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- Acid Hands (Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- 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.
-
- ------------------------------------------------------------------------
- Ahrvar's Forgery (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- With this spell, the caster is able to perfectly duplicate the any
- style of handwriting of which he has a sizable sample. The forgery is
- good enough to fool even the closest scrutinisation, although it does
- radiate faint magic.
-
- The caster merely casts the spell, and begins writing. His handwriting
- will perfectly match that of the sample, for the length of the spell's
- duration. Those watching the caster write will believe that the
- handwriting on the page is actually that of the caster, unless of
- course they witness the casting of the spell, which may make them
- rather suspicious. The caster need not be writing the entire duration
- of the spell; he is free to stop and resume writing any number of times
- within the duration. Also, the caster only needs the handwriting sample
- to be copied during the initial casting of the spell.
-
- The material component of this spell is a sample of the handwriting to
- be copied (containing an example of every letter in the alphabet to be
- used), and a writing instrument.
-
- ------------------------------------------------------------------------
- Alpha's Acid Stream (Conjuration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 10 yards + 10 yards per level
- Components: V, S
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: 10 square feet per level area
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: 10' per level x 10' per level area
- 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.
-
- ------------------------------------------------------------------------
- Animal (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 3" + 1" per level
- Components: V, S
- Duration See below
- Casting Time: 1
- Area of Effect: One animal formed per level
- Saving Throw: Special
-
- An illusion of one or more small animals can be brought into being by
- means of this spell. The animals must be of a sort very familiar to the
- magic user, and each can be no larger than a fox, a rabbit, or a
- medium hawk. Animals created can be of more than one type. The illusion
- is visual and auditory, being much like a specialised form of the
- second level magic user spell Improved Phantasmal Force.
-
- ------------------------------------------------------------------------
- Association (Divination)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: 2 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.
-
- ------------------------------------------------------------------------
- Azalldam's Fabricated Bridge (Conjuration/Summoning)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: 10 yard per level x 5 yard bridge
- Saving Throw: None
-
- Using this spell, the caster conjures material from the plane of
- shadows and uses it to shape a semi-real bridge. This bridge is 5 yards
- wide and is 10 yards long per level of the caster; both ends of the
- bridge must rest on solid ground. The bridge will support 100 pounds
- per level of the caster; any additional weight will cause it to
- collapse. The bridge will normally last for 2 rounds per level of the
- caster, but the caster may end the spell with a single word.
-
- The bridge is not an illusion per se, and so cannot be disbelieved; it
- may however, be dispelled normally.
-
- The material component for this spell is a small wooden carving of a
- bridge; this carving is not consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Cat Spirit (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: S, M
- 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 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.
-
- ------------------------------------------------------------------------
- Coloration (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1
- Area of Effect: 10 square feet per level maximum
- Saving Throw: Special
-
- This spell causes a chosen surface to change colour, glow, or both, be
- it a section of wall, a box, a sword, or a creature (a saving throw
- vs. magic will negate the effect if the subject is unknowing or
- unwilling). Multiple colours can be chosen (up to 256 different colours
- and shades). If made to glow, the object will emit light for a range of
- five feet. The material component for colour is a small amount of die
- or ink of the appropriate colour, and to cause a glow the spell
- consumes a bit of phosphor or a glowworm.
-
- ------------------------------------------------------------------------
- Comeliness (Illusion/Phantasm) Reversible
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 1 hour per level
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: None (Negates)
-
- A comeliness spell will increase a creatures comeliness score (or
- decrease it if the reverse is cast) by means of illusion. The change in
- points is dependent upon the recipient's present comeliness:
-
- Increase in Comeliness Decrease in Comeliness
- -------------------------- --------------------------
- Present Change in Present Change in
- Score Comeliness Score Comeliness
- -------- ---------- ---------- ----------
- up to 06 2 - 8 up to 06 1
- 07 to 12 2 - 7 06 to 07 1 - 2
- 13 to 15 1 - 6 08 to 09 1 - 4
- 16 to 17 1 - 4 10 to 12 1 - 6
- 18 to 19 1 - 2 13 to 16 2 - 7
- 20 + 1 17 or more 2 - 8
-
- An unwilling victim receives a saving throw, which, if successful, will
- negate.
-
- ------------------------------------------------------------------------
- Detect Poisoning (Divination, Necromancy)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- 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.
-
- ------------------------------------------------------------------------
- Diminutive Darkness (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S
- Duration: 2d4 rounds + 1 round per level
- Casting Time: 1
- Area of Effect: 2-foot radius sphere
- Saving Throw: None (Negates)
-
- This spell is very similar to the first level magic user spell
- Darkness (see also the second level magic user spell Darkness). It has
- only a 2-foot radius, however. This gives the spell many different
- uses. For example, it can be used to block the light of a torch,
- lantern, magic sword, etc. This would prevent all sorts of vision only
- within the 2-foot radius, so one could still see about with infravision
- or ultravision (or normal vision, if there is another light source). It
- can blind a creature as a light spell would without creating light that
- could alert others, and also without obscuring the caster's own sight
- as would a normal darkness spell (if cast upon a creature or its
- possessions carried, the creature gets a saving throw, and if the throw
- is made, the darkness appears 5' behind). The spell can cancel a light
- spell, but has no effect on continual light or ambient light.
-
- ------------------------------------------------------------------------
- Drowse (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- This spell creates the illusion in the victim mind that she or he is
- extremely exhausted, and in fact on the verge of collapsing and falling
- asleep. There is no saving throw. The victim will suffer a -4 to hit,
- -2 on AC, 50% vision and 1/2 her or his normal movement rate for the
- full duration of the spell. Spell casters will have a chance of spell
- failure equal to 100% - 5% per point of their prime requisite (use
- intelligence or wisdom). The spell can be negated by Dispel Illusion or
- Dispel Exhaustion (but not by dispel magic).
-
- ------------------------------------------------------------------------
- Electric Blades (Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, M
- Duration: Special
- Casting Time: 1
- Area of Effect: 2 blades
- Saving Throw: None
-
- This spell must be cast with a metal blade of some sort in each hand.
- Both blades then acquire a flickering blue glow. When a hit by either
- blade is scored it causes 1-4 more points of damage of electricity. If
- both blades hit the same target in the same round the victim must save
- versus petrification or be stunned for one round. Each blade only
- shocks once and then is normal again.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Finger (Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 25 yards
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One target
- Saving Throw: 1/2
-
- When this spell is cast, a thin bolt of searing flames shoots forth
- from the caster's index finger. This bolt will automatically hit a
- single target inflicting 1d10 points of damage, plus 1 point per level
- of the caster, up to a maximum of 1d10+10. A successful save vs. spell
- reduces this damage by half. If a save is failed, possessions do not
- have to make a save, unless they were targeted specifically by the
- spell, in which case the owner suffers no damage, but the object must
- save vs. magical fire (at +2) or be destroyed (only one object may be
- targeted per casting).
-
- ------------------------------------------------------------------------
- Find Water (Divination)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 1 mile, depth 10 feet per level
- Components: S, M
- Duration: 2 rounds per level
- Casting Time: 1 turn
- Area of Effect: One twig
- 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).
- Also, he can restrict the depth at which to seek the water.
-
- ------------------------------------------------------------------------
- Flash (Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One 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.
-
- ------------------------------------------------------------------------
- Human Torch (Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 3 rounds
- Casting Time: 2
- Area of Effect: Caster
- Saving Throw: None
-
- This spell causes the caster and all his clothing to become engulfed in
- flames. These flames do not harm the caster or his equipment but cause
- 1d4 points of damage to anyone within 5' and an additional 1d6 to
- anyone who actually touches him. The flames themselves are only about
- as hot as a torch but the surrounding area will feel like a blast
- furnace.
-
- ------------------------------------------------------------------------
- Inaudibility (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- 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: bodily
- 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.
-
- ------------------------------------------------------------------------
- Insolence (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 2"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell causes its victims to sound and appear crude, insulting and
- arrogant, in all that she or he says or does, to all observers. The
- victim, however, will not be aware that anything is amiss. While the
- general meaning of whatever is said will be the same, the illusion
- causes observers to see and hear a twisted version in which the speaker
- is so insolent that all reactions are checked at -50%. Additionally,
- such speech might not be tolerated at all in some situations (for
- example, automatic dismissal from a king's court, or perhaps even
- worse...). Even if the target makes her or his saving throw, the attack
- will not be noticed (unless the somatic and verbal gestures of the
- caster are seen and recognised).
-
- If an observer has reason to believe that something is amiss, she or he
- gains as saving throw if an attempt is made to disbelieve. Such a
- saving throw is made at +4 if the fact that it is an illusion has been
- communicated. If these saving throws are failed, it still appears
- real.
-
- The material component is a bit of dung or spittle, which is wrapped in
- the magic user's hand. The hand is then subtly waived at the creature
- to be affected. The verbal component is a low guttural sound made in
- the throat.
-
- ------------------------------------------------------------------------
- Jamye's Melodramatic Music (Alteration, Conjuration, Enchantment/Charm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 10 yards + 10 yards per level
- Components: V, S, M
- Duration: 4 rounds + 1 round per level
- Casting Time: 1
- Area of Effect: One intelligent creature
- Saving Throw: Negates
-
- The spell causes the music to be played whenever the victim performs
- certain actions; such as entering a room, charging into battle, or
- making an announcement. The type of music is determined by the caster.
-
- Material components for this spell are: a miniature golden horn,
- mustache wax, a short length of rope, and a lace handkerchief.
-
- ------------------------------------------------------------------------
- Kazago's Lock Pick (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: S, M
- Duration: 1 day + 1 day per 5 levels
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
-
- This spell allows the bard to pick locks. The bard's Pick Pockets
- percentage roll becomes an Open Locks percentage roll, and the bard is
- treated as a thief in this respect for the entire duration of the
- spell.
-
- This spell is different from both the second-level Knock spell and the
- Unlock cantrip in that it can possibly affect much more than one lock,
- and that its effects are far less certain. It is especially useful on
- fact-finding missions where the bard is worried about coming across
- many locked doors along the way.
-
- The material components for this spell are a set of thieves' picks and
- tools, which are not consumed in the casting.
-
- ------------------------------------------------------------------------
- Last Image (Divination, Necromancy)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- 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.
-
- ------------------------------------------------------------------------
- Lesser Invisible Object (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S
- Duration: 1 turn per level
- Casting Time: 1
- Area of Effect: One object not larger than 3 cube feet per level
- Saving Throw: None
-
- This spell causes an object to vanish from sight, much like the second
- level magic user spell invisibility (which affected only creatures).
- The spell lasts only 2 rounds per level of the caster or until the
- caster wills it to end. For example, a quiver of arrows or a bow could
- be made invisible and carried, and when desired, a moments thought
- could make them appear. Note that not even the caster can see the
- invisible object, so if she or he is to use it most effectively, it may
- be necessary to make it visible.
-
- ------------------------------------------------------------------------
- Little Death (Necromancy)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 60'
- Components: V, S
- Duration: 1d4 + 1 rounds
- Casting Time: 1
- Area of Effect: One 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.
-
- ------------------------------------------------------------------------
- Mental Notepad (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: See below
- Area of Effect: Caster
- Saving Throw: None
-
- This spell allows the caster to store information in the unused
- portions of his brain for later recall.
-
- The information thus stored will be available for complete recall as if
- the caster was reading the information from a parchment in his hands.
-
- The caster is able to store up to two pages of information in the brain
- through the use of this spell.
-
- If at a later time, the caster wishes to add more information, it
- change the information that is current in his brain, then the caster
- will be required to recast the spell and re-memorise the information
- again.
-
- There can only be one spell active in the casters brain at anyone
- time.
-
- The material component of this spell is a lead crystal sheet of no less
- than 50 GP value which disappears after the spell is cast.
-
- ------------------------------------------------------------------------
- Minor Annoyance (Illusion)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 5 feet per level
- Components: V, S
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell creates the illusion (sound and feel) of a mosquito flying
- into the victim's ear. The victim will then act appropriately, which
- usually means stopping and trying to get the illusionary mosquito out
- of his ear, until either a successful saving throw vs. spell is made,
- or the spell expires.
-
- The spell takes effect at the beginning of the round after it is cast.
- This means that it cannot be used to interrupt a spell, although it can
- be used to keep spells from being cast in the round(s) afterward.
-
- The victim gets a saving throw at the time of the casting, and then at
- the end of each round thereafter.
-
- ------------------------------------------------------------------------
- Minor Mimicry (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: Special
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: Special
-
- This spell allows the magic user to make the creature touched to appear
- as something else for the duration of the spell. The illusion has
- visual and minor auditory (such as crackling of fire, mumbling, etc.,
- similar to Improved Phantasmal Force) components only. The form is
- chosen by the magic user, and unwilling creatures gain a saving throw.
- The illusion can be as small as half the size of the creature masked,
- and as large as something that would fit within 1/4 cubic" + 1/4 cubic"
- per level. Once the form is taken, it remains almost stationary, with
- only minor movement possible; for example, a troll illusion could growl
- and make threatening motions but could not walk and attack, and a fire
- could dance and crackle but could not spread. For this reason, objects
- are the forms most often chosen. Movement is not possible for the
- recipient creature if the spell is to be maintained, as this would
- break the spell. If the recipient remains still or nearly still,
- however, the spell will last so long as the magic user maintains faint
- concentration (spell casting and taking damage break the spell, but
- talking and walking do not) and remains within 1" per level of the
- location of the recipient (obviously not a problem if the magic user
- and the recipient are the same person). If the spell is broken for any
- reason, it will last a further 1-3 rounds + 1 round per level of the
- caster. The illusion does not follow any movement made by its
- recipient.
-
- ------------------------------------------------------------------------
- Murder Weapon (Divination, Necromancy)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 12"
- Components: V
- Duration: Concentration
- Casting Time: 1
- Area of Effect: 2" high cube
- 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.
-
- ------------------------------------------------------------------------
- Personal Magnetism (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 5" + 1" per level
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Negates
-
- By means of this spell, a mage is able to endow a single target
- creature with a magical field which causes all creatures within the
- area of effect (of the same basic species) to be drawn toward the
- target creature, much in the say way that metal is attracted to a
- lodestone. The spell will affect target creatures of up to 4 + 2 HD. A
- saving throw (vs. spells) will totally negate this spell, but the hit
- dice of the target creature modify its saving throw in the following
- manner:
-
- less than 1 HD: -4 to save,
- less than 2 HD: -3 to save,
- less than 3 HD: -2 to save,
- less than 4 HD: -1 to save,
- 4 HD or more: normal save.
-
- Creatures that have magical auras are totally immune to this spell.
- This includes dragons, cockatrice, etc.
-
- If the spell dweomer successfully affects the target creature it will
- then attempt to attract all surrounding creatures of the same species,
- causing them to move at their normal movement rate (and locomotion)
- toward the target creature. The area of effect is sphere around the
- target creature which extends outward 1" per level of the spellcaster,
- up to a maximum of a 10" radius. The number of creatures within the
- area of effect which the dweomer will attempt to attract is equal to
- twice the current level of the spellcaster. The mage is unable to
- change this number in any way and may himself be affected by the
- dweomer (if of the same species as the target creature) if caught
- within the area of effect. For purposes of this spell, hybrids are
- considered an individual species, so half-orcs would only attract other
- half-orcs, not other orcs and/or humans.
-
- The area of effect is stronger near the target creature and therefore
- has more of a chance to attract a being toward the target than at the
- outer limits of the sphere. The outer 1" area of the sphere's influence
- will always allow creatures to save (vs. spells against the attraction
- normally. But, for every 1" closer the creature(s) is penalised by a
- cumulative -1 modifier to its saving throw. Here are examples of a 1st
- level, 5th level, and 10th level plus mage casting this spell:
-
- 1st level Mage
-
- Range: 1" -0- 1"
- Save: 0 0
-
- 5th level Mage
-
- Range: 5" 4" 3" 2" 1" -0- 1" 2" 3" 4" 5"
- Save: 0 -1 -2 -3 -4 -4 -3 -2 -1 0
-
- 10th level Mage
-
- Range: 10" 9" 8" 7" 6" 5" 4" 3" 2" 1" -0- 1" 2" 3" 4" 5" 6" 7" 8" 9" 10"
- Save: 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -9 -8 -7 -6 -5 -4 -3 -2 -1 0
-
- A successful saving throw against the attraction means that the spell
- is unable to attract this creature toward the target creature.
-
- Note that the mage may reduce the size of the area of effect to less
- than he is able to affect (in 1" decrements) but the saving throw
- modifiers are a product of the size of the area of effect, not the
- level of the mage casting the spell. This means that if a 10th level
- mage reduces the area of effect to a 1" sphere it would only be able to
- affect creatures within 1" of the target creature and they would
- receive a normal save, but he will still able to try to attract 20
- creatures toward the target whereas the 1st level mage would only be
- able to attract 2. Also, remember that the area of effect is three
- dimensional, and can affect creatures through any material that does
- not shield against magic (e.g., lead). Creatures that are physically
- unable to become "stuck" to the target will stick to whatever physical
- object is blocking their path, such as walls, floors, doors, etc.
-
- If any creatures become "stuck" to the target creature, it and whatever
- is stuck to it become entangled with each other, effectively reducing
- their normal movement rate to 0". Creatures being drawn toward the
- target are totally unable to attack, but may attack from the mass with
- one attack form per round if the attack does not require melee combat
- (e.g., breath weapon, gaze, etc.). If the combat form requires physical
- contact, a "stuck" creature is only entitled to attack once per round
- and only if it is first attacked by someone striking at it while it is
- entangled. Attacks on entangled creatures are at +4 to hit, and the
- creature(s) are penalised -3 on the return attack. Also, creatures so
- entangle lose all armour class bonuses for dexterity.
-
- The material component of this spell is a lodestone of at least 2 GP in
- weight. It will disintegrate if the target creature successfully saves
- against the spell. Otherwise, it is reusable, and only need be touched
- during the casting to act as a focus for the mage.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Protection from Chaos (Abjuration) Reversible
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: S, M
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 2d4 rounds + 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 shot. The +2 only affects hits on
- the target, not on someone or 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 that 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.
-
- ------------------------------------------------------------------------
- Sand Skin (Conjuration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Caster
- Save: None
-
- By this spell, the caster will cover himself with sand that will repel
- damage. The caster will be able to cover himself with enough sand to
- block 8 + 1 per level points of damage. The type of sand used causes
- the body to be slightly shaded to that colour. The spell lasts until
- all the points are used up. Multiple casting only raises you back to
- the maximum of a single casting.
-
- The material components needed are: ground granite, sandstone, or some
- other type of fine sand.
-
- ------------------------------------------------------------------------
- Sangfroid (Abjuration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- This spell confers immunity to all "nuisance" cantrips and first-level
- spells cast upon the bard. In addition, it gives the bard a +4 bonus to
- his saving throws vs. nuisance spells of second level or higher.
-
- Nuisance spells are those that do no damage, but are designed to
- adversely affect the bard's concentration, train of thought, or senses.
- Most Illusion and Charm spells fall into this category, as do
- Blindness, Deafness, and such spells that otherwise cause blindness or
- deafness. All three variations of the Annoyance spell (q.v.) are
- included as well. There are more such spells, but an exhaustive list
- here is unwarranted.
-
- This spell is primarily used while performing, as it keeps outside
- events such as hecklers and Taunt spells from interrupting the bard's
- performance.
-
- The material component for this spell is a chip of granite.
-
- ------------------------------------------------------------------------
- Shadows (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0 or 6" (see below)
- Components: V, S
- Duration: Special
- Casting Time: 1
- Area of Effect: See below
- Saving Throw: None
-
- This spell has three different potential functions, the choice of which
- may be made at the time of casting:
-
- #1: The magic user may cast shadows upon herself or himself, with this
- covering giving her or him a chance of hiding in shadows as that for a
- thief of equal level. The magic user can take advantage of (or is
- penalised by) dexterity and racial adjustments. This form of the spell
- is only shadow enhancing, so an effort must still be made to hide. It
- can be cast only on the magic user's person (a range of 0 for this
- function), and the magic user must remain still and concentrate
- faintly to maintain the shadows. This can only be of use where shadows
- already exist. If the caster is also a thief, this spell can be used to
- either give the chance of hiding as described above or add a 2% per
- level (magic user's level) to the character's normal thief chances of
- hiding in shadows.
-
- #2: This version causes a number of shadowy forms to dart about up to
- 6" distant in a 2" square area, until the spell expires. This could be
- most distracting, for it appears as though there are humanoid and
- possibly animal forms moving about. These shadows cannot exist in
- sunlight or a continual light, but could still be seen jumping between
- areas of cover.
-
- #3: This version creates the illusion of a number of humanoid forms,
- appearing exactly as the undead shadow. Up to 1 form per level can be
- made, appearing in a 10' + 1' per level square area. The magic user has
- control over each form's actions. While they may look like shadows,
- they are completely powerless (with the exception, perhaps, of causing
- fear or uncertainty - a normal reaction for one confronted with this
- situation). The magic user must maintain concentration, and even then
- the maximum duration of 3 rounds per level still applies. If she or he
- breaks concentration, the shadows will last 1-2 rounds longer before
- fading away.
-
- ------------------------------------------------------------------------
- Skeleton (Necromancy)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: One 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.
-
- ------------------------------------------------------------------------
- Skulkskin (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: S, M
- Duration: 1 turn per level
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: None
-
- Similar to the effect of the skulk's renown ability, this spell enables
- the recipient to change colour so as to blend with her or his
- background; however, unlike the skulk's ability, it changes not only
- the skin colour, but the colour of any items worn or carried also. The
- chance of successfully hiding depends on the activity of the recipient,
- as shown on the following table:
-
- Movement Rate Chance of Success
- -------------- ------------------
- 0 (stationary) 80% + 2% per level
- Up to 1" 60% + 2% per level
- Up to 3" 40% + 2% per level
- Up to 6" 20% + 2% per level
- Up to 9" 00% + 2% per level
-
- The recipient may attack without ruining the spell, and will surprise
- on a 1-4 in 6 if successfully hidden from view. Once seen, a creature
- cannot successfully hide from an observer until first moving out of its
- line of sight. Note that chances to detect invisibility (DMG page 60)
- apply against this spell. The material component is a bit of skin from
- a colour-changing creature (such as a chameleon, troglodyte, skulk,
- pseudo-dragon, etc).
-
- ------------------------------------------------------------------------
- Small Fire Ball (Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 5 yards + 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Sight
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 0
- Area of Effect: One 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)
- Level: 1
- Source: Great Net Spellbook, V3
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- 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.
-
- ------------------------------------------------------------------------
- Tree Swipe (Alteration)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 3" + 1" per level
- Components: V, S, M
- Duration: 1 round + 1 round per 3 levels
- Casting Time: 1
- Area of Effect: One fully grown tree
- Save: None
-
- By use of this spell, the caster will control a tree branch for the
- duration of the spell. The caster can make the branch wave, attack,
- fan a small breeze, etc. If the branch attacks, it does so as a
- fighter of the same level as the caster and will do 2d6 damage. This
- spell works only on full-size trees.
-
- The material components needed are a tree branch, a verbal "smack" and
- a swing of the arm.
-
- ------------------------------------------------------------------------
- Urlic's Unwholesome Meal (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 turn per level
- Casting Time: 5
- Area of Effect: 2 portions + 1 portion per level
- Saving Throw: Negates
-
- This spell is used to disguise existing food or to create a completely
- illusionary meal. The illusion will have full visual, thermal, touch
- and smell components.
-
- With the former usage, a bland meal can be made to appear in all
- respects as a royal feast (or vice versa), and even spoiled food or
- poison can seem irresistible. The serving vessels and utensils can also
- be disguised. (Spoiled foods will often cause nausea, and as a general
- rule, if a save versus poison is failed, a character will be
- incapacitated for 3-18 rounds following a 2-16 round onset time. Allow
- a 25% or greater chance (depending upon what was eaten) for more
- serious poisoning lasting 4-48 hours. Both slow poison and neutralise
- poison would be effective in countering these symptoms.) A saving throw
- vs. spells is not given until the creature actually begins to consume
- the affected meal, and this is made at -4 unless a close examination of
- the food is made. If failed, the diner will believe the illusion to be
- real, and will have no cause for alarm. If the save is successful, the
- creature will see the meal's true form, and will be aware of the
- presence of an illusion.
-
- If a complete illusionary meal is consumed, a victim will believe that
- his hunger and/or thirst has been satiated, but only for as long as the
- spell duration. A saving throw is allowed, being the same as that of
- the former application of the spell.
-
- The spell requires the magic user to sprinkle a pinch of gold dust
- over the food (or air) where the illusion is to be created.
-
- ------------------------------------------------------------------------
- Werp's Unseen Escape (Illusion/Phantasm)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is a weakened version of the second level magic user spell
- invisibility (q.v.) (cf. the second level magic user spell
- invisibility). For the chance to detect invisibility (see Dungeon
- Master's Guide, page 60), an observer is treated as five levels higher
- than actual.
-
- ------------------------------------------------------------------------
- Wimbly's Wonderful Web (Conjuration, Evocation)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- This spell, when cast, creates one strand of a very sticky web material
- similar to the kind spiders use to wrap up their captured prey. When
- the strand hits a creature, it immobilises them for the duration of the
- spell. When the spell wears off, the web-like material ceases to be
- sticky and the creature can easily escape.
-
- During the spell, the webs require at least a 21 strength or better to
- break, or an edged weapon doing at least 2 points of damage per level
- of the caster. If this is not done carefully then the entangled
- creature takes 3/4 full damage if the would be helper misses the webs
- or half damage if he does not. The webs would take 1/4 or 1/2 damage
- respectively. The webs could be more easily burned off but the
- entrapped creature would take 2-7 damage from the burning webs. The
- webs for this case are considered Armour Class 0
-
- In order for the target creature to be hit, the caster attacks as a
- monster of equal hit dice. Dexterity bonuses are added to the caster's
- roll, if any.
-
- If the spell misses the target creature, then an other creature behind
- the target may be hit (the spell travels in a straight line out to its
- maximum range or until it hits something).
-
- The material component for this spell is some spider webs which
- disappear when the spell is cast.
-
- ------------------------------------------------------------------------
- Wither (Necromancy)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- 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)
- Level: 1
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: S, M
- 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.
-