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-
- The Great Net Spellbook.
-
- courtesy of Tallyn, Rogue Warrior <VB7R0014@SMUVM1>
-
-
- I'd like to thank the following people for posting all of these spells
- (I must have forgotten some: my apologies to all of them):
-
- adickson@eve.wright.edu jvogel@jarthur.claremont.edu
- allanm@vulcan.med.ge.com krzyston@garfield.cs.wisc.edu
- anagram@desire.wright.edu lee@sq.sq.com
- arrvid@titan.rice.edu lsargent@peruvian.utah.edu
- ars3_cif@uhura.cc.rochester.edu mck1@ra.msstate.edu
- asr@palmetto.cis.ufl.edu murray@fsu.scri.fsu.edu
- cl2g+@andrew.cmu.edu mwo@beach.cis.ufl.edu
- cscon113@uoft02.utoledo.edu orion@desire.wright.edu
- deand@intermec.com nhoj@hicom.hitachi.com
- * gcwynne@ecuvm1.bitnet rogue@ucrmath.ucr.edu
- gefagan@uokmax.ecn.uoknor.edu rterrell@ncratl.atlanta.ncr.com
- goldman@ferris.cray.com scorpion@titan.rice.edu
- gt6940a@prism.gatech.edu slfxx@cc.usu.edu
- hopcraft@mailer.swarthmore.edu tjaden@blake.acs.washington.edu
- jaydee%maple.decnet@pine.circa.ufl.edu tsouth@techbook.com
- jensenjp@clutx.clarkson.edu
-
- Many thanks to cscon113@uoft02.utoledo.edu, who accumulated most of
- these spells. When he started out, he was going to put each author's
- name next to each spell. Then he started getting two and three copies
- of the same spell, and decided to just put their names here, so if you
- have a question, get in touch with one of these people.
-
- Note that some of the spells contained in the Great Net Spellbook have
- been copyrighted by the author. Permission has been granted by these
- authors to copy and freely distribute copies of their work, so long as
- no commercial or barter considerations are obtained in exchange for
- such copies. All spells are for personal use only. If you distribute
- these spells, please also distribute these copyright conditions and
- the names of the authors and editors.
-
- After receiving these spells, I have gone through all of them, edited
- them to make the format uniform, and to make them more legible. Note
- that I did not change the wordings in any way, except in some obvious
- cases of spelling errors. Furthermore, when no level was indicated, I
- (or cscon113@uoft02.utoledo.edu) just guessed what level it was to be
- in. In those cases where no school, range, area of effect, or the like
- was supplied, I did not insert any, but I did leave some space for it.
- You should adjust them to your own needs (sometimes the description of
- the spell says enough).
-
- Game Masters should be sure to check these spells, and make sure they
- are right for the way you run your campaign. Some are awfully
- powerful, and some could use a little more kick, and that is for you
- to decide.
-
- Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
-
- * The following spells were researched by Llewllynn. For those who are
- interested, Llewllynn is a high level mage of Lawful Neutral alignment
- (hence the detect chaos and protection form chaos spells). As for
- access to druidical spells, he is married to Evaine, a half-elven
- druid; as for cleric spells, he helped build the major temple to his
- goddess on the world he lives in.
-
- Boudewijn's note: You might not want to use these spells in your own
- campaign since it might disturb the balance between
- clerics/druids and magic users.
-
- Acid Hands Major Globe of Invulnerability
- Cone of Acid Protection from Chaos
- Cone of Fire Protection from Chaos, 10 Foot Radius
- Delayed Blast Snowball Resist Acid
- Detect Chaos Resist Cold
- Frost Hands Resist Electricity
- Hydro Shield Resist Fire
- Llewllynn's Wall of Force Snowball
-
-
-
- **********************************************************************
- ********************** **********************
- ********************** The Great Net Spellbook! **********************
- ********************** **********************
- **********************************************************************
-
-
- Cantrips
- --------
- Compass (Divination)
- Stepping Stone (Evocation)
- Umbrella (Abjuration)
- Vision (Alteration)
-
-
- First Level
- -----------
- Acid Hands (Evocation)
- Alpha's Acid Stream (Alteration)
- Alpha's Electric Arc (Evocation)
- Alpha's Hunting Hound (Conjuration/Summoning)
- Alpha's Sparkle Beam (Evocation)
- Alpha's Starlight (Evocation, Illusion)
- Alpha's Wall of Darkness (Alteration)
- Association (Divination)
- Cat Spirit (Alteration)
- Detect Poison (Divination)
- Find Water (Divination)
- Flash (Evocation)
- Frost Hands (Evocation)
- Frost Touch (Evocation)
- Guilda's Treacherous Tripwire (Enchantment/Charm)
- Inaudibility (Illusion/Phantasm)
- Last Image (Divination, Necromancy)
- Little Death (Necromancy)
- Murder Weapon (Divination, Necromancy)
- Painting (Illusion/Phantasm)
- Protection from Chaos (Abjuration) Reversible
- Protection from Rain (Abjuration)
- Quantas's Target Bow (Enchantment)
- Skeleton (Necromancy)
- Small Fire Ball (Evocation)
- Snapshot (Invocation/Evocation)
- Spirit Command (Enchantment/Charm)
- Time of Death (Divination, Necromancy)
- Wither (Necromancy)
- Wizard Glue (Enchantment)
-
-
- Second Level
- ------------
- Acid Water (Alteration)
- Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
- Alpha's Moonlight (Evocation)
- Alpha's Rainbow Beam (Evocation)
- Alpha's Spark Shower (Evocation)
- Alpha's Star Gaze (Evocation)
- Alpha's Starblades (Conjuration)
- Bigby's Groping Fingers (Conjuration)
- Cause of Death (Divination, Necromancy)
- Cloud Walk (Alteration)
- Death Armour (Necromancy)
- Detect Chaos (Divination) Reversible
- Detect Spirit (Divination) Reversible
- Dispel Silence (Abjuration)
- Dust Warriors (Conjuration/Summoning, Necromancy)
- Expose Magic (Divination)
- Exterminate II (Abjuration)
- Guilda's Sneakabout Light (Alteration)
- Improved Detect Magic (Divination)
- Last Experience (Divination, Necromancy)
- Lightservant (Alteration, Conjuration/Summoning)
- Malta's Pattern Creation (Alteration)
- Malta's Pattern Image (Alteration)
- Mangar's Bloodfire (Necromancy, Evocation)
- Noise Filter (Illusion)
- Paldeggeron's Accurate Arrow (Enchantment)
- Petition (Conjuration/Summoning)
- Plane Source (Divination) Reversible
- Protection from Enchantment (Abjuration)
- Resist Cold (Alteration)
- Resist Paralysis (Abjuration)
- Reveal Owner (Divination)
- Sonic Barrier (Abjuration)
- Summon Undead (Necromancy)
- Veschiul's Shadowcurse (Alteration)
- Veschiul's Shadowbolt (Evocation)
- Wound Closure (Necromancy)
- Zombie (Necromancy)
-
-
- Third Level
- -----------
- Alpha's Comet (Evocation, Conjuration)
- Alpha's Darklight (Alteration)
- Alpha's Flames of the Faltine (Alteration, Evocation)
- Alpha's Heat Lightning (Evocation)
- Alpha's Ice Bolt (Conjuration/Summoning)
- Alpha's Images of Ikonn (Illusion/Phantasm)
- Alpha's Lightwall (Evocation)
- Alpha's Lucent Lance (Alteration)
- Alpha's Night of the Leonids (Conjuration/Summoning)
- Alpha's Rolling Thunder (Evocation)
- Alpha's Silverlight (Evocation)
- Alpha's Starfire (Evocation)
- Astral Wall (Abjuration, Conjuration)
- Charm Undead (Necromancy, Enchantment/Charm)
- Conceal Magic (Divination)
- Detect Charm (Divination)
- Detect Teleport (Divination)
- Free Action (Abjuration)
- Hold Spirit (Enchantment/Charm)
- Improved Armour (Conjuration)
- Jam Radio (Alteration, Divination)
- Malta's Pattern Transport (Alteration)
- Marty's Magic Bow (Evocation)
- Molten Ground (Alteration)
- Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
- Rathe's Trigger (Conjuration)
- Reconstruct (Divination)
- Replay (Divination, Illusion)
- Resist Electricity (Alteration)
- Resist Fire (Alteration)
- Rhuva's Spellscan (Divination)
- Snowball (Evocation)
- Soul Safe (Abjuration, Necromancy)
- Spirit Call (Conjuration/Summoning) Reversible
- Stren's Improved Floating Disk (Evocation, Conjuration)
- Tenser's Deadly Strike (Enchantment)
- View Past (Divination)
-
-
- Fourth Level
- ------------
- Alpha's Acid Rainstorm (Conjuration/Summoning)
- Alpha's Acid Resistance (Abjuration)
- Alpha's Ball Lightning (Evocation)
- Alpha's Chill of the Void (Evocation, Alteration)
- Alpha's Elemental Form (Alteration)
- Alpha's Firefall (Alteration)
- Alpha's Flames of Falroth (Alteration, Evocation)
- Alpha's Hunting Pack (Conjuration/Summoning)
- Alpha's Rainbow Blast (Evocation)
- Alpha's Ray of Paralysis (Alteration)
- Alpha's Shadowfire (Evocation, Necromancy)
- Alpha's Sheet Lightning (Evocation)
- Bergil's Fire Bolt (Evocation)
- Branit's Backstabbing Surprise (Conjuration)
- Broom (Enchantment)
- Chaos Vision (Illusion/Phantasm)
- Damian's Insulated Envelope (Abjuration)
- Deadthought (Divination, Necromancy)
- Deja Vu (Divination)
- Enemy Blink (Alteration, Enchantment/Charm)
- Hand of Time (Necromancy)
- Hold Person II (Enchantment/Charm)
- Hydro Shield (Evocation, Alteration)
- Improved Magic Mouth (Alteration)
- Justin's Mental Map (Divination)
- Missile Multiplication I (Evocation, Alteration)
- Negative Bolt (Evocation)
- Protection from Domination (Abjuration)
- Rathe's Mage Lock (Alteration)
- Resist Acid (Alteration)
- Rhuva's Counter-Scry (Divination)
- Rhuva's Tracker (Divination)
- Shadow Wall (Abjuration, Conjuration)
- Sleep II (Enchantment/Charm)
- Spirit Skill (Enchantment)
- Steal Skill (Conjuration)
- Teleport Trace (Divination)
- Time Warp (Alteration)
- Uldark's Conjured Fireball (Conjuration/Summoning)
- Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
- Vander's Librarian (Conjuration/Summoning)
-
-
- Fifth Level
- -----------
- 5-Mile Carrier (Alteration)
- Alpha's Aurora Borealis (Evocation)
- Alpha's Balefire (Conjuration/Summoning)
- Alpha's Blue Blaze (Evocation, Conjuration)
- Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
- Alpha's Lightningarmour (Abjuration, Evocation)
- Alpha's Moons of Munnopoor (Invocation/Evocation, Alteration)
- Alpha's Saint Elmos' Fire (Evocation)
- Alpha's Shooting Stars (Conjuration/Summoning)
- Alpha's Spectral Hound (Conjuration, Phantasm)
- Alpha's Star-Powered Magery (Invocation)
- Alpha's Starshield (Alteration, Abjuration)
- Alpha's Wizard Light (Evocation, Alteration)
- Blizzard (Evocation)
- Bone Splinter (Evocation)
- Chaos Magic (Alteration)
- Cone of Acid (Evocation)
- Cone of Fire (Evocation)
- Deflect Normal Weapon Attacks (Abjuration)
- Greenfire (Evocation)
- High-Energy Lightning Bolt (Evocation)
- Improved Fire Ball (Evocation)
- Meillikhom's Room of Seclusion (Alteration)
- Missile Multiplication II (Evocation, Alteration)
- Rathe's Contingency Trigger (Alteration)
- Rhuva's Wizard Stomper (Divination, Evocation)
- Summon Warrior (Conjuration/Summoning)
- Taint Alignment (Enchantment/Charm)
- Tonguetwister (Alteration, Abjuration)
- Wiley's Door (Alteration)
- Wiley's Teleport (Alteration)
-
-
- Sixth Level
- -----------
- Alpha's Firefountain (Alteration)
- Alpha's Rainbow Warrior (Evocation, Summoning)
- Alpha's Starlight Citadel (Conjuration/Summoning)
- Block Teleport (Abjuration)
- Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
- Copyright (Divination, Abjuration)
- Create Ghast (Necromancy)
- Hold Person IV (Enchantment/Charm)
- Improved Wiley's Door (Alteration)
- Justin's Skimmer (Evocation)
- Lich's Palm (Necromancy)
- Lorth's Stasis (Alteration)
- Mage Lock (Alteration, Evocation)
- Mass Teleport (Alteration)
- Minor Accursed Rite (Necromantic)
- Retroactive Dispel Magic (Abjuration, Alteration)
- Staff of Light/Darkness (Alteration, Evocation)
- Teleport Trap (Alteration)
-
-
- Seventh Level
- -------------
- Chaos Environment (Alteration)
- Create Mummy (Necromancy)
- Deflect Magic Weapon Attacks (Abjuration)
- Delayed Blast Snowball (Evocation)
- Eye of the Beholder (Evocation)
- Llewllynn's Wall of Force (Evocation)
- Magic Quench (Alteration, Abjuration)
- Mind Find (Divination)
- Prismatic Beam (Abjuration, Conjuration/Summoning)
- Stash (Alteration)
- Summon Wizard (Conjuration/Summoning)
- Zandare's Twist (Alteration, Enchantment)
-
-
- Eighth Level
- ------------
- Life Leech (Necromancy) Reversible
- Long-Range Carrier (Alteration)
- Lorth's Sending (Alteration)
- Major Globe of Invulnerability (Abjuration)
- Power Link (Necromancy)
- Stargate (Alteration)
- Summon Wraith (Conjuration/Summoning, Necromancy)
- Teleport Block (Abjuration)
- Teleport Warp (Alteration)
-
-
- Ninth Level
- -----------
- Bone Shatter (Evocation)
- Damians Mindswap (Enchantment/Charm)
- Demonic Immunity (Abjuration)
- Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
- Ding Shu's Draconian Holocaust (Invocation/Evocation)
- Fenzill's Phantasmal Fingers (Necromancy)
- Genocide (Evocation, Necromancy)
- Lazzaro's Murderous Sword (Enchantment)
- Lichdom (Alteration)
- Lorth's Translocation (Alteration)
- Magic Swarm (Alteration)
- Mental Ledger (Alteration)
- Mezzalldam's Choking Fist (Evocation)
- Nuke (Evocation)
- Sarius' Endosmotic Zone of Magic (Alteration)
- Sphere of Annihilation (Evocation)
- Symmetry (Evocation)
- Telnorne Force Layer (Evocation)
-
-
- ====================================================
-
- Cantrips
-
- ====================================================
-
-
- Compass (Divination)
-
- Range: Special
- Components: V
- Duration: 2 rounds per level of spell caster
- Casting Time:
- Area of Effect:
- Saving Throw:
-
- This cantrip causes a glowing arrow to appear where indicated by the
- caster. It is a light green colour, and points directly north. Will
- work underground, as well as on sea, and is not affected by lodestones
- (magnets).
-
-
- ---------------------------
- Stepping Stones (Evocation)
-
- Range:
- Components:
- Duration:
- Casting Time:
- Area of Effect:
- Saving Throw:
-
- This cantrip creates 4 spheres of force approximately 1' in diameter.
- They can be place anywhere within 20' of each other, and last
- approximately one segment per level of the caster. Magical combat of
- just about any sort will destroy these very useful discs so try not to
- use them in combat.
-
-
- ---------------------
- Umbrella (Abjuration)
-
- Range:
- Components:
- Duration:
- Casting Time:
- Area of Effect:
- Saving Throw:
-
- As with all cantrips this one can be very useful though not very
- powerful. It manifests itself as a field of force that resembles an
- umbrella. It lasts for up to one hour per level of caster as a maximum
- though if the concentration of the caster is broken for more than 1
- minute it will fade away. It actually does have some form and is
- "worth" 6 hit points though only magical weapons will affect it.
-
-
- -------------------
- Vision (Alteration)
-
- Range: 0
- Components: VS
- Duration: 1 turn
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- Allows the caster to see things in the distance up to three times
- better for the duration of this spell. It will also allow him/her to
- see things more clearly as they appear to be only one third of the
- distance from them. It does cause some problems though with trying to
- see things close up. The spell duration may be ended at any time.
-
- ====================================================
-
- First Level Spells
-
- ====================================================
-
-
- Acid Hands (Evocation)
-
- Range: 0
- Components: VS
- Duration: 1 round
- Casting Time: 1
- Area of Effect: Special
- Saving Throw: None
-
- This spell is very similar to the first level mage spell burning hands
- (q.v.), except that the caster's hands eject a corrosive acid. Damage
- is one hit point per level of the caster.
-
-
- ---------------------------------
- Alpha's Acid Stream (Conjuration)
-
- Range: 30 yards
- Components: VSM
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One target
- Saving Throw: Special
-
- The spell causes a thin stream of purplish, hissing acid to shoot
- forth from the caster's outstretched hand, out to the maximum range of
- the spell. This acid causes 1d4 damage per level of the caster, up to
- a maximum of 8d4. The intended target may attempt a save vs.
- petrification to dodge the jet of acid (save at -4 if size G, -2 if
- size H, -1 if size L, +1 if size S, and +3 if size T), and if
- successful the jet of acid will have been avoided, and will continue
- on in a straight line out to the extent of its range. Any creature in
- the path of the acid must save as above or be struck by the spell.
- The Acid Stream can affect only one target in any event. The material
- component is a drop of any acid.
-
-
- --------------------------------
- Alpha's Electric Arc (Evocation)
-
- Range: 10 yards + 10 yards per level
- Components: VS
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell causes an arc of electricity to leap from the caster's
- extended fingertip. This electricity unerringly strikes one target of
- the caster's choice, inflicting 1d4 damage, plus one point per level
- of the caster (up to a maximum of +12), with no saving throw. A
- target in metal armour or wielding a large, mostly metallic weapon
- (e.g. any sword, battle axe) must save vs. spells and, if the save is
- failed, the bonus (i.e. per level) damage inflicted by the spell is
- doubled.
-
-
- ---------------------------------------------
- Alpha's Hunting Hound (Conjuration/Summoning)
-
- Range: 10 yards
- Components: VSM
- Duration: 12 turns + 6 turns per level
- Casting Time: 1 round
- Area of Effect: One creature
- Saving Throw: None
-
- This spell calls a canine creature to be a helper and boon companion
- to the spell caster for the duration of the spell. The type of hound
- summoned depends upon the caster's level, but the hound will always
- understand verbal commands given it, so long as they are 12 words or
- less and relatively simple. The hound will further also be capable of
- tracking as if a ranger of half the level of the summoner, and can
- hunt sufficiently well to feed the spell-caster for one day, provided
- there is game extant in the caster's area.
-
- The type of hound summoned is as follows:
- ----------------------------------------
- 1st - 3rd level: jackal
- 4th - 7th level: wild dog
- 8th - 12th level: wolf
- 13th + level: dire wolf
-
- If the caster takes a lower-level hound (or a dire wolf when 18th
- level), it will have maximum hit points, be +1 to hit and on damage,
- track at +1 level, and can understand even relatively complex commands
- of up to 50 words in length. The material component is a piece of
- fresh meat.
-
-
- --------------------------------
- Alpha's Sparkle Beam (Evocation)
-
- Range: 0
- Components: VSM
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: 1' x 20' x 5' cone
- Saving Throw: Special
-
- This spell draws upon the power of the Positive Material Plane and
- calls forth a ray of golden light. Anyone in the area of effect of
- the spell must save vs. petrification or be blinded for 1 round. The
- true function of this spell, however, is its use against undead,
- creatures of the Lower Planes, and those drawing power from the
- Negative Material Plane or the Plane of Shadow. Such creatures suffer
- 1d4 damage, plus an additional 1d4 at every even level of the caster
- (e.g. 4d4 at 8th), up to a maximum of 8d4. These creatures may save
- vs. spells to halve this damage. The material component is a bit of
- crushed sunstone.
-
-
- ---------------------------------------
- Alpha's Starlight (Evocation, Illusion)
-
- Range: 5 yards per level
- Components: VSM
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: 10' square area per level
- Saving Throw: None
-
- This spell illuminates an area as a cloudless outdoor night sky filled
- with stars. This light is pale and wan, and dilutes vision mostly to
- black and white. Full visual acuity is possible only out to a range
- of 10 yards, but general identification can be made out to 20 yards.
-
- Stationary figures can be made out at 40 yards, and movement detected
- out to 80 yards. Intervening cover will, of course, reduce sighting
- distances accordingly. This light does not interfere with
- infravision, and there are ample shadows within the area of effect to
- hide in. The illusionary component of the spell creates the
- appearance of an actual starry night sky. The area of effect is
- stationary. The material component is a piece of black velvet and a
- few bits of glass.
-
-
- -------------------------------------
- Alpha's Wall of Darkness (Alteration)
-
- Range: 60 yards
- Components: VSM
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: 10' x 10' square per level
- Saving Throw: None
-
- This spell brings into being a wall of blackness which cannot be seen
- through, even with infravision or ultravision. It is dispelled
- instantly by a light or continual light (q.v.) spell. It has no
- physical existence, and does not hinder nor harm those passing through
- it. It does, however, block the passage of sound from one side to the
- other, assuming that the spell is not cast in such a way (such as in a
- field of grass) which would otherwise allow sound to move around the
- edges of the wall. The material component is some pitch and soot, or
- a lump of coal.
-
-
- ------------------------
- Association (Divination)
-
- Range: 0
- Components: VS
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Two surfaces
- Saving Throw: None
-
- When casting this spell, the forensic wizard must brings two surfaces
- into contact with one another. Possibilities include the surface of a
- jewel and that of a safe, or the surface of an arrow and that of a
- bow. If the two surfaces were ever before adjacent, the spell so
- indicates, and if the surfaces were ever directly connected as a
- single item, an even stronger reading results.
-
-
- -----------------------
- Cat Spirit (Alteration)
-
- Range: Touch
- Components: SM
- Duration: 1 turn per level
- Casting Time: 5
- Area of Effect: Creature touched
- Saving Throw: Negates
-
- The cat form spell grants many of the abilities traditionally
- associated with cats, though it does not significantly alter the
- features of the recipient. The spell grants a +2 bonus to stealth, as
- the recipient's tread will be absolutely quiet for the duration. The
- spell also halves all damage taken from falls and allows the recipient
- to land on his or her feet. Finally, it grants the ability to grow
- claws, allowing each hand to do 1d3 damage. It does not, however,
- improve singing ability. The material component is whiskers from a
- cat.
-
-
- --------------------------------------
- Detect Poison (Divination, Necromancy)
-
- Range: 0
- Components: VS
- Duration: 1 turn
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- With this spell, the forensic wizard can determine if a corpse has
- been poisoned. One corpse can be checked each round. The wizard can
- determine the means by which the poison was administered and the place
- at which it entered the body, and he has a 5% chance per level of
- being able to exactly identify the poison.
-
-
- -----------------------
- Find Water (Divination)
-
- Range: 1 mile, depth 10 feet per level
- Components: SM
- Duration: 2 rounds per level
- Casting Time: 1 turn
- Area of Effect: 20 times arc
- Saving Throw: None
-
- When casting this spell, the diviner grasps two ends of a Y-shaped
- twig. The remaining end twists around to point in the direction of the
- nearest source of fresh water within the spell range. The branch can
- twist but twenty degrees, and then the diviner will feel a tug in the
- direction of the water. The diviner can specify a minimum amount of
- water to seek (greater than the amount in a human body, for example).
-
-
- -----------------
- Flash (Evocation)
-
- Range: 12"
- Components: V
- Duration: 3 rounds
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- Victims failing their saving throw are blinded for the next round due
- to a flash of light that appears in their eyes. All to-hit rolls for
- the next two rounds are made at -2 due to spots in their eyes.
-
-
- -----------------------
- Frost Hands (Evocation)
-
- Range: 0
- Components: VS
- Duration: 1 round
- Casting Time: 1
- Area of Effect: Special
- Saving Throw: None
-
- This spell is very similar to the first level mage spell burning hands
- (q.v.), except that ice is ejected. Damage is one hit point per level
- of the caster.
-
-
- -----------------------
- Frost Touch (Evocation)
-
- Range: Touch
- Components: VS
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell delivers 1d6 points of damage. In addition to this, you add
- 1 point of damage for every level above first. Cold based creatures
- are immune to this, and fire based creatures take double damage.
-
-
- -------------------------------------------------
- Guilda's Treacherous Tripwire (Enchantment/Charm)
-
- Range: Touch
- Components: VSM
- Duration: 1 minute per level
- Casting Time: 1
- Area of Effect: 1 tripwire
- Saving Throw: Negates
-
- One wire (up to 10' long) can be stretched across a hall, or such.
- The wire becomes camouflaged--undetectable w/o find traps. The first
- creature tO attempt to pass must save vs. wands (add dexterity
- defensive adjustment) or be caught when the wire springs free. The
- wire will twine tightly about the ankles of its victim, tripping him.
- It must then be tediously untangled (or sawed loose) which will take
- at least 30 seconds under ideal conditions. If hacked loose in
- combat, it will take 1 round, and the victim will take 1d4 damage
- unless an enchanted blade is used (which will cut without effort).
-
- Note: that the wire is required, but not consumed. The material
- component is a small spring.
-
-
- --------------------------------
- Inaudibility (Illusion/Phantasm)
-
- Range: Touch
- Components: VSM
- Duration: 1 hour per level
- Casting Time: 2
- Area of Effect: Creature touched
- Saving Throw: Negates
-
- This spell completely masks all sounds made by the recipient: bodil
- y functions such as breathing and sleeping as well as sounds made by
- striking another object (walking, for example). Any object held by the
- recipient is likewise silenced. Objects thrown, dropped, or knocked
- over by the recipient are not under the effect of the spell, however,
- and these may make noise at the ends of their trajectories. An
- unwilling victim receives a saving throw against this spell. The
- material component is a bit of cotton.
-
-
- -----------------------------------
- Last Image (Divination, Necromancy)
-
- Range: 0
- Components: VS
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: One corpse
- Saving Throw: None
-
- When the forensic wizard casts this spell, he sees whatever the
- recipient corpse saw at the very instant of death, with the intent of
- learning the identity of the murderer, or at least the location of
- death. If the recipient was killed by a gaze attack, the wizard
- suffers this attack as well, but with a +4 bonus to his saving throw.
-
-
- -------------------------
- Little Death (Necromancy)
-
- Range: 60'
- Components: VS
- Duration: 1d4 + 1 rounds
- Casting Time: 1
- Area of Effect: 1 creature
- Saving Throw: Negates
-
- This spell may be cast on any living (not golem, undead, etc.)
- creature native to the Prime Material plane and with 6+4 or less hit
- dice. The victim must save vs. magic at -3 or fall paralysed for 1d4 +
- 1 rounds.
-
-
- --------------------------------------
- Murder Weapon (Divination, Necromancy)
-
- Range: Touch
- Components: VSM
- Duration: 1 turn
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- The caster of this spell can check one weapon per round to determine
- if it was used to kill a specific corpse, of whom he has a blood
- sample. A "murder weapon" is one which reduced the victim to zero hit
- points, or delivered the poison which did so.
-
-
- ----------------------------
- Painting (Illusion/Phantasm)
-
- Range: 12"
- Components: V
- Duration: Concentration
- Casting Time: 1
- Area of Effect: 2"
- Saving Throw: Negates
-
- By the means of this spell the caster can create an illusion of
- whatever he wants, as long as he concentrates and the illusion remains
- in the area of effect. It is usually easy to recognise what the
- illusion is supposed to be of, but any creature that can do so can
- also recognise that it is an illusion.
-
-
- ---------------------------------------------
- Protection from Chaos (Abjuration) Reversible
-
- Range: Touch
- Components: VSM
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell is very similar to protection from evil (q.v.) 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 feet 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.
-
-
- ---------------------------------
- Protection from Rain (Abjuration)
-
- Range: 0
- Components: SM
- Duration: 1 hour per level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- After casting this spell, the wizard will remain dry even if standing
- in the midst of a torrent. The caster is protected from splashes and
- falling drops, but he is not protected from more concentrated bodies
- such as puddles. The water will simply bead and flow down an invisible
- field which surrounds the caster and his clothing at a distance of
- about one inch. An oiled leather rag is the material component of this
- spell.
-
-
- ----------------------------------
- Quantas's Target Bow (Enchantment)
-
- Range: Touch
- Components: VSM
- Duration: 2d4 + 1 round per level
- Casting Time: 2
- Area of Effect: One bow
- Saving Throw: None
-
- While this spell is in effect, any arrows fired from the bow (which
- may not be a crossbow) are +2 to hit a specific target. The caster
- must be able to see the target, and call his/her shot. The +2 only
- affects hits on the target, not on someone/something that gets in the
- way.
-
- If the target is in melee, the target gets a +2 to it's size rating
- when the DM determines the odds of hitting the target as opposed to
- those around it. For example, if firing on a size six giant who is in
- melee with a size two elf, there would normally be a one in three
- chance to hit the elf. With target bow in effect, the giant would be
- raised to size eight, giving only a one in four chance to hit the elf.
- Should the arrow go at the elf anyway, it would not get its +2 to hit
- (since the giant is the target).
-
- Note: The arrow fired from the target bow is in no way magical.
-
- The material component is a feather from a bird of prey, rubbed
- against the bow string.
-
-
- ---------------------
- Skeleton (Necromancy)
-
- Range: Touch
- Components: VSM
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: 1 corpse
- Saving Throw: None
-
- With this spell, The necromancer can turn one humanoid corpse into a
- skeleton. The skeleton may then be controlled as per animate dead. A
- mage may only have in existence through us of this spell one skeleton
- per level. The material component of this spell is a salve that
- requires 50 gp and 24 uninterrupted hours to create.
-
- Hit points of the skeleton are determined randomly. Disposing of
- skeletons with insufficient hit points is possible, if expensive. When
- a skeleton created by this spell is damaged, the damage cannot be
- repaired.
-
-
- ---------------------------
- Small Fire Ball (Evocation)
-
- Range: 5 yards + 5 yards per level
- Components: VSM
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: 1 target
- Saving Throw: 1/2
-
- This is similar to a normal Fireball spell with the following
- exceptions: only one target is affected (the caster chooses the
- target and the Fireball expands until the target is engulfed), damage
- is 1d4 per caster's level (up to a maximum of 10d4), and exposed items
- receive a +2 on their saving throws. The material components for this
- spell are a bit of burning incense, and any gem worth at least 5 GP;
- both are consumed with the casting.
-
-
- -------------------------------
- Snapshot (Invocation/Evocation)
-
- Range: Sight
- Components: VSM
- Duration: Instantaneous
- Casting Time: 0
- Area of Effect: 1 page
- Saving Throw: None
-
- With this spell, the wizard causes an image of whatever he sees, even
- thermal images and magical auras, to appear on a sheet of parchment or
- vellum (the material component of the spell).
-
-
- ----------------------------------
- Spirit Command (Enchantment/Charm)
-
- Range: 30 yards
- Components: V
- Duration: 1 round
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- This spell enables the mage to command a spirit or extra-planar
- creature with a single word. The command can be uttered in a language
- the creature can understand (or a language the creator could
- understand if it is a summoned spirit). Spirits and creatures with 6
- or more hit dice receive a save; spells save at their caster's level
- (if the caster is at least of sixth level).
-
-
- --------------------------------------
- Time of Death (Divination, Necromancy)
-
- Range: Touch
- Components: VS
- Duration: Instantaneous
- Casting Time: 9
- Area of Effect: One corpse
- Saving Throw: None
-
- This spell allows the forensic wizard to estimate the time of death of
- the recipient corpse to within 5% if the corpse has been dead no more
- than one day per level of the caster, to within 20% otherwise.
-
-
- -------------------
- Wither (Necromancy)
-
- Range: 30 yards
- Components: VSM
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: 100 square feet per level
- Saving Throw: Special
-
- This spell kills all normal vegetation within an area of 100 square
- feet per level of the caster, who determines the shape of that area at
- the time of casting. Trees receive a saving throw of 11, and special
- plants such as treants suffer but 1d6 points of damage. The material
- component is acid, sprinkled over the whole area of effect. Casting
- time is exclusive of this administration.
-
-
- -------------------------
- Wizard Glue (Enchantment)
-
- Range: Touch
- Components: SM
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 20 square feet per level
- Saving Throw: None
-
- Wizard Glue will hold one relatively flat surface to another, a mirror
- to a wall for example. The strength of the bond is 20 pounds per level
- of the wizard, up to 120 pounds. Dispel Magic will end the spell, and
- a strength of 10 or greater can break a 20-pound bond. A strength of
- 12 can break a 40-pound bond, a strength of 14 can break a 60-pound
- bond, and so forth. If the item held by the glue is brittle, it may be
- shattered in the separation. Honey is the material component of this
- spell.
-
-
- ====================================================
-
- Second Level Spells
-
- ====================================================
-
-
- Acid Water (Alteration)
-
- Range: 2"
- Components: VSM
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: 1 gallon per level
- Saving Throw: None
-
- This spell turns water into an acidic substance. If a creature touches
- this stuff, it takes 2d4 damage. If the acid is drunk, it will take
- 4d4 damage. The caster can do anything in or to the substance without
- taking any damage.
-
-
- ------------------------------------------------
- Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
-
- Range: Touch
- Components: VSM
- Duration: 1 day per level
- Casting Time: 1 round
- Area of Effect: 1 object or person
- Saving Throw: Special
-
- This spell creates a magic aura around an object similar to the one
- from Nystul's Magic Aura. However, it hides not the magic property,
- but the alignment of the target. The caster can specify which
- alignment he wants the object to radiate as well as the strength of
- the radiation. The higher the level of the caster the more radical
- alignment he could place on the object or person. Note that this aura
- does not change the alignment (if present) of a person or object.
-
- This spell foils such spells as Detect Good/Evil, a paladins Detect
- Evil ability and the spell Know Alignment. It does not change the
- effect of the Protection from Good/Evil spells. Note that the priest
- version of True Sight or a gem of seeing will see through this spell.
- If the object or person acts in a different way than is indicated by
- the aura, other people will get a disbelieve check. A mage with the
- true sight spell will now get a true reading off a detect evil.
-
- The material component of this spell is a sheet of thin silk in an
- appropriate colour to the alignment being cast. It is consumed
- completely.
-
-
- -----------------------------
- Alpha's Moonlight (Evocation)
-
- Range: 5 yards per level
- Components: VSM
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: 10' per level radius circle
- Saving Throw: None
-
- This spell creates an area of soft blue-grey light, apparently coming
- downwards from above. This light effectively washes out all colour,
- but clear vision is certainly possible within the area of effect.
- Vision is also possible out to 10 yards beyond the spell's radius, but
- such vision is dim and shadowy at best. The moonlight does not
- interfere in any way with infravision, but the nature of the light is
- such that creatures adversely affected by bright light suffer only
- half the normal penalties when within the Moonlight and none when
- within its shadowy fringes. The Moonlight spell may be centered on the
- caster, in which case it moves with him. Otherwise, the spell must be
- cast on an area and is stationary. The material component of this
- spell is a moonstone that has been exposed to actual moonlight for a
- full night.
-
-
- --------------------------------
- Alpha's Rainbow Beam (Evocation)
-
- Range: 10' + 5' per level
- Components: VSM
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell draws upon the power of the Quasi-Elemental Plane of
- Radiance and brings forth a beam of pure light. The colour of the
- light making up the beam is normally randomly determined by a roll of
- a d8. However, the caster has a chance equal to 5% per level of being
- able to select the colour of the beam (the caster may NOT select a
- multi-hued beam. Such occurs only as the result of an aberration in
- the magic). The colours of the beams are as follows:
-
- 1 red (cold) 5 blue (electrical)
- 2 orange (heat) 6 indigo (holy water)
- 3 yellow (acid) 7 violet (force)
- 4 green (poison) 8 multi-hued beam - roll twice
- ignoring 8's
-
- The beam does a base of 2d6, plus an additional point of damage for
- each level of the caster (e.g. a 7th level caster would inflict 9-19
- (2d6+7) points of damage). Any creature resistant to the attack form
- indicated by the colour of the beam takes NO damage, while a creature
- vulnerable to the specific attack form (such as heat vs. a yeti) will
- suffer double damage. A saving throw indicates that the beam has
- missed and the intended victim is unaffected. Note that the beam may
- hit a target other than the one intended. Once the beam hits a solid
- object, it stops, even if that object is transparent. Any creature
- suffering damage from the spell must make item saving throws if
- appropriate. The material component of the spell is a small clear gem
- or crystal prism worth at least 50 gp.
-
-
- --------------------------------
- Alpha's Spark Shower (Evocation)
-
- Range: 0
- Components: VSM
- Duration: 1 round
- Casting Time: 2
- Area of Effect: 5' x 20' long x 10'
- base wedge shape
- Saving Throw: 1/2
-
- The caster extends his arms and speaks the spell, and a sheet of
- sizzling purple sparks shoots forth from the caster's hands. These
- sparks cause 1d4 electrical damage per three levels of the caster,
- rounded up, to a maximum of 5d4. Those wielding metal weapons (swords,
- etc.) or wearing partially metal armour (ring, scale, chain) save at -
- 2 and suffer +1 point of damage per die. Those wearing full metal
- armour (splint, banded, plate, etc.) save at -4 and suffer double
- damage. The material component is a bit of fur, glass, and copper.
-
-
- -----------------------------
- Alpha's Star Gaze (Evocation)
-
- Range: 60 yards
- Components: V
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: 1 creature per 2 levels
- Saving Throw: Special
-
- This spell causes a blazing white sheet of light to issue from the
- caster's eyes. This sheet will envelop a number of creatures based on
- the caster's level. Those who fail a save vs. petrification will be
- blinded for a full turn. Those who do save are merely dazzled (-2 on
- to hit and AC) for 1 round, having looked away just in time. Dark
- dependent creatures such as drow and gray dwarves save at a -4 vs.
- this spell, and the duration of its effects are doubled.
-
-
- --------------------------------
- Alpha's Starblades (Conjuration)
-
- Range: 10' + 10' per level
- Components: VSM
- Duration: 1 round per 2 levels
- Casting Time: 2
- Area of Effect: Up to 1 creature per 3 levels
- Saving Throw: none
-
- This spell creates one magical star-shaped bladed weapon for each
- three levels of the caster, up to a maximum of seven. The caster may
- then throw these as weapons, out to the spell's maximum range. They
- are treated as Slashing weapons with respect to effectiveness vs.
- armour, and the caster's to hit rolls with them are at +3, in addition
- to any bonus for high dexterity. Each Starblade that strikes causes
- 2d4 damage, +2 vs. creatures with powers drawing on the negative
- material plane or plane of shadow. The material component is a small
- silver star.
-
-
- -------------------------------------
- Bigby's Groping Fingers (Conjuration)
-
- Range: 3"
- Components: S
- Duration:
- Casting Time: 2
- Area of Effect:
- Saving Throw:
-
- This spell allows the caster "grope" his/her target. This spell is
- usually used by mischievous apprentices in bars and such... have fun!
- (gee, I don't know if I'm hitting a copyright problem by using the
- name "Bigby" in here but it just seems the most appropriate name to
- use, and for all I care, if TSR wishes to claim this silly spell as
- their own, so be it).
-
-
- ---------------------------------------
- Cause of Death (Divination, Necromancy)
-
- Range: 0
- Components: VSM
- Duration: Instantaneous
- Casting Time: 1 turn
- Area of Effect: One corpse
- Saving Throw: None
-
- With this spell the forensic wizard can determine if the corpse has
- received damage from any of the causes listed in the table below, and
- which cause actually reduced him to zero hit points. This spell
- involves dissection of the corpse, and the material components are a
- magnifying glass and a set of scalpels. These are not expended by the
- casting.
-
- Cause Notes and secondary information
- ----------------------------------------------------------------------
- Exposure exposure to cold, fire/heat or lightning; drowning
- Falling or hanging height fallen from
- Disease or old age organs affected, parasites involved
- Magic app. only to magic missile or necromantic effects
- Wound wound caused by bludgeoning, piercing or slashing
-
-
- The DM may introduce a chance of failure if the body is greatly
- decomposed, and he might give false information based on nature of the
- trauma. A corpse swatted by a dragon's tail, for example, might show
- the same indications as one which fell from a great height, and a
- poisoned corpse usually looks like one which died of disease. The
- prudent forensic wizard always detects poison just to be sure.
-
-
- -----------------------
- Cloud Walk (Alteration)
-
- Range: Touch
- Components: VSM
- Duration: 1 turn per level + 1d6 turns
- Casting Time: 3
- Area of Effect: Creatures touched
- Saving Throw: None
-
- This spell allows the recipient to walk on any form of fog, cloud, or
- smoke as if it were solid. The recipient may move at normal movement
- rate, plus the movement rate of the smoke (thus a rising column of
- smoke from a fire might carry the recipient up at 12 movement rate).
- The smoke must be reasonably thick, reducing visibility
- significantly... This spell will not allow walking on fine mist. The
- material component is a hair from a nightmare.
-
-
- -------------------------
- Death Armour (Necromancy)
-
- Range: 0
- Components: VS
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: Caster
- Saving Throw: None
-
- While this spell is in effect, any creature who touches the caster
- with exposed flesh (to cast a spell, for example) will suffer 1d8
- points of damage. The spell will not protect the necromancer from
- damage, nor does it have any effect on an armed opponent, but it will
- affect undead, and the death master adds one point to damage inflicted
- with his bare hands.
-
-
- ------------------------------------
- Detect Chaos (Divination) Reversible
-
- Range: 6"
- Components: VS
- Duration: 5 rounds per level
- Casting Time: 2
- Area of Effect: 1" wide path
- Saving Throw: None
-
- This spell is similar in all respects to the second level mage spell
- Detect Evil/Good (q.v.), except that the mage is detecting for
- Chaos/Law.
-
-
- -------------------------------------
- Detect Spirit (Divination) Reversible
-
- Range: 20 yards + 5 yards per level
- Components: VS
- Duration: Special
- Casting Time: 5
- Area of Effect: 1 creature or object
- Saving Throw: None
-
- Detects the presence of a soul spirit or mentality in any body or
- object (enchanted swords, etc.), and whether or not the mind
- controlling the body is its "native". Thus, it will not detect
- charming or hypnosis but will detect possession. Only the fact of a
- mind is detected, not its nature. If it is cast on a normally
- invisible spirit (such as an Invisible Stalker or Unseen Servant), the
- caster can see the creature as a visible force for one turn per level.
- The reverse, Obscure Spirit, has a range of touch and conceals a
- single mind or spirit from detection by this spell for 24 hours.
-
-
- ---------------------------
- Dispel Silence (Abjuration)
-
- Range: 10 yards per level
- Components: SM
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: 15' radius
- Saving Throw: None
-
- When cast, this spell automatically dispels any magical silence within
- its area of effect. Furthermore, no silence spell will have effect
- within the area of effect for the duration of the spell.
-
- The casting of this spell requires a small silver bell, chime, or
- gong, which must be struck twice, at the end of each segment of
- casting. The device must be worth at least 50 gp., and is consumed in
- the casting.
-
-
- -------------------------------------------------
- Dust Warriors (Conjuration/Summoning, Necromancy)
-
- Range: 5 yards per level
- Components: VSM
- Duration: Special
- Casting Time: 3
- Area of Effect: 2" by 2" square
- Saving Throw: None
-
- The material component for this spell is a full set of teeth from a
- man-sized or larger carnivore which must be cast on an area of earth,
- rock, raw stone, sand or gravel as the spell is cast. The spell
- generates 1 skeleton + 1 per 2 levels which rise from the area. They
- will fight for the caster until they are turned or destroyed, the
- caster is slain, rendered unconscious or moves out of spell range of
- the group, or the magic is dispelled. They last only while there is
- someone to attack (including each other, if necessary) - any round in
- which there are no targets available the skeletons will fade back into
- dust.
-
- If dragon's teeth are used as the material component, each skeleton
- will have bonus hit points equal to the age category of the dragon
- (count 4 HP = 1 HD for turning and attack purposes). Furthermore, they
- will be immune to the attack type of the dragon's breath weapon.