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- Alpha's Comet (Conjuration, Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10' + 5' per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates a flaming missile with a trail of superheated
- noxious gasses. The comet unerringly strikes one target, the impact
- causing 3d6 damage and the flames an additional 3d6. Furthermore, any
- creature within 5' of the comet's path will suffer 2d4 fire damage.
- All those within 5' of the point of impact will suffer 3d4. Anyone who
- suffers damage from this spell is also considered to have been engulfed
- in the noxious fumes, and will be at -2 on all rolls (10% spell failure
- chance) for 1-6 rounds due to coughing, choking, and blurred vision.
- The material component is a ball of pitch mixed with sulfur and
- phosphorus.
-
- ------------------------------------------------------------------------
- Alpha's Darklight (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 3
- Area of Effect: 15' radius globe
- Saving Throw: None
-
- This spell is exactly the same as the second level magic-user spell
- darkness 15' radius (q.v.), except in that the caster can see normally
- through the darkness so created as if in normal lighting conditions.
- Alternatively, the caster can bestow the visual benefits to another
- character by crushing the material component and sprinkling the dust
- into the eyes of the recipient. The material component is a piece of
- coal or charcoal, which must be crushed and applied as above. Note
- that the spell only allows normal vision through the darkness caused by
- the particular casting, and lends no benefit towards other darkness,
- either normal or magical.
-
- ------------------------------------------------------------------------
- Alpha's Flames of the Faltine (Alteration, Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: None
-
- This spell sheathes the caster in hot yellow flames and blurs the
- caster's features somewhat, causing them to assume a smooth and
- somewhat indistinct shape, also turning a dark red colour. The flames
- will appear to be present even coming out of the caster's eyes and
- mouth. These flames give the caster no special protection, but they do
- shed bright light in a 30' radius. Furthermore, any creature striking
- the caster with a claw, bite, or similar attack or a hand-held weapon
- less than 5 feet long will suffer damage as though contacting a Wall of
- Fire spell (q.v.) - 2d6 damage + 1 point per level of the caster.
- Undead suffer double damage, and creatures especially susceptible to
- flame may also take additional damage. The caster may attempt a melee
- attack to burn others with this fire, a successful blow causing 1d6
- damage + 1 point per two levels of the caster. Creatures passing
- within a 5' radius of the caster suffer 1d4 heat damage. By standing
- still and concentrating, the caster may extend this heat radiation,
- inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this
- falls back to the usual level if the caster stops concentrating or
- resumes moving. The caster can attempt to destroy inanimate objects by
- touching them, requiring a save vs. normal fire to avoid destruction.
- This may be attempted once per round, at a -1 cumulative penalty for
- each consecutive round of handling. Items on the caster's person at
- the time of the casting of this spell are unaffected by the flame. The
- caster may end this spell prematurely if desired. The material
- component for this spell is a flask of oil, poured over the caster's
- head during the casting of the spell, and an open flame of any size.
-
- ------------------------------------------------------------------------
- Alpha's Heat Lightning (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: One creature
- Saving Throw: 1/2
-
- This spell calls down a bolt of reddish-purple lightning which strikes
- a single creature within range. The bolt inflicts 1d6 of damage per
- level of the caster. Cold or water-based creatures suffer an
- additional 1 point of damage per die, while creatures resistant to heat
- OR electricity suffer 1/2 normal damage (1/4 with a successful save).
- All non-magical metal worn by the target must save vs. lightning (at +2
- if the save was made, but at -2 if the save was failed) or be fused to
- any nearby metal (sword fused to gauntlet, pieces of armour fused
- together, preventing movement). The material component of this spell
- is a short glass rod, a bit of fur, and a bit of iron or lodestone.
-
- ------------------------------------------------------------------------
- Alpha's Ice Bolt (Conjuration/Summoning)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: Special
-
- With this spell, the magic-user opens a small hole in the spatial
- fabric into the supernatural cold of the para-elemental plane of ice.
- It brings forth a shaft of solid para-elemental ice 6 inches thick and
- 10 feet long (the hole is opened for only a very brief time). This
- missile hits with great force, causing 3-30 points of damage from the
- impact alone. If the target saves vs. petrification, only a glancing
- blow is dealt, and the victim suffers only 1-10 points of damage.
-
- An additional save (also vs. petrification, and at +4 if only a
- glancing blow was suffered) must be made, or the victim will be stunned
- for 1-6 rounds from the force of the blow.
-
- The ice absorbs heat from the nearby air, and this causes 1-6 points of
- cold damage (no saving throw) to all within 5 feet of the bolt's path,
- and within a 10' radius of the target creature. The bolt shatters upon
- striking its target, and the victim will suffer an additional 4-24
- points of cold damage (2-12 if only a glancing blow was suffered).
-
- Fire-using creatures take double damage from the cold caused by the
- bolt, while those resistant to cold take none. Both types of creatures
- suffer full damage from the bolt itself.
-
- Water-based creatures in liquid form will suffer only 1-10 points of
- damage from the blow, and cannot be stunned, but they will
- automatically be slowed for 2-8 melee rounds.
-
- If the target creature is struck fully (i.e. fails the initial saving
- throw), then exposed items on that side of the caster must make a save
- vs. crushing blow, and all items carried by the caster must save vs.
- magical frost (note also that items on the side struck by the bolt must
- save at -10, due to the cold and the blow).
-
- The material component of this spell is a clear gem worth not less than
- 100 GP.
-
- ------------------------------------------------------------------------
- Alpha's Images of Ikonn (Illusion/Phantasm)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 3
- Area of Effect: 15' radius sphere
- Saving Throw: None
-
- This spell is similar to the 2nd level Mirror Image spell (q.v.). The
- caster gains 1 mirror image for each level of experience, rather than
- rolling randomly. These images can appear anywhere within 15' of the
- caster, and a blurring distortion effect occurs in the casting of this
- spell and at the end of each melee round which prevents isolation of
- the true wizard in the new melee round, even if the wizard was
- successfully attacked in the previous round. Area effect attacks
- (Fireball, etc.) can still affect the caster even if his location is
- not known. As a final benefit, if one of the images is struck by an
- opponent, the caster may make an unmodified save vs. breath weapon. If
- successful, the image will not be dispelled by the blow. The material
- component of this spell is a small carving or doll of the caster and a
- broken mirror.
-
- ------------------------------------------------------------------------
- Alpha's Lightwall (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: 10' per level long square
- Saving Throw: Special
-
- This spell causes a wall of dazzling yellow-white light to come into
- being at any point within the range of the caster. Vision through the
- wall by any means is quite impossible, though it is negated by a
- darkness (q.v.) spell cast at it. When the wall first comes into
- being, all those within 10 feet of it who are not averting their eyes
- (thus a mage could warn his companions that he was about to cast this
- spell) must make a save vs. petrification to avert their gaze from the
- wall in time to avoid being dazzled by its brightness. This dazzling
- results in a -2 penalty to hit, a 20% spell failure chance for spell
- casters, and a -1 penalty on initiative dice rolls. These effects
- persist for as many rounds as the difference between the victim's die
- roll and the roll needed for him to save. These effects can persist
- even after the duration of the spell has elapsed. Naturally, blind or
- sightless creatures are unaffected by this spell, but subterranean or
- dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3
- on their saving throw. Further, they are not protected by their normal
- magic resistance, as the spell is not cast directly at them. They are
- as vulnerable to its existence as any other creature would be. The
- light given off is equivalent to a continual light (q.v.) spell within
- 20', and equivalent to a light spell (i.e. normal torchlight) in an
- additional 80' radius. The Lightwall, if cast out of doors, can be
- seen up to a mile away per level of the caster (reflecting the
- additional size of a larger caster's Lightwall). The wall can, of
- course, be created smaller than the maximum size for the caster's
- level. The wall itself causes no damage to creatures passing through
- it. However, a character fighting someone with a Lightwall directly
- behind him suffers a -1 on his chances to hit (note that this is
- cumulative with the dazzling effects described above). Similarly to
- the first level wall of darkness (q.v.) spell, sound is blocked by the
- Lightwall, assuming that it does not allow sound waves to travel around
- the sides of it (as when cast outdoors, for example). It does not
- absorb sound or prevent spellcasting, it merely does not allow sound to
- pass through it (even if such sound is from a Horn of Blasting or a
- Shout spell). The material component is a clear gemstone or a sunstone
- worth not less than 100 GP.
-
- ------------------------------------------------------------------------
- Alpha's Lucent Lance (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: 1 round
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- There must be some ambient light available in order for this spell to
- work. The effectiveness of this spell is determined by the amount of
- ambient light available. The caster must concentrate for a full round
- to focus the light into the Lucent Lance, after which its energy may be
- released. The power of the Lance is such that it can carve through
- wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or
- hard metal up to .25 inch thick, this thickness multiplied by the
- appropriate modifier on the table below. Items carried by a living
- creature are partially protected by that creature's aura, and gain a
- save vs. magical fire (modified as below) to avoid being damaged by the
- Lance. Living creatures suffer a base of 1d6 damage, modified as
- below, with a maximum upper limit of not more than 1d6 per level of the
- caster. The Lucent Lance coalesces as a ball of light around the
- caster's hand holding the material component, and shoots forth until
- maximum range is reached or until a sufficient thickness of material
- blocks its progress. The Lucent Lance may be traversed over an arc up
- to 1' per level of the caster at its maximum range. The caster's hand
- glows brightly while the spell is being cast and while it is active.
-
- Damage Save
- Type of light Modifier Modifier
- ------------------------------------------ -------- --------
- Candlelight x.5 +3
- Single torch or lantern x 1 +1
- Multiple torches, Light spell, starlight,
- magical dagger x 2 +0
- Large bonfire, bright moonlight, Continual
- Light spell, magical sword x 4 -1
- Multiple magical light sources, indirect
- or filtered sunlight x 6 -2
- Direct sunlight, Sunray spell x 12 -4
-
- If the light source used is a fire of some sort, that fire has a 50%
- chance of going out. A permanent light effect (e.g. magical sword or
- dagger) will lose its power to shed light for 1d10 rounds. A spell
- used as the light source will be automatically dispelled if it's a
- 1st-3rd level spell, and will have its duration cut by 25% if a higher
- level spell. The material component is a small, oblong corundum rod
- worth at least 100 GP.
-
- ------------------------------------------------------------------------
- Alpha's Night of the Leonids (Conjuration/Summoning)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 30 yards + 10 yards per level
- Components: V, S, M
- Duration: 1 round
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: None
-
- This spell can only be cast outdoors at night. It calls down a number
- of flaming meteorites to strike unerringly any targets within range.
- The caster can call down 1d4 meteorites, plus another for every five
- levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each
- meteorite strikes a single target, though more than one may strike any
- given target. Each of these "Leonids" comes blazing down from the
- heavens, striking for d6+1 impact damage and an additional d6+1 fire
- damage. The material component for this spell is a bit of meteoric
- iron.
-
- ------------------------------------------------------------------------
- Alpha's Rolling Thunder (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: S
- Duration: Special
- Casting Time: 1
- Area of Effect: 5' per level radius circle
- Saving Throw: Special
-
- The caster need but throw his arms heavenward and a great rolling
- thunderclap will sound directly overhead. All creatures within 10' of
- the caster must save vs. petrification or be knocked prone, suffering
- 1d4 + 1 damage, and are automatically stunned for 1 round and deafened
- for 1d4 + 1 rounds. Those within one-half the radius of the spell (e.g.
- within 25' of a 10th level caster) but not within 10' must save vs.
- spells or be stunned for 1 round, and are automatically deafened for
- 1d4 + 1 rounds. All others in the area of effect must save vs. spells
- or be deafened for 1d4 + 1 rounds.
-
- ------------------------------------------------------------------------
- Alpha's Silverlight (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 3
- Area of Effect: 30' radius sphere
- Saving Throw: Special
-
- This spell is similar to the 2nd level Continual Light spell in that it
- creates a very bright light (almost as bright as full daylight).
- However, any creature within the area of light which is vulnerable to
- silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6
- damage every round that it remains in the area of effect, and will be
- at -2 to on to hit rolls and +2 to be hit due to the intense discomfort
- felt by such creatures while within the Silverlight. Alternatively, the
- caster may throw the spell directly at a single target. Such a creature
- must save vs. spells or be blinded for the duration of the spell. If
- the save is made, the spell forms as per usual about one foot behind
- the intended target, and its duration is halved. A creature vulnerable
- to silver who is thus targeted need not save vs. blinding, but will
- instead suffer d6+1 (2-7) points of damage per level of the caster, up
- to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A
- successful saving throw vs. spells at -2 will halve the damage and
- reduce the duration of the stun to a single round. If thrown thus at a
- creature vulnerable to silver, the spell will not form normally,
- regardless of the saving throw, as its magic is used up in the attack
- on the creature. The material component is a bit of pure silver.
-
- ------------------------------------------------------------------------
- Alpha's Starfire (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- Duration: 1 round
- Casting Time: 1
- Area of Effect: 5' diameter column, 30' high
- Saving Throw: Special
-
- This spell creates a column of brilliant, blazing silvery-white
- flames. All within 10' of the column not looking away must save vs.
- petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to
- be hit) for an additional 1d3 rounds. Creatures adversely affected by
- bright light (e.g drow, duergar) save at -3 vs. this effect. Any
- creature within the narrow column of fire (most likely only a single
- creature) is automatically blinded and dazzled as above, and
- additionally suffers 1d6 damage per level of the caster, up to a
- maximum of 10d6. A save vs. spells will halve this damage. If the
- spell is cast outdoors under a night sky, a bonus of +1 per die of
- damage is added. The material component for this spell is a bit of
- silver and a shard of crystal.
-
- ------------------------------------------------------------------------
- Astral Wall (Abjuration, Conjuration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 1 yard per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: 100 square feet per level, 5-foot radius at first level
- Saving Throw: None
-
- This creates a wall (which can have any shape the caster desires,
- including a sphere) which prevents physical effects which would pass
- through normal walls, such as Teleport, Astral Projection, Monkish
- "phase" ability, etc. Any such attempt by a character will fail,
- leaving the character on the other side of the wall. It is, however,
- possible to simply walk through an Astral Wall. If the spell is linked
- to an existing physical wall (including one created by Wall of Stone or
- Iron), the duration becomes one hour per level. The Astral Wall can be
- disrupted by Dispel Magic cast from either the physical or astral
- plane. The material component is a piece of parchment.
-
- ------------------------------------------------------------------------
- Azalldam's Waterspray (Invocation/Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: 50' long, 5' to 15' wide cone
- Saving Throw: 1/2
-
- This spell causes a high-pressured cone of water to stream from the
- caster's hand; this cone is 50 feet long, 5 feet wide at the caster's
- hand, and 15 feet wide at the base. The majority of damage is caused by
- the high pressure of the stream; anyone caught inside the area of
- effect suffers 3d8 points of damage; a successful saving throw vs.
- spell will reduce this damage by one half. Those who fail their saves
- must roll saves vs. crushing blow for all their possessions to avoid
- their destruction. In addition, victims who fail their initial saves
- must make a dexterity check; if this check fails, the target is pushed
- backwards 1-20 yards, and is knocked prone.
-
- The water from this spell will extinguish any normal fires, but has
- only a 50% chance to put out magical fires. This spell will inflict
- double damage on fire elementals or similar creatures.
-
- The material component for this spell is a large beaker of water which
- is used up when the spell is cast.
-
- ------------------------------------------------------------------------
- Brains (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: S, M
- Duration: 6 hours per level
- Casting Time: 1 hour
- Area of Effect: One creature
- Saving Throw: None
-
- The recipient of this spell gains a temporary increase in intelligence
- as follows:
-
- Normal Extra
- Int Points
- ------ ------
- 1-4 4
- 5-8 3
- 9-11 2
- 12-13 1
-
- Note: this is not cumulative.
-
- ------------------------------------------------------------------------
- Burning Hands II (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10'
- Components: V, S
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: Caster
- Saving Throw: 1/2
-
- This spell is exactly the same as its namesake except that it does
- twice the amount of damage and reaches 10' out.
-
- ------------------------------------------------------------------------
- Channel Item (Enchantment, Invocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: One rechargeable magic item
- Saving Throw: Special
-
- This spell is used to recharge any item which was initially created by
- the use of an Enchant an Item spell, such as magical rings, gems, rods,
- staves, and wands; but not limited to such.
-
- The wizard must be fully rested and not engaged in any physical
- activity to cast this spell. Usually, most mages try to find a secure
- area since the chance of spell failure can be deadly. He first cast
- this spell over the item, in the process opening up a channel between
- him and the magic item to be recharged, taking one round to initiate
- the channel. At this time, the total possible charges an item may
- contain may be discerned by casting an Identify at this time with a
- modifier of +10% added onto his normal chance of success. Then, the
- appropriate spells must be cast into the item to affect its
- recharging. While the spells needed for various items are too large to
- be listed, it can be assumed that a spell which the item imitates is
- able to recharge the item. (Spell research can aid in gaining more
- knowledge of this subject).
-
- At the end of the recharging session (or at least before the channeling
- effect ends due to the casting time limitations) the mage must "close"
- the item's channel. This requires a successful saving throw vs. spells
- modified by +1 for every level of the spellcaster and -1 for every
- spell cast into the item which did nothing to recharge it. A failed
- saving throw means that none of the spells cast into the item had any
- recharging affect. If the mage is physically attacked and/or the spell
- disrupted during the recharging period the mage must make an unmodified
- successful saving throw vs. spells, with a successful save indicating
- the entire process has been merely cast for naught and a failed save
- indicating that the magic item explodes for a magical blast effect in a
- 10- to 60-foot radius doing damage equal to 1-4 HP of damage per charge
- the item currently contains (save vs. spells for half damage). The item
- in question (unless of artifact or relic status) is irrevocably ruined
- in the explosion. The material component of this spell is a small gold
- funnel worth at least 100 GP value, which is destroyed in the casting
- of the spell.
-
- The source of this spell is the Telnorne Mageocrat.
-
- ------------------------------------------------------------------------
- Charm Undead (Enchantment/Charm, Necromancy)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S
- Duration: Special
- Casting Time: 3
- Area of Effect: One or more creatures in a 20-foot radius sphere
- Saving Throw: Special
-
- This spell works just like the Players' Handbook spell Charm Monster,
- except as noted above and that it only works on undead.
-
- ------------------------------------------------------------------------
- Conceal Magic (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 4 hours per level
- Casting Time: 3
- Area of Effect: One object
- Saving Throw: Negates
-
- Cast it on a magic item and it renders that item undetectable by Detect
- Magic (great for hiding magical traps). The caster will not know if the
- object has made its saving throw, though he can of course check this by
- casting a Detect Magic...
-
- ------------------------------------------------------------------------
- Curse Weapon (Enchantment)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 5 feet per level
- Components: V, S, M
- Duration: 1 round per 2 levels
- Casting Time: 3
- Area of Effect: One weapon
- Saving Throw: Negates
-
- This spell is used to curse the weapon of an opponent. When it is cast,
- the caster chooses which weapon to curse. Unless the owner of the
- weapon makes a successful save vs. spell, that weapon will have a
- penalty applied to all "to hit" and damage rolls for the duration of
- this spell. The penalty is equal to 1 for every four levels of the
- caster, to a maximum of -5. This penalty only applies to the chosen
- weapon, not to other weapons carried by the owner.
-
- This spell will negate magical bonuses (only for the spell's duration);
- if a weapon's magical bonus is reduced, its current value is used for
- determining which types of creatures may be hit by it (i.e. if a +4
- sword is reduced to +1 by this spell, it may not be used to hit
- elementals for the duration of the spell).
-
- The material component of this spell is a small replica of the weapon
- to be cursed; it is consumed with the casting.
-
- ------------------------------------------------------------------------
- Detect Charm (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S
- Duration: 1 turn
- Casting Time: 1 round
- Area of Effect: One creature per round
- Saving Throw: None
-
- This spell will reveal whether or not a recipient is under the effect
- of a charm spell, provided that the recipient fails his saving throw.
- Up to ten persons can be checked before the spell wanes. The caster has
- a 5% chance per level of determining the exact nature of the charm
- spell (or spells) which affect the recipient.
-
- ------------------------------------------------------------------------
- Detect Teleport (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Concentration
- Casting Time: 3
- Area of Effect: 24" radius sphere
- Saving Throw: None
-
- Aftering casting this spell the caster gets an impression whenever
- anyone arrives via teleport, enters or leaves the prime material plane
- in the area of effect. The spell lasts only while the caster
- concentrates on it. The impression will not reveal the location within
- the range in which the effect occurs.
-
- ------------------------------------------------------------------------
- Dreamoore's Eldritch Sphere (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 2" + 1" per level
- Components: V, S
- Duration: Special
- Casting Time: 3
- Area of Effect: 1' diameter sphere
- Saving Throw: None
-
- This potent spell launches a mentally guided 1' diameter globe which
- travels 0' - 60' per segment and turns up to 90 degrees per round. The
- sphere strikes as a monster of the caster's hit dice, but even on a
- missed roll, the missile may return the following round as long as the
- magic-user concentrates. Once it hits, the globe disperses and inflicts
- 2d6 base damage + 2 damage points per level of its caster to the first
- creature touched, up to 2d6 + 20 maximum potential (e.g. an 8 hit die
- eldritch sphere inflicts 22-32 damage points).
-
- The sphere harmlessly vanishes if the caster's concentration is broken
- or the globe exceeds maximum range. Despite its limited area of effect,
- the eldritch's sphere's true advantage is its damage potential and
- ability to pursue and possibly corner single foes.
-
- ------------------------------------------------------------------------
- Eldarr's Spell Conversion (Alteration) Level 3
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 3 turns per level
- Casting Time: 1 turn
- Area of Effect: Caster
- Saving Throw: None
-
- This spell allows its caster to convert one spell into another of the
- caster's choice. As long as the Spell Conversion is in effect, when
- another spell is cast, the wizard may choose to cast it normally, or
- alter it into another spell. The spell to be altered must be of 3rd
- level or lower, and the spell to be converted to, must be of 2nd level
- or lower (the addition level of power is expended in the conversion
- process) and must be a spell the wizard already knows, although it does
- not have to be currently memorised.
-
- This spell is usually cast at the beginning of a day or before a known
- encounter, to give the caster ample time to replace it in his memory
- with another spell. Only wizard spells may be converted by this spell -
- priestly spells are not affected by it, and only the caster's own
- spells are affected. Range, duration, area of effect, and saving
- throws are as per the spell being converted to; the spell being
- converted determines the spell components and casting time (however, in
- order to convert a spell, a few additional incantations are necessary,
- and the name of the new spell must also be uttered; this affectively
- increases the casting time of the original spell by one).
-
- As an example of the use of this spell, let us assume Biff the wizard
- has cast this spell before a large battle; during the fight, Biff finds
- himself levitated by an enemy spellcaster and dropped from a great
- height. Unfortunately, Biff has nearly used up his compliment of spells
- in the battle, and has a single Fireball left - not much use in this
- situation. However, since the Spell Conversion is in effect, Biff
- starts the incantations of the Fireball anyway; when he is dropped,
- Biff casts the Fireball but uses the Spell Conversion to convert it to
- a Feather Fall, and he floats softly to the ground unharmed.
-
- The material component for this spell is the pelt of any were-creature;
- the pelt is consumed with the casting.
-
- ------------------------------------------------------------------------
- Enhance Illusion (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: One illusion
- Saving Throw: None
-
- This spell is one way for wizards to add actual substance to their
- illusions. Up to two rounds before casting an illusion (notably
- Phantasmal Force, Improved Phantasmal Force or Spectral Force), the
- wizard casts this spell on the area in which the illusion is to
- initially appear. Once cast, the illusion then does 10% of the actual
- damage that it would do if it were real if the victim made a saving
- throw against it, and is treated as normal with respect to armour
- class, attacks, etc., if the victim failed the saving throw and doesn't
- recognise it as an illusion. The illusion also becomes armour class
- 10, and gains 10% of the hit points it would normally have; however,
- illusionary creatures may never have more combined hit dice than the
- caster.
-
- If the illusion is not cast in the enhanced area within 2 rounds the
- former spell will be wasted. Multiple enhance illusions on one
- illusion will cancel each other. This spell can also be used in
- conjunction with shadow monsters, demi-shadow monsters or shades,
- adding 10% more realism to that already inherent in the spell, and
- lowering the perceived armour class by 1.
-
- Enhance illusion is attributed to the deceased mage Scaurlin Oberlin,
- who died in a magical duel with a grey slaad he summoned and
- subsequently released. This is reputedly the only spell Scaurlin ever
- wrote in his once-promising career.
-
- ------------------------------------------------------------------------
- Exploding Coins (Enchantment)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 3
- Area of Effect: One coin per level (10 maximum)
- Saving Throw: None
-
- This spell allows the caster to enchant one or more coins with an
- explosive charge; the more valuable the coin, the more potent the
- explosion (see table below). The coins will retain their enchantment
- until used or dispelled; the the explosion will be triggered when the
- caster utters a command word chosen during the incantation.
- Alternately, the caster may choose a delay, after which time the coin
- will explode; the length of this delay may be up to 1 turn per level of
- the caster (measured from the time the caster speaks the chosen command
- word).
-
- The following table gives the amount of damage for each type of coin,
- along with the burst radius, and what level is required to enchant a
- particular type of coin:
-
- burst
- type damage level radius
- ---- ------ ----- -------
- copper 1d3 5 2 feet
- silver 1d4 8 2 feet
- electrum 1d6 11 5 feet
- gold 1d8 14 5 feet
- platinum 1d10 16 10 feet
-
- A maximum of 10 coins may be enchanted per casting of this spell; also,
- no more than 20 of these coins may be brought within 30 feet of each
- other safely; if this occurs, the owner(s) must make a saving throw vs.
- spell for *each* coin. If a coin fails its throw, it explodes normally;
- if the throw succeeds, the coin simply vanishes in a puff of smoke.
- This spell has the additional limitation that it may only be cast once
- per two day period.
-
- The only material component for this spell is the coin to be enchanted;
- the coins are consumed in the explosion.
-
- ------------------------------------------------------------------------
- Fellstar's Flaming Vortex (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: 8' high x 2' wide inverted cone
- Saving Throw: 1/2
-
- This spell calls into being a spinning vortex of flames that resembles
- a burning dust devil; the vortex is 8' high and 2' wide at its widest.
- The caster may direct the movement of the vortex in any direction
- desired, but it may not be moved across a body of water. The vortex
- moves at a rate of 10' per round, and the caster must maintain full
- concentration in order to direct its movements; if the caster loses
- concentration, the vortex will move in a straight line at full movement
- rate until the caster can again gain concentration. The wizard may not
- move the vortex further away than 10 yards per level of the caster, or
- the spell terminates.
-
- The caster may use the vortex to attack a single victim per round; he
- may attack the same target in following rounds, or may elect to move
- the vortex to attack a different one. Anyone struck by the vortex
- suffers 1d4 points of damage per level of the caster (up to a maximum
- of 10d4). A successful save vs. spell reduces this damage by half. The
- flames from this spell will ignite flammable materials on contact, but
- will not harm most other materials, unless exposure is prolonged. That
- is, if a creature is attacked by the vortex for only a single round,
- non-flammable possessions are not affected; if attacked on two
- consecutive rounds, all possessions must save vs. magical fire normally
- (but only if the target fails his save). Each additional round of
- exposure inflicts a -1 on all possessions' saves (no penalty in added
- to the target's save).
-
- The material component for this spell is a piece of flammable material
- suspended from a string; the caster lights the material on fire and
- twirls it in a circle while casting the spell. He must continue doing
- this throughout the duration of the spell, and the material must remain
- lit; if it does not, the spell ends prematurely.
-
- ------------------------------------------------------------------------
- Free Action (Abjuration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: M
- Duration: 5 rounds per level
- Casting Time: 3
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell grants the recipient the benefits of Protection from
- Paralysis, and the additional benefits of being able to function
- without penalty in a constricting environment (such as water, Web
- spells, Entangle spells, etc). It does not affect paralysis already
- existing, unless it is cast specifically to counter such in which case
- it gives no further benefit.
-
- ------------------------------------------------------------------------
- Gaseous Form (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 1d6 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: Creature touched
- Saving Throw: Negates
-
- This spell allows the caster to turn the creature touched into a pink
- cloud of gas, for the duration of the spell. If the creature touched is
- an unwilling recipient of the spell, he gets a save, with a successful
- save negating the spell.
-
- The spells effects are identical to that of the Potion of gaseous form,
- with regards to movement rates, and the effects of a Gust of Wind
- spell, though the caster, if he casts the spell on himself, can turn
- non-gaseous at any time.
-
- ------------------------------------------------------------------------
- Grasping Hands of Horror (Necromancy)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One arm per level
- Saving Throw: Negates
-
- This spell causes a number of arms equal to the level of the caster to
- reach out of the ground and grab at the target. The hands themselves do
- no damage, but when they pull you under you start to suffocate.
- Victims have to make a saving throw every round they are in the area of
- effect and for every extra hand they have a -1 on their save.
-
- In a graveyard or similar corpse-infested area there is an additional
- -2. If they fail their save, they are dragged underground and start to
- suffocate. Others can dig the victim out, mundanely or magically. He
- will be found simply two feet or so under the ground, paralysed, but
- quite aware of what happened. A really high-level mage could cast this
- spell and affect many people by giving five arms to this target, four
- to that one, and so on.
-
- ------------------------------------------------------------------------
- Hang (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, see below
- Duration: 3 days
- Casting time: Special
- Area Of Effect: Caster
- Saving Throw: None
-
- By this spell, the next spell the caster casts will be held (will not
- take effect) until either the duration ends or the caster says a
- keyword that will set off the spell. The Spell that is held must be
- third level or lower, and a magic user can only have one spell hung at
- any given time. For those spells that require a direction or a special
- action (like pointing a finger for lightning bolt), the caster will
- have to say the keyword and point at that time. It takes one segment
- for the held spell to go off (no casting time, only initiative), and
- the caster should be given a bonus of +2 (in d6 initiative system) or
- -4 (in the 10 segment system). When the keyword is spoken by the
- caster, it is only letting go of stored energy. The caster still has
- 80% of his activity left in the round: the caster can make one attack
- or cast one first or second level spell late in the round.
-
- The spell to be held must be cast with extreme caution. It will take
- twice the casting time and twice the components it would normally take
- to cast that spell. If the caster tries to cast another spell while
- another spell is hung, the hung spell will fizzle.
-
- No material components are needed to cast the spell hang, but those
- needed to cast the next spell after are doubled.
-
- ------------------------------------------------------------------------
- Hold Spirit (Enchantment/Charm)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 120 yards
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 3
- Area of Effect: One to 4 spirits in a 20' cube
- Saving Throw: Negates
-
- This spell paralyses creatures which do not come from the plane they
- are on, including conjured spirits and spirits possessing another
- creature. If the spell is cast at 3 or 4 spirits, each gets an
- unmodified saving throw. If two are being enspelled, they save at -1.
- If there is a single target, it saves at -3. Held beings remain aware
- of events around them and can use abilities which do not require motion
- or speech. The material component for this is a straight piece of cold
- iron.
-
- ------------------------------------------------------------------------
- Improved Armour (Conjuration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 3 rounds
- Area of Effect: One creature
- Saving Throw: None
-
- This spell is identical to the first level spell Armour although it
- provides its wearer an armour class of AC 2. The Armour lasts until
- dispelled or until it has received 16 + 2 points per level of the
- caster worth of damage.
-
- Note: The armour does not absorb damage nor is it ordinarily visible.
- It will work with a shield (fighter/mages only), DEX bonuses, and other
- magical protection devices, like rings and cloaks of protection,
- although it will not protect a creature wearing artificial armour.
- Artificial armour includes all manufactured armours, but does not
- include skin or hides that are a natural part of the creature to be
- protected.
-
- The material component is a small piece of finely cured blessed leather
- which the caster must rub all over his body while casting. Note: the
- leather is reusable.
-
- ------------------------------------------------------------------------
- Jam Radio (Alteration, Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 1 turn per level
- Casting Time: 3
- Area of Effect: 100' radius sphere
- Saving Throw: None
-
- This spell prevents all magical communication spells of first or second
- level from crossing the boundary of its area of effect.
-
- ------------------------------------------------------------------------
- Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round + 1 round per 3 levels
- Casting Time: 3
- Area of Effect: One snowball + 1 snowball per 3 levels
- Saving Throw: Special
-
- When cast, this spell creates a pile of coloured snowballs at the
- caster's feet. The number of snowballs is equal to the duration of the
- spell in rounds - 2 at 3rd level, 3 at 6th level, 4 at 9th level, etc.
- The caster can throw one snowball per round as if he were proficient in
- snowball throwing. Other characters can also throw snowballs, but they
- will suffer a non-proficiency penalty for it (unless they have taken a
- proficiency in snowballs). The snowball has a range of 30 yards, plus
- 10 yards per Strength point of the thrower over 12.
-
- The snowballs do no physical damage when they hit; however, they have
- powers that vary with the colour of the snowball according to the chart
- below. In order for the snowball's magic to work, the target must be
- hit with it (a successful "to hit" roll required). The snowball's
- power only affects the creature hit, even if the spell it duplicates
- has a greater area of effect. The snowballs are always picked up and
- thrown in the order given, starting with red and ending (assuming the
- spellcaster is high enough level) with violet.
-
- Number Colour Save vs. Effect
- ------ ------ ------------ ---------------------------------------
- 1 Red Spell Charm Person
- 2 Orange Spell Faerie Fire
- 3 Yellow Poison Taunt *
- 4 Green Paralysation Spook
- 5 Blue Paralysation Glitterdust
- 6 Indigo Spell Bind
- 7 Violet Wand Tasha's Uncontrollable Hideous Laughter
-
- (*) If the yellow snowball hits on an unmodified die roll of 20, the
- victim has been hit in the face and has eaten some of the snow. It
- must then make an additional save vs. poison at a -4 or be violently
- ill (no attacks, armour class worsens by 4) for a number of hours equal
- to the caster's level.
-
- The material components for the spell are a small rainbow-coloured
- marble.
-
- ------------------------------------------------------------------------
- Kallum's Cold Frost (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: 3" radius sphere
- Saving Throw: 1/2
-
- This spell creates a ball of extreme cold and sharp ice particles which
- expands outward from its detonation point. All creatures in the area of
- effect will take 1d6 hit points of damage per level of the caster from
- the cold (save vs. spells for 1/2 damage). All objects in the area of
- effect will be frozen, and a layer of frost will cover the surface of
- everything in the area of effect. If a creature fails its saving throw
- then all of his items must make a saving throw vs. frost or be
- destroyed by the extreme cold.
-
- Because of the sharp particles of ice created in the detonation, the
- explosion will still cause damage to those who are immune to cold. If a
- creature is immune to cold, then the damage will be 1-2 HP per level of
- the caster with a saving throw for half as normal.
-
- The spell can do structural damage to wooden structures as can the
- Fireball spell.
-
- Otherwise this spell is the same in all respects as Fireball. The
- material components for this spell is a handful of glass crystals or
- any kind of crystals which is thrown in the direction that the caster
- wishes the Iceball to go.
-
- ------------------------------------------------------------------------
- Magic Missile II (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 60 yards + 10 yards per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: One or more creatures in a 10-foot cube
- Saving Throw: None
-
- This improvement on the first level Magic Missile allows the caster to
- fire 1 missile per 2 levels of experience. Each bolt can be
- individually targeted and does 1d8 point of damage. The spell fires
- that number of missiles every round until the caster is hit or ends the
- spell. After the initial casting the missiles have a speed factor of 1
- each and the caster may move, or engage in any other action besides
- spellcasting after the missiles fire.
-
- ------------------------------------------------------------------------
- Major Annoyance (Enchantment/Charm)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 5 feet per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: One creature
- Saving Throw: 1/2
-
- This is an even more powerful version of the Minor Annoyance and
- Annoyance spells (q.v.). It makes the victim's leg hurt, exactly as if
- he has barked his shin on something. Although causing no damage, it is
- painful enough to disrupt spell casting in the round it is cast in, as
- well as subsequent rounds, to the limit of the spell. The victim also
- suffers combat penalties: Armour Class bonuses due to high dexterity are
- negated, and attacks are made at a -2 penalty.
-
- A successful save vs. this spell reduces the duration of the spell to
- one round per two levels of the caster, and reduces the attack penalty
- to -1.
-
- The material component is a coffee bean, carved to look like a
- miniature table.
-
- ------------------------------------------------------------------------
- Malta's Pattern Transport (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- With this spell, the caster can move himself and other materials from
- one Pattern to another Pattern. The two Patterns must have the same
- image and the destination Pattern must be at least as big in radius as
- the source Pattern. Both Patterns must be known to the caster (current
- locations) and they must be laid flat. The destination Pattern must not
- be supporting any object (even partially). The destination Pattern must
- also be uncovered such that there is room for the incoming
- creatures/objects.
-
- If all of the above conditions exist, then casting the spell will
- transport the caster and any objects/creatures which are completely
- supported by the source Pattern to the destination Pattern. All objects
- transported will end up on the destination Pattern at the same ratio of
- distance to the edge as on the source Pattern. That is, if an object is
- halfway from the center to the edge on the source Pattern, then it will
- be halfway from the center to the edge on the destination Pattern
- (regardless of the size of the destination Pattern).
-
- An object is considered to be completely supported by the pattern when
- its weight is supported by the material inscribed in the outer circle
- of the Pattern or by something which is itself completely supported.
- That means that a person held in the air by another will be transported
- only if the holder is completely supported. Flying creatures must not
- be flying at the time of transport.
-
- To cast the spell, the caster must stand in the center of an undamaged
- Pattern and cast the spell. In the first round of the casting, the
- Pattern will begin to glow (each colour of the Pattern will emit its
- own colour). Over the next eight rounds, the Pattern brightness will
- increase to approximately the same as outside on a sunny day. As the
- last word of the spell is stated, the brightness of the Pattern doubles
- and all completely supported objects/creatures are transported to the
- destination Pattern.
-
- If the destination Pattern is not available (see above), then the
- transported objects/creatures are returned to the source Pattern after
- one second (and the source Pattern's save is at -4). The source
- Pattern is subjected to some heat and other energies in the course of
- the transport. These energies cause the source Pattern to make a save
- or be damaged (a single crack or burn mark will alter the Pattern and
- render it unusable). The destination Pattern is not subjected to the
- same amount of energy, so it does not need to make a saving throw.
-
- The lighting conditions at the destination Pattern do not change, so
- the transported creatures will have to adjust to the current lighting
- (1-2 rounds, depending on lighting).
-
- Some notes:
-
- 1) Tossing a rug over an inlaid Pattern prevents incoming transports.
-
- 2) Rolling up a rug/cloth Pattern prevents incoming and makes it easier
- to transport the Pattern.
-
- 3) The only bi-directional Patterns are exactly the same size (hence
- the Pattern Image spell).
-
- 4) The caster must remain in the middle for all of the casting, but
- creatures/objects also transported only have to be on the Pattern in
- the last segment.
-
- ------------------------------------------------------------------------
- Marty's Magic Bow (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0 (arrow range as per normal bows)
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: Caster
- Saving Throw: None
-
- Marty's Magic Bow causes a magical force to propel objects from the
- caster's fingers much as a bowstring. With arrows, the effect is to
- allow the caster to release one arrow per round, each arrow attacking
- as a fighter of 1/2 level of the spellcaster. The advantage of this
- spell is the fact that the arrow attacks are not magical: thus there is
- no magical saving throw involved for the target, so if the caster makes
- his to-hit roll (at 1/2 his level on the fighter table) he hits, even
- if the target is, say, in an anti-magic shell, or in a Cube of Force of
- Keeps Out All Magic, or if the target is magic resistant.
-
- There's probably a material component (say, a length of string made of
- silver thread, or something like that) but the arrows are not
- components - i.e. they're not consumed, and you might be able to
- reclaim some of them. Also, magical arrows would provide the
- appropriate bonuses to hit/damage.
-
- ------------------------------------------------------------------------
- Merkridan's Misplayal (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 2"
- Components: V, S
- Duration: 2 rounds per level
- Casting Time: 1 round
- Area of Effect: One instrument
- Saving Throw: Special
-
- This spell causes music emanating from a musical instrument to become
- twisted and harsh. The musical notes effectively become interchanged.
- The target instrument may be either magical or non-magical. Only
- magical instruments gain a saving throw (as if the attack were magical
- fire) to avoid the spell effects. If a bard is playing an affected
- instrument, all bard abilities directly resulting from the playing of
- his instrument are lost until the spell expires (or the bard uses a new
- instrument). The spell has no effect on sounds from living creatures,
- although it could effectively garble communication through instruments
- (i.e., signaling drums). It only works on items which are emitting
- music at any time while (or up to one round after) the spell is being
- cast.
-
- The origins and history of the spell Merkridan's Misplayal are
- unknown. This spell was discovered in a lost laboratory complex on the
- deserted island of Arremara.
-
- ------------------------------------------------------------------------
- Molten Ground (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 20 feet
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: 2 feet per level radius circle
- Saving Throw: None
-
- This spell causes an area of the earth to bubble up molten lava in its
- area of effect. After the caster spends one round casting, using up
- material components of sulfur and lava rock, the spell begins. In the
- first round the ground tremors slightly, and those not wearing heavy
- feet covering such as metal boots can feel a slight warmth.
-
- In the second round of the spell the heat becomes very pronounced, and
- will ignite paper, cloth, and dry vegetation touching the ground. If
- the people in the area of effect did not announce that they were moving
- in this round, they are going to be injured.
-
- In the third round the ground becomes molten lava, wooden furniture
- bursts into flames, and metals with low melting points start to soften.
- Anyone in the area of effect takes 3d6 damage, 2d6 this round only if
- wearing thick shoes. In each additional round spent in the area of
- effect a person takes 3d6 damage, and any items carried by the person
- must safe vs. fire or be destroyed.
-
- The intense heat of the lava may cause structural damage to walls that
- are near or in the area of effect. Wooden walls will be destroyed by
- fire just like wooden furniture. Protection from Fire will protect a
- person but not his items from this spell. Note that lava rock is hard
- to obtain in most medieval settings, and that the lava generated by
- this spell will not work as a component for later casting (it's marked
- by magic).
-
- ------------------------------------------------------------------------
- Necromantic Bolt (Necromancy)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 60 yards + 10 per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- When the caster completes this spell, a blue glow encompasses his hand
- and then shoots forth, enerringly striking its target. This energy
- attacks the life force of any living creature. The creature must roll a
- successful save vs. spell or suffer 1d4 points of damage per level of
- the caster and 1 point of strength per level of the caster. If the save
- is successful, the creature remains unharmed. Creatures not rated for
- strength suffer a -1 penalty to their attack rolls for every two caster
- levels. Lost strength returns at a rate of 1 point per hour. Damage
- must be cured magically or healed naturally over time.
-
- This spell has a special effect on undead creatures. Undead struck by
- the bolt suffer no damage or strength loss, but they must successfully
- save vs. spell or flee for 1d4 rounds +2 rounds per level of the
- caster.
-
- ------------------------------------------------------------------------
- Pander's Improved Identify (Abjuration, Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 feet and 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: Special
- Area of Effect: One item per level
- Saving Throw: Special
-
- When Pander's Improved Identify is cast, magical items subsequently
- touched by the wizard can be identified. The eight hours immediately
- preceding the casting of the spell must be spent purifying the items
- and removing influences that would corrupt and blur their magical
- auras. If this period is interrupted, it must be begun again with a new
- casting of the spell and the current spell is lost since this higher
- level version requires intense concentration. When the spell is cast,
- each item must be handled in turn by the wizard. Any consequences of
- this handling fall fully upon the wizard and may end the spell,
- although the wizard is allowed any applicable saving throw. However,
- immediately before handling each item the caster may scan the items for
- any cursed properties from a distance of 10 feet without touching the
- item. The caster has a 5% chance per level of determining if there is a
- curse and also the exact nature of the curse, to a maximum of 90%,
- rolled by the DM. Each try is treated as one reading and the caster
- need not use a slot to determine the exact nature of a curse unless he
- wishes. This part of the divination can only detect curses, not traps.
- It should be noted that the caster may not add to the list of original
- items that were to be examined once this condition is established. If
- the act of detecting for a curse actually triggers one that affects the
- caster he may make a saving throw vs. spells to avoid the curse in
- question.
-
- The chance of learning a piece of information about an item is equal to
- 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any
- roll of 96-00 indicates a false reading (91-95 reveals nothing). Only
- one function of a multi-function item is discovered per handling (i.e.,
- a 5th level wizard could attempt to determine the nature of five
- different items, five different functions or a single item, or any
- combination of the two). If any attempt at reading fails, the caster
- cannot learn any more about that item until he advances a level. Note
- that some items, such as special magical tomes, cannot be identified
- with this spell.
-
- Exact attack or damage bonuses, charges of an item may be determined;
- one per reading. A +1/+4 vs. undead longsword has two individual
- functions.
-
- After casting the spell and determining what can be learned from it,
- the wizard loses 8 points of Constitution. He must rest for one hour to
- recover each point of Constitution. If the 8-point loss drops the
- spellcaster below a Constitution of 1, he falls unconscious.
- Consciousness is not regained until full Constitution is restored,
- which takes 24 hours (one point per three hours for unconscious
- character).
-
- The material components of this spell are a crushed pearl and jet gem-
- stone (of at least 100 GP value each), and an owl feather steeped in
- wine, with the infusion drunk prior to spellcasting. If a luckstone is
- powdered and added to the infusion, the divination becomes much more
- potent and the functions of a multi-function item can be learned from a
- single reading. At the DM's option, certain properties of an artifact
- or relic might also be learned.
-
- The source of this spell is Pander Pillma.
-
- ------------------------------------------------------------------------
- Pobithakor's Tracer (Divination, Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Special
- Components: S
- Duration: Special
- Casting Time: 1
- Area of Effect: Special
- Saving Throw: None
-
- This spell was created by an archmage known as Pobithakor the Powerful,
- a mage who was better known as Pobithakor the Paranoid. His fear of
- absolutely everything around him drove him to take extreme measures to
- protect himself.
-
- This spell is cast when the caster is being scried upon (DMG Detection
- of Scrying, pg. 141).
-
- If the caster detects that he is being scried upon, by any means, then
- the spell can be cast. This spell causes the scrying device to become
- two-way. Not only does the scrying creature see the caster, but the
- caster can see the scrying creature. Also, whatever powers the scrying
- device has, such as clairaudience, then the spell also gives the caster
- such powers. The range and area of effect are those of the scrying
- device itself. The duration is that of the scrying device. Once the
- caster breaks off contact the spell ends. If the scrying creature
- breaks off contact, the caster can still scry up to the maximum
- duration of the scrying device. The caster will receive all the
- information inside his head.
-
- If the scrying creature becomes aware that he is being scried upon and
- then casts a dispel magic, the spell will end, but his own scrying
- device will become unusable for one day. If the scrying creature casts
- a Pobithakor's Protection spell then the Pobithakor's tracer spell will
- end and the creature's scrying device will be usable.
-
- This spell can be a useful device for long range communication for
- prearranged meetings between two people.
-
- ------------------------------------------------------------------------
- Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 3
- Area of Effect: 10-foot radius sphere around creature touched
- Saving Throw: None
-
- This spell is the same as the first level spell protection from chaos
- (q.v.) except with respect to its area of effect.
-
- ------------------------------------------------------------------------
- Rathe's Trigger (Conjuration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 3 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: One cube foot per level maximum
- Saving Throw: Special
-
- The Trigger spell is designed as a defensive spell. When it is cast,
- the caster defines a volume which must be at least 1/2 foot in every
- dimension. This area begins to glow faintly. The caster then casts
- another spell directly upon the Trigger's area. The Trigger's area of
- effect must be touched by the caster when applying the second spell.
- The glow then vanishes, but both spells remain. The second spell is
- held by the Trigger until someone enters or touches the Trigger's area
- of effect. At this time the second spell will go off.
-
- If it is an area effect spell (e.g. Fireball, Web) it will be centered
- on the center of the Trigger area. Other considerations (the dimensions
- of the web, for instance) must be specified at the time of casting the
- second spell. Person-affecting spells (e.g. hold person, charm person)
- will be applied to the person who triggered the spell. A saving throw
- is applicable only if allowed by the second spell. If the caster is in
- or touching the Trigger's area of effect, it will not go off. This
- allows the caster to escort others safely through the trapped area.
-
- One possible use for this spell is two triggers overlaid in a corridor,
- one with a Fireball, and the other, placed slightly behind the first,
- with a wall of force. If a person enters the regions from the wrong
- direction, the Fireball will go off, and the wall of force will
- instantly restrict the blast to one direction. If a person enters the
- regions from the other direction, the wall will trigger first and
- shield him from the blast. The spells will last until triggered, but if
- the second spell is not applied immediately, the trigger will only last
- one turn per level of the caster. The material component is a black
- pearl of not less than 500 GP value per level of the second spell.
-
- ------------------------------------------------------------------------
- Reconstruct (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: One pound per level
- Saving Throw: None
-
- This spell temporarily resurrects an item that was shattered, burnt, or
- disintegrated, so that the forensic wizard may study it. He must gather
- as much of the debris as possible, for otherwise the object can be but
- partially reassembled, in which case it may be illegible or
- unidentifiable. The object will be very fragile, but it may be the
- subject of various divination spells such as identify or reveal owner.
- The material component is a drop of honey.
-
- ------------------------------------------------------------------------
- Resist Electricity (Alteration)
- Level: 3
- 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 2st level druidic
- spell resist electricity (q.v.).
-
- ------------------------------------------------------------------------
- Resist Fire (Alteration)
- Level: 3
- 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 second level
- clerical spell Resist Fire (q.v.).
-
- ------------------------------------------------------------------------
- Resist Paralysis (Abjuration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- 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, hold spells and
- dragon induced fear paralysis.
-
- This spell does not remove paralysis already in effect, it just
- prevents the recipient from being paralysed in the future.
-
- The material component of this spell is a feather, and an infusion of
- tea and ginger which is consumed by the caster.
-
- ------------------------------------------------------------------------
- Rhuva's Spellscan (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 4 hours + 10 minutes per level
- Casting Time: 1 minute
- Area of Effect: 10-yard per level radius sphere
- Saving Throw: None
-
- Provided the caster is conscious and within the area of effect, he will
- be made aware of any spell-casting conducted in that area. The
- particular spell cast is not made known, but the location of the wizard
- is, precisely if the caster is familiar with the area, generally
- otherwise. The notification is sufficient to disrupt casting in
- progress, unless it is consciously suppressed before casting (if
- suppressed, caster does not realise the scan was triggered). Material
- component is a handful of crystal dust.
-
- ------------------------------------------------------------------------
- Sarius' Golden Circles of Protection (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 3
- Area of Effect: One floating 2' diameter circle plate per level
- Saving Throw: None
-
- This spell creates golden, shimmering circular plates of force which
- move around the caster in a constant motion, deflecting any missile,
- hand, or weapon attacks directed at the caster. The AC of the mage is
- improved by a factor of 1 for every three circles still active and any
- successful physical melee attack (less boulders, ballista, or attack
- forms similar to dragon's belly flop maneuver) will be deflected
- automatically. Non-missile attacks by creatures with an effective
- strength of 21 or greater require a saving throw versus breath weapons
- to deflect.
-
- Each circle is able to sustain 6 hit points of damage before
- disrupting, so if a deflected attack does not cause enough damage to
- disrupt a circle (chosen randomly) the circle will remain active. For
- every 5 circles 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
- circle it will assuredly disrupt the entire field of circles in the
- process.
-
- While the circles orbit the mage he is at a -1 to hit penalty for every
- circle active whenever a to hit roll is needed, including spells. The
- mage may create fewer circles than the maximum possible. The material
- component(s) of this spell is a single gold piece for every circle
- created. All pieces are thrown into the air where they disappear and
- are replaced by the floating circles.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Snowball (Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: 2" radius sphere
- Saving Throw: 1/2
-
- A snowball is an explosive burst of cold gas, which comes into being
- with a loud "whoosh" and delivers damage proportional to the level of
- the mage who cast it, i.e. 1d6 per level of the spell caster. The
- snowball doesn't expend a considerable amount of pressure, and it will
- generally conform to the shape of the area in which it occurs, thus
- covering an area equal to its normal spherical volume. [The area which
- is covered by the snowball is a total volume of roughly 33000 cubic
- feet].
-
- Besides causing damage to the target, the snowball freezes all liquids
- within its radius. Items exposed to the spell's effects must make a
- saving throw to avoid being affected. Items with a creature which makes
- its saving throw are considered to be unaffected. The mage points his
- finger and speaks the range (distance and height) at which the snowball
- is to come into being. A streak flashes from the pointing digit and
- unless it impacts upon a material body prior to attaining the
- predescribed range, blossoms into the snowball.
-
- If creatures fail their saving throws, they all take full hit point
- damage from the spell. Those who make their saving throw manage to
- dodge, fall flat or roll aside, and thus take only half damage from the
- effect of the spell. The material component of this spell is a hollow
- crystal filled with water; suspended in the water are tiny white quartz
- flakes. [cf. Fireball]
-
- ------------------------------------------------------------------------
- Sonoric's Magic Tracker (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1d4 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: 20' radius sphere
- Saving Throw: None
-
- With this spell, the caster is able to illuminate the tracks of any
- being of which he has a some item that was in contact with the being a
- number of turns equal to the caster's level previously. The item could
- be anything from a shirt, to a scrap of hair, or drop of blood. The
- tracks are only visible to the caster, and only tracks within the area
- of effect are visible.
-
- The spell only illuminates tracks within the spell's area of effect
- (which moves with the caster), and will only illuminate tracks made on
- a solid surface (i.e. if the being being tracked took to flight, or
- dove into water, the trail would end there). However, if the caster is
- able to reach the spot where the trail was resumed (i.e. the being
- being tracked wades out of a river at a certain spot), the caster may
- resume tracking.
-
- It is up to the caster to determine which direction leads to the most
- recent tracks (i.e. which are coming and which are going), although the
- spell does illuminate a "footprint" of the being which is being
- tracked. The spell will allow the caster to track the being if it
- climbed walls, and even if it tried to obscure its path, by throwing
- dirt over it. Objects over 3" thick covering the path, however, do
- obscure it.
-
- The material component of the spell is some thing which had been in
- contact with the creature to be tracked, up to the caster's level in
- turns previously. Once the spell is cast, the caster need not carry the
- item with him.
-
- ------------------------------------------------------------------------
- Sonoric's Trance (Divination, Enchantment/Charm)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: 10-foot radius sphere
- Saving Throw: None
-
- This spell allows the caster to mimic the actions of a creature,
- provided the actions occurred within a number of turns equal to the
- caster's level. During the casting of the spell, the caster must touch
- some object which the target creature was in contact with for at least
- a round, and that contact must not have occurred more than the caster's
- level in hours previously.
-
- Upon casting the spell, the caster goes into a trance, during which he
- loses all control of his actions (save vs. spells at -4 to break
- spell), and begins mimicing the most recent actions of the target,
- provided the actions occurred within the area of effect. The spell does
- not allow the caster to mimic actions of which he is incapable, such as
- climing walls, or broad jumping 20', and the caster merely imitates any
- spells the target may have cast, and doesn't actually cast the spell
- (although observers may recognise the spell he is attempting to cast).
- If the target did something which would take it outside of the area of
- effect, such as rapid movement beyond the abilities of the caster, or
- teleportation, the spell is broken.
-
- The caster must decide how far back in time he would like to begin
- mimicing the actions of the target. The actions of the target may take
- the caster beyond the original area of effect, but there is a 10'
- radius sphere over which is determined whether or not the target left
- the area of effect.
-
- The caster has the option of casting such movement spells as fly and
- feather fall, prior to Trance, to facilitate movement such as climbing,
- and even flying, and to take the pain out of such actions as falling
- (if the target was a clutz). The target must be man sized, and
- humanoid.
-
- The caster's trance will be broken by such things as damage, slapping,
- and other unpleasant stimuli.
-
- ------------------------------------------------------------------------
- Soul Safe (Abjuration, Necromancy)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 turn
- Area of Effect: One creature
- Saving Throw: Special
-
- With this spell, the Necromancer stores the soul of the recipient in a
- piece of jet, the material component. While his soul is thus protected,
- a character suffers a penalty of -2 to attack rolls and saving throws,
- he does not heal naturally, and magical healing functions on him at
- only half normal efficacy. If the character is slain by undead while
- under the effects of this spell, however, his soul cannot be corrupted
- and forced to rise as undead itself (though the body can still be
- animated as a zombie or skeleton). If the soul safe is destroyed, or if
- the spell expires, the soul will return (across any distance) to its
- body, unless that body is dead, in which case it will journey to its
- final resting place. This spell affects only races with souls:
- dwarves, halflings, and humans.
-
- ------------------------------------------------------------------------
- Spirit Call (Conjuration/Summoning) Reversible
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: 3 rounds + 1 round per level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- This summons one incorporeal spirit of hit dice equal to one half the
- caster's level from the astral plane. The round after it is summoned,
- it will begin to perform services for the wizard. In its native form,
- it is a powerful Unseen Servant which can go up to 100 yards from the
- wizard, lift 50 pounds per hit die, and fly at 18". This form has a
- punch for 1d6 damage, AC 0, and takes one point of damage from any
- weapon blow.
-
- Secondly, it may provide animating force to a body or statue, in which
- case it uses whatever weapons or armour are available (a stone statue
- will be AC 0, damage 2d6 or by weapon, move 9" unless affixed or
- possessing wings).
-
- Thirdly, it may attempt to take over the body of one enemy creature.
- The being so affected is allowed a save, and the spirit will be forced
- back to the astral plane immediately if the save is successful. If the
- save fails, effects are as a Domination spell for the duration of the
- Spirit Call, but the domination cannot force someone to use magic (the
- Spirit would not understand the instructions). A spirit who has less
- than 1/2 of its hit points left will be unable to possess someone.
-
- The material component is a piece of candy.
-
- ------------------------------------------------------------------------
- Stren's Improved Floating Disk (Conjuration, Evocation)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 3 turns per level
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: None
-
- This spell is an improved version of Tenser's Floating Disk. The big
- improvement is the speed of the disk - now 30". The disk can also move
- from 3' to 30' off the ground/water. The disk movement is based
- relative to the caster, which prevents the caster from riding their own
- disk. However, if two casters use this spell, they can ride each others
- to travel. This travel can either be in the form of independent
- movement (tricky to communicate since somebody else is steering yours)
- or master-slave. In the master-slave travel, one caster steers a disk
- while he rides on a disk which stays the same distance from its
- caster.
-
- S1 <---> S2 <---> M
-
- Caster 1 is the master and riding in the back (caster 3's disk). Caster
- 2 is in the front riding on the master's disk - his own disk stays x
- feet behind him. Caster 3 rides in the middle and his disk also stays
- x feet behind him. Caster 1 steers the chain while the other two can
- sleep, eat, cast spells, etc. I have this written down at home, but I
- believe that all other parameters are the same as Tenser's Floating
- Disk.
-
- ------------------------------------------------------------------------
- Suggest Illusion (Illusion/Phantasm)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 6" + 1" per level
- Components: V, S, M
- Duration: 4 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: One creature per 3 levels of the caster
- Saving Throw: Negates
-
- This devious spell causes a targeted creatures to believe that they
- have just discovered and successful disbelieved an illusion. This is a
- bit of misdirection caused by the caster, as the item selected by the
- caster to be believed as an illusion could actually be real.
-
- This spell could be great for causing enemies of the caster to walk
- into a pit because it "does not really exist".
-
- If the victim has a reason to believe that a so called illusion is
- actually not an illusion, then he get a saving throw vs. illusion to
- actually determine if the item is an illusion or not.
-
- The material component of this spell is a bit of burning incense, which
- of course adds to a magical "atmosphere", thus making the victims
- believe even harder that they are really seeing an illusion.
-
- ------------------------------------------------------------------------
- View Past (Divination)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: one hour
- Area of Effect: 5-foot per level radius circle
- Saving Throw: None
-
- The spell is cast on an area, and allows the caster to create a
- three-dimensional image of the past in that location. The caster
- specifies the time in the past by the material component: one gold
- piece equivalent of gold dust is used for each hour back that is
- viewed. Thus if the caster uses 24 GP worth of dust, he can view a
- period starting roughly 24 hours in the past through the duration of
- the spell (a tenth level caster could view the period from 24 hours in
- the past to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in
- the past).
-
- After the spell has been cast, the DM rolls 1d20 - 10 to determine the
- error in the time frame. Thus if the DM rolls 5 - 10 = -5, the time
- viewed is actually N hours and 5 minutes in the past; a roll of 10-10 =
- 0 indicates exactly the right amount of gold was consumed.
-
- The caster should roll 1d20 to determine the clarity of the casting. A
- 1 indicates that the scene comes through as shadows in a fog; a 20
- indicates a crystal-clear picture. This roll can be repeated in
- subsequent castings, and represents the difficulty of seeing through
- time.
-
- Events that were cloaked by spells that hide themselves from
- Clairvoyance also mask out View Past, and can never be seen using this
- spell.
-
- ------------------------------------------------------------------------
- Wimbly's Enwrapment (Alteration)
- Level: 3
- Source: Great Net Spellbook, V3
- Range: 1/2" per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: One creature
- Saving Throw: None
-
- When this spell is cast, a little blob of a sticky, web-like material
- flies toward it's target and completely wraps it in a very strong, very
- sticky webs. The webs cannot be broken unless the target creature has
- at least a 23 strength.
-
- To determine if the blob hits, roll the attack as if the blob was a
- monster of hit dice equal to the caster's level.
-
- There are 3 applications of this spell: 1) As a glowing sigil drawn in
- the air by the caster and pointed at the intended target; 2) As a glyph
- marked on a surface that is touched or gazed upon; 3) As a small
- character written on some magic work to protect it.
-
- The material components of this spell are some strands of web that a
- giant spider uses to bind up its captured prey.
-