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- 5-Mile Carrier (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- Extends the range of any other spell up to 5 miles. Can shoot around
- corners but not in a zig-zag shape, e.g. you could cast it with
- Lightning Bolt to start the bolt on the other side of a hill 2 miles
- away, but the size of the bolt is still the same.
-
- ------------------------------------------------------------------------
- Alpha's Aurora Borealis (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 3
- Area of Effect: 1' per level radius ring
- Saving Throw: Special
-
- This spell causes a sheet of dancing, shifting light to spring up
- around the caster, encompassing any area up to the maximum indicated by
- the caster's level. The Aurora will last as long as the caster
- concentrates on it (concentration can be maintained while moving at
- half-speed, but the caster cannot fight or cast other spells, though
- speech is allowed), and for an additional 1 round per level after he or
- she ceases concentration.
-
- Any intelligent creature which views the shifting, dancing patterns of
- light must save vs. spells or stand fascinated, watching the interplay
- of colours and lights [cf. Hypnotic Pattern]. A maximum of 2 HD of
- creatures per level of the caster can be so affected.
-
- Any creature actually touching the Aurora will suffer 2-12 points of
- damage, +1 point per level of the caster. Fungoid monsters, undead,
- and creatures native to the plane of shadow suffer 2-12 points of
- damage, +2 points per level, from the effects of this spell.
-
- The material component of this spell is a clear gemstone or crystal
- prism worth not less than 100 GP, a glowworm, and a pinch of
- phosphorus.
-
- ------------------------------------------------------------------------
- Alpha's Balefire (Conjuration/Summoning)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: 5' x 30' x 15' cone
- Saving Throw: Special
-
- This spell draws upon a nearly colourless arcane effluvium from the
- Plane of Shadow. This mystical stuff burns very hot and is extremely
- viscous, but rapidly dissolves in the thick substance of the Prime
- Material Plane. Those in the area of effect may attempt a save vs.
- breath weapon to avoid being covered in the stuff. If this save is
- successful, they are merely splashed with it. Even this small amount,
- however, is sufficient to cause half damage for the initial round, but
- it burns out in that single round. Those that fail to save and are
- struck fully by this ghastly stuff suffer d6 fire damage per two levels
- of the caster (rounded up), up to a maximum of 12d6. The Balefire
- clings to these poor victims and continues to inflict damage. The
- damage is reduced by 2d6 each round, and the it burns until all damage
- potential is exhausted. This shadow-stuff burns with a colourless fire
- that can only be extinguished by magical means (e.g. Wand of Flame
- Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such
- as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere,
- although spells involving ice may also cause impact damage to the
- would-be rescuee); even total immersion in water will have no effect on
- it. This flame is so hostile to natural (i.e. Prime Material) matter
- that it will burn through one inch of wood or soft metal, one quarter
- inch of hard metal, or one eighth inch of stone per die of damage that
- it would inflict to living targets each round it is active. Any
- individual who is struck fully (i.e. fails to save) must make item
- saving throws vs. magical fire for all exposed equipment in each round
- that the Balefire clings to him, though these saves are at +1
- cumulative for each round after the first. Occasional dark green or
- red flickerings can be observed in an active Balefire. The material
- component is a standard opal (not a black or fire opal) worth at least
- 500 GP and a bit of pitch.
-
- ------------------------------------------------------------------------
- Alpha's Blue Blaze (Evocation, Conjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: 50' long, 20' wide at terminus fan-shaped area
- Saving Throw: Special
-
- By utterance and extending either arm, the caster causes a fan-like
- sheet of heated, purplish, acidic vapours and blue flames to leap forth
- from his outstretched hand. Any creature in the area of effect must
- save twice (once vs. the fire, once vs. the acid) or suffer 1d6 per 2
- levels of the caster (rounding up) from each effect.
-
- All exposed items must save vs. acid, regardless of the result of the
- save. Item saves vs. magical fire are only necessary if the a victim
- fails his save vs. that effect.
-
- ------------------------------------------------------------------------
- Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 3 turns per level
- Casting Time: 1 turn
- Area of Effect: Caster
- Saving Throw: None
-
- In the casting of this spell, the wizard must choose one element to
- have dominance over. Elementals of this plane cannot approach within
- 5' of the caster or attack the caster in any way. The caster can
- forego this protection if desired, and attempt to charm the elemental
- [cf. Charm Monster], applying a -2 penalty to the save. If this is
- attempted, than this total ward against elementals is lost.
-
- In any event, any elemental creature (water weird, xorn, etc.) is at -1
- to hit and -1 per die of damage when attacking the caster. The caster
- makes all saves vs. their attacks at +2. The casters own attacks are
- at +4 to hit (or -4 to the target's save) and +6 to damage. He can
- further affect any elemental creature with any weapon, regardless of
- its level of enchantment.
-
- The caster may converse with creatures of the chosen element, and they
- will respect him if alignments are similar, or fear (if the caster
- appears strong) or hate and desire to slay (if the caster appears weak)
- if alignments are dissimilar.
-
- The spell's association with one element results in a saving throw
- penalty to the caster while the spell is in effect, depending on which
- element is chosen:
-
- Air -2 vs. fire;
- Earth -2 vs. petrification;
- Fire -2 vs. water or cold;
- Water -2 vs. electricity.
-
- The material component is a substantial amount (at least 1 cu' foot) of
- the element in opposition to the element the caster desires to
- dominate.
-
- ------------------------------------------------------------------------
- Alpha's Lightningarmour (Abjuration, Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 3 rounds per level
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: None
-
- The subject of this spell cannot be wearing metal armour of any sort,
- nor carrying a metallic weapon larger than a shortsword. Bracers are
- permissible. The creature touched is completely protected from
- electrical damage of any sort so long as the spell is in effect. This
- protection is not absolute, having a maximum absorption of 10 points of
- electrical damage per level of the caster. Damage is absorbed by the
- Lightningarmour after saving throws and any other protections have been
- taken into account. The creature under the effects of this spell carry
- a negative electrical charge, and skin-to-skin contact with another
- creature will cause 1d4 electrical damage with no saving throw, as will
- contact through a conductor. Anyone striking the protected creature
- with a conductive object must save vs. paralysation at +1 or drop the
- object due to temporary numbness in the member holding the weapon.
- Those within 5' of of a character with this spell in effect may catch
- a faint scent of ozone and feel their hair standing a bit on end. The
- material component of this spell is a bit of copper wire and glass
- thread wrapped in clay.
-
- ------------------------------------------------------------------------
- Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 2 rounds
- Area of Effect: Special
- Saving Throw: None
-
- By the use of this spell, the caster calls upon the magical influences
- of the other-dimensional Moons of Munnopoor. The caster can call upon
- the power of one, two, or all three of the Moons. This spell always
- creates an area of light equal to the Moonlight spell, centered on the
- caster and moving with him. However, the area of effect is only 50%
- that of the normal Moonlight spell if one moon's power is invoked, 100%
- normal is two moons are called upon, and 150% normal if all three moons
- are utilised. This Moonlight has all of the effects of actual
- moonlight under a full moon, including effects on lycanthropes. The
- duration of this spell is also determined by the number of Moons called
- upon: if one Moon, the duration is 2 rounds per level of the caster;
- if two, it's 1 round per level; and, if all three, it's 1 round per 2
- levels of the caster. Besides the light produced by the images of the
- appropriate Moons appearing above the caster, each Moon provides a
- specific magic-enhancing effect as follows:
-
- Blue Moon: All water-related (including fog-, ice-, and steam-related)
- spells used by the caster gain a bonus of +1 per die of damage (though
- not exceeding the normal maximum--e.g. an Ice Storm spell would inflict
- 3d10+3 damage, up to a maximum of 30) if the spell causes physical
- damage, including the damage caused by summoned water elemental
- creatures; applies a penalty of -4 to saving throws and -20% to magic
- resistance to targets of spells which cause no hit point damage but do
- affect an unwilling target in some way; or increases the duration of
- other spells of this genre which do not fall into the above categories
- (e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd
- level spell, increasing by 50% if the spell is 4th-6th level.
-
- Bright Moon: All spells relating to stars, moons, and other
- astronomical phenomena are affected in the same way that water-related
- spells are affected by the Blue Moon.
-
- Silvery Moon: All mind-controlling and influencing spells used by the
- caster apply a -4 penalty to saves and a -20% penalty to magic
- resistance checks by targets of such spells.
-
- The material components for this spell are a white pearl or sapphire to
- invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl
- or moonstone for the Silvery Moon. Whatever the combination of moons
- invoked, the spell also requires a piece of black velvet along with a
- crushed pearl and a crushed moonstone, and a pinch of diamond dust.
-
- ------------------------------------------------------------------------
- Alpha's Saint Elmos' Fire (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: 1 round per 2 levels
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Special
-
- This spell ionises the air around the target of the spell, surrounding
- him with a blue-white, glowing nimbus of electrically charged air in a
- 5' radius. The target of the spell may save vs. breath weapon at -2 to
- avoid the spell. This save is at an additional -2 if the target is
- carrying large, mostly metallic weapons (e.g. swords, battle axes) or
- wearing partial metal armour (e.g. studded, ring), and at -4 if
- wearing full metal armour (scale or heavier). If successful, the
- target will suffer only 3d6 electrical damage as he dodges out of the
- area of effect, and the spell will then dissipate that round without a
- focus to coalesce about. If the save is failed, the victim will suffer
- 5d6 damage every round until a save vs. breath weapon (with modifiers
- as for the initial save, but with a +1 cumulative per round bonus) is
- successful, at which point the spell will dissipate. Any creature
- entering the 5' radius nimbus suffers 1d6 electrical damage with no
- save. Any creature that touches or is touched by the victim of the
- spell will suffer 3d6 damage with no save if the contact was
- skin-to-skin, or 2d6 if it was through a conductor. If the target is
- in water, the electricity will inflict 3d6 damage with any contact, 2d6
- within 5', and 1d6 within 15'. The target of this spell may, if
- desired, intentionally try to use the nimbus of electricity and the
- personal electrical charge as a weapon. The caster may end this spell
- at any point, if desired. The material components are phosphorus, a
- bit of fur, amber, and a bit of cold iron.
-
- ------------------------------------------------------------------------
- Alpha's Shooting Stars (Conjuration/Summoning)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 5' per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Special
-
- This spell creates glowing missiles with flaming trails, one for each
- six levels of the caster (dropping all fractions). The victim of the
- spell receives no saving throw, and suffers 4d6 damage from the impact
- and 8d6 from the fiery blast that accompanies the impact. All within 5
- feet of the impact point are also in the blast radius, but they may
- save for half damage. The original intended target may attempt to save
- vs. petrification to avoid being struck, this save at -4 if within 20'
- and at -2 if within 40'. If this save fails, he suffers as above. If
- he succeeds, however, the shooting star(s) directed at him continue on
- in a straight line to the extent of their range, at which point they
- explode in a fiery burst as above. Anyone else in the path of the
- shooting star(s) must save as for the original intended target, or
- become the victim of the spell. If the caster has more than one
- missile, he may direct them at one or several targets as desired.
- Anyone within 5' of the path of the missile will suffer 2d6 (save for
- half) fire damage simply from the heat of the passage of the shooting
- star. The material component is a bit of meteoric iron and a piece of
- igneous rock.
-
- ------------------------------------------------------------------------
- Alpha's Spectral Hound (Conjuration, Phantasm)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 6 turns per level
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell brings into being a quasi-real beast appearing as a war dog
- with black fur, gray ruff and tail, milky gray eyes, and insubstantial
- paws which make no sound. The creature will have average (8-10)
- intelligence and can converse with the caster in the common tongue.
- The creature can fight, attacking as a 2+2 HD monster and inflicting
- 2-8 points of damage per hit. It can, however, affect creatures struck
- only by magical weapons. The beast itself is AC 0, and can take up to
- half the caster's full hit points (rounding up) before being
- dispelled.
-
- The Hound can track any creature known to the caster, provided the
- caster concentrates on a mental picture of the figure for 2 full
- rounds. The Hound can follow the trail of such a creature with 100%
- certainty, -5% per hour the trail is old. The Hound also has
- infravision to 90', can spot hidden (such as in shadows) things 80% of
- the time, invisible objects 65% of the time, and astral, ethereal, or
- out-of-phase things 50% of the time. The Hound normally moves at 12",
- though it can run at 24" for 3 rounds each hour. Further, the Hound
- may cross muddy or swampy ground, or even water, as if were solid, dry
- ground. The Hound leaves no tracks.
-
- By concentrating for 1 full round, the caster can make use of the
- Hound's sensory abilities for as long as desired, though this does not
- allow communication beyond normal vocal range.
-
- The Hound is unaffected by any spells which alter its form (flesh to
- stone, polymorph, etc.) or restrict or affect its movement (haste,
- slow, hold, etc.). If a mind control spell is cast upon the creature
- and it fails its save (saving throws of the Hound are as for the
- caster), then it wills itself out of existence. It is further immune
- to poison and death magics. The hound will speak only to the caster,
- and, if the caster is killed, feebleminded, charmed, or otherwise
- mentally incapacitated, then the hound will immediately cease to
- exist.
-
- The material components of this spell are three canine statuettes; one
- of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
- obsidian, or ebony. These statuettes must be worth at least 200 GP
- each, and, in the course of the spell, the three merge to become the
- Spectral Hound. When the spell ends, the Hound simply fades slowly out
- of existence.
-
- ------------------------------------------------------------------------
- Alpha's Star-Powered Magery (Invocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: Special
- Area of Effect: Caster
- Saving Throw: None
-
- This spell can only be cast outdoors under a night sky where stars are
- visible. The spell requires 2 turns to cast for each level of spells
- the caster is able to cast (e.g. a 12th level wizard can cast 6 levels
- of spells, and so would require 12 turns). Upon completion of the
- spell, the caster's mind and body are refreshed and restored as though
- the caster had rested a full day. 1-3 hit points, plus the caster's
- CON bonus, if any, are restored if the caster is at less than full
- health. The power of the spell also allows the caster to memorise
- spells in one-half the usual time, save for first level spells, which
- may be memorised in a single round. During the lengthy casting of this
- spell, the wizard is suffused with a pale white glow, and is fully
- aware of things going on nearby. If the spell is interrupted, either
- by being struck by an attack or voluntarily by the caster, then the
- effect is wasted and the caster must sleep for spells as usual. The
- material component is a diamond worth at least 1,000 GP.
-
- ------------------------------------------------------------------------
- Alpha's Starshield (Alteration, Abjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 4 rounds + 1 round per level
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
-
- When this spell is cast, the wizard's body is sheathed in a nearly
- skin-tight magical screen. This screen has the appearance of a black
- night sky filled with stars. Whenever a light-related spell of any
- sort is cast at the creature using the Starshield, the spell will be
- harmlessly absorbed and redirected back at the caster of the spell.
- This includes such spells as Light (if cast so as to blind), Colour
- Spray, Sunray, and Prismatic Spray. An area-effect spell where the
- caster is the sole target will automatically be reflected in this way.
- Area-effect light spells in which others are also targeted have a
- chance of being intercepted and redirected by the caster as above equal
- to the caster's chance to negate the spell with a Dispel Magic spell.
-
- The protected wizard will be unaffected by the spell in any event and,
- if the spell is successfully absorbed, those behind the caster who
- would have been in the area of effect are spared the effects of the
- spell. By making a successful check as if to Dispel Magic, the caster
- may attempt to pass through a Prismatic Sphere or a Prismatic Wall.
- Darkness spells (e.g. Darkness 15' radius, Nystul's Blackmote,
- priest's Continual Darkness) will also be reflected, just as light
- spells are, and the caster may attempt a saving throw vs. death magic
- each round to attempt to see through any area of magical darkness
- within normal vision range. If outdoors under the night sky, the
- caster can see as if in broad daylight, even through magical areas of
- darkness, and also absorbs stellar radiation, regenerating 1 hit point
- per round that the spell is in effect. The material component for this
- spell is a black sapphire and a star sapphire, both of which must be
- worth not less than 1000 GP.
-
- ------------------------------------------------------------------------
- Alpha's Wizard Light (Alteration, Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: 30' radius sphere
- Saving Throw: None
-
- This spell creates a pearly-white globe of light equivalent to
- Continual Light (q.v.). Within the area of effect, all shadow and
- darkness (even of magical origin) is dispelled, and all hidden or
- invisible creatures or objects are outlined in a pale blue radiance
- which lasts as long as the Wizard Light itself, even if the object or
- creature so outlined moves out of the area of effect. Further, all
- glyphs of warding, symbols, and other magical writings and wards are
- revealed, glowing a luminous blue, and the area of effect of such wards
- is similarly outlined. This spell does not reveal astral, ethereal, or
- out-of-phase creatures, nor does it reveal purely mechanical traps and
- secret doors, although traps or secret doors disguised by or utilising
- magic will be revealed. A mage using the Duo-Dimension (q.v.) spell
- would appear as a thin line of blue radiance in mid-air. This spell
- does not reveal what an illusion is hiding nor the appearance of an
- invisible creature (except for its outline), but merely reveals
- reveals its presence and location. Hence, a Cloak of Displacement is
- useless within the Wizard Light. The light does not "set off" magical
- guards, but it does reveal the form of glyphs and such things for
- possible identification and deactivation. The material component for
- this spell is a diamond worth at least 500 GP.
-
- ------------------------------------------------------------------------
- Auralon's Deflective Plates (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 5
- Area of Effect: Caster
- Saving Throw: None
-
- Casting of this spell creates up to five glowing, circular plates of
- force which hang in the air in a 3-foot radius around the spellcaster.
- These plates move to deflect magical energies aimed at the spellcaster
- of which the latter is aware. The plates are effective against magical
- rays, beams, bolts and missiles from both spells and magic items. The
- target of these offensive spells has only a cumulative 15% chance per
- plate to be protected against totally accurate spells (such as magic
- missile), but a 19% chance per plate of avoiding magic requiring a "to
- hit" roll (such as lightning bolt).
-
- Upon impact with the plates, the offensive magic is deflected at full
- strength in a random direction away from the target (roll a d4 for
- height: 1 or 2=same height, 3 or 4=up; and a d6 for direction relative
- to the defender: 1=left, 2=left and front, 3=up in front or back at
- rival caster, 4=right and front, 5=right, 6=either straight up or is
- absorbed and destroys a plate). The plates can be brought down by
- disintegrate or dispel magic, impact with a rod of cancellation or
- shatter (destroys one plate), or a limited wish or wish. The plates do
- not protect against non-magical attacks or magical attacks of a type
- not listed above.
-
- At the end of the spell's duration, the plates disappear two per round
- until all are gone. The material components for this spell are tiny
- disks cut from 50 GP gems, one for each plate to be invoked; the
- disks are used up in the casting.
-
- Auralon's Deflective Plates is a spell Auralon devised in his spare
- time while serving under the Mageoclave, and before becoming a member
- of that group.
-
- ------------------------------------------------------------------------
- Azura's Death Shadow (Conjuration/Summoning, Necromancy)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 round
- Area of Effect: One person
- Saving Throw: None
-
- Upon casting a death shadow, the magic-user brings forth a special
- creature from the elemental plane of shadow. The recipient of the
- death shadow feels a chilling sensation followed by warmth as it merges
- with his actual shadow. Thereafter, once a situation occurs where the
- recipient takes a death stroke of any sort (failing to save vs. poison,
- taking damage from an attack which causes death etc.) the shadow pushes
- him to a place of safety and takes the death stroke itself,
- disappearing in a black puff of smoke. The spell may last up to one day
- per spell level of the caster before the shadow departs.
-
- Note that the death shadow does not provide an instant escape route
- from certain death (e.g., being immersed in acid, falling off a cliff,
- etc.). It merely takes one death blow which would have normally killed
- the character, and there must be an immediate place of safety within
- 10' for the shadow to place its host. The material components for this
- spell are coal, special incense (value 200 GP), and a drop of blood,
- all of which are burned at the start of casting.
-
- ------------------------------------------------------------------------
- Azura's Soul Whip (Evocation, Necromancy)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 2"
- Components: V, S, M
- Duration: 1 round per 2 levels
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: None
-
- When the magic-user casts the soul ship, he creates a shimmering ebony
- tendril which lashes out at one specific creature within 20'. A "to
- hit" roll is necessary, but the whip strikes once per round as a
- monster of the caster's hit dice, and on an unmodified roll of 20, the
- whip entangles its victim for 2-5 rounds (no "to hit" needed during
- that time). Whenever the weapon touches its target, it inflicts 1d8 + 3
- damage points, and these points are immediately gained by the spell
- caster and heals any damage previously incurred. If the caster's hit
- points rise above maximum normal hit points, then the extra points will
- remain for only 1 turn. The material component is a small leather
- whip.
-
- ------------------------------------------------------------------------
- Blizzard (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: 5-foot per level radius area (100' maximum)
- Saving Throw: Special
-
- This spell causes a blizzard to hit the area of effect, resulting in
- the following: movement rate is cut in half due to drifts and wind, no
- missile fire or flying due to wind, and all normal flames are
- extinguished. This will negate a heat metal spell, and affects magical
- fires as if they had been hit with a Dispel Magic. There are no saving
- throws vs. these effects.
-
- In addition, great chunks of ice and snow fall within the area of
- effect, causing 3d12 points of damage per round to anyone caught
- inside. A successful saving throw vs. spell reduces this damage to 1/2
- the normal amount. The material components required for this spell are
- five acorns and any semi-precious gem worth at least 100 GP.
-
- ------------------------------------------------------------------------
- Bone Splinter (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per 5 levels
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: Special
-
- Once this spell is cast, it will affect a single target that must be
- hit in melee by the caster. The target will suffer a minor bone
- fracture when affected by this spell. If the caster misses, additional
- attacks may be made in following rounds, as long as the spell duration
- allows. The spell ends when a hit is scored, or when the duration
- expires, whichever comes first.
-
- The wizard uses his normal THAC0 with a +1 "to hit" bonus, but must
- make a called shot (see The Complete Fighter's Manual for details) to
- one of the hit locations listed below; the appropriate "to hit"
- modifier must be applied to the combat roll. Normal attacks are not
- considered accurate enough to do any real damage with this spell.
-
- The possible hit locations, along with their combat modifier,
- restrictions, and effects are as follows:
-
- location modifier to hit effects
- -------- -------- -----------------------------------------------
- head -8 minor skull fracture:
- 2d8 points of damage (save vs. spell for 1/2
- damage).
- arm * -4 minor broken arm:
- -2 to STR & DEX when using this arm; -2 to hit,
- or shield worthless 50% of the time.
- leg * -4 minor broken leg:
- -2 to DEX when using this leg (i.e. defensive
- adjustment); movement rate is at 3/4 normal.
- ribs -4 racked rib:
- loss of 1d4 CON points and suffer 1d6 points of
- damage (no save).
- spine @ -8 cracked vertebrae:
- save vs. spell or become paralysed for 2d10
- rounds.
- pelvis -4 minor hip fracture:
- -4 to DEX when using legs; movement rate is at
- 1/2 normal.
-
- * if attacking from the side, only the nearest appendage may be
- targeted.
- @ the spine may only be targeted if attacking from the rear.
-
- Multiple hits inflict cumulative damage. A cure serious wounds will
- heal one of these effects, but will not heal any associated hit point
- loss (another cure spell is required to do so). A cure critical wounds
- will heal two effects, And a heal will fully restore the victim (unless
- dead).
-
- The material components for this spell are a bit of bone and a small
- metal hammer, both of which are consumed when the spell is cast.
-
- [author's note: the requirement for called shots is simply for
- convenience; if the DM wishes to compile a hit location chart, then
- normal attacks may be used in addition to called shots.]
-
- ------------------------------------------------------------------------
- Chaos Magic (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 5 feet per level
- Components: V, S, M
- Duration: Permanent
- Casting Time: 5
- Area of Effect: 1-foot per level radius area
- Saving Throw: None
-
- This spell creates a sphere that has all the properties of a Forgotten
- Realms (tm) wild magic area (see the FR Sourcebook for details). The
- area of chaos magic is permanent until destroyed (it may only be
- destroyed as per a wild magic area). The sphere of chaos magic is
- non-mobile.
-
- The material component for this spell is a pint of blood from any
- chaotic magic-using creature. The blood is consumed when the spell is
- cast.
-
- ------------------------------------------------------------------------
- Cone of Acid (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell is much like Cone of Cold or Cone of Fire (q.v.), except
- that it causes acid damage. Damage is 1d4 + 1, per level of the mage.
- The material component is one citrus fruit per level of the mage.
-
- ------------------------------------------------------------------------
- Cone of Fire (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- When this spell is cast, it causes a cone-shaped area of fire
- originating at the mage's hand and extending outwards in a cone 1/2
- inch long per level of the caster. It causes inflammable objects to
- catch on fire, and great heat in nonflammable objects. Damage is 1d4 +
- 1, per level of the mage. For example, a tenth level mage would cast a
- Cone of Fire causing 10d4 + 10 points of damage. Its material component
- is a red garnet(s) worth at least 100 GP [cf. Cone of Cold].
-
- ------------------------------------------------------------------------
- Deflect Normal Weapon Attacks (Abjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: None
-
- When cast, this spell creates an invisible, mobile forcefield around the
- recipient. This barrier has an armour class of 4 and a number of hit
- points equal to 5 times the caster's level. All non-magical melee and
- missile attacks made on the recipient, are directed against the shell
- instead. Damage from such attacks will not harm the recipient until the
- wall is destroyed. This spell has no effect on any magical attacks,
- which inflict full damage on the barrier and the recipient.
-
- If an attack hits the barrier, the protected creature must make a
- saving throw vs. spell. If this save fails, damage is rolled normally
- against the forcefield (if the damage inflicted equals or exceeds the
- remaining hit point total of the wall, it is destroyed, but any excess
- damage does not affect the recipient at this time). If the save is
- successful, the attack is deflected away harmlessly.
-
- If an attack fails to score a hit on the barrier (i.e. misses AC 4),
- the attack is reflected back at the attacker; the attacker must then
- make normal attack and damage rolls against himself. The material
- component for this spell is a powdered black opal which is consumed
- with the casting.
-
- ------------------------------------------------------------------------
- Detect Spell (Divination)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 1 round per level
- Casting Time: 1 turn
- Area of Effect: 3" radius sphere
- Saving Throw: None
-
- Spell casting leaves a magical residue in the surrounding area which
- this spell is designed to detect. When the spell is cast, the caster
- can examine any spell that was cast in this area up to limit of 1 week
- in the past per level of the caster.
-
- One spell can be examined per round, with the spells being detected in
- reverse chronological order. The information obtained about the spell
- is as follows:
-
- When cast School of magic
- Location and area of effect Relative level of spell
- Casting time and duration Relative level of caster
- Means of casting
-
- Possible means of casting include from memory, from a scroll, and from
- a natural power.
-
- If the caster needs to examine spells farther back in the past, then
- the spell can be repeated within one day, and the caster can pick up
- where he left off.
-
- ------------------------------------------------------------------------
- Dreamoore's Greater Eldritch Sphere (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 2" + 1" per level
- Components: V, S
- Duration: Special
- Casting Time: 5
- Area of Effect: 1' diameter sphere
- Saving Throw: None
-
- This spell is a similar but superior version of the eldritch sphere,
- inflicting 2d6 base damage + 3 points per level of the magic-user, up
- to 2d6 + 30 maximum (e.g. a 10 hit die greater eldritch sphere does
- 32-42 damage points).
-
- ------------------------------------------------------------------------
- Dreamoore's Spellblade (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 5"
- Components: V, S
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- The Spellblade is a 1' - 5' variable diameter rotating circular blade
- of force which the magic-user mentally commands, and he must
- concentrate to maintain it (thus any successful attack against the
- magic-user ends the Spellblade).
-
- There are actually two variants for the spell, and the type must be
- selected at the start of casting. The first strikes with a +1 to +5
- "to hit" bonus (corresponding to the blade's diameter) and attacks
- everything within the designated area of effect. It inflicts 1d10 base
- damage + 1 damage point per caster's level. The second version directly
- attacks walls of force, having a 1% cumulative chance per damage point
- inflicted of bringing down a barrier. It has no effect upon other
- creatures.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Cone (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell creates a cone of fire that streaks from the caster's hand
- towards the target(s); this cone is 2' wide at the point of origin, 25'
- wide at the base, and is 10' long for every level of the caster, up to
- a maximum of 200'. Anyone caught inside the cone suffers 4d8 points of
- damage, plus 1 point per level of the caster (up to a maximum of 4d8 +
- 20); a successful save vs. spell reduces the damage by half.
- Combustible objects must save vs. magical fire or be consumed.
-
- The material component for this spell is a handful of red dragon scales
- that must be tossed in the air when the spell is cast; the scales are
- consumed with the casting.
-
- ------------------------------------------------------------------------
- Greenfire (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 10" + 10" per level
- Components: V, S, M
- Duration: 1/10 round per level
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Special
-
- On casting the Greenfire spell, a bolt of green luminescence appears
- from the mages fingers, and impacts on the target (a made saving throw
- means the bolt missed the target, but it hit somewhere...). From this
- impact point, a green sphere begins to grow, at a rate depending on the
- material consumed. Items in this area of effect must save vs.
- disintegration every 1/10 round. Items that save halt the progress of
- the sphere until they fail their save. Note: the spell expands for a
- set time, not to a set radius, so an artifact that continues to save
- will halt the growth of the sphere for the full duration of the spell.
-
- Rate of growth:
-
- 2" per 1/10 round (yes, 20 feet) in air alone: (not an aerial weapon),
- but as soon as it hits something solid, it will take a 1/10 round to
- consume it.
-
- 1' per 1/10 round in air/solid mix (cliff face, floor, person).
-
- 1/2' per 1/10 round in just rock (ordinary rock gets no save).
-
- 1/12' per 1/10 round in water (but draws everything to it like a Sphere
- of Annihilation).
-
- Note I: the sphere begins at a 1' radius, and does not appear until the
- bolt either strikes something solid or reaches maximum range.
-
- Note II: the point of origin of the sphere remains constant, even if in
- midair.
-
- ------------------------------------------------------------------------
- High-Energy Lightning Bolt (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 4" + 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- Like Lightning Bolt but does 1d8 damage per level, maximum 20d8.
-
- ------------------------------------------------------------------------
- Improved Fire Ball (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 20 yards + 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- As its name implies, this is an improved version of the third level
- Fireball spell. It has one of two applications as chosen at the time of
- casting: the first option mimics the Fireball spell in all respects
- except that damage is 1d8 per level of the caster (up to a maximum of
- 10d8) and saving throws are at -1.
-
- The second version of the spell has a 10-foot radius instead of the
- normal 20-foot. Due to this reduced area of effect, damage is increased
- to 1d10 per level of the caster (up to a maximum of 10d10) and saving
- throws are at -2. It is like a Fireball spell in all other respects.
-
- The material components for this spell are a pinch of sulphur and a
- fire opal of not less than 200 GP in value.
-
- ------------------------------------------------------------------------
- Jamye's Armour Reversal (Abjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: Creature touched
- Saving Throw: Special
-
- This spell reverses the effects of armour worn (or lack thereof) on the
- subject touched, in the sense that melee attacks that would have
- normally hit the subject will miss, and melee attacks that would have
- normally missed the subject will hit. For example, an AC 5 mage that
- has cast Armour Reversal on himself is attacked by a 10th-level
- fighter. The fighter would normally need a 6 or better to hit AC 5;
- with this spell in effect, the fighter needs a 5 or *less* to hit AC
- 5. Note that this spell is more useful as the amount of armour the
- subject has on decreases!
-
- All bonuses "to hit" that the opponent has work in the opponent's
- favour, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
- hit") and a +2 weapon, these would be *subtracted* from the die roll -
- thus the fighter would need an 8 or less to hit AC 5. Likewise,
- penalties are added to the die roll, penalising the attacker as usual.
-
- This spell does not affect missile weapons at all, nor does it affect
- spell saving throws or anything other than melee weapon attacks. If
- the subject of the spell is willing to have the spell cast upon him,
- there is no saving throw; otherwise the subject saves as usual. The
- spell can be counteracted by the usual means (Dispel Magic, et al.), by
- another casting of Armour Reversal, or by the 7th-level spell Jamye's
- Improved Armour Reversal (q.v.).
-
- The material components of this spell are a small magnet and a diamond
- of not less than 100 GP value.
-
- ------------------------------------------------------------------------
- Jamye's Greased Lightning (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 40 yards + 10 yards per level
- Components: V
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell differs from the third-level Lightning Bolt spell in the
- following ways:
-
- - the components and casting time are greatly reduced;
- - damage done is d4+2 per caster level instead of d6;
- - maximum damage is 15d4+30;
- - the bolt is a vivid orange, with green "stripes" running through it.
-
- It conforms to Lightning Bolt in all other respects.
-
- ------------------------------------------------------------------------
- Kalessin's Long Arm (Conjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 20 feet
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: None
-
- This spell allows the caster to cast various spells requiring physical
- contact at range. The caster must have a clear view of the creature to
- be "touched", and there can be no obstructions between target and
- caster.
-
- To use this spell, the caster first casts Long Arm, then whatever spell
- he wants to do at range, in the following round. If the caster is
- disturbed following the casting of Long Arm, the spell is ruined.
- Disturbance could be anything from heavy jostling, to actually taking
- damage. If the target moves out of sight before the caster can get off
- the second spell, the the spell is ruined. The target gets regular
- saving throws for the second spell.
-
- The material component of this spell is a jade tipped wand, which
- disappears after casting.
-
- ------------------------------------------------------------------------
- Meillikhom's Room of Seclusion (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 week per level
- Casting Time: 1 turn
- Area of Effect: 10' x 10' area
- Saving Throw: None
-
- With this spell, the caster can create an extra-dimensional room (5'
- cube per level) with one side adjacent to an unbroken 10' x 10' area
- (i.e. one that has no doors, windows, or other such openings). The
- surface area (which must be touched) now acts as a phase door into the
- secluded room. The room can be of any shape and size up to the limit of
- the spell but at least one side must be at least a 10' x 10' area.
- Thus, the room could be rectangular, pyramidal, hemispherical, etc. The
- room lasts for 1 week per level of the caster, or until dispelled.
-
- The caster may bring any item, materials, etc. as he desires into the
- room, so long as the object can fit through the phase door and is
- touched by the caster (and only by the caster).
-
- At the end of the spell's duration, anyone or anything still within the
- room is now trapped in that extradimensional space. escape is only
- possible through other extraplanar travel. This also occurs when a
- dispel magic or similar magic is cast against the phase door area.
-
- The phase door itself is detectable by any means available that can
- detect magical auras, but the room itself can only be contacted through
- extraplanar means. Spells such as clairvoyance and clairaudience would
- not detect the extraplanar room but would instead detect whatever was
- on the other side of the phase door surface.
-
- ------------------------------------------------------------------------
- Mental Ledger (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: See below
- Area of Effect: Caster
- Saving Throw: None
-
- This spell enables the caster to record spells in an unused portion of
- his brain, just as if it was recorded in a spell book. The caster can
- record three spell levels for each level of experience.
-
- This will enable the caster to memorise spells as if the caster were
- reading the spells from a spellbook.
-
- If the caster wishes to change the spells memorised therein, then the
- caster must recast mental ledger to change the contents.
-
- The casting time of the spell is one hour per spell level to be
- memorised.
-
- The material components of this spell is a slate of pure quality lead
- crystal of no less than 5000 GP value which disappears after the spell
- is cast.
-
- ------------------------------------------------------------------------
- Missile Multiplication II (Alteration, Evocation)
- Level: 5
- 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. Unlike the fourth level version, the
- fifth level version of this spell will multiply "abnormal" missiles,
- like poison darts, Ballista bolts, catapult rocks and other such
- things. All other effects are similar to the spell of fourth level. The
- possibility of using lethal poison is at the DM's option.
-
- ------------------------------------------------------------------------
- Pobithakor's Protection (Abjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V
- Duration: Instantaneous
- Casting Time: 1/2
- Area of Effect: Caster
- Saving Throw: None
-
- This is an improved version of Pobithakor's pacifier. When the caster
- is effected by Pobithakor's placer spell, this spell can be cast so
- that the caster is not pulled to the caster's location. This spell
- simply stops the effect from occurring at all.
-
- This spell can also be cast to return a scrying portal to one way only
- after it has been effected Pobithakor's tracer spell without having to
- resort to dispel magic.
-
- ------------------------------------------------------------------------
- Rathe's Contingency Trigger (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 3 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: One cube foot per level maximum
- Saving Throw: Special
-
- The Contigency Trigger functions identically to the third level Rathe's
- Trigger spell, with one exception: a condition may be applied to the
- triggering of the spell (for instance, "trigger only if a man wearing
- green enters the area", or "trigger if anything made of gold enters the
- area"). Note however that the spell's "perception" is restricted to the
- area of effect. The spell cannot perceive intangibles such as class,
- level, or alignment. The material component is as the Rathe's Trigger
- spell, but must be worth twice as much.
-
- ------------------------------------------------------------------------
- Rhuva's Wizard Stomper (Divination, Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 4 hours + 10 minutes per level
- Casting Time: 5 minutes
- Area of Effect: 10 yards per level
- Saving Throw: Special
-
- Designed to prevent the casting of spells in the area of effect, the
- wizard stomper produces a nearly uncontrollable surge of energy into a
- wizard who attempts to draw power for a spell. The victim must save
- vs. spells at -6. Failure means the spell is aborted and the caster
- takes 1d6 damage per level of the spell attempted. If the save is
- made, the spell can be cast at +1 on all damage dice, but at double
- normal casting time.
-
- If a wizard has been stomped before, and knows what to expect, the save
- is only at -3.
-
- Material component is a handful of ruby dust worth at least 25 GP.
-
- ------------------------------------------------------------------------
- Sarius' Ethereal Transfer (Alteration, Enchantment)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Negates
-
- By means of this spell, a mage is able to cause one creature of his
- current size class to enter the ethereal plane. Once there, the
- creature is empowered to exit through any border ethereal curtains onto
- one of the elemental planes or the prime material plane unless it was
- an unwilling victim of this spell and failed to make its saving throw,
- although a successful Dispel Magic cast on the creature (in a border
- ethereal curtain) will cause it to exit through the border ethereal.
- Otherwise, the creature is stuck in the ethereal plane until it can
- find another way to transfer from the border ethereal into an elemental
- or prime material plane.
-
- For every 2 levels of experience over 9th level a mage may touch an
- additional person of his size class and transfer him into the ethereal
- plane. The classes are tiny, small, medium, large, huge, and
- gargantuan. If the caster is of medium size he has each touch slot
- equal to 3 tiny, 2 small, 1 medium, 1/2 large, 1/4 huge, and 1/6
- gargantuan size classes. Therefore, he would need 6 slots (i.e., be a
- 19th level mage) to cast a gargantuan creature into the ethereal
- plane.
-
- Note that a creature's wisdom bonus or penalty against mind effecting
- spells modifies its saving throw when it is an unwilling recipient
- against this spell unless it is currently voluntarily allowing another
- spell to be cast upon it, in which case it is allowed no saving throw.
- The material component of this spell is normally a small piece of
- cockatrice flesh, but almost any animal with sensory powers which
- extend into the ethereal plane will work.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sarius' Golden Stars of Protection (Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 5
- Area of Effect: One floating 2' high star plate per level
- Saving Throw: None
-
- This spell creates golden, shimmering, star-shaped plates of force
- which move around the caster in a constant motion, deflecting any
- missile, hand, or weapon attacks directed at the caster. The Armour
- Class of the mage is improved by a factor of 1 for every three stars
- still active and any successful physical melee attack (including
- boulders, ballista, or attack forms similar to a dragon's belly flop
- maneuver) will be deflected automatically. Creatures of size L (or
- larger) who are deflected must still land somewhere, possibly injuring
- friend or foe. Non-missile attacks by creatures with an effective
- strength of 25 require a saving throw versus breath weapons to
- deflect.
-
- Each star is able to sustain 10 hit points of damage before disrupting,
- so if a deflected attack does not cause enough damage to disrupt a star
- (chosen randomly) the star will remain active. For every 5 stars
- 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 star it will
- assuredly disrupt the entire field of stars in the process.
-
- While the stars orbit the mage he is at a -1 to hit penalty for every
- star active whenever a to hit roll is needed, including spells. The
- mage may create fewer stars than the maximum possible. Also, the mage
- may choose to release up to three stars per round at up to three
- different opponents no farther away from the caster than 1/2" per level
- and who are in his line of sight. Released stars act and attack as
- Magic Missiles and should be considered triple strength versions of a
- normal Magic Missile for defensive considerations. A star (chosen
- randomly from the remaining stars) will do damage equal to its current
- hit points. The material component(s) of this spell is a single gold
- piece for every five-pointed star created. All pieces are thrown into
- the air where they disappear and are replaced by the floating stars.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Scrybane (Divination, Enchantment/Charm)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One person in a 300-foot radius sphere
- Saving Throw: Special
-
- For this spell to work, the wizard must cast it when he believes that
- he is being watched through the use of spells or magical scrying
- devices (for instance, ESP, crystal balls, or wizard eyes).
- Immediately after the wizard being scryed casts this one-word spell,
- the scryer may suffer one or more of the following effects (roll
- separate percentile dice for each):
-
- 80% chance of being affected as if by the spell forget,
- 55% chance of taking 2-8 hit points of damage from the backlash,
- 10% chance of falling into a coma lasting 1-20 days, and
- 5% chance of being feebleminded, as the spell.
-
- All spell-like effects are at the level of the caster of the Scrybane.
- The scryer must make separate saving throws to avoid each of the
- effects befalling him. The material components for this spell are a
- dark translucent stone worth at least 500 gold pieces, and a small
- flame.
-
- The spell Scrybane is one of many powerful "anti-divinatory" spells. A
- wise mage should somehow acquire one before beginning magical research
- of his own.
-
- ------------------------------------------------------------------------
- Sillvatar's Dragon Claw (Conjuration/Summoning)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 10' per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: None
-
- This spell conjures a semi-real, shadowy dragon claw anywhere within
- spell range. This claw will attack any target as directed by the
- caster; full concentration is necessary to attack with the claw; if the
- caster loses concentration, the claw will hover in place until the
- caster again gains control. The claw's attack uses the caster's normal
- THAC0 and inflicts damage equal to that of the dragon the material
- component came from. For example, if the material component came from a
- black dragon, the attack inflicts 1-6 points of damage per attack.
-
- For every 5 levels of the caster, one attack with the claw may be made,
- up to a maximum of 4 attacks, although only a single attack may be made
- in a single round. The claw dissipates when the maximum number of
- attacks is made, or when the spell duration expires, whichever comes
- first. The claw may also be dispelled, but may not be harmed by other
- attacks.
-
- The material component for this spell is the claw from any type of
- dragon; this component is consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell will enchant one normal staff with a temporary magical
- dweomer. In order to cast this spell, a ruby worth at least 300 GP is
- bound to the end of the staff; this gem will glow with a soft light as
- long as the spell is in effect. This spell may have one of two affects
- as decided at the time of the casting: the staff may be used to
- discharge a Fireball as per the spell; this will have all the effects
- (including dice of damage) as if the caster had cast a Fireball spell;
- discharging the Fireball has a casting time of 1. If used in this
- manner, the spell expires after the Fireball is used, or after 1 round
- per level of the caster has passed (if not used in that time, the spell
- dissipates, and has no effect).
-
- Alternately, the caster may employ a number of lesser effects: if the
- staff scores a hit in combat, the staff will discharge a burst of
- flames that will engulf the target; these flames inflict 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 one half;
- if the save fails, all possessions must save vs. magical fire, or be
- consumed. The staff may be used in this manner once per five levels of
- the caster (to a maximum of 4 times). If the staff misses its targets,
- no charge is used (nor may the caster elect to do so); a charge is used
- only if a hit is scored. If all charges are not used in 1 round per
- level of the caster, the spell dissipates, and all remaining charges
- are lost.
-
- The only material components for this spell are the staff and the ruby;
- the ruby is consumed when the spell ends, but the staff is not
- affected.
-
- ------------------------------------------------------------------------
- Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell is identical to Sillvatar's Flamestaff except it may be used
- to discharge a lightning bolt (as per the spell) or electrical
- discharges when a hit is scored in combat. Damage, duration, etc. are
- identical to that of the Flamestaff. Saves for possessions are made vs.
- lightning for both applications of this spell.
-
- Instead of a ruby, this spell has a sapphire for a material component;
- it is consumed when the spell ends.
-
- ------------------------------------------------------------------------
- Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 100 yards per level
- Components: V, S, M
- Duration: Special
- Casting Time: One turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates the illusion of a creature, up to Medium in size,
- through which the caster gains the advantage of a clairaudience and
- clairvoyance spell. The caster must determine the appearance of the
- illusionary observer, during the casting of the spell. If it is a
- creature the caster is not familiar with, observers of the illusion are
- at +4 to notice it as such. If the caster has an accurate drawing or
- carving of the illusionary subject, observers are at -4 to spot the
- illusion. Those successfully noticing the illusion see it become merely
- become translucent, it does not disappear. The illusion is incapable of
- making any sounds, and is completely insubstantial, even if someone
- touching it is unaware that it is an illusion.
-
- The illusion has a movement rate of 30", and it is capable of passing
- through solid objects, all save lead, the touch of which cancels the
- spell. The caster must carefully concentrate on the illusion (i.e.
- incapable of other action) to use the clairaudience and clairvoyance
- powers, as well as keeping the appearance realistic. If the caster
- breaks concentration for some reason, the illusion freezes in whatever
- position it was in, until the caster resumes concentration or the
- spell's expires.
-
- The material components for this spell are a bit of fleece, and a
- humanoid eye and ear.
-
- ------------------------------------------------------------------------
- Sonoric's Superior Minions (Conjuration/Summoning, Divination)
- Level: 5
- 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 a major etherling, from the Ethereal Plane, to do
- the caster's bidding. Major Etherlings are fairly intelligent, although
- they still suffer from summoner-awe. The caster summons one etherling
- per five levels, for example two at sixth, three at eleventh, etc. The
- summoned etherlings are eager to serve the caster, and they are capable
- of more complicated tasks than their lesser brethren.
-
- A major etherling (AC: 0, MV: 60, HD: 4, #AT: 2, D: 1-3/1-3, INT: 12)
- is a mansized, transparent, humanoid-appearing creature, formed of the
- stuff of the plane ethereal. It has some control over its appearance on
- the Prime Material plane, although, regardless of form, they have
- blurry outlines, and are partially transparent. It also moves by
- flight, although it is sophisticated enough to give the illusion of
- walking. Being mostly on the ethereal plane, it is able to pass
- through solid objects, save lead, the touch of which, if it fails a
- save versus paralysation, returns it to the Ethereal plane, cancelling
- the spell. Major etherlings are fairly intelligent, and have a 20%
- chance of knowing any specific minor lore, although it will answer such
- a question only once. A major etherling will be stricken with extreme
- respect for the summoner, and will attempt to follow the spirit of its
- commands to the best of its ability. It has the ability to turn small
- items, of less than ten pounds in weight, ethereal, allowing it to
- transport the item. It may only carry one such item at a time,
- however. It too has a photographic memory.
-
- Major etherlings are capable of performing complicated tasks, and can
- grasp abstract concepts. Once given a task, it will remain on the Prime
- Material plane until the task is complete, or its time runs out. One
- advantage the major etherling possess over its lesser brethren.
- however, its ability to move into the Ethereal Plane, and return to the
- Prime Material plane, essentially teleporting. It is also capable of
- completing tasks on the Ethereal plane, as well as the Prime Material.
- Again, an intelligence check is required for particularly baffling
- problems encountered in its task, and if the task is rendered somehow
- incompletable, and the etherling makes it INT check, it will return to
- the caster, and inform him of the problem, before returning to the
- ethereal plane (for good).
-
- Being dual-plane beings, they are only hit by magic weapons, and
- spells. The material components of this spell are jade figurines, one
- for each etherling to be summoned.
-
- ------------------------------------------------------------------------
- Summon Warrior (Conjuration/Summoning)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 40 yards
- Components: V, S, M
- Duration: 3 rounds + 1 round per level
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: None
-
- Within one round of casting this spell, the wizard conjurers 1d3
- warriors to aid him. The summoned warriors will be of a level equal to
- 1/2 the level of the caster (rounded down) up to a maximum of twentieth
- level. They will perform as per monsters summoned by monster summoning
- spells. Note that in certain, circumstances, adventurers may be
- summoned (who will recall the details of their trip). The warriors will
- appear anywhere within the spell range as desired by the caster.
-
- The type of warrior summoned is as follows:
-
- caster's level fighter ranger paladin
- -------------- ------- ------ -------
- 15 and under 70% 20% 10%
- 16-20 60% 20% 20%
- 21 and over 50% 25% 25%
-
- Equipment and abilities are determined randomly. The material
- component for this spell is a dagger of the finest quality, which is
- consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Superior Sleep (Enchantment/Charm)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 5
- Area of Effect: 6" diameter sphere
- Saving Throw: None
-
- This is a much improved version of the first level Magic User spell
- sleep. The creatures affected fall into a deep slumber from which they
- cannot awaken from for at least one turn (unless a dispel magic is
- used).
-
- For each creature the caster chooses to affect, a certain
- amount of the spells power is used to put the creature to
- sleep. An effect die roll of 4-48 is rolled. This is the
- number of points that can be used to put creatures to sleep.
- It takes a different number of points per creature to put a
- creature to sleep, depending upon its hit dice or level. The
- caster can keep on putting creatures to sleep until all the
- points are used up, or there is not enough points left to
- effect another creature, or that all the creatures are
- already asleep in the area of effect. The point costs are as
- follows:
-
- Hit dice of
- creature to Max. Avg.
- be affected Cost Affected Affected
- ------------ ---- -------- --------
- up to .5 .5 96 60
- .5 + 1 to 01 01 48 30
- 01 + 1 to 03 02 24 15
- 03 + 1 to 05 03 16 10
- 05 + 1 TO 07 04 12 07
- 07 + 1 TO 09 06 08 05
- 09 + 1 TO 10 12 04 02
- 10 + 1 TO 11 24 02 01
- 11 + 1 TO 12 30 01 01
-
- Note: As an additional twist, the particular enchantments of this spell
- do not allow elves their normal resistance to enchantment/charm, but in
- turn they get a save vs. spells to avoid the effects of the spell.
-
- The material components of this spell is sand from a dead sandman which
- is tossed in the air while the caster sings a short lullaby.
-
- ------------------------------------------------------------------------
- Taint Alignment (Enchantment/Charm)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1 day per level or special
- Casting Time: 1 turn
- Area of Effect: One humanoid creature
- Saving Throw: Special
-
- Taint alignment has similar effect to a character as performing a deed
- opposite to his alignment, except that this one shows. Casting it
- requires knowing the Truename of the target, which knowledge can be
- obtained by other magic. Casting the spell causes the target to make a
- saving throw vs. spells with a penalty of 2 on die roll. If he makes
- the save, the spell rebounds on the caster, who shall also have to
- save, but with a bonus of 2 on die. The spell shall rebound between the
- two regardless of distance until one fails a save, or both have made
- three saves, in which case the spell fails. An affected TN character
- would get a random alignment of the corner 4.
-
- Effects vary depending on the alignment of the victim. If the affected
- is a paladin, the effects thus far taken for granted are reversed:
- laying on hands would cause damage, detect evil turns into detect good,
- remove fear effect into cause fear. Yet, the paladin might have no idea
- what's happening until he tries to ride his mount or draw his Holy
- Avenger +5. For an anti-paladin, the same goes, reversed. A cleric
- would instantly lose the ability to acquire spells, though not his
- spell casting or scroll reading ability.
-
- For any character, there's a number of standard effects:
-
- - Know Alignment shows the reversed alignment.
- - Detect Good/Evil work as for the new alignment.
- - Bad dreams.
- - Problems with other people. The Good emit fear, the Evil get liked,
- Law be approached with caution, Chaos be felt as a sign of
- responsibility.
- - Temples of one's own religion feel bad.
- - Temptation to truly switch alignment fully, which would have the
- certain standard effects described in DMG, such as losing a level of
- experience. a change in alignment can be felt by people in contact
- with the affected. Not definitely, but more in the "I feel
- something's wrong"-manner.
-
- The curse cannot be magically removed with anything less than a Limited
- Wish, until the time is full. Of course, the target wouldn't know that
- the effect isn't permanent..
-
- If a sign of faltering from the original alignment is done, then the
- effect does become permanent. Slight faltering causes prolonged
- duration, as the energy of the spell isn't as seriously tried as it
- might be.
-
- ------------------------------------------------------------------------
- Tonguetwister (Abjuration, Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 10 feet per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: One target
- Saving Throw: Negates
-
- When this spell is cast on an enemy spellcaster, it will cause the
- target's tongue to twitch violently, thus disrupting any spell being
- cast at the moment, unless the victim makes a successful save vs.
- spell. The level of the spell being cast by the target determines the
- modifier applied to the save as follows: save modifier = spell level -
- 5 (i.e. a 2nd level spell inflicts a -3 to the save, a 7th level spell
- earns a +2 to the save, etc.).
-
- The victim must be in the process of casting a spell with a *verbal*
- component. If no spell is currently being cast by the target, the
- Tonguetwister has no effect. If the opponent's spell goes into effect
- at the same time as the Tonguetwister, the victim earns an additional
- +2 bonus to the save. This spell cannot affect a spell that has
- already been cast, nor one that is to be cast in the future.
-
- The material component of this spell is a tongue of any creature; this
- is consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Traelanger's Extermination (Alteration, Conjuration/Summoning)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0"
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: 4" diameter sphere
- Saving Throw: None
-
- When this spell is cast, it causes all creatures in the area of effect
- who have less than 5 hit points maximum and less than 8 intelligence to
- die.
-
- The spell can effect a total number of hit points equal to seven times
- the casters level.
-
- When determining what creatures die from the effects of the spell,
- start with the creatures with the lowest hit points, and then go from
- there.
-
- The material components for the spell is a handful of live bugs which
- must be squashed as the spell is cast while the caster yells out "Seven
- in one blow!".
-
- ------------------------------------------------------------------------
- Tryton's Armour (Abjuration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: One creature
- Saving Throw: None
-
- This fifth level version of the first level spell Armour provides an AC
- of -2. In all other respects it is the same.
-
- ------------------------------------------------------------------------
- Tryton's Death Grip (Necromancy)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: Special
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: None
-
- Any creatures under 6 HD touched by the caster are automatically
- brought to 0 hit points. Creatures of 6 HD and above are afflicted with
- a double strength Shocking Grasp.
-
- ------------------------------------------------------------------------
- Wiley's Door (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V
- Duration: 1 round
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: None
-
- Causes a door to appear immediately before the caster and a matching
- door up to 3" away. The first door appears framed by glowing blue lines
- 5' wide by 8' tall. The second door is invisible. Living matter up to
- 400 pounds or non-living up to 800 pounds may be transported from the
- first door to the second door (trade off one pound living for two
- pounds non-living). This doors provide one-way transport only.
-
- ------------------------------------------------------------------------
- Wiley's Teleport (Alteration)
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 150 miles
- Components: V, S
- Duration: Concentration
- Casting Time: 1 turn
- Area of Effect: Caster + additional weight (see below)
- Saving Throw: None
-
- This spell allows the caster to teleport himself and -7000 GP + 1000 GP
- per level of additional stuff that he is carrying to a specified
- destination at most 150 miles distant. The chances of error are the
- same as for normal teleport, except that if the caster would normally
- end up is a solid object, the spell will abort. The maternal component
- is a map of the destination, which is not consumed.
-
- ------------------------------------------------------------------------
- Wolldin's Backstabber (Illusion/Phantasm) Level 5
- Level: 5
- Source: Great Net Spellbook, V3
- Range: 20' per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: None
-
- This spell requires the presence of any piercing melee weapon in order
- to work; the caster holds the weapon, and when the incantations are
- complete, the weapon vanishes and reappears in the hands of an
- invisible spectral creature. A True Seeing or Detect Invisible spell,
- or similar magic will reveal the vague outline of a figure; others will
- only see the weapon hovering in the air.
-
- The figure (and weapon) will appear behind the creature chosen as the
- target for this spell (the target must be within spell range); it will
- then deliver an instantaneous backstab at the victim. The caster's
- normal THAC0 is used to resolved hits (all applicable bonuses apply
- normally, including the bonus for attacking from behind); the attack is
- always made with surprise (unless it is normally impossible to surprise
- the target) and therefore, dexterity and shield bonuses to AC do not
- apply to the attack.
-
- In the case of a successful hit, the base damage is as per the weapon
- used in the attack; however the attack also receives a backstab damage
- bonus as if made by a thief of a level equal to the caster's level;
- normal damage bonuses also apply to the attack.
-
- The only material component for this spell is the weapon used in the
- attack; it, as well as the spectral creature, disappear after the
- attack is made, whether it was successful or not.
-