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- Chaos Environment (Alteration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell is exactly the same as Chaos Vision except that the
- environment actually is changing uncontrollably. The ground constantly
- rolls and twists, objects from the casters mind appear and disappear.
- All creatures in the environment are constantly polymorphing. Note
- that creatures polymorphed will need to save vs. spells each round to
- keep their former identity and not take on a new one. All damage from
- being crushed, attacked, and otherwise affected by the spell are real,
- caused by real creatures and aberrations in the area. I usually give
- 1d6 of damage per round due to constantly being battered and thrown.
- DM's can give whatever they like however as needed by the alteration
- that caused the damage.
-
- A person entering this environment had best carry nothing with him or
- risk losing it as it turns into some form which might not be
- carryable. People have to make system shock rolls every turn, for the
- stresses will tear even the mightiest hero apart, given time.
-
- The material component of this spell is a Wild Magic area, which is
- consumed by the spell. The area of effect fills the area previously
- formed by the Wild Magic area.
-
- The one Chaos Environment in my campaign was formed to protect an
- artifact that caused as much harm as good. A lesser magic item would
- have eventually been destroyed by the constant polymorphing and
- impacts. All objects will revert to their original form if they can
- get out of the area of effect.
-
- ------------------------------------------------------------------------
- Create Mummy (Necromancy)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 4 hours
- Area of Effect: One corpse
- Saving Throw: None
-
- This spell creates one mummy from the corpse of a human of at least
- seventh level fighting ability. The mummy follows orders to the limit
- of its low intelligence, but it must remain within one mile of its
- place of origin, so it is primarily useful only as a guardian. The
- corpse of the potential mummy must be properly embalmed with the
- appropriate proficiency (q.v.).
-
- ------------------------------------------------------------------------
- Create Undead (Necromancy)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting time: 1 day
- Area of Effect: One human corpse
- Saving throw: Special (see below)
-
- The material components of this spell are a human corpse (not older
- than 3 days), myrrh (500 GP worth) and a special balm made of certain
- rare herbs, personally prepared by the necromancer. Ingredients for
- this balm cost 500 GP, and one uninterrupted week spent by the spell
- caster. The balm only stays good for 3 days.
-
- This spell forces back the soul of the corpse, and turns it into either
- a wight, a spectre, or a wraith. The caster has a percentage chance
- equal to his level x 2 of choosing which is created. Otherwise, roll on
- the following table, adding the level of the caster, plus a 5 bonus if
- the caster is a necromancer specialist. Also, if the corpse was a
- 0-level person, subtract 30 from the roll (if the adjusted roll is
- below 0, the spell fails and the corpse is destroyed).
-
- 1-60 wight
- 61-90 wraith
- 91-00 spectre
-
- The corpse gets a saving throw vs. magic, at a level equal to the
- corpses level before death, with the following bonuses:
-
- person was good + 4
- person was neutral + 1
- person was a not-good cleric + 2
- person was a good cleric + 4
-
- If the save is made, the corpse is destroyed and the spell fails. If
- the save is failed, the undead is created. Said undead will be under
- the control of the necromancer for one year, following any order that
- is not obviously suicidal. At the end of the year, or upon such time as
- the undead receives a suicidal order, it is freed from the
- necromancer's control and gets a save vs. magic. If it fails, it must
- leave and may never attack the necromancer unless attacked first. If it
- succeeds, it becomes free-willed, and might attack the necromancer if
- it was sufficiently mistreated.
-
- Note that after the year is up, the undead may continue to serve the
- necromancer, if it was sufficiently prosperous and receives a
- sufficient bribe. This is a GM call.
-
- A necromancer can only control 1 undead in this matter at a time. At
- the end of the year, or when the undead dies or becomes uncontrolled,
- the spell may be used again. Should this spell be used during the year,
- it will work, but the fresh undead will immediately attack the
- spellcaster.
-
- Finally, a created undead starts out the same alignment as the corpse
- from which it came. However, due to what these creatures must feed on
- (i.e. people), an unstoppable shift begins towards the undead's normal
- alignment. There is a 10% chance per month (cumulative) of the
- alignment decaying one step. After a switch, the chance returns to 0
- and begins building again.
-
- ------------------------------------------------------------------------
- Deflect Magic Weapon Attacks (Abjuration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 7
- Area of Effect: One creature
- Saving Throw: None
-
- This spell is similar to the fifth level spell deflect normal weapon
- attacks with the following exceptions: the forcefield's AC is 2 and it
- has 7 hit points per level of the caster. It affects all attacks made
- via a magical or non-magical melee or missile weapon. A non-magical
- weapon cannot affect or penetrate the barrier in any way. If a magical
- weapon strikes the barrier, the target's saving throw (to determine
- penetration or deflection) has a penalty applied to it equal to the
- bonus of the weapon (i.e. a +2 weapon that scores a hit on the barrier
- inflicts a -2 penalty on the protected creature's save). Also, if a
- magical weapon is reflected back at the attacker (when the barrier is
- not hit), the weapon bonus is not applied to the reflected attack.
-
- In addition to its other powers, this spell may affect magic missile
- attacks. It does not automatically negate them as a shield spell does,
- but causes the attacker to make a "to hit" roll vs. the barrier. If the
- attack succeeds, the barrier automatically takes damage (the recipient
- earns no save); if the attacker fails to score a hit, the magic missile
- has no effect. Other spells will pass through the barrier, without
- affecting it. The material component for this spell is a powdered
- black sapphire which is consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Delayed Blast Snowball (Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: Special
- Casting Time: 7
- Area of Effect: 2" radius sphere
- Saving Throw: 1/2
-
- This spell creates a snowball (q.v.) with +1 on each of its dice of
- damage. The spell will not release its burst for 1 to 50 segments
- (1/10 to 5 rounds), according to the command upon casting. In other
- respects, this spell is the same as the third level spell snowball [cf.
- Delayed Blast Fireball]
-
- ------------------------------------------------------------------------
- Electrosphere (Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: 1/4" per level radius sphere
- Saving Throw: 1/2
-
- This spell is a more potent version of the second level spell
- Shocksphere. This spell is almost identical in its effects, but the
- effects are much more spectacular, and far more deadly.
-
- When this version of Shocksphere explodes, the little Lightning Bolts
- are much more powerful, being able to push or throw objects around
- during the segment that the spell lasts. Therefore, not all the damage
- is caused by the electricity, one quarter of the damage caused is
- caused by the force of the blows of the Lightning Bolts (this means
- that creatures with protection from electrical attacks will still take
- damage from this spell).
-
- If there is a creature which is the target for the spell, its saving
- throw will be at -4 and it will take (2-8 + 1 per level of the caster)
- damage from the lightning when the spell "explodes". All other
- creatures in the area of effect will take 2-7 damage per level of the
- caster in hit points if they fail a normal saving throw vs. spells. If
- a creature does fail its saving throw, then all their objects must make
- their saves vs. the worst of either lightning or crushing blow.
-
- If this spell expands in an area which is smaller than its diameter, it
- will conform to the volume it occupies, filling a volume of ((caster's
- level * 0.25)3 * 4 * c / 3) cubic feet.
-
- Unlike Shocksphere, this spell will do structural damage to any
- man-made or natural structure in the area of effect. It will do 1 point
- of structural damage to wooden constructions, half that to those of
- soft stone, and only one quarter that to those of hard stone per level
- of the caster.
-
- The material components of this spell is a small chunk of flesh from a
- blue dragon, or any other similarly powered creature that uses
- electricity for its principal attack, and a small wand of gold (50 GP
- value). Both these materials disappear after the spell is cast.
-
- ------------------------------------------------------------------------
- Eye of the Beholder (Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: 7
- Area of Effect: Special
- Saving Throw: Special
-
- In order to cast this spell, the wizard must have in his possession, an
- eye stalk from a beholder. The stalk is pointed at the intended
- victim(s), and after the incantations are complete, one of 10 possible
- effects shoot forth from the eye stalk towards the target(s). The
- exact result (including saving throws, range, duration, etc.) are
- determined at random from among the 10 functions of a beholder's eye
- stalks, as given in the Monstrous Compendium. The eleventh eye function
- (anti-magic ray) is never one of the spell results.
-
- The only material component for this spell is the eye stalk, which is
- used up when the spell is cast. In order to achieve different effects,
- an eye stalk from a spectator, gauth, or an eye of the deep may be
- substituted for the beholder's stalk.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Fog (Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 7
- Area of Effect: 40' wide, 20' high, 20' deep cloud
- Saving Throw: 1/2
-
- This spell creates a fog resembling that produced by a Cloudkill spell;
- the cloud may be created up to 10 yards away, and moves 10 feet per
- round as directed by the caster; strong winds will move the cloud in
- another direction, but will not disperse it, nor will they move the
- cloud back towards the caster. Thick vegetation will break up the
- cloud in 3 rounds.
-
- The fog itself is not harmful, and has no other affect besides
- obscuring vision. During any round after the spell is cast, the caster
- may ignite the fog with a single word. When this is done, the entire
- fog cloud becomes a roaring sheet of flames inflicting 5d10 points of
- damage, plus 1 point per level of the caster (up to a maximum of
- 5d10+20) to those caught inside. A successful save vs. spell reduces
- the damage by half. Those victims who fail their saves must roll for
- all their possessions vs. magical fire; those items that fail their
- saves are destroyed.
-
- If any type of fire comes into contact with the fog cloud, it ignites
- immediately; if a Fireball, or similar spell, is cast into the cloud,
- the damage inflicted is cumulative, and a saving throw for each effect
- must be made separately.
-
- The material components for this spell are several strands of hair from
- a cloud giant, and the scales of a red dragon; all components are
- consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Jamye's Flesh to Toast (Alteration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: Permanent
- Casting Time: 7
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell turns the flesh of any creature affected into a golden-brown
- piece of hot yummy toast. Only the victim is affected; anything the
- victim may be wearing (or non-organic items ingested) will not be
- turned into toast. The resultant toast is subject to any forces normal
- toast is subject to (slicing, buttering, eating, whatever). One cubic
- foot of toast will satisfy the appetites of four humans, although they
- may get tired of toast way before then.
-
- The material components of this spell are a small pat of butter or
- cream cheese, and 1 foot of steel wire. The steel wire will not be
- consumed in the casting.
-
- Note that this spell is not reversible. The effects can only be
- countered with a Wish or Limited Wish spell.
-
- ------------------------------------------------------------------------
- Jamye's Improved Armour Reversal (Abjuration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level, minus 7 rounds
- Casting Time: 7
- Area of Effect: Creature touched
- Saving Throw: Special
-
- This spell is an improved version of the fifth level "Jamye's Armour
- Reversal" spell. With this spell, bonuses "to hit" by the attacker are
- added to the die roll (thus working against the attacker) instead of
- subtracted. For example, a 10th-level fighter attacking an AC 5 mage
- with Improved Armour Reversal would need a die roll of 5 or less to hit
- the mage; if the fighter had a Strength of 17 (+1 "to hit") and a +2
- weapon, she would now need a die roll of 2 or less (5 minus 1, minus 2)
- to hit the mage.
-
- This spell also affects missile weapons in the same way it affects
- melee weapons, unlike the fifth level spell. Also, whereas Armour
- Reversal can be dispelled by a subsequent casting of Improved Armour
- Reversal on the same subject, Improved Armour Reversal cannot be so
- dispelled by the weaker spell. If Armour Reversal is cast upon the
- subject of a previous Improved Armour Reversal spell, the Armour
- Reversal spell is wasted and has no effect.
-
- The spell components for this spell are a small magnet, a piece of
- black silk of no less than 20 GP value, and a diamond of no less than
- 250 GP value.
-
- ------------------------------------------------------------------------
- Llewllynn's Wall of Force (Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 3"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 7
- Area of Effect: 10 square feet per level
- Saving Throw: None
-
- This spell is equivalent to the fifth level mage spell wall of force
- (q.v.) in all respects save one: the caster is able to manipulate the
- force wall. The following variations are possible:
-
- Version 1: The mage can cast the wall in a hemispherical or spherical
- shape around himself with himself as the centre point. The mage can
- then move about and the wall will move with him. This version is tinted
- red.
-
- Version 2: The mage can cast the spell as a wall (2-dimensional
- barrier) and then move in a direction with the wall moving 1" to 3" in
- front of him. The wall will always be in front of the caster, and will
- turn as he turns. This version is tinted blue. Note that this version
- cannot be cast horizontally.
-
- The material component for version one is a pinch of diamond dust and a
- pinch of ruby dust. The material component for version two is a pinch
- of diamond dust and a pinch of sapphire dust.
-
- ------------------------------------------------------------------------
- Magic Quench (Abjuration, Alteration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 5 feet per level
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 round
- Area of Effect: 1-foot per level radius sphere
- Saving Throw: None
-
- This spell creates a sphere that has all the properties of a Forgotten
- Realms (tm) dead magic area (see the FR Sourcebook for details). The
- area of dead magic is permanent until destroyed (it may only be
- destroyed as per a dead magic area). The sphere of dead magic is
- non-mobile.
-
- The material component for this spell is a pint of blood from any
- recently slain magic-using creature. The blood is consumed when the
- spell is cast.
-
- ------------------------------------------------------------------------
- Mind Find (Divination)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: 100' radius sphere
- Saving Throw: None
-
- This is an extremely powerful version of true sight combined with a
- form of clairvoyance. Like true sight, it allows the caster to exactly
- locate people that are: displaced, invisible, polymorphed, change,
- enchanted, or illusioned. However the spells effects the mind, not the
- eyes of the caster, so the caster can in addition see through fog,
- around corners, trees, etc. (anything within 100' radius).
-
- About the only things that will block the penetration power are the
- Non-detection spell (non-detection gets a save to see if the mind find
- worked on him), Lead walls, or walls of force. The spell also confers
- the ability to perceive minds in 360 degrees on all axis, X, Y and Z.
- Thus the caster could locate the mind of someone 80 feet above then and
- behind them, needless to say backstabbing someone who knows exactly
- where you are is impossible.
-
- However, this spell cannot locate object or things without minds, thus
- it could locate anything that had less than zero intelligence. The
- drawback to this spell is that it makes the caster susceptible to
- mind-effecting spells i.e. save at -2.
-
- The material component of this spell is a whole mind flayer brain.
-
- ------------------------------------------------------------------------
- Nearthia's Combat Spell (Abjuration, Alteration, Divination)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 7
- Area of Effect: Caster
- Saving Throw: None
-
- This spell prepares the fighter/mage for combat. It provides the
- benefits of the following spells:
-
- Strength Detect Invisibility
- Shield Minor Globe of Invulnerability
- Fly Protection form Normal Missiles
-
- It also provides 25% magic resistance and 4 temporary fighter levels.
- (i.e. +4 to hit and 40 hit points). This spell can only be cast by
- fighter/mages (or tri-classed with both classes).
-
- ------------------------------------------------------------------------
- Nearthia's Spell Vortex (Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: One vortex around the caster
- Saving Throw: None
-
- Once this spell is cast a faintly visible 7-10 foot tall vortex appears
- around the caster, centered on his feet. The vortex is a container for
- spell energy. It can store up to 1 spell level per level of the
- caster. The caster may place any spell he wants into the vortex. He
- also has a chance equal to his magic resistance of catching a spell
- cast at him with the vortex.
-
- After the spell's energy is stored in the vortex, the caster may use
- the energy to fire other spells from the vortex. He may only fire
- spells he has "taught" the vortex though (the ones he put into the
- vortex himself). Shooting a spell from the vortex may be accomplished
- once a round, plus one may be fired at anyone who casts a spell at the
- mage that round. The caster may do anything except spell casting and
- still be able to fire all his spells each round.
-
- ------------------------------------------------------------------------
- Pobithakor's Placer (Alteration, Divination)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: Special
- Components: S
- Duration: Special
- Casting Time: 1/2
- Area of Effect: Special
- Saving Throw: None
-
- This spell is similar to Pobithakor's tracer for not only does it allow
- the two way scrying but the caster has the option of pulling the
- scrying creature "through" the two way portal right to the casters
- current location. The creature gets no saving throw and the process
- occurs almost instantly. The caster, unless special measures are taken,
- has no control over the creature once it arrives.
-
- This was another spell used by the paranoid mage when he felt his
- defenses being compromised.
-
- ------------------------------------------------------------------------
- Prismatic Beam (Abjuration, Conjuration/Summoning)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: 7" long plane, 11/2" wide at end, 1/2" wide at base
- Saving Throw: Special
-
- Like Prismatic Spray but all 7 rays hit the same target. Great for
- zapping dragons, demons etc.
-
- ------------------------------------------------------------------------
- Sarius' Fire Giant Manifestation (Conjuration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10" + 1" per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 7 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 fire
- golem with no true intelligence and to most appears as an undead fire
- 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 70' 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 fire
- giant, having AC 3, MV 12", HD 11 + 3, HP 58, AT 1, DM 5-30, SP:
- Immune to fire, SZ: L (12'), Strength 22. The creature can fight with
- its sword only and has no ability to hurl rocks as does a normal fire
- giant. It can inflict structural damage points as a normal fire 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 14th 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 fire giant crumbles into a
- pool of hot sulfur, effectively making a circular area 30' in diameter
- full of sulfuric acid (which will kill all vegetation in the area and
- causing 1-3 HP of damage per round to any organic creature in the area.
- 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) fire giant hair mixed with ruby dust of no
- less than 1,000 GP value. The fire giant hair may be kept fresh with a
- Preserve spell or similar effect.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sarius' Temporal Demi-Plane (Conjuration, Evocation)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 1" per level
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- This spell uses the magical forces of the astral or ethereal planes to
- create a small demi-plane. This demi-plane is connected to the current
- plane of the caster through a special (10' x 10') gateway which is
- invisible to all creatures except the caster unless they are able to
- use True Sight. When cast, this spell causes astral or ethereal stone
- to form into a 10' cube. This cube houses the physical structure of the
- demi-plane, but the interior is a distorted dimensional area with a
- volume equal to 10 cubic feet of space per level of the spellcaster.
- In its drab, gray interior, the demi-plane is governed by the physical
- and magical laws of the plane in which it is created (astral or
- ethereal), but does have a localised gravity which is under the control
- of the caster (normally equal to that of the Prime Material plane but
- it may be lowered all the way to 0 g at a rate of .1 g per round).
- There is no need for air and nutritional needs since characters are
- governed by the normal astral or ethereal laws. The mage may change the
- interior form, but may not decrease or increase the volume of the
- demi-plane. Volume form is changed in 10 foot cubic blocks, and it is
- impossible to make any area smaller than 10 cubic feet, though, pits
- and similar obstacles can be created. Also, the normal temperature in
- the demi-plane is 68 degrees Fahrenheit and may not be changed.
-
- A mage must touch someone for them to see and enter the gateway, but,
- once inside, anyone may freely exit the demi-plane. If someone is able
- to see the gateway through the use of True Sight, and he is a mage
- familiar with the Wizard Lock or Temporal Demi-Plane spells, he may
- attempt to enter the gateway by using his willpower to negate the need
- for the casting mage's touch. In game terms this means a successful
- percentile roll with a base 50% chance modified plus or minus 5% for
- every difference in level from the caster in an upward or downward
- progression, respectively. A mage seeing the gateway and meeting the
- stated prerequisites will automatically know that this is possible.
- Otherwise, only spells of a wish-like nature will be able to discern
- the entrance, though creatures with senses that extend into the astral
- or ethereal planes will be able to see the large block of stone that
- makes up the external surface of the demi-plane area and psionic
- characters may be able to use probability travel to gate into the
- demi-plane if they are familiar with it.
-
- The demi-plane does not allow access to the astral or ethereal planes
- unless it is destroyed, or if the mage creates the demi-plane while on
- one of these planes, in which case the entrance to the demi-plane is
- actually entered on the plane in which it resides and not a connecting
- outer or elemental plane. When the spell is initially memorised the
- caster must determine whether he will cast the astral or ethereal
- variant of this spell. It is impossible for both to be used in the same
- area of effect (on the Prime Material plane) due to conjugations of
- magic energies required in maintaining the spell.
-
- The structure containing the demi-plane is able to withstand 3 HP of
- structural damage (vs. hard stone) before it is disrupted. The ethereal
- cyclone will inflict 1-100 HP of structural damage every time it passes
- over the area of the demi-plane and the psychic winds of the astral
- plane automatically inflict damage equal to one-half the current
- structural hit points of the demi-plane's shell. The nature of the
- demi-plane causes it to stay in one spot so it may be used as a
- reference point if the spell duration is long enough (through the
- possible use of a permanency-type spell). But, no matter what spells
- are applied to the demi-plane, it will always disrupt when its
- structural hit points are brought to 0 or less. The contents of the
- demi-plane are then thrown into the plane of creation and all creatures
- must save vs. spells at -6 or be knocked unconscious for a period of
- time equal to one hour of time on the plane in question (not subjective
- time). If cast on the ethereal plane the spell duration is extended by
- a factor 10 and on the astral plane the duration is extended by a
- factor 1000. The material component of this spell is a miniature
- platinum ziggurat embedded with peridots and having a finished value of
- at least 1000 GP. The ziggurat weighs 10 GP.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sillvatar's Dragon Bite (Conjuration/Summoning)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10' per level
- Components: V, S, M
- Duration: 1 round per 2 levels
- Casting Time: 7
- Area of Effect: One creature
- Saving Throw: None
-
- This spell is similar to Sillvatar's Dragon Claw, except it conjures a
- shadowy dragon head within spell range. The procedures for attacks are
- as per that spell, except the victims who are hit receive bite damage,
- instead of claw damage. For example, if this spell is cast using the
- material component from a white dragon, the damage inflicted by each
- successful bite is 2-16 points of damage. In addition, each attack
- receives a +2 on all "to hit" rolls.
-
- The caster may conduct 2 attacks using this spell, each of which must
- occur in a separate round. The dragon head dissipates when both attacks
- have been made, the duration expires, or the head is dispelled. The
- head is not harmed by other attacks.
-
- The material component for this spell is the teeth from any type of
- dragon; these teeth are consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Stash (Alteration)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 300 yards
- Components: V, S
- Duration: Special
- Casting Time: 1 hour
- Area of Effect: 300 pounds per level
- Saving Throw: None
-
- Stores a large mass in hyperspace for an indefinite period of time
- until a command word is spoken. The object(s) in hyperspace do not
- experience passage of time so for example a small army with all its
- weapons and equipment could be stashed in time of peace and recalled
- when war started. A spellcaster can have only one Stash spell in effect
- at the same time: if he wishes to stash anything, he will first have to
- recall the items or persons previously Stashed.
-
- Only objects and willing victims are affected by this spell.
-
- ------------------------------------------------------------------------
- Summon Wizard (Conjuration/Summoning)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 50 yards
- Components: V, S, M
- Duration: 4 rounds + 1 round per level
- Casting Time: 7
- Area of Effect: Special
- Saving Throw: None
-
- Within one round of casting this spell, the caster summons 1d2 wizards
- to aid him. The summoned wizards' level will be equal to 3/4 the
- caster's level, rounded down, up to a maximum of twentieth level. The
- wizards will appear anywhere within the spell range as desired by the
- caster, and will serve the caster as per monsters summoned via a
- monster summoning spell. There is an 80% chance of summoning a mage,
- and a 20% chance of summoning a specialist (determine school
- randomly). Equipment and abilities are determined randomly. The
- material component for this spell is an ornately carved, gem-encrusted,
- wooden staff (worth at least 100 GP), which is consumed when the spell
- is cast.
-
- ------------------------------------------------------------------------
- Uldark's Radiant Bolt (Conjuration/Summoning)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 100 yards + 5 yards per level
- Components: V, S, M
- Duration: Special
- Casting Time: 7
- Area of Effect: One creature per bolt
- Saving Throw: 1/2
-
- When this spell is cast, a small interdimensional connection opens
- between the quasi-elemental plane of radiance and the caster's plane;
- through this opening, a 1 foot diameter glowing sphere appears and
- slowly hovers around the caster. This sphere contains all colours of
- the spectrum; this sphere will last for 2 rounds per level of the
- caster; if not used to its full potential at that time, the sphere
- dissipates.
-
- During any round which the sphere is in effect, the caster may
- discharge a bolt of one colour of the spectrum; only one such attack
- may be made in a single round, and the sphere may discharge only one
- bolt per colour; once used, that colour disappears from the sphere.
- When all colours have been discharged, or when the duration expires,
- the sphere dissipates. Each bolt may affect one creature, and each
- colour has a unique composition as follows:
-
- colour composition item save vs
- ------ ----------- -------------
- red fire magical fire
- orange poison n.a.
- yellow acid acid
- green gas n.a.
- blue lightning lightning
- indigo cold cold
- violet force crushing blow
-
- All the bolts do an identical amount of damage: 1d6 + 2 per level of
- the caster. A successful saving throw vs. spell reduces the damage by
- half. If this save fails, the victim's possessions must save vs. the
- indicated composition (if applicable) or be destroyed.
-
- There is a chance that an extraplanar creature may enter through the
- opening whenever this spell is cast. The chance of this occurring is:
- 20% - 1% per level of the caster (to a minimum of 1%). Any creature
- entering the caster's plane will normally be hostile to the caster.
-
- The material component for this spell is a crystal or glass prism;
- light is sent through the prism to create a spectrum when the spell is
- cast. The prism is consumed with the casting of the spell.
-
- ------------------------------------------------------------------------
- Valcon's Spectral Army (Illusion/Phantasm)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 200 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 2 turns
- Area of Effect: Special
- Saving Throw: None
-
- Using this spell, the caster may create an army of semi-real humanoids;
- any type of humanoid may be chosen, but all soldiers must be of the
- same type. Because the army is somewhat real, they may not be
- disbelieved. The army is made up of one or more "units," each of which
- is comprised of 10 infantry soldiers. The caster may create a number of
- units according to the following table:
-
- level # units
- ----- -------
- 14-15 2
- 16-17 3
- 18-19 4
- 20+ 5
-
- The army may appear anywhere within spell range as desired by the
- caster. The army must not stray too far from the caster; they may move
- up to a distance of 20 yards per level of the caster. This spell will
- last until the caster wishes it to end, or until all units of the army
- are destroyed; however, a single caster may not have more than two of
- these spells in effect at any one time; any additional castings of the
- spell will fizzle and be wasted.
-
- Each unit always moves and attacks as a single entity; it will never
- split up, or act independently, as each unit is a single component of
- the illusion. The unit will have an armour class equal to: 22 -
- caster's level, and hit points equal to 2 times the caster's level
- (i.e. a 16th level caster, may create 3 units, each having an AC of 6
- and 32 hit points). All hits on the unit count against the units' hit
- point total; an individual soldier may not be destroyed, even if all
- hits are on a single target. Once the units' hit point total is
- exceeded, all 10 soldiers in that unit are destroyed. Besides melee
- attacks, the army may be dispelled, although only one unit may be
- dispelled per dispel attempt.
-
- Each unit will be equipped with armour appropriate to their AC, and
- will be armed according to what material components are used; the
- caster may provide one or more weapons for every unit he creates; the
- units will then be armed with the corresponding weapon(s). Any number
- of weapons may be given to a single unit, and each unit may be equipped
- differently from the rest; the only stipulation is that the caster must
- have the appropriate number of the desired weapons available when the
- spell is cast (in the case of missile weapons, the missiles themselves
- need not be used as a component; the missile weapon suffices in this
- case). Continuing the example of the 16th level caster, the caster may
- elect to equip all 3 units with longswords only (at the cost of 3
- longswords as a material component) or may wish to diversify by
- equipping one with long bows and short swords, one with spears, and the
- third with halberds; (at the cost of 1 each of a long bow, short sword,
- spear, and halberd as a material component).
-
- Since a unit always acts as a group, it may only make one or two
- attacks per round, unless equipped with a weapon that normally allows
- multiple attacks (i.e. a unit of long bow archers would receive 2 or 4
- attacks per round). If the unit makes only one melee attack in a round,
- it will inflict 1d8 points of damage if successful; if two melee
- attacks are made, each will inflict 1d4 points of damage if a hit is
- scored; the amount of damage does not depend on the type of weapon used
- - all cause the same amount of damage.
-
- Missile attacks cause 1d4 points of damage if the minimum number of
- attacks are made, or 1d2 points of damage if the maximum number of
- attacks are conducted (i.e. a unit using long bows would do 1d4 points
- of damage per hit if two attacks are made, or 1d2 points of damage per
- hit if making 4 attacks).
-
- Hurled weapons are not allowed by this spell. Under no circumstances
- may these illusionary armies use any special attack or defense forms
- normally employed by their race (i.e. an illusionary army of trolls
- will not regenerate lost hit points). Strength, dexterity, and similar
- bonuses also do not apply.
-
- In addition to the weapons required for material components, the caster
- must also have a suit of armour (and a shield, if desired) that
- comprise the appropriate armour class for the units. One suit (and
- shield, if used) is sufficient for all units created by this spell. All
- material components are consumed when the spell ends.
-
- ------------------------------------------------------------------------
- Wolldin's Fearstalker (Illusion/Phantasm)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S
- Duration: Special
- Casting Time: 7
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell creates an illusionary creature in the mind of its victim
- much the same as a Phantasmal Killer spell. The "fearstalker" appears
- as a shadowy creature of a vaguely humanoid shape (only the victim and
- the caster can see the creature). Once cast, the fearstalker will
- tirelessly pursue its target; if the victim does not succeed in making
- a disbelieve check (this intent must be specifically stated) it will be
- attacked by the fearstalker.
-
- The fearstalker has a movement rate of 24, has HD equal to half the
- caster's level (rounded down), has 2 attacks (2-12/2-12), and can be
- hit only by +1 or better weapons. It is immune to charms and other
- mind-affecting spells, but is susceptible to most other spells and
- magic attacks.
-
- Once the battle has been joined, nothing short of the death of one of
- the combatants will end it. Rendering the victim unconscious will not
- help, as the fearstalker will enter the target's dreams and the battle
- will continue normally. If the caster of the spell is slain or rendered
- unconscious, the current battle will continue normally, but the
- fearstalker will not be able to return at a later time (see below).
-
- If the victim of this spell is reduced to 0 hit points by the
- fearstalker, he must make a systems shock roll; if this roll fails, the
- victim dies and the spell ends; if it succeeds, the target only
- believes he has died and falls into a coma for 2-24 hours. Only a Heal
- spell or a Wish will rouse the victim from this coma. If the target
- reduces the fearstalker to 0 hit points, it will vanish instantly.
- However, in this case, the fearstalker is not actually destroyed; it
- will reappear in 4-24 hours (at full strength) to again attack its
- victim (the fearstalker will not be able to return if the caster has
- been slain, or if he was unconscious at the time of the fearstalker's
- defeat in the previous battle).
-
- The only way to permanently end this spell (short of the victim's
- death) is to make a successful disbelieve check. The victim is allowed
- one such roll each time the fearstalker returns after being defeated,
- as well as when the spell is first cast. This disbelieve check has the
- same modifiers applied to it as for the Phantasmal Killer spell.
- However, the wearer of a Helm of Telepathy may not turn the fearstalker
- upon the caster. If the victim is asleep or otherwise unconscious when
- the fearstalker returns, the battle will take place in the target's
- dreams, and the disbelieve check is made with a -2 penalty.
-
- ------------------------------------------------------------------------
- Zandare's Twist (Alteration, Enchantment)
- Level: 7
- Source: Great Net Spellbook, V3
- Range: 10' per level
- Components: V, S, M
- Duration: Permanent
- Casting Time: 7
- Area of Effect: Special
- Saving Throw: Negates
-
- By means of this spell the caster changes the target creature,
- effectively, inside out. The organs are outside the body and the skin
- is inside. GM's insert your own really graphic descriptions here... The
- spell caster must have a small leather pouch for the casting. At the
- end of the seven segments the caster thrusts his hand into the bag and
- violently pulls the bag inside out. Now the target is either painfully
- turned inside out, or the caster looks like a total fool. The spells
- affects one medium size creature or two small creatures. Large
- creatures receive a +3 to their save.
-
- Note that clothing, armour, etc. are in the inside also.
-