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- Acid Spray (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: See below
- Saving Throw: 1/2
-
- When this spell is cast, it causes a cone shaped spray of acid to
- extend outwards from the casters hand. The length of the cone is 1/2"
- per level of the caster and the cone terminates with a circular area
- with a radius of 1/8" per level of the caster. The start of the cone is
- a circular area of 1' radius.
-
- The damage from the acid is 1d4 + 1 per level of the caster.
-
- The material component of the spell is a vial of acid which is thrown
- in the direction which the cone will go.
-
- ------------------------------------------------------------------------
- Alcoreax's Icetrail (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: See below
- Saving Throw: Negates
-
- This spell creates a wave of hardened ice which the caster actively
- directs. After casting, the wizard simply taps the ground to activate
- the spell. The wave of ice begins where the caster taps the ground,
- and reaches its full dimensions after advancing only 10 feet. It
- travels at a speed of 40 feet per round. The crest of the wave is 10
- feet high and 15 feet wide; after the crest of the wave has passed, the
- height of the remaining "trail" is only 3 feet high.
-
- Creatures coming into contact with the crest suffer 2d6 points plus 1
- point damage per level of the caster, or half this amount if the
- creature is cold-using (in general, cold-dwelling creatures take half
- damage from this spell, rounded down, and cannot suffocate as a result
- of this spell). In addition, creatures of less than large size must
- save against paralysation or be buried under the crest. Buried
- individuals take an additional 1d3 points of cold damage each round and
- must initially make another save against paralysation or start to
- suffocate under the ice (use the rules for drowning). Trapped
- creatures may break free, taking 1 more point of damage per level of
- the caster from sharp ice.
-
- The crest of the wave can be disrupted by 30 or more points of fire
- damage, or negated by a wall of fire in any case. At the end of the
- spell duration, the crest of the ice wave immediately loses all
- momentum and melts; the spell will cause no more damage, and trapped
- creatures can easily break free taking no damage. The material
- components for this spell are a steel pin and a glass of icewater.
-
- Alcoreax is the headmaster of Talarin Niulivius, one of the better
- magical schools on the continent of Niulivia. Alcoreax's Icetrail is
- the only spell he has researched. This one took him over five years to
- develop.
-
- ------------------------------------------------------------------------
- Alpha's Acid Rainstorm (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 240 yards
- Components: V, S, M
- Durations: Instantaneous
- Casting Time: 5
- Area of Effect: 30' x 30' square
- Saving Throw: 1/2
-
- This spell, which functions only out of doors, causes thin streams of
- hissing violet acid to fall within its area of effect. All within the
- area must save vs. spells or suffer full damage. The spell inflicts
- 1d8 per two levels of the caster (rounded up). All exposed items in
- the area must also save vs. acid or be destroyed.
-
- Characters under heavy cover which is not destroyed by the acid are
- fully shielded from the effects of the spell. The acid, once it
- strikes the ground, harmlessly disappears. The material component for
- the spell is a small vial of aqua regia and a strip of zinc.
-
- ------------------------------------------------------------------------
- Alpha's Acid Resistance (Abjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell grants the subject complete immunity to acid, up to a
- point. The spell's basic duration is 10 rounds per level of the
- caster. However, for every point of acid damage that would have been
- suffered by the character (after saving throws and any other
- protections have been considered), the duration of this spell is
- reduced by one round for every point of acid neutralised by the spell.
- This spell also protects the subjects equipment from needing to make
- any Item Saving Throws vs. acid for as long as the spell is in effect.
- The material component is a small glass vial containing lye and water.
-
- ------------------------------------------------------------------------
- Alpha's Ball Lightning (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards + 10 yards per level
- Components: V, S
- Duration: 4 rounds
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- The caster of this spell can create one to four spheres of glowing
- electrical energy. These spheres resemble Dancing Lights (q.v.), and
- the caster can control them in the same way. The spheres can be moved
- up to 120' per round. Each ball is about 5' in diameter, and any
- creature(s) approaching within 5' will dissipate that ball's charge. A
- save vs. spells results in half damage, indicating that contact was
- across an air gap. Note that more than one creature approaching within
- 5' in a single round can be affected by the ball is that occurs.
-
- The charge values are:
-
- 1 lightning ball 4d12
- 2 lightning balls 5d4 each
- 3 lightning balls 2d6 each
- 4 lightning balls 2d4 each
-
- ------------------------------------------------------------------------
- Alpha's Chill of the Void (Alteration, Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round
- Casting Time: 5
- Area of Effect: 20' wide, 5' per level long path
- Saving Throw: None
-
- This spell brings forth a wave of supernatural cold, rolling forth from
- the caster's outstretched arms to the maximum area of effect. Its cold
- vacuum kills all normal vegetation in the area except for trees, which
- have a 50%-100% chance to survive (DM's discretion, based on size and
- native environment). This cold inflicts 3d4 damage and the vacuum an
- additional 3d4 to all living creatures within the area of effect.
- Vegetable and fungoid monsters suffer double damage from this spell.
- The material component is a piece of ice.
-
- ------------------------------------------------------------------------
- Alpha's Elemental Form (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: One creature
- Saving Throw: None
-
- Use of this spell enable the spellcaster to transform the matter of a
- creature's body into the stuff of a particular elemental plane. The
- elemental form enables the character to engage in normal combat with an
- elemental of the same or opposite form (i.e. water would allow combat
- vs. water or fire elementals), or an elemental creature, without
- needing a magical weapon to hit. It also provides protection vs. the
- same element as if a ring of warmth (+2 on saves, -1 per die of damage,
- regenerate 1 HP of elemental-caused damage per turn). The subject can
- also exist without danger on the appropriate elemental plane, and can
- move normally there. It does not empower the subject with perceptions
- not normally possessed (e.g. seeing through the rock of elemental
- earth), but it does prevent elemental damage. A character possessing a
- ring of elemental command who assumes Elemental Form of the same type
- gains the cumulative effects of both, and IS empowered with senses on
- the appropriate plane as if in normal air.
-
- If this spell is cast on the prime material, the spell will last 1 turn
- per level of the caster. If cast on the appropriate elemental plane,
- or in the border Ethereal of that plane, it will last 12 turns per
- level. If cast while on an elemental or para-elemental plane different
- from the form assumed, start with the base of 12 turns per level and
- halve the duration for each plane removed. An Elemental Form in
- opposition to the plane the caster is on (air vs. earth, fire vs.
- water) cannot be assumed at all.
-
- The material component is a small amount of the appropriate element on
- hand (a handful of clay or earth or a torch flame will suffice).
-
- ------------------------------------------------------------------------
- Alpha's Firefall (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: Special
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: Special
-
- This spell is an improved version of the 2nd level Pyrotechnics spell
- (q.v.), specifically the "fireworks" application of that spell. That
- portion of the spell functions exactly as the Pyrotechnics spell does
- with respect to duration, area of effect, saving throw, and the
- blinding effect created. However, the "fireworks" created by this
- spell are more along the lines of a geyser of brightly burning liquid
- fire, arcing upwards approximately 60' into the air and raining down
- within a 30' area surrounding the perimeter of the basic fire source.
- All in this area of effect suffer 2d6 fire damage with no saving throw
- allowed. Further, a central prominence of flame is thrown upwards by
- this spell, and the caster may direct this column of fire at a single
- target within 60' of the fire source. This plume of fire will inflict
- 4d10 damage to the victim, although a saving throw vs. breath weapon is
- possible to halve this damage.
-
- The liquid fire continues to burn during the following round, under the
- same conditions as during the first round, although the fire is less
- intense and causes only half the damage caused during the first round.
- Combustibles in the area of effect must save vs. normal fire (if struck
- only by the burning spray) or magical fire (if the victim of the
- central plume fails his saving throw or if the central plume is
- directed at an inanimate object) to avoid being set afire. A creature
- who is within the area of the spray who is targeted by the central
- plume will not also suffer fire damage from the spray, as this minor
- flame is all but lost in the fury of the central prominence. The spray
- does not fall within the area of the original fire source, but only
- within 30' of the perimeter of the fire source. An aerial creature
- flying within 60' above the rising geyser of liquid fire is affected
- just as a creature on the ground would be, and may also be targeted
- with the central plume, if the caster so desires. The material
- component for this spell is a lump of pitch mixed with sulfur,
- saltpeter, and magnesium, as well as an existing fire source.
-
- ------------------------------------------------------------------------
- Alpha's Flames of Falroth (Alteration, Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: Special
-
- This spell conjures an extra-dimensional black flame to surround a
- single object or creature within range. This fire has exactly the
- opposite effect of normal fire, in that it restores creatures or
- objects burned to destruction by fire or acid to their original state.
- This will not restore life to a person slain by a Fireball spell, but
- it will restore the body to full health, such that a Raise Dead spell
- will bring the character back to full physical health (though an amount
- of time equal to the time dead must be spent recovering from the
- psychological shock). Similarly, it will not restore enchantment to a
- once-destroyed magic item, though a Limited Wish spell is capable of
- restoring the lost enchantment to the item reconstructed by the Flames
- of Falroth.
-
- In order to restore an item or creature, the target must fail a saving
- throw of the same type that resulted in its destruction. Hence, plate
- mail destroyed by the breath of a black dragon must fail a saving throw
- vs. acid, and an adventurer felled by a Fireball must fail a save vs.
- spells. For effects against which there is no save (e.g. Wall of
- Fire), assume the save to be as against breath weapon for creatures or
- magical fire for items. It is thus more difficult to restore items
- that were more difficult to destroy in the first place. One such save
- may be attempted each round, and as many saves as desired may be
- attempted during the use of this spell. No object can ever be affected
- by this spell after the spell has been used on it once, whether or not
- it was successful. Once the save is failed, the object will take 2
- rounds to be fully reconstructed from its remains. The Flames of
- Falroth may be moved to another object or creature at any time during
- the spell's duration, with 1 round of concentration on the part of the
- caster.
-
- The Flames of Falroth are very hostile to ordinary fire. They may be
- used as a fire extinguisher or sorts, and will extinguish a 10' cube of
- normal flame every round. Magical fire spells must be checked as per
- Dispel Magic, but multiplying the caster's level by 2 for the purposes
- of determining whether the target spell has resisted the effects of the
- Flames of Falroth. If this Dispelling attempt is unsuccessful, the
- Flames of Falroth will vanish back from whence they came.
-
- If cast at an elemental fire creature of any sort, the Flames of
- Falroth will automatically cause 6d6 damage to that creature. After
- this initial attack, the target creature may make a save vs. spell at
- -3. If successful, the Flames disappear without causing further harm.
- If failed, however, the Flames continue to attack the creature's very
- substance, causing 3d6 damage every round. A new saving throw is
- allowed each round, the chance to save improving by 1 each round (-2
- after the second round, then -1, etc.). This continues until the
- creature is dead, the caster moves the flames away (after which time
- that creature will no longer be affected by the Flames of Falroth), or
- until the spell expires or a save is made--in both of these cases, the
- Flames disappear.
-
- A fire-using or dwelling creature that uses fire but is not native to
- the Elemental Plane of Fire (e.g. fire giant, red dragon, chimera) will
- not be harmed by the Flames of Falroth, but any external fire powers
- (fire breath, spells, immolation, etc.) will cause only half normal
- damage, as their effectiveness is mitigated by the Flames. The
- material component is a bit of green wood, a handful of ashes, a smoky
- quartz crystal, and a piece of obsidian.
-
- ------------------------------------------------------------------------
- Alpha's Hunting Pack (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- This spell summons into the caster's vicinity a pack of canines who
- will fight on behalf of the caster, if such is required. The
- composition of the pack will be as follows:
-
- 01-10 4-16 jackals
- 11-60 3-12 wild dogs
- 61-90 2-8 wolves
- 91-00 1-4 dire wolves
-
- The pack will follow commands to the best of its ability, so long as
- they are relatively simple (attack, return, heel, etc.). If attacked
- by the caster or his fellows, all creatures summoned will instantly
- disappear. The hounds can track as well as a 5th level ranger, and can
- be commanded to perform this activity if it is requested of them (such
- as by allowing them to smell an article of clothing from the creature
- to be tracked, etc.). The hounds will arrive 1-10 rounds after the
- spell is cast. The material components are a piece of fresh, uncooked
- meat and a finely crafted silver or ivory hunting horn, worth not less
- than 100 GP, which must be sounded during the casting of the spell.
-
- ------------------------------------------------------------------------
- Alpha's Rainbow Blast (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: 1' wide, 10' + 5' per level long beam
- Saving Throw: Negates
-
- This spell is very much like the second level Rainbow Beam spell, but
- is much more powerful. Besides a slightly larger area of effect, and
- the fact that a solid object will not stop the beam unless larger than
- 2' wide and formed of solid stone or some such similar dense material,
- i.e. the beam is not stopped by mere flesh, even if armoured, but
- would be stopped by a stone wall.
-
- The spell does 2-7 (1d6+1) points of damage per level of the caster.
- The swirling, coruscating tendrils of multi-hued light also have
- properties as listed under the Rainbow Beam spell. A target resistant
- to one or more of these forms of attack takes -1 point of damage per
- die per attack that it is resistant to. The obverse applies for
- creatures that are particularly vulnerable to a certain form of attack
- (e.g. a frost giant is immune to cold, but is not particularly
- vulnerable to fire, so it would take -1 point of damage per die. A
- green slime, vulnerable only to fire and cold, would take -5 points of
- damage per die.) The indigo (holy water) beam does normal damage
- except to creatures affected by unholy water (paladins, lammasu, etc.,
- who are considered as being resistant), and those affected by holy
- water (undead, demons, etc., who are considered as specifically
- vulnerable).
-
- The victim is entitled to a saving throw, which, if successful,
- indicates that the beam has missed. It may hit another target,
- though. Also, if a target is struck by the beam, he must save vs.
- petrification or be struck in the face and blinded for 3-6 rounds.
-
- The material component for this spell is a small diamond worth not less
- than 100 GP.
-
- ------------------------------------------------------------------------
- Alpha's Ray of Paralysis (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10' + 5' per level
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- The caster extends his arm, points his finger, and speaks a word to
- cast the spell. A thin, light blue ray leaps from the caster's
- finger. The intended target must save vs. petrification. If the save
- is failed, then the creature is struck by the beam and, unless the
- creature possesses some innate magic resistance, is paralysed for 2
- rounds per level of the caster. If the save is made, the pencil-thin
- ray has missed its original target and continues on in a straight line
- to the extent of its range. Any creature in the path of the beam must
- make the same saving throw or be struck and paralysed. If the ray
- actually strikes, there is no save vs. its effects. Size L creatures
- must save at -1, size H at -2, and size G at -4. Conversely, size S
- creatures save at +1 and size T at +3. The ray can affect only target
- in any event. The material component is a clear gem or a piece of
- amber worth at least 100 GP.
-
- ------------------------------------------------------------------------
- Alpha's Shadowfire (Evocation, Necromancy)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: 1' diameter, 5' per level long ray
- Saving Throw: 1/2
-
- This spell calls forth a seething black ray shot through with veins of
- green fire. All creatures in the path of the spell will suffer d4
- damage per level of the caster, up to a maximum of 20d4. A successful
- save vs. breath weapon will result in only half damage. A creature
- that is immune to fire or to energy drain will suffer only one-half
- damage (one-quarter if a successful save is made). If the damage
- rolled exceeds a target's remaining hit points, that target is
- disintegrated. The material component is a black opal worth at least
- 500 GP.
-
- ------------------------------------------------------------------------
- Alpha's Sheet Lightning (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: 10' per level square area
- Saving Throw: Special
-
- This spell creates a very bright flashing jolt of sheet lightning
- within the area of effect. All those in the area receive 4d4
- electrical damage with no saving throw. In addition, those within must
- save vs. petrification to avoid being blinded for 1d3 rounds and must
- save vs. breath weapon to avoid being stunned for 1d3 rounds. Those
- carrying large, mostly metallic weapons (e.g. swords, battle axes) or
- wearing partial metal armour (studded-chain) save at -2 vs. the
- stunning and suffer +1 per die of damage. Those in full metal armour
- (splint or better) save at -4 vs. the stunning and suffer double
- damage. The material component is a bit of fur and a sheet of fine
- crystal worth at least 50 GP.
-
- ------------------------------------------------------------------------
- Bergil's Fire Bolt (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 20 yards + 5 yards per level
- Components: V, S, M
- Duration: Instant
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: 1/2
-
- The spell creates a powerful bolt of plasma that in inflicts 1d8 points
- of damage per level to anyone in it's area of effect (maximum damage is
- 12d8). This bolt is 60' long by 5' wide, it cannot be forked. It
- streaks outward much like a Lightning Bolt. It does not reflect,
- however. If the Firebolt hits a wall the plasma spreads out in 5'
- radius hemisphere, anyone in the hemisphere takes damage. Thus it is
- possible to hit someone standing near a wall twice with the Firebolt,
- once with the bolt and once with the hemisphere. The Firebolt
- automatically sets fire to anything combustible in the path or in the
- hemisphere. The bolt has the same penetration ability as a Lightning
- Bolt. The material components are: a stick, a bit of sulfur, and a dab
- of royal honey. All are consumed.
-
- ------------------------------------------------------------------------
- Branit's Backstabbing Surprise (Conjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: One person
- Saving Throw: None or 1/2
-
- This spell provides protection against backstabbing. When the recipient
- of the spell is backstabbed, a cloud of acid is created behind the
- spell recipient which blows back and out to form a semi-sphere 8 feet
- in radius. All within the area of effect, the recipient not included,
- take 6d4 + 6 points of acid damage. Note that the backstabber gets no
- save (due to surprise and proximity), all others receive half damage
- upon successful save.
-
- A backstabbing attack is any physical attack or combination of attacks
- initiated from behind which causes damage equal to 1/5 or more of the
- victims hit points at the time of the attack, assuming the attacker is
- within 8 feet of the victim when the attack is initiated. The spell is
- in effect until dispelled or discharged. This spell will work in
- combination with other defensive spells.
-
- The material component is 100 red ants which must be rolled in the
- casters hands, the husks then thrown over each shoulder of the
- recipient, and the juice rubbed into the recipients back.
-
- ------------------------------------------------------------------------
- Broom (Enchantment)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1d6 hours + 1 hour per level
- Casting Time: 1 turn
- Area of Effect: Broom touched
- Saving Throw: None
-
- A witch uses this spell to enchant her broom with the power of flight.
- The broom flies with a movement rate of 30, minus 1 per 14 pounds above
- 182 pounds which it is carrying, and it can climb and turn at an angle
- of 30 in response to the verbal command of its mistress. While the
- enchantment lasts, the witch can summon the broom from up to 300 yards
- away. The material components are a broom, which is not used up by the
- casting, and a feather, which is. The long casting time is necessary to
- set the command words, but if the spell is recast on an already
- enchanted broom, it has a casting time of 3.
-
- ------------------------------------------------------------------------
- Chaos Vision (Illusion/Phantasm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S
- Duration: 1 turn per level
- Casting Time: 2 rounds
- Area of Effect: 1" per level radius sphere
- Saving Throw: None
-
- This spell offers some protection from teleport spells by constantly
- shifting and shaping what an area looks like. Thus a mage cannot use
- information gathered previously to teleport to the effected area as the
- surroundings will have seemingly changed. Objects located in this
- environment or entering it will be effected also, first appearing as
- one object or animal and then shifting to another.
-
- Another use found for this spell is as a trap. Slimes, molds and other
- creatures that don't need senses to attack can be placed in this
- environment and effectively are invisible.
-
- Any attacks on anything in the area of effect is hindered by a -4
- modifier to hit. Note that true seeing and similar magics that see
- through illusions will likewise penetrate this one. No damage will be
- taken by being in the illusion. ( Unless from something else physical
- also there of course! ) The main purpose is simply to constantly
- conceal.
-
- ------------------------------------------------------------------------
- Cheffield's Kingly Feast (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: One person fed per level
- Saving Throw: None
-
- This spell is similar to Cheffield's Major Feast except that it brings
- into existence food and drink which is of extremely high quality. The
- food is excellent and nourishing. The drink is rich and tasty. This
- meal is truly fit for a king and his kind. In addition to the main meal
- are appetisers to serve before and desserts to be eaten afterward.
- Nobody who is being served by this spell will be unable to finish their
- food.
-
- The material components of this spell are rich spices (40 GP) and a
- good quality wine (minimum 10 GP) which must be mixed together when the
- spell is cast.
-
- As a final note it must be pointed out that the four and twenty black
- birds baked in a pie is an optional feature.
-
- ------------------------------------------------------------------------
- Continual Ambience (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 6"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 4
- Area of Effect: 6" radius globe
- Saving Throw: None
-
- This spell is the same as the second level magic user spell Ambient
- Light (q.v.), except as noted above.
-
- ------------------------------------------------------------------------
- Damian's Insulated Envelope (Abjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0"
- Components: V, S, M
- Duration: 2 rounds + 1 round per level
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: Special
-
- Due to his personal dislike of lightning the archmage Damian crafted
- this spell to specifically counter its harmful effects. When cast, this
- spell seems to cover the caster in a pale blue light resembling an
- envelope. Once cast the caster gains 2 Benefits (much like fire
- shield).
-
- 1) A save vs. lightning at + 2 indicates no damage to the caster. A
- failed save merely indicates Half damage. If at any time the caster is
- hit by any acid or acid spell the caster must save normally or take
- double damage.
-
- 2) If any melee attacks are made on the caster, on a successful strike
- the caster takes normal Damage but so does the attacker.
-
- ------------------------------------------------------------------------
- Deadthought (Divination, Necromancy)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: One corpse
- Saving Throw: None
-
- This is essentially telepathy with a corpse, as the forensic wizard
- probes the brain of the deceased for specific data. The dungeon master
- must decide if the information sought is basic, well known, merely
- known, or forgotten. The table below lists the chance of finding the
- information and the amount of time required by the search (if location
- is in fact possible), but the DM can altar these numbers if the body is
- in a particularly advanced state of decomposition.
-
- Type of Chance of Time
- Information Finding Required Examples
- ----------- --------- ------------ --------------------
- Basic 96% 1 round Name and profession
- Well Known 70% 2-8 rounds Relating to current
- mission
- Known 30% 3-12 rounds Relating to previous
- missions
- Forgotten 2% 11-20 rounds Overheard once
-
- This spell will continue as long as the wizard concentrates, but on
- every round there is a 1% chance of that he will go insane. The
- material component is a pair of metal helmets, linked by a copper
- wire.
-
- ------------------------------------------------------------------------
- Deave (Alteration, Illusion/Phantasm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: 3 rounds + 1 round per level
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell causes a temporary sensory overload to occur in all the
- sensory nerve endings of the target creature. Because of this overload
- of all the senses (sight, smell, touch, taste, hearing) will be "burnt
- out" for the duration of the spell. The creature will find himself in a
- state of total sensory deprivation for the spells duration. This means
- that the creature will not be able to see, hear, taste, feel or sell
- anything. The creature will remain completely helpless for the
- duration.
-
- There is an additional side effect of this spell. Because the loss of
- the senses can be so shocking an experience to some creatures, there is
- a 1% chance per point of intelligence and wisdom that the creature will
- suffer from the insanity of Catatonia for a duration of 2-8 weeks
- afterward. This can be cured with a Cure Insanity.
-
- If the creature makes its saving throw vs. spells, then the spell does
- not completely take effect. Only 1 to 4 of the creatures senses are
- affected (determined randomly). Note that some combination of lost
- senses could leave the creature helpless anyway.
-
- The material components for this spell are a small leather hoof, a
- shrill whistle several sharp pins, smelling salts, and a drop of lemon
- juice.
-
- ------------------------------------------------------------------------
- Deja Vu (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 20 yards
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- This spell throws the victim back to the location he occupied at a pont
- in the recent past. It does not turn back time, it merely teleports
- back along the victim's "time line." This restriction makes the
- resistance that the magic must overcome much less than a full "teleport
- other" spell would have to fight. Deja Vu sends the victim to the
- position he occupied 1d6 hours in the past per level of the caster.
-
- If the victim would be placed inside another object or creature, the
- victim is placed in a random direction along his time line until an
- unobstructed location is found. The material component is a
- time-keeping device which is destroyed at the time the spell is
- memorised by the caster.
-
- ------------------------------------------------------------------------
- Detect Spellcasting (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10-yard per level radius
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: None
-
- This spell allows the caster to scan a surrounding area for spells
- being cast by other magic users. The affected area has a radius of 10
- yards per level of the caster (up to a maximum of 200 yards); the
- caster may make the area of effect smaller if he wishes. Any wizard
- spells that are currently being cast, will be detected (priestly magic
- is not affected). The caster is instantly aware of the school of magic
- of all spells in this area; the name of the spell will also be known,
- if it has already been learned by the caster; in addition, the caster
- gains a general feeling of the location of the caster of each of the
- spells (i.e. approximately 30 feet east).
-
- The relative strength of two spells from the same school will also be
- detected. For example, if a Meteor Swarm and a Burning Hands spell are
- both being cast in the area of effect, this spell will detect which is
- more powerful (this will also work for two Fireball spells cast by two
- wizards of different levels); the actual level of the spell is not
- revealed, and two spells of different schools cannot be compared in
- this way.
-
- The caster may choose one spell to target for specific information;
- this includes: the name and level of the spell (as well as the caster's
- level, if that is relevant to the strength of the spell), the spell's
- target (object, location, creature, etc.), and the exact location of
- the caster. Illusions of level 4 or less are revealed, as long as the
- caster is of higher level than the caster of the illusion. Illusions of
- level 5 or higher will return a false reading (i.e. what the caster
- believes the spell to be) unless the caster has already disbelieved
- that illusion.
-
- This spell does not detect spells which are already in effect. It does
- however detect all spells as they are cast, as long as the duration
- lasts (i.e. if this spell is cast by a 10th level wizard, it will
- detect all spells that are cast in the following ten rounds).
-
- This spell does have a drawback: the maximum number of spells that can
- be processed safely is equal to the caster's intelligence divided by
- three (round fractions down). If there are more than this number of
- spells being cast inside the area of effect, the caster must make a
- successful system shock roll or fall unconscious for 1d6 rounds (this
- roll must be made every round this condition exists).
-
- The material component for this spell is a powered gem worth at least
- 100 GP which must be tossed in the air when the spell is cast.
-
- ------------------------------------------------------------------------
- Dreamoore's Eldritch Shield (Abjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S, M
- Duration: Special
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- This spell protects the recipient from any magic energy based attacks.
- Each individual manifestation (e.g. magic missiles, eldritch spheres,
- etc.) directed at the recipient is absorbed by the shield, whether or
- not they successfully hit. The eldritch shield can withstand up to 1d4
- + 1 attack per three levels.
-
- Note that regular attacks also reduce an eldritch shield without any
- penalty, and the shield may only absorb spells which the caster has
- sufficient levels to cast. (e.g. a 9 hit die eldritch shield can
- protect from 5-8 magic missiles or similar spells, while a griffon
- would take off three from the shield and still inflict normal damage).
- The material component is sapphire and diamond dust which is sprinkled
- upon the creature to be protected.
-
- ------------------------------------------------------------------------
- Dreamoore's Warding Shield (Abjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S, M
- Duration: Special
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: None
-
- The warding shield is a unique magical screen which encompasses one
- creature and protects it from harm. The shield remains completely
- invisible until struck by any attack, including weapons and spells
- which cause direct damage. Then it then flares pale blue, absorbing
- part or all of the attack (any damage which is not absorbed goes
- directly to the character using the shield).
-
- The warding shield may absorb up to base 1d4 HP damage + 2 points per
- level of the caster. If a magic resistant creature attacks the spell's
- host, then its resistance is checked first. Success indicates that the
- shield is by- passed during that attack, and damage goes directly to
- the person being protected. However, the shield remains intact until it
- loses all hit points, gets dispelled, or until all hit points elapse,
- at a rate of 1 hit die per turn. A person may have only one warding
- shield at a time.
-
- The material component is 50 GP worth of diamond dust which is thrown
- into the air as the spell is cast.
-
- ------------------------------------------------------------------------
- Eldarr's Flameshroud (Abjuration, Invocation/Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1 round per level (but see below)
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: Special
-
- When this spell is cast, the caster is enveloped in an invisible shroud
- of flames; a True Seeing spell or similar magic will reveal the shroud,
- and a Detect Magic will reveal strong lines of abjuration and evocation
- magic. The spell imparts on the caster, the equivalent of fire
- resistance for the duration of the spell (see description of ring of
- fire resistance).
-
- In addition to the protection aspect of this spell, the caster may also
- use it offensively: any target that comes within 10 feet of the caster
- may be attacked using the shroud; a small finger of (clearly visible)
- flames shoots from the shroud and strikes the victim, inflicting 1d4
- points of damage, plus 1 point per level of the caster (up to a maximum
- of 1d4 + 20). A successful save vs. spell reduces the damage by half.
- Only one such attack may be made per round, and each attack reduces the
- spell's duration by one round (thus, an attack may not be made the last
- round the spell is in affect).
-
- Anyone who scores a successful melee hit on the caster while he is
- under the protection of this spell, suffers damage equal to that
- inflicted by an attack from the shroud (1d4 + 1 per level); again, a
- successful save vs. spell reduces the damage by one half. The duration
- of the spell is not affected in this case.
-
- The material component for this spell is any normal cape with a chunk
- of sulphur placed in the pocket; the cape must be worn throughout the
- duration of the spell; if it is removed, the spell ends prematurely.
- The cape is not affected by the casting of this spell, but the sulphur
- is consumed when the spell ends.
-
- ------------------------------------------------------------------------
- Eldarr's Shockshroud (Abjuration, Invocation/Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1 round per level (but see below)
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: Special
-
- This spell is nearly identical to Eldarr's Flameshroud; in covers the
- caster in an invisible shroud of electricity; the shroud is detectable
- by the same means covered in the Flameshroud description. This spell
- provides the user with immunity to lightning and other electrical
- attacks for the duration of the spell.
-
- The caster may use the shroud to conduct electrical attacks in the same
- manner as that for the Flameshroud spell; damage is identical, and each
- attack reduces the duration by one round. The shroud will also provide
- protection vs. melee attacks as per the Flameshroud, with electricity
- again replacing flames.
-
- In addition to the cape (which is not harmed), this spell requires a
- specimen of any electricity-using creature, such as an electric eel;
- this specimen is consumed when the spell ends.
-
- ------------------------------------------------------------------------
- Enemy Blink (Alteration, Enchantment/Charm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: 4d6 creatures
- Saving Throw: Negates
-
- Makes enemy blink if save failed. Otherwise like blink. Good for use if
- enemy near cliff or large body of water. The number of creatures
- affected is determined randomly, by rolling 4d6.
-
- Cannot make people save twice, ie, "I've got 12, I use them all on him,
- have him save 12 times".
-
- ------------------------------------------------------------------------
- Fellstar's Flaming Water (Alteration, Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 4
- Area of Effect: 10' per level radius area
- Saving Throw: 1/2
-
- This spell will cause an area of water to instantly burst into flames
- as if covered with oil and set alight. The center of the area of effect
- may be as far away as 10 yards per level of the caster; the area of
- burning water has a radius of 10 feet per level of the caster, but may
- be smaller if the caster desires. The spell must be cast on an open
- body of water, such as a lake, river, or ocean; it may not be cast at a
- container of water on the person of an individual.
-
- If the center of the area of effect is on the surface, the flames will
- remain only on the surface; if the spell is cast underwater, the flames
- will form a sphere (if the distance between the surface and the center
- of the area of effect is less than 10' per level of the caster, the
- flames will obviously not form a perfect sphere; in this case, the
- surface of the water will burn as well).
-
- The fire will last 2 rounds per level of the caster, or until
- extinguished; the flames may not be doused with water, as this added
- water will burn as well. The fire must be extinguished by magical
- means (i.e. dispelled or via a Fire Quench or similar magic), or
- allowed to expire. If cast underwater, the duration of this spell is
- halved.
-
- The flames from this fire are sufficient enough to start ships on fire,
- and any creature caught in the area of effect suffers 3d6 points of
- damage, plus 1 point per level of the caster (to a maximum of 3d6+20).
- A successful save vs. spell reduces the damage by half. If this spell
- is used to attack a water elemental or similar creature, the damage is
- doubled, and there is a -4 penalty to the save.
-
- The material components for this spell is a vial filled with a water
- and oil mixture.
-
- ------------------------------------------------------------------------
- Glamden's Mixer (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10' per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: One potion
- Saving Throw: None
-
- This spell requires the caster to have a potion of any type in his or
- her possession. The potion is held in the caster's hand, and when the
- spell is cast, the contents is instantly removed from its container and
- reappears in a potion container in the target's possession. The DM then
- makes a potion compatibility check (DMG 2ed. pg. 135) for the target
- potion and applies the results normally. If the target has one or more
- potion containers in sight, the caster may choose which one to affect.
- If the target has no containers in sight, then one is affected
- randomly; if the target has no potion containers in his possession,
- then the spell has no effect. This will also work on a potion that is
- just about to be quaffed, as long as the caster gains the initiative.
-
- The only material component for this spell is the potion to be mixed
- with the target's potion.
-
- ------------------------------------------------------------------------
- Hand of Time (Necromancy)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: Special
- Casting Time: 5-8
- Area of Effect: Creature touched
- Saving Throw: Negates
-
- After casting this spell, the death master's hand will bear a baneful
- curse, for the next creature he touches (possibly requiring an attack
- roll) will instantly become 4d10 years older. The spell lasts for one
- round per level of the caster or until discharged, and it cannot be
- reversed.
-
- ------------------------------------------------------------------------
- Hold Person II (Enchantment/Charm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 12"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: One person
- Saving Throw: Negates
-
- This spell is like hold person except as noted above and that the
- saving throw is made at -6.
-
- ------------------------------------------------------------------------
- Hydro Shield (Alteration, Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 rounds + 1 round per level
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: None
-
- By casting this spell, the mage appears to be covered in a mist of
- water. Variation A is coloured blue or green; variation B is coloured
- violet or blue. Any creature striking the spell caster with body or
- hand-held weapons will inflict normal damage upon the mage, but the
- attacker will take double the damage so inflicted! The other powers of
- this spell depend on the variation being used:
-
- Version A: Any electrical attacks will be saved at +2 on the die, and
- will do either half damage (if save is failed) or no damage at all (if
- save is made). Acid based attacks are normal, but if the mage fails the
- required saving throw, he sustains double damage! The material
- component for this version is a bit of tree gum.
-
- Version B: Any acid attacks will be saved at +2 on the die and will do
- either half damage (on an unsuccessful save) or no damage (if save is
- successful). Electrical attacks are normal, but if the mage fails to
- make the required save he sustains double damage from that attack.
-
- The material component for this version is an alkylaine substance.
-
- ------------------------------------------------------------------------
- Illumine (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- Area of Effect: One or more 10-foot radius globes (see below)
- Saving Throw: Special
-
- The Illumine spell acts as a multiple light spell. The wizard may
- create two globes of light, with an additional globe per two levels of
- experience of the wizard above the 7th. Immediately after casting, two
- globes appear where the caster wills. The additional globes appear in
- the following round. The wizard must spend that round specifying the
- centers of spell effect, and may take no other action in that round or
- all succeeding globes are lost. The caster may permanently dispel some
- or all of the globes at any time during the duration of the spell. The
- material component for the spell is one piece of phosphorescent moss
- for each globe. In all respects other than the ones above, this spell
- conforms to the restrictions of the light spell.
-
- Illumine is the fourth of six spells researched by the mage Auralon
- Deathrin in his lifetime. It was developed as a partial solution to
- the annually increasing crime rate in the capital of Travinthia. (They
- make good streetlights with some form of spell extension!)
-
- ------------------------------------------------------------------------
- Improved Magic Mouth (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: 4
- Area of Effect: One object
- Saving Throw: None
-
- Like Magic Mouth but can speak command words to activate magical items,
- Stash spells etc. (but can not cast spells).
-
- ------------------------------------------------------------------------
- Independent Spectral Hand (Necromancy)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 30 yards + 5 yards per level
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 2
- Area of Effect: One opponent
- Saving Throw: None
-
- This spell causes a ghostly, glowing hand, shaped from the caster's
- life force, to materialise within the spell range and move as the
- caster desires. Any touch attack spell of 6th level or less that is
- subsequently cast by the wizard can be delivered by the spectral hand
- The spell attacks as the caster at a +2 bonus to hit. The caster may
- perform other actions. The hand is AC -3 and may be hit by magic only.
- Any damage dispels it and does 1d6 points to the caster.
-
- ------------------------------------------------------------------------
- Inertia (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 20 yards per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- Area of Effect: One creature or object
- Saving Throw: Negates
-
- This spell allows the caster to freeze one creature or object up to 100
- pounds per level, limit regardless of orientation. Creatures flying
- through the air would be frozen in place (remaining in the air),
- immovable until the second command word. The caster is free to cast
- this spell upon himself. If the subject of the spell is unwilling, it
- receives a saving throw vs. magic, a successful save negating.
-
- The caster must point at the creature or object to be stopped, and
- utters the first command word. If the spell is successful (guaranteed
- in the case of objects within the caster's weight limit), the item is
- frozen in the air, immovable, unless a dispel magic, or other such
- spell is cast, or until the caster utters the second command word. Upon
- saying the second command word, the object or creature resumes its
- initial motion. For example, cast upon a falling chest, would stop the
- chest in the air. Upon the second command, the chest would resume
- falling, even if someone had climbed on top of it. If some poor slob
- happened to be standing directly beneath the chest at the time of the
- second command... If cast at a knight on a horse, for example, the
- caster must specify mount or rider. If cast at the mount, the rider
- would probably continue in his original direction, just without his
- mount. Cast on the rider, he would stay hanging in the air, as his
- mount ran away.
-
- Physical force is insufficient to move frozen objects, so they could,
- for example, be used as anchors for ropes, etc. The caster must be able
- to see the majority of the object of the spell, so he couldn't, for
- example, cast it upon something in somebody's backpack.
-
- The material component of the spell is a silver whistle, which is blown
- prior to shouting the command word.
-
- ------------------------------------------------------------------------
- Jamye's Greased Pig (Alteration, Conjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- Duration: 4 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: One creature + 1 creature per 4 levels of the caster
- Saving Throw: Special
-
- This spell is a more powerful version of the third-level Haste spell,
- with the first-level Grease spell thrown in too. The people that the
- spell is cast upon suffer none of the side effects of the grease (i.e.
- they don't drop their weapons, they don't slip, etc.) but those that
- try to attack or grab them will. It negates special attacks by
- creatures that inflict damage automatically every round after a
- successful hit (i.e. stirges or executioner's hoods) - the creature
- must roll to hit every round due to the slipperiness of the target.
- Otherwise, it conforms to the normal Haste spell ( -2 on initiative,
- double movement rate, double number of attacks per round, ages
- recipient 1 year). It is not cumulative with Haste or other Greased
- Pig spells.
-
- The material components for this spell are a bit of butter and an anise
- seed for each recipient.
-
- ------------------------------------------------------------------------
- Jamye's Headless Flying Roasted Pig (Enchantment, Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: Negates
-
- This spell summons a pre-prepared headless flying roasted pig. The pig
- flies at a rate of 30, and is under the control of the caster (who must
- give it his full attention). The pig is magically funny; anyone who
- looks at the pig (except the caster) must save vs. spell every round
- that the pig is in his field of view or fall down laughing until the
- pig leaves. Laughing victims are at a -2 "to hit" until the spell
- expires.
-
- Victims with an intelligence of 4 or less, that are meat-eaters, will
- be attracted to the pig's delicious aroma and must save at a -6 or
- spend the rest of the spell's duration trying to catch it. If they are
- vegetarians, they are unaffected. Those with Intelligences of 5-9 save
- vs. the laughter effect at a -4. Those with Intelligences of 10-14
- save at a -2. Those with Intelligences of 15-19 save normally, and
- those who are more intelligent than that are unaffected.
-
- The pig cannot be caught or attacked; those attempting to do so
- automatically succumb to the laughter. The pig has no other attacks
- besides its magical nature. It can be Banished or Abjured; Dispel
- Magic merely terminates the caster's control over it. If the Dispel
- Magic is successful, the pig will leave 50% of the time and stay 50% of
- the time, the magical laughter effect will not be dispelled, and the
- caster will become vulnerable to the laughter's effects.
-
- The material components are a baked, spiced apple and a hummingbird
- feather. Additionally, a pig of no less than 50 pounds must be
- beheaded, roasted and otherwise prepared ahead of time; this pig does
- not have to be carried with the spellcaster but must not be eaten, as
- it is consumed by the spell at the time of casting.
-
- ------------------------------------------------------------------------
- Jamye's Morning After (Alteration, Enchantment/Charm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1d6 rounds per level (see below)
- Casting Time: 4
- Area of Effect: One intelligent creature
- Saving Throw: Negates
-
- This spell takes effect after the victim has had a minimum of two hours
- of sleep. The victim loses all memory of events that occurred between
- the time the spell was cast and when he awoke.
-
- The victim will remember the existence of any material components used
- in the spell.
-
- The effects of the spell last 1d6 rounds per level of the caster. The
- caster should not be told the duration of the spell.
-
- ------------------------------------------------------------------------
- Jibril's Anti-Magic Shield (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One mage per three levels
- Saving Throw: None
-
- The recipients of this spell are made more aware of the magic around
- them and are also more able to affect it. They therefore have a magic
- resistance of 5% per level of the caster. A dispel magic is only half
- as likely to dispel this spell. Note: this spell only effects Mages.
-
- ------------------------------------------------------------------------
- Justin's Mental Map (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 1 mile
- Components: V, S, M
- Duration: Permanent
- Casting Time: 10 minutes
- Area of Effect: 1-mile radius area
- Saving Throw: None
-
- Outdoors only, this spell gives the caster an aerial view of the
- countryside within 1 mile of the caster. Only large features visible
- from above are noted, like rivers, woods, fields, large buildings, and
- clearings, but not people, caves, small streams, or the like. Material
- component is powdered pineal gland.
-
- ------------------------------------------------------------------------
- Mimic (Enchantment/Charm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 feet per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell forces some humanoid creature in the caster's line of sight
- to begin mimicing his actions. The creature's actions will directly
- reflect those of the caster, regardless of position or orientation. The
- creature will be frozen momentarily at the onset of the spell, but
- after that segment of inaction, the creature begins mimicing the
- caster.
-
- This can be potentially harmful for the target, if say for example, the
- caster waves his hand in the vicinity of his neck, and the target
- happens to be wielding a sword.
-
- Once the spell is cast, the caster need not be able to see the target
- for the target to mimic his actions. The target does get a second save
- if forced to do actions that are obviously lethal, such as the
- aforementioned hand waving example. If the target passes outside of the
- range of the spell, the spell is broken.
-
- The material component of the spell is a small ivory figurine, which is
- broken to bits in the casting of the spell.
-
- ------------------------------------------------------------------------
- Missile Multiplication I (Alteration, Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 1/5 round
- Casting Time: 6
- Area of Effect: One missile
- Saving Throw: None
-
- A missile must be fired within the next twelve seconds. This spell
- makes 3-18 missiles out of one. Only normal missiles are affected.
-
- The stuff disappears one round after shooting, but their effects stay.
- A nasty assassin in my game used the fifth-level version of this spell
- with sleep-poison darts to capture a PC.
-
- You have to roll to hit for each missile, by the way. However, if your
- first missile hits, you have a +3 on all thereafter.
-
- ------------------------------------------------------------------------
- Mystyk's Backlash (Abjuration, Invocation/Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per 2 levels
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: None
-
- When this spell is cast, the caster is surrounded by an invisible shell
- of energy; this shell is invisible to the naked eye, but a True Seeing
- spell or similar magic will reveal it, and a Detect Magic spell will
- detect strong lines of abjuration magic with weaker evocation lines.
- While under the protection of this spell, if the caster is hit in
- melee, the shell will emit a burst of pure energy that lashes out at
- the attacker. The energy will inflict an identical amount of damage as
- that inflicted on the caster by the melee attack (the caster still
- receives normal damage). If the attacker makes a successful save vs.
- spells, he will only suffer half damage. The shell will continue to
- emit energy bursts on attackers as long as the spell's duration lasts,
- or until the shell is dispelled.
-
- The material component for this spell is a small, metal shield and a
- gem worth at least 400 GP. Both components are destroyed when the
- spell is cast.
-
- ------------------------------------------------------------------------
- Negative Bolt (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 2" + 1/3" per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: 1/2
-
- This combat spell projects a bolt of negative energy. Some
- practitioners believe it to be merely energy from the negative material
- plane... Said Spellcasters are wrong. The spell actually projects raw
- anti-matter in a bolt of anti-energy. Materials affected by the bolt
- tend to disintegrate and be consumed... Spell wards and defences tend
- to dissolve also. Specific defences exist for the genre of spells
- similar to this one but they are secrets kept for self-defence.
-
- The bolt only does 1d3 per level of the caster but it also has the
- effect of dispelling first and second level defensive spells. Spells
- third through fifth need to make a saving throw based on that of their
- caster to save and sixth level spells only fail on a 1. Though the
- duration of any such affected spell is usually reduced on a ratio to
- the level of the spell (GM decision as to what, though I wouldn't
- suggest more than 1/2 duration).
-
- ------------------------------------------------------------------------
- Pander's Whirlwind Travel (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None or special
-
- This spell encapsulates the caster and possibly more people and/or
- equipment inside a conjured whirlwind. One of two variations of this
- spell may be cast without prior preparation at the option of the
- caster.
-
- The first variation is used by the caster for personal transportation
- or protection. While encapsulated in the whirlwind's eye the wizard can
- view the outside normally and cause the whirlwind to travel over any
- relative continuous surface with short hops over ditches or small
- obstacles not over 4 feet in height being possible. The caster may not
- carry more than his normal encumbrance and all equipment must be on his
- person (exceeding this limit causes the whirlwind to fizzle). No other
- creature may occupy the whirlwind unless it is carried. On solid ground
- the whirlwind can move up to 24" + 1" per level above 5th level. Rate
- of movement is the same whether moving uphill, downhill, or on stairs.
- Over loose sand or marsh the movement rate is 2/3 of normal and over
- water the movement rate is 1/2 of normal. Wind velocities can affect
- the rate of speed. Although the caster may cast any spell from within
- the eye, none will breach the barrier of the winds and spells such as
- Magic Missile, Fireball, or Lightning Bolt will bounce back towards the
- caster, possibly ruining an otherwise fine day.
-
- This variation's duration is 1 turn per level and can be turned on and
- off any time during the duration. It takes 5 segments to turn the winds
- on or off (a good mage would calculate a spell so that it goes off the
- segment after the whirlwind stops). The mage is still susceptible to
- outside damage from spells, but only takes 1/2 or no damage if saving
- throws are made while inside the whirlwind. Projectiles of a small
- nature will not penetrate the winds and the mage's Armour Class and
- saving throws vs. dodging have a +4 bonus while inside the eye of the
- whirlwind.
-
- The second variation is not as fast and cannot be turned on and off (it
- is only good for a one-way trip). But, its area of effect is a 20-foot
- diameter column which is 10 feet high (centered on the caster) and it
- can carry along anything in the area of effect on a relatively safe
- ride over long distances. Movement conforms as above but the base rate
- is 12" + 1" per level of the spellcaster over 5th level and the
- duration is 1 hour per level. All spells cast from inside conform as
- above, as do effects of area spells cast at the whirlwind. All inside
- have a +4 Armour Class bonus since they cannot be seen but there are no
- dodging bonuses and saves vs. dodging are based on the caster for the
- entire group. Weight is not a factor when determining what is picked up
- for the ride. Anything not securely rooted to the ground will be picked
- up. Once started, the winds may only be exited or penetrated after
- startup by making a successful saving throw vs. spell at a penalty of
- -1 for every two levels of the caster, rounded down. Flying creatures
- who enter or exit from the top have no penalty on their save. Creatures
- larger than the area of effect will simply push the whirlwind away if
- they try to enter it. The caster may stop the winds at any time.
-
- The material component of this spell is a piper's flute which is played
- to bring the whirlwind from the elemental plane of Air.
-
- The source of this spell is Pander Pillma.
-
- ------------------------------------------------------------------------
- Pobithakor's Alarm (Divination) Reversible
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 round
- Area of Effect: One person
- Saving Throw: None
-
- This spell, when cast, will detect and instantly alert the caster
- whenever the caster is the subject of information gathering spells or
- divination spells such as ESP or know alignment. The caster will have a
- general idea of what is being used (mind reading, truth detection,
- etc.) upon him.
-
- The reverse of the spell will cause the caster to have no chance to
- discover that such spells are being used upon him, i.e. the caster
- would not be able to detect someone scrying upon him.
-
- The material components of the spell is an eye from a very keen eyed
- creature such as a hawk or a dragon. The reverse of the spell requires
- that the eye be punctured.
-
- ------------------------------------------------------------------------
- Protection from Domination (Abjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 5 rounds per level
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: None
-
- This spell protects the effected creature from all sorts of domination
- attacks. This includes psionics and spells which do domination.
-
- ------------------------------------------------------------------------
- Rathe's Mage Lock (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 round
- Area of Effect: One portal
- Saving Throw: None
-
- The Mage Lock spell is an advanced form of the Wizard Lock spell. There
- are two main changes from the latter. First, while the spell is in
- effect, the portal cannot be damaged or destroyed by any physical (not
- magical) means short of an elemental. Note, however, that magical means
- of destroying the door (e.g. Fireball, disintegrate, etc) still work as
- normal, and if the door is destroyed, the spell is broken. If the spell
- is dispelled or negated by any means whatsoever (even temporarily), the
- portal will crumble into dust.
-
- Second, the spell has another application; it can be placed upon an
- object. The effect of this is to allow anyone wearing or carrying the
- object to open any Mage Locks by the same caster. For example, if one
- of Rathe's Mage Locked bracelets was worn, the wearer could open any
- door Mage Locked by Rathe (but not by any other mage). The material
- component is half a pound of iron filings for the first application and
- 100 GP worth of diamond dust for the second.
-
- ------------------------------------------------------------------------
- Resist Acid (Alteration)
- Level: 4
- 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
-
- This spell is similar to the third level mage spell resist electricity
- (q.v.), except this spell provides some protection from acid and acid
- based attacks. The material component for this spell is an alkylaine
- substance.
-
- ------------------------------------------------------------------------
- Rhuva's Counter-Scry (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 8 hours
- Casting Time: 4
- Area of Effect: 20-yard radius sphere
- Saving Throw: Special
-
- The caster will automatically detect any scrying attempt in the area of
- effect. The scryer must make a save vs. spells to realise that the
- scrying is being tampered with. If he does not immediately terminate
- the scrying, the caster of the counter-scry gets a clear image of the
- spy and a general location. He can cast any ranged spells through the
- link at the scryer, who receives all normal saves. The caster of the
- counter-scry can also simply jolt the scryer, causing the connection to
- be terminated. The detection of a scrying attempt will interrupt
- spell-casting. (It is suggested that "detect scrying" be made a second
- level spell, with a more limited duration and vaguer description of the
- scryer.)
-
- ------------------------------------------------------------------------
- Rhuva's Tracker (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 day
- Casting Time: 4
- Area of Effect: One creature or object
- Saving Throw: Negates
-
- The mage casts this spell, and hurls a small carved scarab at a target
- within range. A creature or object in a creature's possession gets a
- save to avoid the scarab. It clings invisibly to its victim, noticed
- only in a determined search. The caster then always knows where the
- victim is (distance & direction), provided it is within one mile per
- level, and the target is not enclosed in lead. The tracker can be
- renewed each morning by recasting the spell.
-
- ------------------------------------------------------------------------
- Sarius' Golden Triangles of Protection (Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 4
- Area of Effect: One floating 2' high triangle plate per level
- Saving Throw: None
-
- This spell creates golden, shimmering triangular 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 (including boulders, ballista, or
- attack forms similar to dragon's belly flop maneuver) will be deflected
- automatically. Deflected creatures of large-size (or higher) who are
- deflected must still land somewhere, possibly injuring friend or foe.
- Non-missile attacks by creatures with an effective strength of 23 or
- greater require a saving throw versus breath weapons to deflect.
-
- Each triangle is able to sustain 8 hit points of damage before
- disrupting, so if a deflected attack does not cause enough damage to
- disrupt a triangle (chosen randomly) the triangle will remain active.
- For every 5 triangles active, the effects of breath weapons directed at
- the caster will be reduced by 1 hit point per damage die, with total
- protection from breath attacks becoming a possibility, though, unless
- the breath weapon causes less damage than the current hit points of a
- triangle it will assuredly disrupt the entire field of triangles in the
- process.
-
- While the triangles orbit the mage he is at a -1 to hit penalty for
- every triangle active whenever a to hit roll is needed, including
- spells. The mage may create fewer triangles than the maximum possible.
- The material component(s) of this spell is a single gold piece for
- every triangle created. All pieces are thrown into the air where they
- disappear and are replaced by the floating triangles.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sarius' Mage Ward (Enchantment, Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 round
- Area of Effect: One amulet
- Saving Throw: None
-
- This spell is used to create a magical amulet which, when worn or
- possessed by a creature, will cause all spells cast by the amulet's
- creator to affect the creature with different variables of power. All
- defensive or beneficial spells will have a +2 (on any applicable die or
- 10% if a percentage die) bonus applied to durations, areas of effect,
- ranges, or any increases in which the bonus would benefit the creature.
- All attack or detrimental spells from the mage would apply with a -2
- (or -10%) penalty applied to their operation against the creature. For
- example, if the mage accidentally caught an ally (in possession of his
- Mage Ward) in the area of effect of his Fireball the creature would
- have his needed save reduced by 2 and all damage dice against the
- creature would suffer a -2 penalty, possibly negating the effect on
- that creature.
-
- Also, having the amulet in their possession (knowingly or unknowingly,
- but not forcibly against their will) a creature's base magic resistance
- will automatically be reduced by 2% per level of the mage (at the time
- of the wards creation). Possession is considered to be within 2 inches
- of the creature's body.
-
- The amulet may also be used to negate any portal or device protections
- created or cast by the mage for a one round period. After 10 uses of
- this nature the amulet crumbles to dust. The material component of this
- spell is 10 GP weight of platinum, and a special mold made of wax and a
- crushed sapphire worth at least 500 GP. Once molten, the platinum is
- poured into the mold and then the spell is cast on the cooling metal.
- Note that the amulet does not have to be any certain shape, and can
- later have gems (whether magical or not) mounted into it through
- shaping and/or settings made at the time of molding, but the amulet
- must not be injured by this or one 1-7 of the charges will be used.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Shadow Wall (Abjuration, Conjuration)
- Level: 4
- 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
- Saving Throw: None
-
- This spell is exactly like Astral Wall, except that it additionally
- forbids magical or mystical sensing through the wall. Thus,
- clairvoyance, detect spells, mystical detection abilities, a basilisk's
- gaze, etc. will not be able to pass through a shadow wall. Other
- effects (including the duration increase) are as Astral Wall. The
- material component is a piece of paper with a Blindness Glyph of
- Warding or Symbol inscribed thereupon.
-
- ------------------------------------------------------------------------
- Sillvatar's Dragon Wings (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: None
-
- When this spell is cast, the caster conjures a shadowy pair of dragon
- wings that appear on his body; these wings provide the caster with the
- movement (flying) rate of the dragon that produced the material
- component. For example, if the material component was taken from a blue
- dragon, the caster would be able to fly at a rate of 30 with an MC of
- C. The colour of the wings' scales will also correspond to the
- appropriate type. The wings will last for 2 rounds per level of the
- caster, or until dispelled.
-
- The material component for this spell is the wing muscle from any type
- of dragon; this component is consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Sleep II (Enchantment/Charm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 60 yards
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: None
-
- This spell is the same as the first level sleep except as noted. All
- creatures to be effected by the sleep spell must be within the 40'
- radius sphere created upon completion of casting. The sphere must be
- centered on a creature or object within sight and not an area; in
- addition the area of effect can not be reduced, although the caster can
- specify during its casting that creatures closest to the center be
- effected first dependent upon the hit dice of those creatures.
-
- The number of creatures that can be effected is a function of the
- caster's level: for every 2 levels of the caster, 1d6 hit dice, rounded
- up, can be effected. Example: A fifth level wizard could affect 3d6 hit
- dice of monsters. Monsters with 6 + 1 hit dice or more are uneffected.
- The center of effect is determined by the caster although the caster
- may not be in the area of effect upon spell completion or risk its
- effects. The creatures with the least hit dice are affected first
- (dependent upon the casters wishes, additionally creatures below a
- certain hit dice may be excluded), and partial effects are ignored.
- The material components for this spell is a pinch of fine sand and rose
- pedals, or a live cricket.
-
- ------------------------------------------------------------------------
- Sonoric's Animal Awareness (Divination, Enchantment/Charm)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: 4
- Area of Effect: One animal
- Saving Throw: Negates
-
- With this spell, the caster is able to take control any any small (size
- Tiny) creature of less than 1+ HD in his line of sight. If the creature
- is above animal intelligence, it gets a saving throw versus spells, a
- successful save indicating spell failure. The creature is at -4 to save
- if the caster has a good grip on it for the duration of the spells
- casting. Those creatures of a non-magical nature of less then animal
- intelligence do not get a save. Those of a magical nature get a save at
- -4.
-
- Once the caster has control of the animal, while concentrating he can
- see, hear, etc through the animal's senses. He can also control the
- animal's actions, even special movement, such as flying, swimming and
- burrowing, although the if the caster attempts to get the creature to
- attack something not below itself on the food chain, the animal has a
- (75 - minus caster's level) percent chance of escaping the grip of the
- spell. While concentrating on the animal, the caster is incapable of
- any other action.
-
- The caster can maintain control of the animal up to 100 yards away, per
- level of the caster. Those seeing the controlled animal will notice any
- strange behaviour it may be exhibiting, if they make the appropriate
- perception checks (i.e. INT check, or save versus paralysation). The
- spell is broken if the caster ceases concentration, or if the animal
- takes more than 4 HP of damage. Otherwise, the spell lasts for a turn
- per three levels of the caster (i.e. two turns at fourth, three at
- seventh, etc).
-
- The material component of the spell is a bit of food, which the target
- animal would find appetising, which is consumed by the caster in the
- casting of the spell.
-
- ------------------------------------------------------------------------
- Sonoric's Fly on the Wall (Divination, Necromancy)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates a spying device out of an ordinary flying insect.
- Upon casting the spell upon an insect, living or dead, the spell grants
- the abilities of limited clairaudience and clairvoyance, centered on
- the insect. The mage, while concentrating on the insect, can hear any
- noise within 15' of the insect. Clairvoyance through the insect,
- however, is rather disorientating, and the mage is -2 to hit and AC for
- three rounds after breaking concentration. The insect has a flying
- movement rate of 6", and its movement is controlled by the
- concentrating mage.
-
- If concentration is broken before the end of the spell duration, the
- fly drops to the ground, and there is a 75% chance that, if the mage
- resumes concentration, it will be too damaged to fly again, although
- the clairaudience and clairvoyance will still work for the remainder of
- the duration. If the fly takes any damage during the spell, such as
- being swatted or stepped on, the insect will no longer fly, but,
- provided that at least half of the fly remains, the clairaudience and
- clairvoyance will still work.
-
- The material component of the spell is the body of a winged insect,
- living or dead, which is slain in the casting of the spell.
-
- ------------------------------------------------------------------------
- Sonoric's Spying Minions (Conjuration/Summoning, Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1 hour + 1 turn per level
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell summons minor etherlings from the Ethereal Plane, to serve
- the caster's wishes. Etherlings, being rather stupid and weak, are only
- suited for simple tasks, such as spying. Upon summoning the creatures,
- the caster must detail, in simple language, what he service he wishes
- the etherlings to perform. The etherlings, in their stupidity, will be
- honoured by the request for service, and will perform the task to the
- best of their abilities and comprehension.
-
- A minor etherling (AC:2 MV:60 HD:2 #AT:1 D:1-3), is a small, vaguely
- humanoid appearing creature, formed of the stuff of the plane ethereal.
- On the prime material plane, it appears as a hazy, humanoid- shape
- ghostly apparition, about 3' tall. It moves by flying, and is
- unobstructed by walls and solid objects, save lead, the touch of which
- sends it back to the ethereal plane. It is fairly stupid (INT: 5),
- although extremely talkative, and puppyish in its affection of the
- caster. The etherling will do its best to please the caster, to the
- point of becoming annoying. It does have some special abilities, making
- it particularly useful, however. It has a photographic memory, and will
- never forget what it saw and heard during its period of service. It
- also has the ability to turn small objects (one at a time), weighing
- less than five pounds, ethereal, allowing it to transport the item. It
- can also turn itself invisible at will, although those able to see onto
- the ethereal plane will be able to see it clearly. It can push its
- movement rate up to 120, for up to a turn at a time. It can only attack
- things on the ethereal plane, and even there not very effectively.
- Finally, the fact that it only partially exists on the Prime Material
- plane during the spell means that it is only hit by magic weapons, and
- spells.
-
- The spell summons one etherling per three levels of the caster, one at
- first, two at fourth, three at seventh, etc. The caster can detail
- separate task for each individual etherling summoned, and may cast the
- spell more than once during its duration (allowing him to summon a
- virtual horde), as the spell requires no concentration after the
- initial casting. An etherlings instructions can be facilitated by
- pictures (as in "Follow this *point* man... The one in the painting" or
- "Follow her *point*... The one in this Phantasmal Force"). It is up to
- the DM to decide the chance of the etherling getting confused, and
- screwing up the task. I suggest that it has a 100% chance of getting
- the task right, -1% for each word in the description (i.e. 10 words,
- 70% chance), giving a bonus for things such as pictures, and other
- helpful examples. If the etherling should encounter any mentally
- straining problems, such as if its "mark" (he whom it is tailing or
- spying upon) teleports away, or disguises its features, casts
- illusions, etc, make an intelligence check for the etherling, modified
- by the situation. If the etherling fails, it is hopelessly confused,
- and returns to the Ethereal plane. The caster must take care to give
- the etherling tasks which it can complete within the duration of the
- spell, as the etherling returns to the Ethereal Plane at the end of the
- spells duration.
-
- Some examples of tasks given to etherlings would be "Go to the chamber
- at the end of the hall, stay there, and return to me in 20 minutes, to
- tell me what you heard and saw.", or "Go to this room in the tower of
- the castle, and bring me back a book that looks like this...", or "Find
- this man, follow him for half an hour, and return to me, telling me
- what you witnessed.", or "Find this man, and tell him 'Va banque. The
- game is thick' ", and similar such things. Etherlings are intelligent
- enough to follow the spirit of the commands, provided they are simple
- enough. Etherlings have an innate sense of direction, and will not get
- lost on the Prime Material plane. They have the mentalities of young
- children. They will only perform service on the material plane.
-
- The material components of the spell are small figurines, one for each
- etherling to be summoned. They must be fairly detailed, and are
- consumed in the casting of the spell.
-
- ------------------------------------------------------------------------
- Spirit Skill (Enchantment)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: Person touched
- Saving Throw: None
-
- This spell transfers skills from a specially prepared vessel into a
- willing recipient. The material component is a symbol prepared using
- Steal Skill, which must be carried by the recipient and disappears upon
- completion of the spell.
-
- ------------------------------------------------------------------------
- Steal Skill (Conjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell lets a wizard steal the class-related skills of a willing
- humanoid victim and transfer them either to the wizard or to a special
- container. The victim drops to first level, and regains levels at the
- rate of 1 per four hours thereafter. The caster gains 1/2 the
- class-related skills of the victim (if stealing from a fighter, the
- caster will gain the ability to wear armour and attack with a THAC0
- halfway between the fighter's and the default 20 with any weapon with
- which the fighter is proficient; if stealing from a thief the caster
- will gain thief abilities which are the average of the thief's
- abilities and the base of 4; in no case will abilities go down because
- of this). Abilities which are granted by a diety cannot be transferred
- this way, nor can spellcasting abilities. The transferred abilities
- fade after one turn per level.
-
- The material component is a symbol of the class to be transferred,
- specially prepared and costing not less than 10 GP per level of the
- target. If the caster wishes, he may imbue the symbol with these skills
- rather than using them at the time (in which case it will not
- disappear). The primary purpose of this use is to provide the material
- component for Spirit Skill.
-
- ------------------------------------------------------------------------
- Suppress Magic Resistance (Abjuration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: One source of magic resistance
- Saving Throw: None
-
- By means of this spell, the caster can temporarily suppress the magic
- resistance emanating from one creature or object, thus allowing other
- spells and magical effects to have an increased chance of effect. The
- spell affects one creature or object and the area that its magic
- resistance protects. For example, this spell can be cast a paladin
- wielding a holy sword that provides magic resistance in a 5' radius,
- and the magic resistance can be suppressed in the entire area of
- effect. If there are multiple sources of magic resistance affecting the
- same area, this spell may only target one of them.
-
- This spell can suppress up to 5% magic resistance per level of the
- caster. Partial effects are possible. For example, if a 10th level
- mage is casting the spell at a creature with 80% magic resistance, that
- creature's magic resistance will be lowered to 30% while this spell is
- in effect. Of course, this spell will not go into effect unless the
- creature fails its magic resistance roll.
-
- The caster must maintain some concentration in order to preserve the
- spell's effect. The caster may not perform any actions except moving at
- up to half his normal movement rate. If the caster is successfully
- attacked, then his concentration is also broken. If concentration is
- broken, the spell's effects terminate immediately.
-
- The caster, however, may choose to terminate the spell in a controlled
- manner, and during the last round before the spell is terminated, the
- spellcaster, in addition to moving at up to half his normal movement
- rate, may also cast one spell whose casting time is up to one round.
- The target's magic resistance remains lowered when making its
- resistance check against this spell. Of course, other spellcasters and
- devices may also cast spells while the target's magic resistance is
- lowered, and such magic does not terminate the suppress magic
- resistance spell.
-
- This spell will totally negate a magic resistance spell if it is
- successful at suppressing magic resistance of a percentage at least as
- high as the percentage given by the magic resistance spell. In such a
- case, concentration by the caster is not necessary.
-
- ------------------------------------------------------------------------
- Teleport Trace (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: S
- Duration: 10 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: One creature
- Saving Throw: None
-
- The wizard casts this spell on a character or creature who is likely to
- teleport or employ similar magic in the near future. If the recipient
- does cast teleport (or dimension door, word of recall, etc.), then the
- wizard who placed the teleport trace will receive a mental image of the
- target location. The caster of the trace will then know his location
- relative to that of the teleporter, and he will be able to use his own
- teleportation or scrying magic with maximum accuracy.
-
- ------------------------------------------------------------------------
- Time Warp (Alteration)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 3 rounds + 1 round per level
- Casting Time: 4
- Area of Effect: 40' cube, 1 creature per level
- Saving Throw: Special
-
- This is a combined haste and slow spell. At the time of casting, the
- caster chooses which application to use. The effects, as well as range,
- saving throw, and material components are as per the appropriate
- spell.
-
- ------------------------------------------------------------------------
- Uldark's Conjured Fireball (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 10 yards + 10 yards per 2 levels
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: 15-foot radius sphere
- Saving Throw: 1/2
-
- This spell duplicates the 3rd level spell Fireball in most respects;
- however, instead of shaping the Fireball from magical energy as the
- evocation version does, this spell actually conjures a ball of fire
- directly from the elemental plane of fire. When the spell is cast, a
- small interdimensional connection opens between the plane of fire and
- the caster's plane; the Fireball enters through this opening and
- strikes the targets as directed by the caster. There is a chance that
- an extraplanar creature may enter through the opening as well. The
- chance of this occurring is: 20% - 1% per level of the caster (to a
- minimum of 1%).
-
- This spell has the same effects (including damage) as the evocation
- version, but it is slightly harder to produce these effects in this
- manner; this is reflected in the higher spell level and the reduced
- range and area of effect.
-
- The material components for this spell are a piece of flint and a pinch
- of sulphur.
-
- ------------------------------------------------------------------------
- Uldark's Conjured Frost Bolt (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 20 yards + 10 yards per 2 levels
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: 50' long x 10' wide bolt
- Saving Throw: 1/2
-
- This spell is similar to Uldark's Conjured Lightning Bolt [q.v]. It
- conjures a bolt of frost and ice from the para-elemental plane of ice.
- The chance that an extraplanar creature enters the caster's plane is
- the same as that of the Conjured Lightning Bolt spell. The bolt is 50
- feet long and 10 feet wide; anyone hit by the bolt suffers 1d6 points
- of damage per level of the caster (up to a maximum of 10d6). A
- successful save vs. spells reduces the damage by half.
-
- The material component for this spell is a large chunk of ice or snow;
- this is consumed with the casting.
-
- ------------------------------------------------------------------------
- Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 40 yards + 10 yards per 2 levels
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell is similar to Uldark's Conjured Fireball except that it
- conjures a Lightning Bolt from the quasi-elemental plane of lightning,
- instead of a Fireball from the plane of fire. The chance that an
- extraplanar creature enters the caster's plane is the same as that of
- the Conjured Fireball spell. The effects of this spell are identical
- to that of the normal Lightning Bolt spell, but the area of effect is
- either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.
-
- The material components of this spell are a small metal rod and the
- skin of an electric eel.
-
- ------------------------------------------------------------------------
- Vander's Librarian (Conjuration/Summoning)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 20 yards
- Components: V, S
- Duration: 6 hours
- Casting Time: 1 minute
- Area of Effect: One minor spirit
- Saving Throw: None
-
- This spell conjures a minor knowledge spirit to search for books and
- references for the wizard. It can search for titles, specific
- references, or general subject matter, finding books in the time it
- would take a reasonably skilled librarian (depends on case). The
- wizard is freed to concentrate on more interesting matters, so this
- spell roughly doubles a wizard's research efficiency.
-
- ------------------------------------------------------------------------
- Vandergast's Forcetrap (Invocation/Evocation)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S
- Duration: Special
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: Negates
-
- When this spell is cast, a shimmering, blue bolt shoots from the
- caster's finger towards the target; when the target is struck, the bolt
- erupts into multiple bands of force that envelop the victim. If a
- successful save vs. spell is made, the spell dissipates and has no
- effect; otherwise, the bands of force will render the target completely
- immobile by normal means, as his hands, feet, etc. will be snuggly
- bound. The target may still levitate or employ other means of magical
- movement, but may not walk, cast spells requiring a somatic component,
- or fight. Any size target may be affected by this spell.
-
- The bands of force may not be harmed by weapons or most spells, but may
- be dispelled; a Wish or Limited Wish will also destroy the bands. The
- only other way to escape the bands is to roll a successful bend bars
- check. The victim may make one such attempt each round; in addition,
- *one* attempt may be made each round from an external source; if anyone
- touches the bands after the first external bend bars attempt (including
- another bend bars attempt, striking the bands with a weapon, etc.) the
- person touching the bands is immediately trapped as well, with no save.
- If two or more persons are trapped by this spell, each earns a bend
- bars roll each round; however, no external attempts may be made, or
- that person will also become trapped. In any case, if a bend bars roll
- is successful, the bands break, and the spells ends immediately.
-
- ------------------------------------------------------------------------
- View Past (Divination)
- Level: 4
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 hour
- Area of Effect: 1/2" per level radius area
- Saving Throw: None
-
- When this spell is cast on an area, it allows the caster to create a
- three-dimensional image of the past in that location. The caster
- specifies the time in the past through the use of the material
- component.
-
- Ten gold pieces worth of gold dust is required for each hour back into
- the past the caster wishes to go. Thus, if the caster uses 240 GP worth
- of dust, then he will be able to view the period from 24 hours to the
- end of the duration of the spell (e.g., if the caster was 10th level,
- then the duration of the spell would be from 24 hours in the past to 22
- hours and 20 minutes into the past).
-
- After the spell has been cast, the DM rolls 2D10 - 11 to determine the
- error in the time frame in turns from the specified time.
-
- The caster should roll 1D20 to determine the clarity of the casting. A
- die roll of one indicates that the scene comes through as shadows in a
- fog. A die roll of 20 indicates a crystal clear picture. This roll can
- be repeated in subsequent castings, and represents the difficulty in
- seeing through time.
-
- Both the following dice rolls can be modified by the casters desire
- based on the following modifiers:
-
- caster participated in the event +10
- caster very well informed of the event +6
- caster knows an exact quote during the event +4
- caster knows something that was said at the time +2
-
- Events that are cloaked by spells that hide themselves from
- Clairvoyance also mask out View Past, and thus cannot be seen by this
- spell.
-