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- Acid Rain (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10 yards + 5 yards per level
- Components: V, S, M
- Duration: 1 round per 3 levels
- Casting Time: 6
- Area of Effect: 10 square feet + 5 square feet per 2 levels
- Saving Throw: 1/2
-
- This spell will cause a sheet of corrosive acid to fall from the sky
- (actually, it will appear 10 feet over the target spot). All creatures
- or objects underneath will be subject to its effects. The acid will
- corrode wood, metal, cloth, and flesh. The initial inundation will
- cause 1d6 damage per level (with a maximum of 10d6). A successful
- saving throw will cause half damage, and adds +1 to subsequent saves.
- All items exposed to the acid must also save. If a magical item saves
- successfully, no further saves are necessary.
-
- Armour loses one point of AC per round. If it loses all of its points,
- it disintegrates and falls to the ground. Weapons lose one point per
- round. The number of points is determined by size (L=3, M=2, S=1). When
- all points are gone, the weapon is too weak to use in combat.
-
- All damage done to items (other than loss of magical properties), can
- be repaired with a Mend spell, or the like, unless the item was
- destroyed. Subsequent damage to flesh is 1d6 per round. All subsequent
- damage can be avoided if victims immerse themselves in water, to wash
- off the acid.
-
- The material components of this spell are rain water and sulpher.
-
- ------------------------------------------------------------------------
- Alpha's Firefountain (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: Special
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: Special
-
- This spell is similar to the 4th level Alpha's Firefall spell, but is
- more powerful in two ways. First, the spray of liquid fire burns for a
- total of three rounds, inflicting 3d6 damage the first round, 2d6 the
- second, and 1d6 the third. There is no saving throw vs. the damage
- inflicted by the spray. Second, the caster is able to throw up one
- prominence of flame (for 4d10 fire damage the first round, and 2d10 the
- second, with a save vs. breath weapon to halve damage) for every six
- levels of the caster (rounding off all fractions). The material
- component is a lump of pitch, sulfur, saltpeter, and magnesium and an
- available fire source.
-
- ------------------------------------------------------------------------
- Alpha's Rainbow Warrior (Evocation, Summoning)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- This spell invokes energy and the spirit of a creature from the Quasi-
- Elemental Plane of Radiance. The Rainbow Warrior has as many hit
- points as the caster would at full health, and attacks as a fighter of
- half the caster's level. The Warrior has an armour class of 0, and can
- only be struck by magical weapons. It attacks with a spear of
- radiance, which causes damage the same way as the 2nd level Rainbow
- Beam spell if the target is struck. As with that spell, the caster has
- a 5% per level chance of selecting the colour of the spear, otherwise it
- is random. The Rainbow Warrior may fly at a movement rate of 24, but
- it has no real substance and cannot touch nor carry any material
- object. Creatures dwelling on or drawing power from the Negative
- Material Plane or Plane of Shadow suffer 1d6 damage every round that
- they are within 20' of the Rainbow Warrior, as it sheds a bright globe
- of light strongly infused with energy from the Positive Material
- Plane. The Rainbow Warrior is unaffected by poison, paralysis,
- petrification, fire, electricity, gas, or acid. Unholy water causes it
- 2d4 damage, and cold attacks do full normal damage. Negative energy
- attacks gain a bonus of +1 per die of damage, and any spells involving
- darkness cause the Rainbow Warrior 2d6 damage per level of the spell,
- though the darkness spell will then be dispelled. Any darkness spell
- coming into contact with the 20' globe of light surrounding the Rainbow
- Warrior must be checked as if Dispel Magic was being cast at the level
- of the summoner of the Warrior. Only one such dispelling attempt is
- possible for each darkness spell that could be affected, although the
- Warrior can automatically dispel any darkness spell by touching the
- area of effect, but it will suffer damage as if the spell had been cast
- specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are
- affected by the Rainbow Warrior's globe of light as they would be by
- Continual Light. The material component of this spell is a clear
- diamond worth not less than 5000 GP.
-
- ------------------------------------------------------------------------
- Alpha's Starlight Citadel (Conjuration/Summoning)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 30 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell can only be cast in an area under star- or moonlight. When
- cast, it brings into being a deep blue-black tower of magical metal,
- with many faint silvery gleams. This tower is in all respects similar
- to a Daern's Instant Fortress (q.v.) except that it grows slowly during
- the course of the casting, and so no creature able to move could
- possibly be harmed by its expansion. The door to the Citadel is Wizard
- Locked at the caster's level. One creature for each level of
- experience of the caster may be designated in the casting of the spell,
- and such creatures may freely open the door, though the caster may
- override this at any time by mental command. The magic of the walls of
- the citadel prevents the passage of any creature ethereal, astral, or
- out-of-phase creature. Teleportation into and out of the tower is
- still possible. This spell lasts until the first rays of direct
- sunlight strike the tower, but it cannot last longer than 2 hours + 1
- hour per level of the caster in any event. The material component is a
- star sapphire and a small steel carving of a tower.
-
- ------------------------------------------------------------------------
- Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Infinite
- Components: V
- Duration: Permanent
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: Special
-
- This spell is a weaker version of the 7th level wizard spell Limited
- Wish. Alter Occurrence enables the wizard to alter the way an event in
- the very recent past actually occurred. For the casting of the spell,
- the wizard recounts an event which occurred up to two rounds previous
- which he viewed firsthand. The wizard, while recounting the incident,
- modifies it in the way which he would have liked for it to occur. At
- the end of the casting, the past will be rewoven along the lines of the
- caster's version, by a base guideline of 3% per level of the caster.
- (For instance, Johann, a 12th level wizard, uses the spell to make a
- freak gust of wind blow an arrow totally off course which shot his
- companion Rykor in the heart a few seconds ago -- a critical hit.
- Johann has a 36% chance to make the arrow miss, else it still hits
- doing regular damage. If Johann had asked for the arrow to have missed
- Rykor's heart, it might have still hit Rykor but would have done only
- 100 - 36 = 64% of the designated damage.)
-
- This spell will automatically modify the perceptions of the past for
- all of those, other than the caster, who were present during both the
- modified and unmodified events unless they make a saving throw vs.
- spells. Alter Occurrence cannot be used to raise character abilities
- (even temporarily) or mimic other magical effects. Frequent use of
- this spell may cause the wizard to go insane; make an INT check with a
- cumulative -1 penalty each time the spell is used by the same caster
- over a one week period, or suffer a random type of insanity.
-
- Alter Occurrence is a spell published by the wizard Saridan Hysakai
- after over a decade of study (an unknown amount of which was spent at
- the Plane of Time). Saridan subsequently went insane.
-
- ------------------------------------------------------------------------
- Azura's Black Scythe (Evocation, Necromancy)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S
- Casting time: 6
- Duration: 1 round per 2 levels
- Area of Effect: 1" long, 180 degree arc
- Saving Throw: Special
-
- The black scythe is a fearsome weapon to behold, stretching 8' and
- immolated in wispy green flames. It sweeps a 10' long, 180 degree arc
- and can hit all targets within its area as a monster of the caster's
- hit die. Creatures up to 4+1 hit dice are slain instantly, while those
- above 4+1 hit dice but below 8+3 must save vs. spells or be stunned for
- 2-5 round. Those who possess 8+3 hit dice up to 10 hit dice must save
- vs. spells or be slowed for 1-4 rounds. All effects are cumulative.
- The scythe inflicts 1d10 damage in addition to its other effects. The
- material component is a miniature sickle with an ebony shaft and an
- adamantine blade costing 500 GP to construct.
-
- ------------------------------------------------------------------------
- Block Teleport (Abjuration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 1 turn
- Casting Time: 6
- Area of Effect: 100' radius sphere
- Saving Throw: None
-
- This spell prevents anyone from teleporting into or out of the area of
- effect while the spell is in effect. It will not effect homing teleport
- spells (e. g. word of recall). It will also not effect gates.
-
- ------------------------------------------------------------------------
- Copyright (Abjuration, Divination)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 day
- Area of Effect: Special
- Saving Throw: None
-
- Cast before starting spell research. Spell can not be researched except
- with permission of one who researched the spell or by the use of a
- Limited Wish. A full Wish enables learning & ability to teach others
- (variant of Secrecy spell). If mage dies, require speak with dead to
- get permission.
-
- ------------------------------------------------------------------------
- Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 1 round per 2 levels
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Special
-
- After this spell is cast, the wizard must make a successful attack in
- melee to affect the target. The wizard's normal THAC0 is used with a
- +2 modifier to hit. The spell will last until a hit is scored, or
- until the duration expires, whichever comes first. If a hit is made,
- the victim suffers a massive heart attack and must make a successful
- system shock roll or die. Even if this roll succeeds, the target
- suffers damage equal to 1d4 + 1 per level of the caster.
-
- ------------------------------------------------------------------------
- Create Ghast (Necromancy)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 2 hours
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates up to one ghast per six levels of the caster, and
- these ghasts will follow the commands of their creator to the best of
- their ability. Each ghast is formed from the corpse of a human slain by
- a ghoul or ghast who has not yet risen as a ghoul itself. These corpses
- are the material components of the spell. As implied above, humans
- killed by a ghast will rise as ghouls to follow the pack.
-
- ------------------------------------------------------------------------
- Diamondblade (Enchantment/Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 2 turns + 1 round per level
- Casting Time: 1 turn
- Area of Effect: One edged melee weapon
- Saving Throw: None
-
- This spell turns an ordinary edged melee weapon into a blade of
- sharpness, as per Sword of Sharpness (see AD&D 2nd edition, page 186).
- For the duration of the spell, the weapon is treated as a weapon +3 or
- better for purposes of who or what can be hit by it, even though it
- gets only a +1 bonus to attack and damage rolls. However, on a very
- high roll, it will sever an extremity, determined by a dice roll. The
- spell functions on existing magical weapons, as long as the total
- combined bonus is +3 or less.
-
- The material component for this spell is a 1000 GP diamond, however,
- the tooth of a Tarrasque may be substituted in which case the weapon
- functions as a Vorpal blade (see same reference as above), and gets the
- +3 bonus to attack and damage rolls.
-
- Opponent is Modified Score Modified Score
- to Sever * to Sever **
- ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~
- Normal or armoured 19-21 20-23
- Larger than man-sized 20-21 21-23
- Solid metal or stone 21 22-23
-
- * Considering only the sword's bonus of +1.
- ** Considering only the sword's bonus of +3.
-
- ------------------------------------------------------------------------
- Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates a 5' long shimmering blue shaft of force from the
- caster's outstretched hands. He must physically wield the weapon in
- combat, thus spells with somatic components cannot be cast while the
- summoned blade exists. The "sword", however, has no true material
- existence and does not conduct shock back to its wielder, thus its
- overall speed factor is 1. It is neither an edged nor blunt weapon and
- affects creatures normally immuned to either.
-
- The blade strikes once per round with a +5 "to hit" bonus, inflicting
- 2d6 + 5 damage points per successful hit. It lasts 1 round per level of
- the spell caster and is subject to disintegrate and dispel magic. The
- material component is a 500 GP crystal sword which requires 2 weeks to
- construct.
-
- ------------------------------------------------------------------------
- Dreamoore's Eldritch Decagon (Alteration, Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: One creature
- Saving Throw: 1/2
-
- When this spell is cast, the magic-user sets up a brilliant array of
- pale blue, dancing rays which forms a decagon between both hands. The
- spell draws power directly from the psychic winds of the astral and
- ethereal plane. Once complete, it may fire a 1' wide beam of pure
- magical force every round, and this ray unerringly strikes any single
- creature or object within 10' per level (invisible targets require a
- "to hit" roll vs. base AC 6, modified by dexterity, etc.) and inflicts
- 2-5 (1d4 + 1) damage points per level of the spell caster, up to 12d4 +
- 12 maximum. A successful save vs. spells halves damage. These beams may
- be unleashed from the decagon:
-
- - Eldritch beam: magic missile energy; affects only animate targets.
- - Impaling force ray: inflicts piercing or impaling damage.
- - Planar force beam: inflicts edged or slicing damage.
- - Spherical force bolt: inflicts blunt or crushing damage.
- - Vibration or shock wave: an ultrasonic bolt which affects only
- crystal, glass, stone, and other objects vulnerable to vibration
- damage.
- - Wind blast: as the 3rd level magic-user spell, gust of wind, against
- a single target (c.f. gust of wind)
-
- The magic-user must concentrate to maintain the eldritch decagon, thus
- any successful attack against him negates the spell. The material
- component is a small crystal in the shape of a 10-sided die set inside
- an iron ring, and a lodestone.
-
- ------------------------------------------------------------------------
- Dreamoore's Missile Tempest (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: None
-
- Also known as "Dreamoore's bolts of seeking," this spell creates a
- powerful enchanted bolt which has base 1d12 damage plus 3 points per
- level of its caster, up to 1d12 + 36 maximum (e.g. a 12 hit die missile
- does 37-48 hit points damage). This bolt, however, can divide into two
- or more missiles striking single or multiple targets (minimum 1 damage
- point per missile). Once the caster unleashes the bolt, he need but
- point and close his fist. The missile then flashes outward, dividing
- into smaller missiles if so directed, and unerringly hits all visible
- targets in a 90 degree arc before the caster. The material component
- for this spell is a 500 GP diamond which is hurled into the air as
- spell casting is completed.
-
- ------------------------------------------------------------------------
- Dreamoore's Viper Lance (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: Special
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: None
-
- The viper lance spell launches a 2' long solid metal shaft at extremely
- high velocity. This bolt always travels in a straight line trajectory,
- its blinding speed making it near-invisible. Any creature struck
- immediately suffers base 1d10 + 2 HP's damage, up to 1d10 + 30
- maximum. The caster may launch one bolt per six experience level,
- though only one bolt may be fired per round. The material component is
- a solid steel shaft engraved with the caster's personal rune, with a
- mithril or adamantine tip, and zinc stabilising fins. Each bolt requires
- two weeks and 250 GP construction cost.
-
- ------------------------------------------------------------------------
- Eldarr's Improved Spell Conversion (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 2 turns
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is identical to Eldarr's Spell Conversion, except it will
- convert any spell of level 6 or less to any known spell of level 5 or
- lower. The duration and casting time are also increased.
-
- This spell also has the additional (in addition to the were-creature
- pelt) spell component of a powdered gem (of any type) worth at least
- 400 GP. This gem is also consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Energy Field (Conjuration, Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 6" + 1" per level
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 6
- Area of Effect: 1' per level high cube
- Saving Throw: None
-
- This spell creates an invisible field of energy which is impermeable to
- the passage of magical and psionic energies through its barriers. Thus,
- for example, creatures inside the area of effect are completely
- unaffected by spells which are cast outside the spell area. Similarly
- people outside are not effected by spells from inside (note, since
- magic cannot pass through this barrier, creatures cannot teleport,
- plane shift, etc. through the barrier).
-
- Energy field does not, however, offer any physical protection
- whatsoever.
-
- Spells which cause physical damage can destroy the shield but these
- spells must do a total damage of 6 HP per level of the caster. A
- disintegrate spell will cause the shield to make a save vs. magic at
- the level of the caster. If it saves then the spell has no effect. If
- it fails then the spell does 2-9 points per level of the caster damage
- to the field. A magic missile spell actually heals the field on a 1 to
- 1 hit point basis.
-
- The shield, if cast upon the caster, moves with the caster. If the
- spell is cast upon another unwilling creature then they make a save vs
- spells. If they fail the save then the field follows the creature. If
- the save is made then the spell becomes rooted to the target area.
- Otherwise the spell remains stationary until the spell duration
- expires.
-
- The material component for this spell is a diamond cube of not less
- than 500 GP value. This cube will shatter when the spell expires or the
- field is brought down by spell damage.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Arc (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell is similar to the 1st level spell Burning Hands, but is much
- more potent. When cast, this spell will emit an arc of flames from the
- hand of the caster; the arc may be one of four sizes as listed on the
- following table:
-
- Arc Range
- ~~~~~~~~~~~ ~~~~~~~~
- 90 degrees 200 feet
- 180 degrees 150 feet
- 270 degrees 100 feet
- 360 degrees 50 feet
-
- The arc of flames will have a width of one foot, centered on the
- caster's hand, so the height of the wizard's hand at the time of
- casting will determine the height of the flames; thus if the flames are
- at waist level, it is possible to escape the effects of this spell if
- lying prone.
-
- The caster may elect to cast the arc in a "doughnut" shape; that is, he
- may create an area around himself that is untouched by the flames (a
- good idea if the caster is in the midst of a friendly party). The
- radius of the hole may be any size the caster desires, up to half the
- range as given in the table above.
-
- Anyone hit by the flames suffers 4d10 points of damage, plus 1 point
- per level of the caster (to a maximum of 4d10+20); a successful save
- vs. spell reduces the damage by half. If a victim fails a save, all
- possessions must save vs. magical fire or be consumed.
-
- These flames are blocked by obstacles, and they will not rejoin behind
- the barrier. This will create gaps in the arc; therefore, if a target
- is standing behind a large enough obstacle, he will be shielded from
- the flames, even if the blocking obstacle is tens of feet away.
-
- The material component for this spell is a chunk of volcanic rock and a
- lit candle; the rock is consumed with the casting, but the candle is
- not.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Dome (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 80 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: None
-
- This spell is similar to the Wall of Fire spell, but it creates a dome
- of flames instead of a wall. The dome has a radius along the ground of
- 10' plus 5' per level of the caster; it is 25' high at its peak. The
- dome must be cast so its base is resting on solid ground.
-
- Unlike a Wall of Fire, the Flame Dome gives off waves of heat on all
- sides; anyone within 10' of the dome suffers 2d6 points of damage,
- while those within 20' suffer 2d4 points of damage. In addition, the
- dome inflicts 3d8 points of damage, plus 1 point per level of the
- caster on anyone who passes through the dome (like a Wall of Fire,
- creatures subject to fire will suffer more damage at the DM's
- discretion, and undead always suffer double damage).
-
- The procedure for trapping creatures with the dome, as well as the
- duration of the spell, are as per the Wall of Fire spell.
-
- The material components for this spell are specimens of phosphorus and
- sulphur, both of which are consumed with the casting.
-
- ------------------------------------------------------------------------
- Glamden's Acid Fire (Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 5 yards + 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: 10' x 10' x 5' per level cloud
- Saving Throw: Special
-
- This spell causes an acid cloud to form anywhere within range of the
- spell; the cloud billows out to its full dimensions (10' x 10' x 5' for
- each level of the caster) instantaneously and everyone caught inside
- the area of effect suffers 4d6 points of damage; a successful save vs.
- spell reduces damage by half. Anyone who fails the save must roll saves
- vs. acid for all possessions to avoid destruction.
-
- Immediately after the acid cloud forms, it bursts into flames,
- inflicting another 4d6 points of damage to all inside. As before, a
- successful save vs. spells reduces the damage by half; those
- individuals who successfully saved vs. the acid, receive a +4 bonus to
- their save vs. the fire. If this second save fails, possessions must
- save vs. magical fire or be consumed (the +4 bonus mentioned
- previously, does not apply to these saves).
-
- The material components for this spell are the intestines of a black
- dragon and the heart of a red dragon; both are consumed when the spell
- is cast.
-
- ------------------------------------------------------------------------
- Glamden's Acidic Gas (Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 5 yards + 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: 10' x 10' x 5' per level cloud
- Saving Throw: Special
-
- This spell is similar to Glamden's Acid Fire; when cast, this spell
- forms a gas cloud which is also highly acidic; anyone caught inside the
- cloud suffers 8d6 points of damage. This spell requires two saving
- throws vs. spells: the first is against the gas, and the second is for
- the acid. If neither save is successful, full damage is inflicted on
- the victim; if one save is made and the second fails, the victim
- suffers 3/4 damage; if both saves are successful, the victim suffers
- 1/2 damage. If the save vs. the acid fails, all possessions must save
- vs. acid to avoid being destroyed; the gas has no effect on the
- victim's possessions.
-
- If a target has immunity vs. one component, damage is automatically
- halved, and is reduced to 1/4 normal if the save vs. the other
- component is successful. Of course, it a target has immunity vs. both
- components, he is not affected by this spell.
-
- The material components for this spell are the intestines of a black
- dragon and the stomach of a green dragon; both are consumed when the
- spell is cast.
-
- ------------------------------------------------------------------------
- Glamden's Gas Jet (Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: 5' wide, 10' per level long beam
- Saving Throw: Special
-
- This spell is similar to Glamden's other spells, Acid Fire and Acidic
- Gas; when this spell is cast, a jet of green gas shoots from the
- caster's palm; a split-second later, the gas erupts in flames. This jet
- is 10 feet long per level of the caster, and is 5 feet wide; anyone hit
- by the jet must make two saving throws vs. spell (one for the gas, and
- the other against fire) to avoid suffering 8d6 points of damage. The
- procedures for saves and immunity vs. the two components are the same
- as for Glamden's Acidic Gas, except magical fire replaces the acid
- component.
-
- The material components for this spell are the heart of a red dragon
- and the stomach of a green dragon; both are consumed when the spell is
- cast.
-
- ------------------------------------------------------------------------
- Hold Person IV (Enchantment/Charm)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 12"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: 5 persons in a 20' radius circle
- Saving Throw: Negates
-
- This is like hold person except as noted above and that all saving
- throws are made with no modification.
-
- ------------------------------------------------------------------------
- Improved Wiley's Door (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: None
-
- This spell is like that of Wiley's door except that there is no limit
- to the amount of stuff that can be transported (except for the physical
- problems of getting that much stuff through the door) and the second
- door can be up to 20" distant. The second door must be somewhere that
- the caster has seen.
-
- ------------------------------------------------------------------------
- Justin's Skimmer (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 20 yards
- Components: V, S, M
- Duration: 1/2 hour per level
- Casting Time: 6
- Area of Effect: One skimmer
- Saving Throw: None
-
- An improved form of Tenser's floating disc, the skimmer is designed as
- a flying vehicle for the caster. The wizard reclines in a molded seat
- at the centre of the 3' radius disc. The "wings" each have room for
- one person, or a comparable volume of cargo. It can lift 50 pounds per
- level of the caster. The skimmer can move at speeds up to 25 miles per
- hour (this approximates move 70), and has maneuverability class A at
- speeds less than move 21. The caster is protected from acceleration,
- passengers are not. When stopped, the skimmer can rotate on a dime.
- The caster has full cover from below. The skimmer can take 5 HP per
- level of the caster. Ramming, it does (move/3)d6 damage to both itself
- and the target. Only the caster can control the skimmer; it hovers
- motionless if he is unconscious. The skimmer is a stable casting
- platform.
-
- ------------------------------------------------------------------------
- Kalessin's Spell Load (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: Special
- Area of Effect: Caster
- Saving Throw: None
-
- With this spell, the caster is able to "store" one spell for every
- three levels he possess (i.e. two at fourth, three at seventh, etc).
- The caster "paints" the spells around himself as runes, in effect,
- casting them, a process taking one turn per spell. The spells are now
- "hung" around the caster, and can be released by command, an action
- taking only 1/10 of a round.
-
- If the caster concentrates, glowing runes representing the remaining
- spells in the load will appear about the caster, visible only to the
- caster. The caster must specify in the casting of the load what the
- verbal or somatic commands are to be for the release of each spell. The
- caster also determines the appearance of each representative rune.
- Detect magic will reveal the presence of the spell load, and True Sight
- will allow the caster to see the rune representations of the spells in
- the load.
-
- A spell load gets two saves versus a Dispel Magic cast at it. First, it
- gets the mage's saving throw versus magic, and if that fails, it has a
- 100% chance of being dispelled, minus 5% for each level the spell load
- caster has greater than that of the dispel magic caster.
-
- Releasing the spells by command takes only 1/10 round for initiative
- purposes, and the caster can release two spells per round, although, if
- two spells are released, there is a (50 - caster's level) chance that
- the load spell will be broken, and they will all go off. No more than
- six spells can be set into a spell load.
-
- Material components are a diamond tipped stylus, worth at least 1000
- GP, and an amount of molten gold, with which the runes are painted. The
- gold is consumed in the casting of the spell, but the stylus is still
- usable. The runes are visible to all during the casting of the spell
- load, and they flare briefly when the spell they represent is cast.
-
- ------------------------------------------------------------------------
- Lich's Palm (Necromancy)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell actually grants the caster the ability to use the normal
- attack of a lich. The mere touch will cause 1d10 damage of cold and be
- paralysed (save applicable).
-
- ------------------------------------------------------------------------
- Lorth's Stasis (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: 1 turn per level
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell was designed as either a sort of temporal stasis effect, or
- as a way of removing enemies without killing them. The creature touched
- is placed into its own extra-dimensional space, where no time passes.
- After one turn for each level of the caster has elapsed, the creature
- will be returned to the Prime Material plane in exactly the same state
- it was when the spell is cast (including location).
-
- If an object has been placed in the location from which the creature
- was sent, the subject will be displaced the shortest possible distance
- in any direction consonant with emerging in open space. For instance,
- if the tunnel has collapsed since the spell was cast, the creature
- might be displaced a few tens of yards up to the surface of the earth,
- if this is the shortest displacement that will allow the creature to be
- placed in an open area. However, if there should happen to be a cavity
- in the debris blocking the tunnel, the subject would most likely be
- deposited there.
-
- ------------------------------------------------------------------------
- Mage Lock (Alteration, Evocation)
- Level: 6
- 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 powerful dweomer causes the sealing of a thing with far greater
- effectiveness than that caused by a Hold Portal or a Wizard Lock
- spell. The Mage Lock can only be cast on certain things: Boxes or
- chests made of iron, steel, or harder metals, or on doors made of the
- same and set into a wall at least as hard as hard stone.
-
- When the Mage Lock spell is cast, the Wizard chooses a single person -
- other than himself - who is to be able to open the sealed box, chest,
- or door. When the spell is done the item is sealed and only the
- individual who was named in the casting will be able to open it. The
- item will be unaffected by Knock spells, Chimes of Opening, or similar
- magics, and will have a Magic Resistance of 25% with regard to other
- magics, and a +2 on all saves.
-
- If the person named in the spell should die before the item is opened -
- for the spell holds only until the item is opened once - then the item
- cannot be opened by anyone until the caster of the spell is dead. If
- the item has not been opened by the time both the wizard and the person
- named die, the Mage Lock dissipates.
-
- The material components of this spell are: A diamond, worth no less
- than 5,000 GP, 4 small iron cubes, and a drop of blood from the person
- to be named in the spell.
-
- ------------------------------------------------------------------------
- Mass Teleport (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 1' per level radius
- Components: V
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: Special
- Saving Throw: None
-
- This spell is basically a higher level of the fifth level Teleport
- spell. The main difference lies in the amount of mass that can be
- transported by the caster. In addition to the caster, 1200 pounds per
- level over level 10 may be transported. Basically, this spell is for
- bulk rate transfers of material. The range simply refers to the maximum
- radius outward from the center of effect (usually the caster) that
- people and things can be to be teleported.
-
- This was a very popular spell with parties of adventurers that had
- lots of money to spend on transportation... As such, the mages who
- could cast this spell tended to charge through the nose for it... It's
- not an easy spell to find since it is very, very useful... Of course,
- it's just a matter of time before somebody else (or a group of others)
- break into the action by researching a similar spell.
-
- ------------------------------------------------------------------------
- Minor Accursed Rite (Necromancy)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: One living creature
- Saving Throw: Negates
-
- Turns victim into an undead, type selected randomly wight, ...,
- vampire, partially controllable by the caster. Risky: each command
- given is a chance for the victim to become a fully free undead of the
- type, unless the caster also is a member of the same type of undead.
- Free - until controlled by a spell, of course. The change takes place
- over a period of two weeks of gradually worsening illness in which time
- the spell can be dispelled by a Dispel Magic, Cure Disease, and Heal,
- cast in any order any time during the two weeks, not necessarily one
- straight after the other. The DM should make up some appropriate
- material component.
-
- Note: the spell can create some quite weird undeads, such as vampire
- snakes. Controlling requires a common language and sufficient
- intelligence on the part of the target. The spell in itself doesn't
- modify stats such as intellect, even if the undead strength of 18/00 on
- a vampire does apply to non-humanoids as well.
-
- ------------------------------------------------------------------------
- Moloranis's Marvelous Map (Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Special (see below)
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1 turn
- Area of Effect: One sheet of paper
- Saving Throw: None
-
- By casting this spell, the mage is able to draw a fairly well detailed
- map of the surrounding terrain onto blank paper, which is the material
- component for this spell. The mage casting this spell must give total
- concentration to the spell for the entire 10 minutes. If the mage loses
- his concentration, the partially drawn map will fade from view and the
- spell must be repeated.
-
- The range of this spell varies as follows:
-
- Above the ground: 1 mile per level of the caster.
- Underground: 100 feet per level of the caster.
-
- * Inside a structure: The mage will get a detailed map of the floor or
- level he is on. However, the map will show nothing beyond the outer
- walls. If the floor or level is bigger than the mage's maximum
- radius, then follow the underground rule.
-
- While this spell is very handy, it does have some draw-backs. Nothing
- on the map is labeled. Also, the map will not show people. For
- instance, the map will show where a town is (if it is in range) but it
- won't give you the name of that town and it won't tell you if there are
- any people in the town. In other words, this spell results in a
- terrain-like map.
-
- The material component for this spell is a piece of paper (or something
- like that) and a writing instrument of some kind.
-
- ------------------------------------------------------------------------
- Mystyk's Improved Backlash (Abjuration, Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is identical to Mystyk's Backlash except for the following:
- when the caster is hit in melee, if he makes a successful save vs.
- rods, the attack only inflicts half normal damage (rounded down).
- Also, the energy bursts inflict an additional point of damage per level
- of the caster, up to a maximum of 20; this damage is halved if the
- attacker successfully saves vs. spells. For example if a 14th level
- caster is hit with a melee attack for 12 points of damage, the caster
- would suffer 12 points of damage, or 6 if the save is successful; the
- attacker would suffer 12 + 14 = 26 points of damage, or 13 if the save
- succeeds.
-
- The material component for this spell is the same as that for Mystyk's
- Backlash except the gem must be worth at least 600 GP.
-
- ------------------------------------------------------------------------
- Quintessa's Slaying Spear (Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 2" per level
- Components: V, S, M
- Duration: Permanent
- Casting Time: 6
- Area of Effect: One creature
- Saving Throw: Special
-
- When this spell is cast, light, that appears as a chromatic mass of
- intertwined rays bundled together in the shape of a spear, appears
- above the casters head.
-
- The caster goes through the motion of throwing the spear, without ever
- touching it, while speaking the name and race of the creature to be
- slain.
-
- The spear then flies towards its target and will kill the creature
- instantly is a save vs. death magic is failed. The spear never misses.
-
- If the saving throw is successful, the spear misses the creatures
- brain, or central nervous system, and instead hits another part of of
- the body causing 10-80 + 1 HP per level of the caster damage. The surge
- of energy into the creature will also stun it for 2-8 rounds.
-
- For the spell to work to its fullest potential, certain things should
- be known about the target: (1) race (2) anatomy (3) true name - if
- applicable - and (4) general background and history of the creature. If
- any of these are known (or not known) then the creatures saving throw
- is modified as follows:
-
- Information Saving Throw adjustments
- ----------- ------------------------
- Known Unknown
- -------- -------
- race -1 +2
- anatomy -1 to -4 +3
- true name -4 +2
- knowledge -1 to -5 +3
-
- The saving throw modifier because of knowledge of the creatures anatomy
- depends on how much the caster has studied the creatures species. As a
- general guide, it would take about one month of study, along with lots
- of specimens, to be completely familiar with a certain species
- anatomy.
-
- The saving throw modifier because of knowledge of the creatures
- background depends on how much and how deeply the creature's history
- and current life was researched.
-
- The material component for this spell is a copper spearhead and a glass
- or crystal prism. If the creature was killed because of a failed saving
- throw, then the spearhead will be found in the brain. If the save was
- made, then the spearhead will be found in a random part of the body.
-
- There is an additional -2 to save modifier if, for some obscure reason,
- the creature is resubject to this spell with the same copper spearhead
- that was used the first time (the spearhead has learned where to go
- this time).
-
- The prism disappears after the spell is cast.
-
- ------------------------------------------------------------------------
- Replay (Divination, Illusion)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 6"
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: 2" x 2" area
- Saving Throw: None
-
- This spell causes past events to be re-enacted in the area of effect.
- The replayed events will consist of a three dimensional,
- semi-transparent image superimposed over the area of effect.
-
- The caster can freeze the action, reverse it, scan forward for a
- particular event, or skip to any time within the range of the spell as
- given in the table below.
-
- Level Time Range
- ----- ---------------
- 12-14 1 day per level
- 15-17 1 month per level
- 18-20 1 year per level
- 21+ 1 century per level
-
- The speed of a search is determined by the event that is sought. The
- passage of an army would be easy to spot at a fast search rate, while
- searching for a pickpocket would require a real time search.
-
- The material component for this spell is an hourglass.
-
- ------------------------------------------------------------------------
- Retroactive Dispel Magic (Abjuration, Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: Special
-
- Lets you actually cast Dispel Magic to counter a spell thrown at you!
- If you have the spell, you can cast it at any spell or spell effect
- thrown that round, even if you have been killed or turned to stone, by
- the vagaries of initiative and the like. It is assumed that you were
- casting the Dispel Magic as the other spell was being cast. Acts as
- Dispel Magic for chance of success based on level.
-
- For example, you have Esmeralda cast Polymorph Other, which is lots
- faster than Dispel Magic. She has Initiative all over Glamgon, the PC.
- He declares that he wants to cast retroactive Dispel Magic, so
- effectively as Esmeralda was gathering power for her spell, Glamgon was
- trying to drain it away. Glamgon had better succeed, lest he truly
- become a toad (the outcome of the polymorph other should Retroactive
- Dispel Magic not succeed).
-
- Note that this spell cannot be cast by a specialised Abjurer or
- Transmuter, since it (also) belongs to his opposite school.
-
- ------------------------------------------------------------------------
- Sarius' Frost Giant Manifestation (Conjuration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 6 turns
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates a golem-like creature which the mage may direct to
- perform certain programmed actions. The creature is a temporary ice
- golem with no true intelligence, and to most appears as an undead frost
- giant. The creature may be controlled up to a distance equal to the
- spell range but if it passes outside of this range, or the spellcaster
- is killed, the creature will explode in a 60' radius area doing damage
- equal to its current hit points (save vs. breath weapon for half
- damage). The creature created mimics most of the actions of a frost
- giant, having AC 4, MV 12", HD 10 + 2, HP 52, AT 1, DM 4-24, SP:
- Immune to cold, SZ: L (15'), Strength: 21. The creature can fight with
- its club only and has no ability to hurl rocks as a normal frost giant.
- It can inflict structural damage points as a normal frost giant on a
- round to round basis (Wood: 2, Soft Stone: 1, Hard Rock: 1/2).
-
- The caster is able to direct the creature to perform 3 individual
- actions plus 1 for every two levels of experience above 12th level.
- Each change in action will cause the creature to hesitate for one round
- before working to act out the next action. Actions can be classed as
- "killing a group of orcs", "killing a group of men wearing the same
- colours or armour", "tearing down a stone wall", "pulling up a tree",
- etc. Once the final action is completed the frost giant crumbles into
- small shards of ice, effectively making a circular area 30' in diameter
- very slippery. Against mind affecting spells, the creature is
- considered to have an intelligence and wisdom of 3 (saving at -3 vs.
- these attacks). If the creature is charmed or controlled by a mind
- affecting spell the casters concentration is totally disrupted causing
- the creature to dissipate and any other spells the caster currently
- controls will become dispelled unless the caster has no control over
- the spells in question after casting them, and any spell the caster is
- currently casting will be disrupted.
-
- This spell requires only the slightest mental control of the caster to
- operate, allowing him to cast other spells normally that do not require
- his full concentration. Multiple castings of this spell will work, but
- all of the detrimental effects are cumulative. The material component
- of this spell is a small pouch (2" squared) of leather containing a
- patch of fresh (not dried) frost giant hair mixed with diamond dust of
- no less than 500 GP value. The frost giant hair may be kept fresh with
- a Preserve spell or similar effect.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sarius' Platinum Platform (Alteration, Enchantment)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 1/2" per level
- Components: VSM
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell brings a magical force field into existence which resembles
- a dimly glowing platform made of glass-like material. The glowing
- platform (dimly visible up to 5' away in daylight) is capable of flying
- under the control of the spellcaster, who may carry himself and a
- certain amount of weight through airy and waterous mediums. When
- casting this spell, the mage may choose to create a 10' x 10' with 6"
- sidewalls or a 40' x 40' platform with 3' sidewalls. The 10' x 10'
- platform looses some of the abilities of the 40' x 40', but is 10%
- magic resistant and confers a 5% magic resistance to anything in
- physical contact with the platform. Both platforms have a localised
- gravity that aids in keeping materials on board and bonuses to
- dexterity checks for falling from it. The differences between platforms
- and general flight powers are listed in the table below. Note that this
- spell uses the intelligence of the creature casting the spell to
- determine usage (even thieves) and creatures with less than a 9
- intelligence may not effectively use this spell. Only mages may create
- the 10' x 10' platform.
-
- The platforms may only be destroyed by magical damage. Physical
- attacks, no matter how strong, will only be able to move the platform
- in relation to the force of the attack compared to the current speed
- and/or lift rate. Magical weapons will do damage equal to their magical
- plusses only. If area of effect attacks come from below that do not
- destroy the platform they will not affect the contents of the platform.
- Note that, even if the magic resistance of a 10' x 10' platform is
- bridge and it fails its saving throw and takes full damage, unless it
- is destroyed the aforementioned effect holds true. The magic resistance
- passed onto objects touching the platform stay in effect for one round
- after it is destroyed. Breath weapons are considered magical attacks
- cast at the level of the hit dice of the breathing creature for
- determining magic resistance breach.
-
- The 40' x 40' platform may sustain 3 HP per level of the originating
- experience level at which it was cast, while the 10' x 10' platform
- will take 4 x this amount of damage. The platform is immune to any
- attacks which use a primal force of the plane in which it is created
- (e.g., fire in the elemental plane of fire) since it is created from
- the forces of the current plane in which it resides. This also prevents
- the platform from crossing planar boundaries. In places where there is
- no localised gravity, movement rates are double the stated values in
- the table below. Spell duration in normal time is 1 turn per level for
- the 10' x 10' platform and 1 day per level for the 40' x 40' platform.
- The material component of this spell is a platinum plate (3" x 5" x
- 1/2") with mystic runes etched into it. A jeweler is needed (unless the
- character has the skill) and he will charge no less than 500 GP to work
- the runes needed into the plate, the total price coming to 4,000 GP for
- the plate. The caster must use a wizard mark of his own to prepare the
- plate or it will only be able to create the 40' x 40' platform.
-
- 10' x 10' Platform 40' x 40' Platform
- ---------------------------- ----------------------------
- Maximum Maximum Maximum Maximum Maximum Maximum
- Int. Speed Weight Lift MCFA Speed Weight Lift MCFA
- ---- ------- ------- ------- ---- ------- ------- ------- ----
- 9 9" 900 1" C/+1 4.5" 3,600 .5" E/+4
- 10 10" 1,000 1" C/+1 5" 4,000 .5" E/+4
- 11 11" 1,100 1" C/+1 5.5" 4,400 .5" E/+4
- 12 12" 1,200 1" C/+1 6" 4,800 .5" E/+4
- 13 13" 1,300 1" C/+1 6.5" 5,200 .5" E/+4
- 14 14" 1,400 2" B/+2 7" 5,600 1" D/+5
- 15 15" 1,500 2" B/+2 7.5" 6,000 1" D/+5
- 16 16" 1,600 2" B/+2 8" 6,400 1" D/+5
- 17 17" 1,700 2" B/+2 8.5" 6,800 1" D/+5
- 18 18" 1,800 2" B/+2 9" 7,200 1" D/+5
- 19 19" 1,900 2" B/+2 9.5" 7,600 1" D/+5
- 20 20" 2,000 3" A/+3 10" 8,000 1.5" C/+6
- 21 21" 2,100 3" A/+3 10.5" 8,400 1.5" C/+6
- 22 22" 2,200 3" A/+3 11" 8,800 1.5" C/+6
- 23 23" 2,300 3" A/+3 11.5" 9,200 1.5" C/+6
- 24 24" 2,400 3" A/+3 12" 9,600 1.5" C/+6
- 25 25" 2,500 3" A/+3 12.5" 10,000 1.5" C/+6
-
- Maximum Speed:
- This is measured in feet per round indoors and yards per round
- outdoors. Incapacitating the controlling person causes the platform to
- freeze. Speed also directly converts to miles per hour when the
- platform is flown for that amount of time.
-
- Maximum Weight:
- This is measured in pounds.
-
- Maximum (Rate of) Lift:
- For every 100 pounds over the maximum weight limit the lift rate is
- reduced by 1" per round. Negative lift rates cause the platform to go
- down at a rate equal to the negative rating unless the current plane
- has no gravity. In this case movement rate is affected vice lift.
-
- MCFA (Maneuverability Class - Falling Adjustment):
- This bonus is doubled for the caster controlling the platform. Each +1
- should be considered a pull each to 1/10th of normal gravity in the
- current plane of existence. These plusses are specifically bonuses
- against falling off of the platform.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sillvatar's Surgical Strike (Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10 yards + 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: One creature
- Saving Throw: 1/2
-
- This spell provides the caster with a method of attacking a specific
- target in the midst of a crowd; when this spell is cast, a flaming bolt
- shoots from the palm of the caster towards the intended victim. Only
- one target may be chosen for this spell, and the bolt strikes this
- individual unerringly. The bolt will dodge obstructions and other
- creatures in its flight to the target; it will even round corners, if
- need be. As long as the spell's range is not exceeded, and there is
- some path to the target, it will be struck; even if the victim ducks
- behind an obstacle while the spell is being cast, the bolt will still
- strike home. The only stipulation is the target must be in sight when
- the spell incantations begin; the caster may choose any target within
- sight (and range) but may not target such things as "the strongest
- member of the group" or "the orc leader" (see the description for Magic
- Missile for more details).
-
- When the bolt impacts the target, it explodes in a burst of flames that
- engulf the victim; the flames conform to the shape of the target, so no
- other creatures are affected by the spell unless they are touching the
- victim. The affects of the explosion are identical to a 10 die Fireball
- (10d6 points of damage). A successful save vs. spell reduces the damage
- by one half. If this save fails, the target must save vs. magical fire
- at -3 for all possessions; those that fail are destroyed.
-
- Since its inception, this spell has become a favourite of assassins;
- because of this, Sillvatar has striven to remove it from circulation.
- Due to his efforts, this spell is not as common as it once was,
- although tens and even hundreds of examples still exist.
-
- The material component for this spell is a handful of scales and the
- heart of a red dragon; these components are consumed when the spell is
- cast.
-
- ------------------------------------------------------------------------
- Spell-link (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 3d4 hours + 1 hour per level
- Casting time: 5 rounds
- Area of Effect: Caster
- Saving Throw: None
-
- By use of this spell, the mage magically links 4 spells that are
- currently in his memory. The link is such that, upon uttering a trigger
- phrase, the linked spells are invoked almost simultaneously. That is,
- they are machine-gunned. In actual time: there is a 2/10 round gap
- between the spells.
-
- The spells that can be linked are one first level spell, one second
- level, one third level and one fourth level. The mage must specify the
- order of the link (i.e. 1-3-4-2, 2-1-3, etc). Spells that are linked
- may not be cast. Any attempt to cast a linked spell has an 85% chance
- to fizzle (minus 10% per point of intelligence above 15). Furthermore,
- the other spells linked to the cast spell are automatically lost.
-
- The trigger phrase takes 1/10 round to use. At the end of the duration,
- which is secretly rolled by the GM, this spell and the linked spells
- are automatically lost.
-
- Spell components are a braided platinum & copper chain, worth 500 GP,
- which is consumed by the spell, and - obviously - whatever is needed
- for the linked spells.
-
- ------------------------------------------------------------------------
- Staff of Light/Darkness (Alteration, Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: Special
-
- By means of this spell, the magic-user creates a powerful magical
- weapon which only he can wield. Magic-users of Good alignment can
- create a Staff of Light; those of Evil alignment, a Staff of Darkness;
- and those of Neutral alignment (with respect to Good/Evil) can create
- either form of the spell, but with reduced effectiveness. The verbal
- component of this spell consists of but a single word, which creates in
- the magic-user's hand a sphere of light (or darkness) a few inches in
- diameter; the remainder of the casting time is then spent carefully
- pulling and shaping this sphere into a full-sized staff. Spell duration
- is considered to begin on the following round, so that the caster can
- make at least as many attacks as he has levels.
-
- The glowing Staff of Light will brightly illuminate a 30' radius, and
- when cast by a Good-aligned magic-user this illumination will be
- painful to supernatural Evil creatures such as undead, demons, devils,
- etc. (these take 2 hit points of damage per round, saving vs. spell
- each round for half damage). A Darkness spell cast in the area of the
- Staff of Light will eliminate this painful effect for the duration of
- the Darkness, but does not actually make the area dark, though the
- illumination is reduced to the level of dim torchlight.
-
- Whether cast by a Good or Neutral magic-user, the Staff of Light
- strikes as a +2 weapon (for purposes of what can be hit by it; there is
- no actual to-hit bonus) and does a base of 1d6 points of damage. The
- damage can be increased by 1d6 for each round of spell duration that
- remains; every such increase shortens the duration of the spell by one
- round. Intent to increase damage must be stated before the to-hit die
- is rolled, but spell duration is not affected if the attack is a miss.
- If the Staff of Light is used to strike a creature with a strong
- Negative Material existence (wights, spectres, xeg-yi, etc.) there is a
- 50% chance that the remaining spell duration will be expended as damage
- whether or not the caster wishes it.
-
- The Staff of Darkness sheds deep shadows in a 30' radius, through which
- only the caster can see clearly; Shades (the monster) and other
- magic-users using Staff of Darkness spells are at -1 to hit when within
- these shadows, and all others (even with infravision) are at -3 to hit
- and +3 to be hit when in these shadows (note that two magic-users
- within 30' of each other and each holding as Staff of Darkness will
- both be at -1 to hit, but the effects of multiple staves are not
- otherwise cumulative).
-
- In addition, when cast by an Evil-aligned magic-user, this sphere of
- shadow will affect supernatural creatures of Good alignment (shedu,
- lammasu, devas, etc.) as if they were affected by a Stinking Cloud
- spell (saving throw vs. magic reduces the effect to mild nausea, -1 to
- hit and damage; this penalty is cumulative with the -3 to-hit penalty
- for poor visibility). A Light spell cast in the area of the Staff of
- Darkness will remove this nauseating effect and reduce the to-hit
- penalty to -1 and the to-be-hit penalty to +1, but will not
- significantly brighten the area.
-
- The staff of Darkness strikes as a +2 weapon (for purposes of what can
- be hit), doing 1d6 points of damage. For each round of spell duration
- that remains, the caster can choose to inflict numbing cold on his
- victim; this cold has a 5% chance per round of spell duration expended,
- cumulative, of causing loss of use of a limb for 1d6 rounds, and
- otherwise causes the victim to lose one point each of strength and
- dexterity per round of duration expended, also for 1d6 rounds;
- thereafter the lost strength and dexterity return at the rate of one
- point each per round, or the limb becomes usable immediately.
- Cold-resistant and cold-using creatures get a saving throw against this
- effect, and its duration is halved for them in any case.
-
- If the areas of radiance/shadow of a Staff of Light and a Staff of
- Darkness intersect, the effects of both are negated in the overlapping
- region. If the staves are within 30' of one another, both cease to shed
- their light/darkness, but their powers are otherwise unaffected.
- Neither Staff has any physical substance, and thus cannot be parried
- except by another Staff of the opposite type or by a Rod of Force; a
- Wall of Force, Forcecage, or similar force barrier will stop a Staff.
- If two Staves of opposite type touch one another for any reason, both
- are destroyed in an explosion of 40' radius causing 1d6 points damage
- for each round of duration remaining in the two spells, cumulative. The
- mages holding the Staves automatically take full damage, all others
- within 40' save vs. spells to take half damage.
-
- The material component of this spell is a pearl (a black pearl for the
- Dark version) of not less than 500 GP value, which is held in one hand
- when the command word is uttered. The pearl is transformed into a small
- sphere of light or darkness; the somatic component is the stretching
- and molding of this sphere into a staff. There is rumoured to be a
- variant of this spell that allows the sphere formed from the pearl to
- be hurled as a missile, but the specific details have been lost.
-
- ------------------------------------------------------------------------
- Teleport Trap (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 turn
- Area of Effect: 10-yard per level radius sphere
- Saving Throw: Negates
-
- All people or things teleporting in the area of effect are, upon
- materialising, effected as if a paralysis spell had been cast upon them
- (as in players handbook). Thus a mage wishing to leave sneak into a
- place decides to teleport there. He doesn't realise that a Teleport
- Trap has been cast however around the spot he wishes to appear. Upon
- arriving he must save vs. spells or be paralysed. Those leaving an
- area under this spell will also be paralysed whereever they appear.
-
- Material components are a gem of not less than 5000 GP worth smeared
- with the ichor of some paralysing agent (ghoul's skin, etc).
-
- ------------------------------------------------------------------------
- Teleport via Fire (Alteration)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: Special
- Area of Effect: One creature per 4 levels
- Saving Throw: None
-
- This spell allows the caster to teleport himself and/or others from one
- area of flames to another (both fires must be at least as large as a
- small campfire). The caster has two options: if the terminal fire is in
- sight, the teleport is without error as per the spell of the same name;
- if the target fire is not in sight, then the teleport is subject to the
- success modifiers of the normal Teleport spell. Obviously, the location
- of the terminal fire must be known (via scrying or prior knowledge). If
- this spell is used when there is no known target fire (i.e. there is no
- fire in sight and none are known to the caster) the recipients are
- trapped on the elemental plane of fire (note that this provides a way
- of entering this plane on a planned basis, but the caster will not know
- the location of the teleport beforehand, unless there is prior
- knowledge of the location on the plane of fire).
-
- This spell will provide the recipients with a form of fire-resistance:
- this resistance lasts for one round per 2 levels of the caster; it
- provides total protection for this time (but only for the two fires in
- question - the recipients are affected normally by other fires during
- this time).
-
- It takes 2 turns to prepare this spell, but once prepared, it will
- remain in effect for one hour per level of the caster, or until it is
- used. The creatures to be affected are named at the time of
- preparation. The spell has an actual casting time (i.e. to trigger the
- teleport) of 1.
-
- This spell provides a method of escaping the effects of a Fireball or
- similar spell: if the caster makes the proper saving throw, and is not
- in the midst of some other activity (i.e casting another spell or
- fighting), the teleport can be triggered instantly; the teleported
- creatures are unaffected by the Fireball regardless if they make their
- saves or not. Of course the normal stipulations are still in effect, so
- the caster must still have a target fire, or be trapped on the plane of
- fire.
-
- The material components for this spell are a candle and the replica of
- a small, wooden door; both are consumed with the casting.
-
- ------------------------------------------------------------------------
- Vandergast's Armoured Forcetrap (Invocation/Evocation)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S
- Duration: Special
- Casting Time: 6
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell is identical to Vandergast's Forcetrap in appearance and
- effect, with the following exceptions: a bend bars attempt is useless
- against this spell; instead, enough damage must be inflicted on the
- bands to destroy them. This damage may be caused by weapons (piercing
- and slashing weapons only do half damage, blunt weapons inflict full
- damage) or spells. Also, only one target may be trapped by this spell.
- Finally, a Limited Wish will not affect this spell, although a Wish
- will destroy it, and a Dispel Magic has the normal chance of success
- against the bands.
-
- The bands have AC 0 and 5 hit points for every level of the caster.
- When the bands' hit point total has been exceeded, the bands are
- destroyed, and the spell ends. Each attack that inflicts damage on the
- bands will also inflict half that damage total (rounded down) on the
- trapped victim unless a successful save vs. paralysation is made (in
- which case, no damage is suffered). For example, if the bands are
- struck for 11 points of damage, they suffer the full 11 points, while
- the trapped victim suffers 5 points of damage, unless his save was
- successful.
-
- ------------------------------------------------------------------------
- Wizard Watch (Alteration, Divination)
- Level: 6
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: One room
- Saving Throw: None
-
- This spell creates a special version of the casters Wizard Mark to
- placed in a room of the casters choice. This sigil will allow the
- caster to view the room from any distance as if the caster was scrying
- into the room with no chance of failure. The sigil itself does not do
- the seeing, but it only defines the room that can be viewed, thus the
- caster can view the room from any viewpoint inside the room, but not
- from outside the room. The information received is limited to visual
- only.
-
- Since the sigil is easily noticed, it can be hidden, or have its design
- mixed in with the decor of the room and be hidden that way.
-
- If the sigil is created in an outside area, not bounded by walls, then
- the viewpoint can be anywhere within a 1" radius from the location of
- the sigil.
-
- Any creatures that are in the room which is actively being watched will
- have a chance to detect the scrying of the owner as defined the DMG
- (pg. 141). If they use a dispel magic to counter the scrying, then the
- sigil will remain inoperative for a period of one day (this does not
- mean that the caster might not have more sigils in the room. As long as
- they remain inactivated, they will not be effected by the Dispel
- Magic).
-
- The spell is permanent until the sigil is tampered with, or destroyed.
-
- The materials for this spell is a mercury and 1000 GP of carbuncle dust
- is a glue base as well as a dragon scale with the sigil carved on it.
- The mix is poured onto the dragon scale 'mold' and pressed against the
- area where the sigil is to be put. The spell is cast, and the new sigil
- remains in place.
-