prime Material Plane. Such a
- new plane of existence requires great concentration by its
- creator for the first 500 years of its existence. This
- concentration precludes any other action except rest and the
- consumption of food.
- Note: The plane created is an alternate prime material
- plane, as per The Manual of the Planes.
- The reverse of this spell, DESTROY PLANE, causes the
- destruction of a plane that the caster has created. This
- requires the same amount of concentration as creation. The
- spell can be reversed only from the exact original point of
- casting. During destruction, natural phenomenon on the
- plane will be warped. The color of the sky will change to a
- color uncommon on that plane, and the world will be plagued
- with earthquakes and volcanos, etc. Upon completion of 500
- years effort, the plane deteriorates back into the void.
- The caster may escape only if a successful special saving
- throw is made.
-
- Divine Ascention
- Level: 15 Duration: Special
- Casting Time: 1 round Saving Throw: None
- Area of Effect: 1 creature Special Save: None
- Components: None Range: Infinite
- This mighty magic grants the recipient demigod status.
- The casting off this spell usually involves a fantastic
- celestial display, the nature of which will be determined by
- the granting deity's personality.
- The following are the requirements the recipient must
- meet in order to qualify for DIVINE ASCENSION according to
- the second edition Legends & Lore manual:
- 1) Must be of an experience level at least twice as
- high as the average experience level in the
- campaign. No matter what the average experience
- level is in the campaign, the recipient must be at
- least 15th level.
- 2) The recipient must have at least one attribute
- score that has been raised to 19 or above.
- 3) The recipient must have a charisma of 18, with a
- body of at least 200 followers that regard him as
- virtually a deity already,
- 4) The recipient must be a true and faithful follower
- of his alignment, having committed no more than
- one incongruous act during his/her lifetime.
-
- During the ceremony the recipient will be summoned
- before the deity and granted the following abilities:
- Immortality: No demigod can be killed except by a god
- of higher statue.
- Teleport: Demigods can teleport to any point on the
- same plane.
- Initiative: All demigods, when dealing with mortals,
- automatically receive the initiative, although
- they may wait to see what the mortals do.
- Comprehend Languages: All demigods understand and can
- speak any language. This includes written
- languages, magical languages, and unusual forms of
- communication such as the light and colour based
- dialect of the will o'wisp.
- Magic Use: All demigods may use any spell of any
- level. This includes both priest and wizard
- spells and intelligence/wisdom has no effect. No
- spell books, prayers, or material, verbal, or
- somatic components are required.
- Magic Resistance: 70% resistant to mortal magic, 40%
- resistant to magic of other demigods, and 20%
- resistant to the magic of gods of greater stature.
- Saving Throws: Demigods have a base saving throw of
- "4" in all categories.
- Sensing Ability: Demigods have the ability to know
- what is happening within one mile of themselves or
- of any of their own worshippers.
- Multi-tasks: Demigods can perform any two tasks at
- one, without penalty.
- Granting Abilities: Demigods can grant any power or
- spell of up to 5th level to their worshippers and
- priests.
-
- Eradication
- Level: 15 Duration: Instantaneous
- Casting Time: 2 segments Saving Throw: None
- Area of Effect: 1 creature Special Save: None
- Components: None Range: Line of Sight
- This spell is very rare and all powerful. The victim
- will cease to exist, will vanish from the multiverse and
- even from the minds of those who knew him or knew of him.
- Great deeds accomplished by the victim will be accredited to
- someone else. Items possessed by the victim will be
- scattered to various hoards of powerful monsters (who will
- remember them being there all along, of course!) in the far
- flung reaches of the multiverse.
- NOTE: There is no creature living who remembers ever
- successfully casting this spell. Mortals get NO SAVING
- THROW and magic resistance is ineffective. Demigods fail
- only on a "00" (1%) on a 1d100 in addition to their magic
- resistance. All other divine creatures are unaffected.
-
-
-
- Credits
-
-
-
- Editor
- Robert A. Hayden
-
-
- Contributing Editors
- Douglas Bohlman Craig Addison James A. Dees
- Arthur O'Mary Michael A. Pouyadou Doug Price
- Paula Rae Pouyadou Roger Walker David Speight
- Linda Woodard Michael D. Woodard Dean Yoas
-
-
- Originally Published By:
-
- North Pole Publications, Inc.
- P.O. Box 8009
- Mobile, Alabama 36689-0009
-