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- Acid Water (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 2"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: One 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.
-
- ------------------------------------------------------------------------
- Ahrvar's Instant Offensiveness (Enchantment/Charm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 120 yards
- Components: V, S
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: One person
- Saving Throw: Negates
-
- This spell effects any single intelligent being it is cast upon. By
- intelligent being, it is meant any creature with a rudimentary form of
- spoken language. This includes humans, demi-humans, humanoids,
- intelligent monsters, etc.
-
- The victim receives a saving throw vs. spell to avoid the effect, with
- the appropriate adjustments due to Wisdom. If the victim fails his
- save, the victim's speech immediately becomes offensive to all who can
- understand the language the victim is using. The victim, however, only
- hears what he thinks he is saying, and may become extremely curious as
- to why everybody is mad at him. The words of the victim become SO
- offensive, in fact, they act as a low-power Taunt spell, with those
- hearing and comprehending the victim's speech making a save vs. magic
- at +4, or else be consumed with a mindless desire to bash the victim's
- head in. Each person within hearing of the victim will hear whatever
- would be considered most offensive by them. The caster is the only one
- able to hear what is actually spoken by the victim, and is thereby
- immune to the taunt effect.
-
- The components of this spell are the command word, and a subtle
- pointing motion by the caster, at the target.
-
- ------------------------------------------------------------------------
- Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 round
- Area of Effect: One 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)
- Level: 2
- 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' 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)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 10' + 5' per level
- Components: V, S, M
- 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) 6 indigo (holy water)
- 2 orange (heat) 7 violet (force)
- 3 yellow (acid) 8 multi-hued beam -
- 4 green (poison) roll twice ignoring 8's
- 5 blue (electrical)
-
- 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)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- 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)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One 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)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 10' + 10' per level
- Components: V, S, M
- Duration: 1 round per 2 levels
- Casting Time: 2
- Area of Effect: One creature per 3 levels maximum
- 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.
-
- ------------------------------------------------------------------------
- Ambient Light (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 6"
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 2
- Area of Effect: 2" radius globe
- Saving Throw: None
-
- This spell is in many ways similar to the first level spell Light
- (q.v.). With an Ambient Light spell, while there is a centre for its
- sphere of effect, there is no point of light at this centre -- the
- intensity of the light is consistent throughout the entire globe. The
- light is even behind objects or walls, in a closed chest, in fact,
- everywhere in the area of effect. Therefore, absolutely no shadows
- exist. The spell has a number of interesting effects because of this;
- for example, if cast in a hallway, the light would extend through a
- door or wall into an adjacent room (or even into secret tunnels below
- the hall) up to the full area of effect. Just beyond the 2" radius
- globe, reflected light from the actual area of affect lights up 5'
- further. This is much dimmer than the globe, is very shadowy (if there
- is something to cast one), and fades off into complete darkness
- (assuming, of course, the area would be dark without this spell). One
- obvious advantage of the spell is to make hiding in shadows impossible
- within the area of effect.
-
- ------------------------------------------------------------------------
- Annoyance (Illusion)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 5 feet per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Special
-
- This is a more powerful version of the first level spell Minor
- Annoyance (q.v.), in that it creates the illusion of a bumblebee flying
- into the victim's ear. The victim only gets one saving throw; if
- successful, the annoyance lasts for only one round. The spell's effects
- start at the beginning of the next round, just like Minor Annoyance.
-
- The material component of this spell is a dead insect. If an actual
- dead bumblebee is used, the victim's saving throw is made at -2.
-
- ------------------------------------------------------------------------
- Azalldam's Fabricated Boat (Conjuration/Summoning)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 2
- Area of Effect: Special
- Saving Throw: None
-
- This spell is similar to Azalldam's Fabricated Bridge except it shapes
- a boat from the conjured shadows instead of a bridge. The caster may
- create a boat of 50 square feet per level (up to a maximum of 1000
- square feet). The boat will support 100 pounds per level of the caster;
- any additional weight will cause the boat to capsize. The spell will
- last 1 turn for each level of the caster, or until the caster ends it.
-
- Similar to the Fabricated Bridge spell, the boat may not be
- disbelieved, but may be dispelled.
-
- The material component for this spell is a small wooden carving of a
- boat; this carving is not consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Bigby's Groping Fingers (Conjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: S
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: None
-
- This spell allows the caster to "grope" his 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).
-
- ------------------------------------------------------------------------
- Byen's Arrow (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 6 turns per level
- Casting Time: 1 round per arrow
- Area of Effect: One arrow per 2 levels
- Saving Throw: None
-
- Several decades past, Byen, the famed assassin/illusionist of the City
- of Yorkad, created this spell so as to be able to execute certain
- "assassinations" which would seem completely real but in which the
- victim would (hopefully) not be killed. Byen's Arrow creates a very
- powerful illusion that is modelled exactly after an actual arrow. The
- caster must take a real arrow, of fine quality, and spend one entire
- round chanting and weaving her or his hands along the edge of the
- arrow. To complete the casting, the caster must prick her or his finger
- with a splinter of wood and smear it upon the arrowhead. The arrow is
- then actually replaced by an illusion, that has full visual, audible,
- tactile, thermal, and olfactory components. An attempt to disbelieve
- can be made, but the save is made a -2 DM (or +2 if informed of the
- illusion); however, in most circumstances, there will be no reason to
- suspect anything is amiss. The magic user can "enchant" up to 1 arrow
- for every two levels she or he possesses, each arrow taking one round
- of preparation.
-
- The arrows must be shot in a normal manner (i.e. the magic user must
- have someone of a class able to make use make use of a bow to shoot
- them). Such a user will in no way suspect that the arrows are
- illusionary from just examining them. If these arrows hit a target, the
- illusion continues so that the target will bleed illusionary blood, an
- will feel illusionary pain. Unless the victim for some reason attempted
- to disbelieve and this attempt was successful, the victim will take the
- full 1-6 damage from the arrow, plus any applicable bonuses for
- strength, specialisation, a magic bow, etc. Only 25% of this damage is
- actual, but even after the illusion fades (which happens in 5 rounds +
- 1 round per level after being hit) the victim will still suffer form
- shock and a loss in confidence and composure. Hit points lost because
- of these arrows that were not part of actual damage will be recovered
- at a rate of 1 HP per round of rest or 1 HP per turn of even mild
- activity, but not at all for strenuous activity. Creatures brought
- below zero HP because of this illusionary damage will be unconscious
- and must make a system shock survival roll of else die of shock, losing
- 1 HP per round until reaching -10, unless they receive aid. Even
- creatures that can be hit by only by silver, iron or magical weapons
- will suffer from all the above effects unless they have some special
- resistance to illusions (or have reason to be suspicious and
- disbelieve).
-
- Note that Byen's Arrow will work on light and heavy quarrels of high
- quality as well as on arrows.
-
- ------------------------------------------------------------------------
- Cause of Death (Divination, Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- 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 applies only to magic missile or necromantic
- effects
- Wound wound inflicted 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.
-
- ------------------------------------------------------------------------
- Cheffield's Major Feast (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 5 rounds
- Area of Effect: 4 people fed per level
- Saving Throw: None
-
- When this spell is cast into a large pot or onto an appropriate number
- of plates it brings into being enough food to feed four per level of
- the caster for one meal. The food is nourishing and filling, the drink
- is cool and refreshing. The food may not taste the best in the world
- but it certainly fills the cracks. It also makes, when chilled and
- rewarmed, exceptional leftovers.
-
- This spell requires a handful of rice which is cooked over a low boil
- while the caster mutters "cooks in just 5 minutes."
-
- The spell was created by a magic user whose abilities as a chef far
- surpassed those of his spell casting. He is known far and wide as a
- chef of great skill.
-
- ------------------------------------------------------------------------
- Circle of Power (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S
- Duration: Special
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: None
-
- This powerful spell allows a group of mages to work in conjunction to
- create a special area of effect (the circle) into which one mage (or
- possibly two) may enter and have their working level of experience
- increased. A minimum of four mages is required to initiate the spell,
- and the spell must be cast by the mages of the circle, not read or used
- from any device.
-
- First, the mages form a circle and begin casting the spell. The spells
- from each mage must then synchronise into a rhythmic chanting effect.
- This means that it will take as many rounds as the highest level member
- of the circle to make the circle synchronise and become operative. From
- that point on, a mage may enter the circle and have his working level
- of experience increased by the total combined levels of the circle
- spellcasters minus one level for each member of the circle. Once
- entered, the central mage may rest and study as a higher level mage,
- but may not use new spell levels, just the higher memorisation
- capabilities, spell range, duration increases, etc. If the total number
- of levels bestowed reaches 20, another mage may step into the circle
- and divide the increased level benefits between himself and the first
- mage with all odd remaining levels becoming useless and therefore
- ignored.
-
- Any members of the circle who are injured immediately fall away from
- the circle's synchronisation and the central mage(s) lose(s) the
- benefits of that member's levels one turn later. New mages may join
- into the circle at any time (taking an equal number of rounds as their
- experience level to synchronise with the circle), though, and since the
- effects of being in a circle will not wear off for one full turn other
- circles may be formed which the mage may enter to retain his current
- working level (or increase of decrease it according to the levels of
- the new circle).
-
- Members of the circle may chant (from the synchronisation point) for a
- period of turns equal to the combination of their intelligence and
- constitution scores divided by two and then added to their current
- experience level. The circle members (but not the central mages) gain a
- magic resistance to any attacks against the circle which would silence
- the spell equal to the total experience levels of the circle members.
-
- The source of this spell is the Telnorne Mageocrat.
-
- ------------------------------------------------------------------------
- Cloud Walk (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1d6 turns + 1 turn per level
- 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.
-
- ------------------------------------------------------------------------
- Dancing Fire Light (Alteration, Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 6" + 1" per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: Special
- Save: 1/2
-
- This spell - except as noted - is the same as Dancing Light (out of
- TSR's Player's Handbook). The lights are orange-like in colour and give
- off heat. If the caster concentrates on the balls, he can have them
- attack doing 1-3 points of damage per ball (4 balls maximum). All the
- balls must attack the same target in any given round. Optionally, the
- caster can form one mass that looks like a fire elemental and can
- attack once per round and does 3-9 points of damage. The heat can set
- fire to flammables.
-
- The material components needed are a piece of flint and either a bit of
- phosphorus or withwood.
-
- ------------------------------------------------------------------------
- Death Armour (Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- 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
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 6"
- Components: V, S
- 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 Magic II (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 3 rounds per level
- Casting Time: 2
- Area of Effect: 6" + 2" per level path, 2" wide
- Save: None
-
- This spell is just like TSR's Detect Magic spell except it is more
- sensitive, has a longer range (6"+1" per level for the TSR version),
- and the caster will be able to determine accurately what kind of magic
- (alteration, divination, conjuration, etc.) is in effect if the magic
- is within 6" + 1" per level. This spell will not blind, hurt, or ...
- someone if in an area of extreme magic, the caster will simply know
- that stronger magic is in effect.
-
- ------------------------------------------------------------------------
- Detect Phase (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 1/2" per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: Caster
- Saving Throw: None
-
- When this spell is cast, the caster can see and perceive any creature
- that is out of or in a different phase than that of the caster. This
- means that the caster will see clearly such creatures with special
- defenses as displacement, blinking, duo-dimension, astral, or
- etherealness and those who can shift out of phase, such as a phase
- spider. Furthermore, if the caster has means to attack such creatures,
- he will have none of the ill effects that normally occur when trying to
- attack (i.e. the caster would know the exact location of a displacer
- beast, or where the phase spider is etc.). The information cannot be
- communicated to his fellows by words.
-
- The material component of this spell requires a lens of calcite crystal
- which must be viewed through for the spell to have effect. It does not
- disappear at the end of the spell.
-
- Some Mages have made spectacles of calcite crystal so they would have
- there hands free to do other things after casting the spell.
-
- ------------------------------------------------------------------------
- Detect Spirit (Divination) Reversible
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 20 yards + 5 yards per level
- Components: V, S
- Duration: Special
- Casting Time: 5
- Area of Effect: One 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.
-
- ------------------------------------------------------------------------
- Disease (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S
- Duration: Special
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- Similar to spells such as Blindness and Deafness, a Disease spell will
- cause its target to believe that she or he has contracted a real
- (natural) disease. Even though the spell affects the mind, the victim
- believes so strongly in the disease that boils, pains and any other
- symptoms normally associated with the affliction will be imagined,
- putting the individuals health under considerable stress.
-
- If the target has recently been in a situation where contracting a
- disease is quite likely (such as living in filthy surroundings, falling
- into sewage or garbage heaps, attacks from giant rats or oygtugs,
- etc.), a saving throw is made at a penalty of -4; on the other hand, if
- a character has recently had a Cure Disease cast upon herself or
- himself, is immune to normal diseases, or has some other strong reason
- to believe that she or he could not possibly have contracted a disease,
- then a saving throw at +4 or higher (probably +8 if normally immune) is
- allowed.
-
- Once the spell takes effect, it is permanent until the inflicted
- receives a Dispel Illusion. The disease is determined randomly from
- the table in the DMG, with the full effects described inflicting the
- target.
-
- ------------------------------------------------------------------------
- Dispel Silence (Abjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: 15' radius sphere
- 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.
-
- ------------------------------------------------------------------------
- Dreamoore's Explosive Missile (Alteration/Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0"
- Components: V, S, M
- Duration: Special
- Casting Time: 2
- Area of Effect: Special
- Saving Throw: Special
-
- This spell actually has two variations. The first produces a special
- dart which the magic-user hurls toward its target. The dart has a +3
- "to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful
- hit does 3-6 damage points +1 hit point per caster's hit die. The
- second version enchants an ordinary arrow or quarrel, making it magical
- for hitting purposes, and delivering double normal damage +1 hit point
- per caster's level.
-
- Both versions also have a residual blast radius, inflicting 2d4 damage,
- or 1d4 on a save vs. magic. Any item struck directly by an explosive
- missile must save vs. crushing blow to avoid damage. The material
- components are sulfur, diamond dust, and the appropriate missile being
- enchanted. The first version requires a 10 GP silver dart as it's
- missile. The explosive missile must be used within three rounds of
- creation, otherwise it detonates and does damage to those immediately
- around it.
-
- ------------------------------------------------------------------------
- Dreamoore's War Disk (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 6"
- Components: V, S
- Duration: Special
- Casting Time: 2
- Area of Effect: Special
- Saving Throw: None
-
- The war disk is a small hand hurled missile which the magic-user throws
- toward its target. It's "to hit" bonus is +3 at less than 2", +2 from
- 2" - 4", and +1 from 4" - 6". The caster must declare which version he
- is casting prior to the throw. The first type hits only once for 1d4
- base damage + 1 hit point per level of the caster. The second may be
- thrown once per round for 1d4 + 1 point of damage per successful hit
- and automatically returns at the end of the round. Its duration is one
- round per level.
-
- ------------------------------------------------------------------------
- Duck! (Enchantment/Charm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1 (but takes up the entire round - see below)
- Area of Effect: One creature
- Save: None
-
- By this spell, the caster helps the defence out on himself or another
- creature. If the caster sees an attack coming, the caster can cause
- the creature to be suddenly moved out of the way so as to cause the
- attack to miss. This will only work against body (claws, bit, etc.)
- or hand held weapons. The creature that has been moved must then take
- 5 segments readjusting his position before it can attack again.
-
- The caster must prepare for this spell, and must declare at the end of
- the previous round that he is casting this spell. The caster then
- waits until the monster attacks, and throws the spell.
-
- Creatures that have never had this done to them before must make a save
- vs. petrification or be stunned for 2 rounds.
-
- ------------------------------------------------------------------------
- Dumbness (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S
- Duration: Special
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell causes the recipient creature to become completely dumb,
- believing that she or he is unable to speak by means of voice in any
- way (cf. Blindness, Deafness). This effect can only be removed by
- Dispel Illusion, or by the will of the caster, and is permanent until
- such time. The victim does get a saving throw verses spell to avoid the
- effect. Note: this spell could be very effective against creatures such
- as androsphinxes, dragonnes and harpies.
-
- ------------------------------------------------------------------------
- Dust Warriors (Conjuration/Summoning, Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: Special
- Casting Time: 3
- Area of Effect: 2" long 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. [ed.
- note: we use second edition, so dragon's teeth aren't too easy to come
- by]
-
- ------------------------------------------------------------------------
- Expose Magic (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: None
-
- This spell will inform the caster of all of the details of a single
- spell cast within one round per level - including the destination of a
- teleport, the target of a charm spell, the name of a spell without
- obvious effect, etc. The spell does not invalidate illusion magic - the
- spell will return an answer consistent with the illusion (i.e. that a
- Fireball was cast rather than a Spectral Forces) unless the caster has
- already disbelieved successfully.
-
- ------------------------------------------------------------------------
- Exterminate II (Abjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 2
- Area of Effect: Creature touched
- Saving Throw: None or special
-
- Exterminate negates Call Insect, protects one person against Insect
- Plague, and gives +6 on saves vs. Summon Insects. Dispel Magic requires
- a mage of twice the caster's level. Magic resistance applies only to
- the creature touched.
-
- To negate this spell, both victim and insects have to make their saves.
-
- ------------------------------------------------------------------------
- Fellstar's Flamehand (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V
- Duration: Special
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: 1/2
-
- When cast, this spell causes the caster's hands to glow with a soft red
- light; if the caster scores a hit in combat, his hand will discharge a
- sheet of flames that will engulf the target. The victim suffers damage
- equal to 1d10 + 1 per level of the caster (a successful save vs. spell
- reduces the damage by one half). This spell may be used twice per
- casting (once for each hand); both charges must be used within 5 rounds
- plus 1 round per two levels of the caster; after this time, any
- remaining charges are lost. Two attacks may not be made in the same
- round unless the wizard is normally capable of doing so; in this case,
- two separate "to hit" rolls must be made, and each suffers a -2
- penalty.
-
- The flames from this spell will ignite any combustible material; these
- flames may be extinguished the following round, if no other action is
- taken.
-
- ------------------------------------------------------------------------
- Greysky's Improved Missile (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 2" per level
- Components: V, S
- Duration: Special
- Casting Time: 2
- Area of Effect: One or more creatures
- Saving Throw: None
-
- This spell is exactly the same as the first level magic user spell
- magic missile except for two changes: (1) the area of effect - everyone
- in spell range could possibly be hit with 1 or more missiles - and (2)
- the number of missiles that can be fired by the caster - for every 3
- levels of experience, the caster can fire two magic missiles (i.e.
- level 1-3: 2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles,
- etc.).
-
- ------------------------------------------------------------------------
- Guilda's Sneakabout Light (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 5'
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 2
- Area of Effect: 5' radius sphere
- Saving Throw: None
-
- Creates a dim, floating light of variable intensity that follows the
- caster. At its brightest, it is enough to read with good eyesight, and
- it can be extinguished and restored at will during the duration. No
- light produced by the spell escapes the 5' radius, preventing the caster
- from being given away by his light--so this spell is ideal for
- thieves. Note that background light penetrates the area of effect
- freely, so the caster is in no way concealed by this spell.
-
- ------------------------------------------------------------------------
- Hand of Ithiqua (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S
- Duration: 3 rounds per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- A target of the Hand of Ithiqua, failing to save vs. magic will be
- pinned to the ground by an invisible force. The force is illusionary,
- but will seem completely real to the victim, so that she or he will be
- unable to move. The victim will be pinned to the ground at a location
- of the magic user's choice, and despite any struggling will have a
- movement of 0 regardless of strength. The subject will be very prone,
- +4 to be hit (with no AC adjustment for dexterity) and -4 to attack.
-
- ------------------------------------------------------------------------
- Heat Feet (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 20 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting time: 3
- Area of Effect: One creature per level
- Saving Throw: Special
-
- This spell causes the affected creatures' footgear to become very hot,
- blistering the victim's feet. Because of this, the target fights with a
- -2 to hit, a +2 penalty to it's armour class, loses any dexterity
- bonuses, and moves at 5/6 of it's normal speed. The reduction in
- movement rate lasts until the blisters have healed. Creatures that are
- immune to fire don't suffer any of these effects. Flammable footgear
- must save vs. normal fire or be ruined; footgear that saves is merely a
- bit charred.
-
- Alternatively, this spell can be used to counter the effects of natural
- cold. In this mode, the spell will keep the affected creatures' feet
- comfortably warm for 1 turn per level of the caster, even in snow or
- ice.
-
- The material components for this spell are 2 leaves of stinging nettle
- and, of course, footgear.
-
- ------------------------------------------------------------------------
- Imitation (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 2 turns + 1 turn per level
- Casting Time: 2
- Area of Effect: Caster
- Saving Throw: Special
-
- This spell is similar in nature to Change Self (q.v.), but allows the
- magic user to assume the form of a specific creature. There is,
- however, a chance that the form will not be accurately imitated, with
- some inconsistency or fault being noticed by the observer(s). The
- chance of an observer detecting this ruse is as follows:
-
- Observers Familiarity Base Chance of Modifier for
- With Assumed Form Detection Caster's Familiarity
- --------------------- -------------- --------------------
- Very well known 25 % - 5 %
- Seen often 15 % + 0 %
- Seen occasionally 10 % +10 %
- Seen once 5 % +20 %
- Never seen 0 % * Not applicable
-
- * This is also the chance of a creature recognising a non-specific form
- as a false one.
-
- Additional Modifiers:
- + 5% per level of the viewer
- - 5% per level of the magic user
- +20% if listener attempts to determine authenticity
- +10% if only seen occasionally
- + 5% if seen once or never seen
- - 1% per one foot of distance
-
- The chance of detection should be rolled upon initial contact, once for
- every three turns of exposure or one turn of direct conversation, and
- once for an attempt to determine authenticity. The spell may not be
- immediately recognised as an illusion, even if a fault is detected, for
- it could be seen as a disguise or a physical change (as with a
- doppleganger). Note that strong physical contact could reveal the
- spell, as the illusion is only visual. Also, unless a Voice spell is
- also used, observers could become very suspicious. The size of the
- alteration can be 50% of actual. Note that the change is entirely
- illusionary (unlike Alter Self) -- no actual physical properties are
- gained whatsoever and special abilities (gaze attacks, horror effects,
- etc.) cannot be reproduced so as to have these special effects.
-
- ------------------------------------------------------------------------
- Improved Detect Magic (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 2 rounds per level
- Casting Time: 2
- Area of Effect: 10' wide path, 300 yards long
- Saving Throw: None
-
- This spell acts like Detect Magic except it works out to hundreds of
- yards range.
-
- ------------------------------------------------------------------------
- Improved Identify (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: Special
- Area of Effect: One item per level
- Saving Throw: None
-
- This spell is the same as Identify except that the caster gets a 20%
- per level chance of identifying the item and gets a +2 on any saves
- versus a cursed item.
-
- ------------------------------------------------------------------------
- Inaudibility (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell completely masks all sounds made by the recipient. These
- include sounds such as breathing, talking, as well as sounds made when
- the recipient strikes another object, in fact, any object held by the
- recipient will also likewise be silenced.
-
- Object thrown, dropped, or knocked over by the recipient will not be
- silenced by the spell, as they are not in contact with the inaudible
- creature.
-
- An unwilling creature is allowed to make a saving throw against this
- spell, and it is a great way to silence spell casters (unless they have
- the spell vocalise).
-
- The material component for this spell is a piece of cotton.
-
- ------------------------------------------------------------------------
- Last Experience (Divination, Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round
- Casting Time: 1 round
- Area of Effect: One corpse
- Saving Throw: None
-
- With this spell, the forensic wizard re-lives the last minute of the
- recipient's life. If the victim was conscious during this minute, the
- wizard must make a system shock check or be knocked out for 1d4 hours.
- The material components are a convex lens and a scalpel.
-
- ------------------------------------------------------------------------
- Lightservant (Alteration, Conjuration/Summoning)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 turns per level
- Casting Time: 2
- Area of Effect: 3" radius around caster
- Saving Throw: None
-
- This spell is a variation of the first-level magic-user spell Unseen
- Servant. The servant created by this spell is visible as a vaguely
- manlike form of glowing light, and is slightly stronger, being able to
- lift 3000 GP weight and taking 8 hit points of magical damage to
- destroy. The light provided by the servant is enough to allow normal
- vision in a 1" radius around the servant. Except as noted above, and
- that the material components of this spell are a live firefly and a
- piece of thread, this spell behaves as Unseen Servant.
-
- ------------------------------------------------------------------------
- Magic Mike's Projection (Conjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, M
- Duration: 1/2 hour per level maximum
- Casting time: 2
- Area of Effect: One 100 feet high, 100-foot radius cylinder
- Saving Throw: None
-
- For this spell to take effect, the mage makes a cone out of a sheet of
- parchment and places inside it one copper coin for each 5 minutes of
- spell effect. The magic words are chanted and the parchment cone
- crumpled and released. When the parchment cone is crumpled, it is
- replaced by a 4 inch diameter, black, sphere which remains at its
- location of creation for the duration of the spell.
-
- The black sphere is the center of a cylinder 10 feet high with a
- 10-foot radius. Any sound within the cylinder is projected into a
- surrounding cylinder which is 100 feet high and has a 100-foot radius.
- The black sphere is also the center of this cylinder.
-
- Anyone within the 100 foot cylinder hears sounds as if they were in a
- corresponding location within the 10 foot cylinder.
-
- This spell was created my Michael Verilait, a mage who was usually
- frustrated at not being able to hear what was happening on stage.
-
- ------------------------------------------------------------------------
- Malta's Pattern Creation (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: None
-
- With this spell, the caster can create a pattern for use with the spell
- Malta's Pattern Transport. The Pattern can be any image with any
- colours, but it must include a circle which forms the outer edge. The
- Pattern can be any inch radius, but the cost of making the Pattern is
- dependent on the materials used - so bigger Patterns cost more. The
- Pattern can be woven into cloth, painted onto cloth or a hard surface,
- or inlaid into a hard surface. The Pattern must be at least one yard in
- diameter with no maximum size. The cost to make a Pattern is equal to
- the square yards of the Pattern times the amount below:
-
- Material Cost Time Save
- ---------------- -------- -------- ----
- Painted on Cloth 5 Silver 1 hour 15
- Woven into Cloth 1 Gold 10 hours 12
- Woven into Rug 2 Gold 15 hours 10
- Painted on Wood 1 Gold 3 hours 10
- Painted on Stone 2 Gold 4 hours 8
- Inlaid in Wood 3 Gold 12 hours 5
- Inlaid in Stone 5 Gold 16 hours 2
-
- Patterns cannot be repaired, they must be remade completely. Patterns
- can be moved (assuming the material can be moved as one unit) without
- damage. The saving throw listed is the save the Pattern must make when
- used for transport (see Malta's Pattern Transport for details) - the
- material saves normally for any other damaging situation.
-
- ------------------------------------------------------------------------
- Malta's Pattern Image (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 1 hour
- Area of Effect: One Pattern
- Saving Throw: None
-
- With this spell, the caster can imprint the size and image of an
- undamaged Pattern. This imprinted image can later be used by the caster
- to create a matching Pattern of his own. The imprinted image can be
- recalled by the caster for up to one month per caster's level (at
- casting time). If this time is exceeded, or the caster creates a
- matching Pattern (even if different size), then the imprinted image is
- dispelled. This spell is necessary to create an exact size matching
- Pattern if the original Pattern is not present for the creation of the
- matching Pattern. The caster can have up to one imprinted image/size
- per level at a time.
-
- ------------------------------------------------------------------------
- Mangar's Bloodfire (Evocation, Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 40 yards
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: 1/2 (check each round)
-
- This spell engulfs a creature with blue fire that burns for 1d4 HP per
- 3 caster levels (or fraction thereof) on round 1, then loses 1d4 per
- round until it goes out. The flames do not ignite flammable objects,
- they just hurt creatures.
-
- ------------------------------------------------------------------------
- Memorise Song (Enchantment/Charm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Permanent
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- This spell enables the caster to memorise the next song he hears. From
- then on, the caster can sing and play the song exactly as he heard it,
- without worrying about forgetting verses or notes later on in life.
-
- This is especially useful for traveling minstrels, who must remember
- someone else's songs for a long time in order to sing them (in other
- words, "spread the news") in far away lands.
-
- ------------------------------------------------------------------------
- Mimicry (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 3 rounds per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: None
-
- This spell is similar to the first level magic user spell Minor
- Mimicry (q.v.). However, the spell continues even after a form is
- dispelled by movement, and once the spell recipient again becomes
- stationary, she or he can be concealed by a new form (again chosen by
- the magic user). Therefore, the only ways the spell would end are an
- end to concentration by the magic user or the spell recipient passing
- beyond 1" range per level. If the casters' concentration is ended, any
- illusionary form will last 5 rounds + 1 round per level.
-
- ------------------------------------------------------------------------
- Noise Filter (Illusion)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: 5-foot per level radius
- Saving Throw: Special
-
- All creatures within the area effect at the time of casting will have
- their hearing muted - they will not hear anything unless they have some
- other confirmation of its existence. Thus, you can only hear people
- speak if you can see their face or know precisely what they will say;
- background noise will continue if you know it should be there but
- sudden noises from the next room will not be heard, etc. Once a
- creature notices or becomes suspicious of the effect (by turning around
- and seeing a large pile of broken crockery they did not hear break, for
- example), it will automatically be dispelled with respect to that
- creature. The material component is a pair of blinders.
-
- ------------------------------------------------------------------------
- Paldeggeron's Accurate Arrow (Enchantment)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S
- Duration: 1d6 turns + 1 turn per level
- Casting Time: 1
- Area of Effect: Special
- Saving Throw: None
-
- When cast, Paldeggeron's Accurate Arrow minorly enchants one missile
- weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit
- any target normally within the weapon's range. Effective with "called
- shots", and situations of that nature. The missile's enchantment does
- normal damage as it were an unaided hit of the same nature. The
- enchantment instantly wears off upon the arrival at the missile's
- destination.
-
- ------------------------------------------------------------------------
- Petition (Conjuration/Summoning)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell is used to alert an extra-planar being that the caster
- wishes to contact it. The spell does not allow further communication
- (though the extra-planar being may then contact the caster through
- other magic).
-
- ------------------------------------------------------------------------
- Plane Source (Divination) Reversible
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One creature or item
- Saving Throw: Negates
-
- Reveals the Plane of origin of any one creature, object or magical
- phenomenon in spell range, or the Plane reachable by the closest gate
- or dimensional nexus point. Hostile or unwilling creatures save vs.
- spells to avoid their origins being divined. The reverse obscures
- detection by this spell for 24 hours.
-
- ------------------------------------------------------------------------
- Pobithakor's Pacifier (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V
- Duration: Instantaneous
- Casting Time: 1 second
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is used when the caster is the subject of the Pobithakor's
- placer spell. What this spell does is disrupts the energies and allows
- the caster a saving throw vs. spells to avoid the effect. There is
- enough time when the caster is being pulled through to cast this
- spell.
-
- The verbal component varies, but usually sounds something like "not
- tonight, I have a headache" or "not on the first date".
-
- ------------------------------------------------------------------------
- Protection from Enchantment (Abjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: Creature touched
- Saving Throw: None
-
- The recipient of this spell is partially immune to magical forms of
- sleep, charm, and fear. He automatically receives a saving throw even
- if one is not ordinarily permitted, and if one is permitted, he saves
- at +4. Note that this spell will not free the recipient from any
- enchantment already in force, nor will it protect him from natural
- drowsiness or feminine guile. Also note that protection extends only to
- actual charm spells, such as charm person or charm monster, not to
- enchantment/charm spells as a class. The material component is a lapis
- lazuli or more potent stone.
-
- ------------------------------------------------------------------------
- Resist Cold (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: None
-
- Except as noted above, this spell is identical to the first level
- clerical spell Resist Cold (q.v.).
-
- ------------------------------------------------------------------------
- Resist Paralysis (Abjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: Creature touched
- Saving Throw: None
-
- For the duration of this spell, the recipient is immune to all forms of
- paralysis, including gaze attacks, paralytic poison, and Hold spells,
- but it does not negate paralysis already in effect. The material
- component is a feather and an infusion of tea and ginger (to be
- consumed by the recipient).
-
- ------------------------------------------------------------------------
- Reveal Owner (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: One item
- Saving Throw: None
-
- The caster of this spell receives a mental impression of the most
- recent owner or owners of the recipient object. An "owner" is defined
- as an intelligent entity who was in direct physical contact (i.e., no
- gloves) with the object one hour, or who had the object upon his person
- for 24 hours. These time requirements may be divided by the caster's
- level, and for every 4 levels of the caster, one previous owner can be
- identified. Thus an eighth level wizard, for example, could determine
- the last two owners who carried the object for at least 3 hours each.
-
- The information gained is sufficient that the wizard will recognise the
- owner on sight, and he can uniquely specify the owner for the purpose
- of such spells as legend lore. The material component of this spell is
- a handful of dust.
-
- ------------------------------------------------------------------------
- Sarius' Golden Squares of Protection (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 2
- Area of Effect: One floating 2' long square plate per level
- Saving Throw: None
-
- This spell creates golden, shimmering square plates of force which move
- around the caster in a constant motion, attempting to deflect missile,
- hand, or weapon attacks directed at the caster. The AC of the mage is
- not altered by the spell, but any successful physical attack (less
- boulders, ballista, or attacks similar to a dragon's belly flop
- maneuver) will be deflected if the mage successfully saves versus
- breath weapons. Non-missile attacks by creatures with an effective
- strength of 19 or greater require a saving throw versus spells to
- deflect.
-
- Each plate is able to sustain 4 hit points of damage before disrupting,
- so if a deflected attack does not cause enough damage to disrupt a
- square (chosen randomly) the square will remain active. For every 5
- squares active, the effects of breath weapons directed at the caster
- will be reduced by 1 hit point per damage die, with 1 hit point damage
- per die being the maximum reduction allowable. Though, unless the
- breath weapon causes less damage than the current hit points of a
- square it will assuredly disrupt the entire field of squares in the
- process.
-
- While the squares orbit the mage he is at a -1 to hit penalty for every
- square active whenever a to hit roll is needed, including spells. The
- mage may create fewer squares than the maximum possible. The material
- component(s) of this spell is a single gold piece for every square
- created. All pieces are thrown into the air where they disappear and
- are replaced by the floating squares.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Secret Torch (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 6 turns
- Casting Time: 1 round per torch
- Area of effect: One torch per 2 levels
- Saving Throw: None
-
- This spell lights one or more ordinary torches. The flames will,
- however, be cold and dark, shedding no ordinary light. The wielder of
- the torch will however be able to see by the torch, as if it was an
- ordinary torch, as long as he has it in his hand. Only one person can
- benefit from the torch at a given time: if two or more persons touch
- it, no-one will benefit. The wielder must hold it in his bare hand if he
- wants to see by it, and the flames will seem warm to him. The torch can
- be put aside or handed over, as an ordinary torch would be, but can not
- set fire to anything. It can be extinguished by any normal means, e.g.
- water or very strong winds. The torch will slowly smoulder and burn
- out, as an ordinary torch would.
-
- The material components are the torch(es) to be lit, and a small
- portion of oil with rare herbs, which the torches are rubbed with (3
- GP's worth per torch). In addition, the spellcaster must have access to
- a source of fire.
-
- ------------------------------------------------------------------------
- Shield II (Abjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S
- Duration: 5 rounds per level
- Casting Time: 2
- Area of Effect: Caster
- Save: None
-
- This spell creates an invisible barrier in a hemisphere around the
- caster. This barrier provides the equivalent protection of:
-
- AC. 0 vs. hand thrown objects (daggers, dart, throwing axes, etc.);
- AC. 1 vs. device propelled (arrows, bolts, etc.);
- AC. 2 vs. everything else.
-
- Against magic the caster gains +1 to saves vs. things that are
- physically damaging, negates magic missiles, and decreases spell damage
- by 1 point per level.
-
- ------------------------------------------------------------------------
- Shocksphere (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 6" + 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: 2" diameter sphere
- Saving Throw: 1/2
-
- This spell creates a small ball of crackly blue light which expands
- outwards when it contacts a solid object, hits its target, reaches its
- maximum range or it reaches the point where the caster wishes it to
- expand. When it does expand, a large amount of electrical energy is
- given off, small lightning bolts arc from object to object inside the
- sphere and blue light is given off in a 6" diameter sphere. All
- creatures within the area of effect must make a save vs. spells or take
- 1-3 points of damage per level of the caster (a successful save means
- damage is halved). If a particular creature was targeted for the spell
- then they take 1-4 damage per level of the caster and their saving
- throw is made at a -2.
-
- If the area in which the Shocksphere expands is not circular then the
- sphere will expand an conform to the volume it can occupy. The
- Shocksphere covers a volume of 4200 cubic feet.
-
- If a creature fails its saving throw vs. spell then all of his items
- must make a saving throw vs. lightning or be destroyed.
-
- Otherwise this spell is similar to a Fireball spell in many respects.
- The material components for the spell is a small chunk of dried flesh
- from an electric eel or any other creature that uses electricity for an
- attack.
-
- ------------------------------------------------------------------------
- Sillvatar's Silver Lining (Enchantment/Charm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: One melee weapon, 2 arrows or 2 bolts
- Saving Throw: None
-
- This spell is used to temporarily enchant a weapon to give it the
- properties of a silver weapon. In order for this spell to work, the
- caster must have 1 silver piece per pound of the weapon to be
- enchanted. When the spell is cast, the weapon is held in one hand, and
- the silver pieces in the other; the two are then touched together, and
- the blade "absorbs" the silver pieces. For the duration of the spell,
- or until it is dispelled, the weapon will have all the properties of a
- silver weapon (i.e. it may be used to hit creatures who are normally
- harmed only by silver weapons). If one looks closely at the weapon, a
- silver glint will be seen upon its edge.
-
- This spell will only enchant slashing or piercing weapons; blunt
- weapons are not affected by this spell. One melee weapon, or up to two
- arrows or bolts may be enchanted per casting of this spell.
-
- The only components for this spell are the weapon and the silver
- pieces; the silver pieces are lost, but the weapon is unharmed.
-
- ------------------------------------------------------------------------
- Sonic Barrier (Abjuration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: S, M
- Duration: 1 turn per level
- Casting Time: 2
- Area of Effect: 10-foot radius sphere
- Saving Throw: None
-
- This spell creates an invisible, spherical barrier through which sound
- cannot pass. The barrier remains centered on the caster, enabling an
- assault group to move in absolute silence without giving up
- inter-communication. However, sound cannot pass into the barrier
- either, making the party deaf for the duration. The material component
- is a glass globe.
-
- ------------------------------------------------------------------------
- Sonoric's Lodestone (Divination)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1d4 rounds + 1 round per level
- Casting Time: 2
- Area of Effect: Special
- Saving Throw: None
-
- Using this spell, the caster is able to determine the general direction
- of a creature within the one mile, per every three levels of the
- caster (i.e. two mile range at fourth level, three at seventh, etc.).
- This direction sense last for the duration of the spell, regardless of
- the movement of the caster, or the creature. If the distance between
- the caster and the target should exceed the maximum range (target
- teleports, etc.), the spell is broken.
-
- If the caster comes within three feet of the object of the spell, he
- gets a sharp headache. If the caster actually touches the object of the
- spell, the spell is broken.
-
- The material component of this spell is some item which was in contact
- with the creature, up to the caster's level in turns previously.
-
- ------------------------------------------------------------------------
- Spider Climb II (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: One creature
- Save: None
-
- By this spell, the creature can walk on any surface and not slip. The
- creature can walk on walls, ceilings, ice, etc. and not slip or slide
- (feet are like suction cups to the surface). The creature can also
- have one jump like the spell jump from TSR's books (this is only one
- jump, not three like the first level spell gives).
-
- The jump does not include a safe landing, but by using this spell, the
- creature can jump up on a wall and start climbing, or climb up some
- wall and jump to a different wall.
-
- The material components needed are: a piece of gum (tree sap, or some
- type of sticky substance) and a small jumping spider (a grass hopper
- leg and a piece of spider webbing can be used as a substitute).
-
- ------------------------------------------------------------------------
- Summon Undead (Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S
- Duration: 1 turn + 1 turn per level
- Casting Time: 2
- Area of Effect: Special
- Saving Throw: None
-
- The spell causes 3 HD of undead per 2 levels of the caster to appear
- within range. They will obey his commands until slain, dispelled, or
- the spell ends. The wizard may mix and match types as long as he does
- not exceed his HD allotment.
-
- The necromancer cannot summon a creature of more HD than his level.
- Treat a +3 or better bonus to HD as the next die up, so a wight is
- worth 5 HD and a wraith is 6, a mummy 7, spectre 8, and a vampire (the
- toughest undead that can be summoned) is worth 9.
-
- ------------------------------------------------------------------------
- Transcribe Song (Alteration, Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 0
- Components: S, M
- Duration: 1 round
- Casting Time: 2
- Area of Effect: One piece of paper
- Saving Throw: None
-
- This spell converts sound waves from a song currently being played
- within hearing range of the bard to musical notation onto a piece of
- paper the bard has in his possession. It will transcribe up to one
- round's worth of music into the musical notation most familiar to the
- bard.
-
- This spell is useful for keeping records of new songs, or for keeping
- track of songs the bard is worried about forgetting. It does not work
- well for conversations, since it does not transcribe the words of
- songs, only the noted of the song itself.
-
- The material components for this spell are a piece of paper or
- parchment, two ounces of good ink, and a grain of diamond dust.
-
- ------------------------------------------------------------------------
- Trosli's Spontaneous Defenestration (Illusion/Phantasm)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 2"
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell creates an illusion of a window in a wall near the subject.
- The subject must save vs. spells or be seized by an irresistible
- compulsion to leap through the supposed window, bonking his head on the
- wall and taking 1-4 points of damage per level of the caster and being
- stunned for one round. Non-intelligent creatures are immune to this
- spell, and creatures immune to blunt weapons, or unable to perform
- leaping actions, take no damage. The material component is a small
- pane of glass, which is consumed in casting.
-
- This spell was researched by the gnomish illusionist/thief Trosli
- Kenderkin, a notorious trickster who once took out five gnolls (at
- first level) with a bag of marbles and a dagger.
-
- ------------------------------------------------------------------------
- Veschiul's Shadowbolt (Evocation)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 12"
- Components: V, S
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: Special
- Saving Throw: None
-
- The spell Shadowbolt allows the mage to mold a bolt of shadow from the
- Plane of Shadow, and fire it up to 120' range. A to-hit roll is
- required, but is made as a fighter at a level of 1.5 times the mage's
- level, rounded up. The Shadowbolt does damage by impact: at ranges
- under 40', the damage is 1d4 per level, at ranges between 40' and 80'
- the damage is 1d4 per 2 levels, and at greater ranges the damage is 1d4
- per 4 levels. The number of dice should be rounded down in all cases
- (thus, a fifth level mage at 50' does 2d4 damage, but a sixth level
- mage does 3d4). The creature must make a DEX check to remain standing,
- adjusted by a -1 for every two levels of the mage (again, rounded
- down), as well as by mass:
-
- Mass (pounds) DEX adjustment Distance
- ------------- -------------- --------
- 1 - 30 -8 25'
- 31 - 60 -6 20'
- 61 - 90 -4 15'
- 91 - 120 -3 10'
- 121 - 150 -2 5'
- 151 - 180 -1 -
- 181 - 210 0 -
- 211 - 240 +1 -
- 241 - 270 +2 -
- 271 - 300 +3 -
- 300 + +4 -
-
- The distance column indicates how far the target has been knocked away
- from the mage if the modified DEX check was failed.
-
- ------------------------------------------------------------------------
- Veschiul's Shadowcurse (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S, M
- Duration: Special
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: Negates
-
- The Shadowcurse can affect any creature of the world of light. The area
- of effect is one creature for every two levels of the mage above first;
- i.e. a third level mage can affect one creature, a fifth can affect
- two, and so on. The effect of the Shadowcurse is to afflict the victims
- with some of the vulnerabilities of a shade. The effects depend on the
- light conditions, as shown on the following table:
-
- Light Abilities Move Maximum HP
- -------- --------- ---- ----------
- Bright -2 1/2 1/2
- Average -1 3/4 3/4
- Twilight - - -
- Shadowy - - -
- Night - - -
- Darkness -1 3/4 3/4
-
- See the description of Shade in the MM II for exact descriptions of
- these light conditions. The material component is a piece of pitch.
-
- ------------------------------------------------------------------------
- Wings (Alteration)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 3 rounds + 2 rounds per level
- Casting Time: 3 rounds to cast, 3 more for wings to grow
- Area Of Effect: One creature
- Saving Throw: None
-
- By this spell, the caster creates "wings" to appear out of the effected
- creature's back. The wings are magically attached to the back area,
- but are not attached in the sense that the person can be wearing
- clothing or armour. They are not part of the creature. The wings need
- a +1 magical weapon to hit, have AC 7 and have 2-12 hitpoints before
- being destroyed. The spell has no effect on creatures that already have
- wings. If there is no room for the wings to grow, e.g. because of
- clothing, the spell is lost.
-
- The wings can support a total of 200 pounds + 20 pounds per level. They
- give an aerial maneuver rating of C, and fly at a rate of 12".
-
- The material component of this spell is a bird's feather. The wings
- appear to be the same colour as that of the bird feather used in the
- spell.
-
- ------------------------------------------------------------------------
- Wound Closure (Necromancy)
- Level: 2
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: Permanent
- Casting Time: 5
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell closes the wounds of the recipient to prevent bleeding and
- infection, incidentally curing 1-4 hit points of damage. All of the
- victim's wounds will be closed by a single casting, but further
- application is possible to increase the healing effect. The spell can
- be used on corpses to disguise the cause of death, but it does not work
- on non-corporeal or extra-planar entities.
-
- Note: A recent posting suggested that mages be able to cast healing
- spells using 1d6 instead of 1d8. I believe the above spell description
- shows my opposition to that approach (see also DMGv2 p. 43), unless you
- intend to do away with clerics as a PC class. From a game mechanics
- standpoint, such an approach would destroy the balance between priest
- and mage, but there is a campaign background reason as well:
- Pseudo-medieval medical knowledge would be atrocious. Clerical healing
- is a gift from God or the gods, relatively omniscient and omnipotent
- fellows, but magical curing would depend upon the mage's understanding
- of the body and its functions. Thus you might find a wizard who can
- pull the edges of a wound back together, as described above, but you
- could not find one who could stimulate the replication of tissue of
- various injured organs, insure an increased blood supply to the
- affected regions, metabolise fat and increase respiration to enrich
- said blood, etc. You certainly could not find a mage to cure diseases
- before any microbes are discovered.
-
- ------------------------------------------------------------------------
- Zombie (Necromancy)
- Level: 2
- 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
-
- This spell is identical to Skeleton in most respects. Instead of
- creating a skeleton, it creates a zombie. The caster may control a
- number of zombies made by this spell equal to half his level, round
- down. The material component is a salve that costs 100 GP and 48 hours
- of uninterrupted time.
-