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- Bone Shatter (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per 5 levels
- Casting Time: 9
- Area of Effect: One creature
- Saving Throw: Special
-
- This is a more powerful version of the 5th level spell Bone Splinter.
- It is identical to that spell except that is has a +3 "to hit" bonus
- and causes a serious compound fracture when a hit is scored in melee,
- with the following results:
-
- to hit
- location modifier effects
- -------- -------- ------------------------------------------------
- head -8 major skull fracture:
- save vs. spell or die; else suffer 4d8 points
- of damage (no save for 1/2).
- arm * -4 major broken arm:
- arm is totally useless; it cannot be used to
- attack or defend with.
- leg * -4 major broken leg:
- leg is totally useless; movement is 1/2
- normal.
- ribs -4 broken rib:
- loss of 1d6 CON points and 2d8 points of damage
- (no save).
- spine @ -8 severed vertebrae:
- save vs. spell or die; else paralysed until
- healed/cured.
- pelvis -4 major hip fracture:
- -6 to DEX when using legs; movement rate is at
- 1/4 normal; suffer 3d8 points of damage (no
- save).
-
- * if attacking from the side, only the nearest appendage may be
- targeted.
- @ the spine may only be targeted if attacking from the rear.
-
- A cure critical wounds spell is required to heal one of these effects
- (except for paralysis, which must be cured by normal means) as long as
- the victim is still alive, and a heal spell will fully restore a living
- victim to full health.
-
- The material components for this spell are an intact bone of at least a
- foot in length, and a large metal hammer which are consumed when the
- spell is cast.
-
- ------------------------------------------------------------------------
- Coradon's Conflagration (Invocation/Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 150 yards
- Components: V, S, M
- Duration: 4 rounds
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: 1/2
-
- This spell causes a fiery explosion similar to that of a Fireball, but
- with a smaller radius (initially a 20' radius sphere). However, the
- flames caused by this spell will continue to burn for 4 rounds (the
- initial round, plus 3 additional rounds). The damage inflicted on
- victims inside the area of effect, the bonus to the victim's saving
- throw, and the radius of the flames vary according to how long the
- flames have been burning, as follows:
-
- round damage radius save bonus
- ----- ------ ------ ----------
- 1 8d8 20' 0
- 2 4d8 15' +1
- 3 2d8 10' +2
- 4 1d8 5' +3
-
- Damage suffered is cumulative from one round to the next, but the save
- bonus is not. Anyone who makes a successful save takes only half damage
- that round, and automatically saves on any subsequent rounds; those who
- fail their saves suffer full damage, and must have all their
- possessions save vs. magical fire to avoid destruction. If anyone
- leaves the area of effect and returns later, a new save must be made,
- even if the previous one was successful.
-
- The conflagration may, or may not conform to a confined space, at the
- caster's discretion. Apart from the changes mentioned above, the
- conflagration otherwise acts like a Fireball.
-
- The material components for this spell are the heart of a red dragon,
- and a powdered diamond worth at least 600 GP.
-
- ------------------------------------------------------------------------
- Damians Mindswap (Enchantment/Charm)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 7"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 9
- Area of Effect: One creature
- Saving Throw: Negates
-
- When this powerful enchantment is cast, the spell user attempts to rip
- the target creatures soul from its body and temporarily place it in a
- gem of not less than 15000 GP. At the same time the casters soul is
- eased from his body and also travels through the gem. When, and if,
- both souls are in the gem, they both proceed to the opposed bodies from
- which they came. You'll note that this has two very noticeable
- effects:
-
- 1) the caster and victim have essentially swapped minds (or bodies,
- whichever you prefer), this has the effect that the caster now takes on
- the physical attributes of that body (i.e. STR, CON, DEX and COM). The
- caster still retains his own mental capacities and previous knowledge
- (i.e. INT, WIS, CHR, hit points and level).
-
- 2) If the caster or victim can kill their old body (i.e. their swapped
- body) then the others soul goes to its respective plane. Thus, after
- completion of the spell, if the caster kills his old body then he can
- never be displaced from his new, for in all intents and purposes it is
- his body now. If neither is killed and at some later point in time a
- cleric casts an exorcise spell at either body (both have to be within
- 7" of each other though) the caster of the original Mindswap must save
- vs. death or return to his old body.
-
- If the save vs. this spell is made it indicates that this persons body
- will never accept the casters soul and need never fear this spell from
- the same caster again.
-
- ------------------------------------------------------------------------
- Demonic Immunity (Abjuration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
-
- Requires a demon's amulet of at least a type one demon, which is slowly
- consumed and will be destroyed when the spell ends. Renders you
- invulnerable to all demonic powers. Does nothing for physical attacks.
- You cannot be telekinesed, you cannot be charmed by a demon, their
- unholy words don't affect you, etc. No demonic powers can harm you.
-
- The tougher the demon's amulet, the longer the spell lasts. The
- duration can be split between people.
-
- Type 1 demon: lasts 4 rounds. That's one round for 4 people, etc.
- Type 2 demon: lasts 6 rounds.
- Type 3 demon: lasts 8 rounds.
- Type 4 demon: lasts 12 rounds.
- Type 5 demon: lasts 20 rounds.
- Type 6 demon: lasts 50 rounds.
- Any "named" demon: lasts 100 rounds.
-
- ------------------------------------------------------------------------
- Ding Shu's Draconian Holocaust (Invocation, Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 20" + 1" per level
- Components: V, S, M
- Duration: 1 round
- Casting Time: 9
- Area of Effect: 1/5" per level by 1" per level swath
- Saving Throw: 1/2
-
- This spell causes to what appears to be a huge Celestial Dragon to
- appear in the air and swoop down spewing forth its fiery breath.
-
- The spell affects an area of 2 feet wide by 10 feet long per level of
- the caster. All creatures in the area of effect take 1D10 + 2 points of
- damage from the fire.
-
- This spell does structural damage to all constructions in the area of
- effect. The damage is 3/2/1/.5 points to wood/earth/soft stone/hard
- stone per level of the caster.
-
- The material component of this spell is the scale from a fire breathing
- dragon and a potion of firewater.
-
- ------------------------------------------------------------------------
- Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 12"
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 6
- Area of Effect: 12" radius sphere
- Saving Throw: None
-
- This spell brings into existence a pair of huge chopsticks, 30 feet
- long, which attacks all creatures as if they were AC 10 (modified by
- dexterity). These giant chopsticks attack with the casters THAC0.
-
- Victims weighing more than 5 tons are immobilised by the chopsticks,
- while those of lesser weight will be picked up, and may be deposited,
- within the same round, at any point in the spell's range. Those who
- successfully roll to bend bars manage to free themselves, but they may
- suffer falling damage as a result.
-
- Most probably, the caster will choose to deposit the victims into a
- gargantuan mouth which appears above his head. This mouth can hold 2
- size L, 4 size M, or 8 of size S creatures at one time.
-
- Each round, the mouth "chews" its contents for 10D10 damage each. When
- a creature trapped inside the mouth is reduced to below 0 hit points,
- the creature is "swallowed" into the astral plane, and more room
- becomes available for creatures to be dropped into the mouth.
-
- Normally, persons reduced to such a hit point score would die in a
- matter of minutes, but in the timelessness of the astral plane, they
- may remain unconscious but barely alive for thousands of years,
- provided they had more than -10 hit points when they entered the
- plane. This of course is only valid in campaigns which use the
- optional rule concerning hovering at death's door.
-
- If the creature caught by the chopsticks weighs more than 5 tons, then
- the mouth will move toward the trapped creature and start biting it
- into little pieces until it is all gone.
-
- The spell requires minimal concentration and direction once it has been
- cast. This allows the caster to cast other spells, and maintain
- concentration on them instead.
-
- If the caster is killed before the end of the spell's duration, the
- mouth and chopsticks will remain, with the chopsticks capturing
- creatures that were enemies of the caster and depositing them in the
- mouth when space allows.
-
- Naturally, the material component of this spell is a pair of
- chopsticks.
-
- ------------------------------------------------------------------------
- Eldarr's Major Spell Conversion (Alteration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 3 turns
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is similar to the two previous spell conversion spells,
- except it may convert any spell of level 9 or less to any known spell
- of 8th level or lower.
-
- The material components for this spell are as per those for Improved
- Spell Conversion, except the gem must be worth at least 800 GP.
-
- ------------------------------------------------------------------------
- Expanded Awareness (Alteration, Divination) Reversible
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 1/2" per level
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 9
- Area of Effect: One creature
- Saving Throw: None
-
- This spell, when used, gives the caster a great deal of information
- about the immediate area. The caster receives the effects of the
- following spells or spell like powers:
-
- Detect Phase Detect Secret Doors
- Detect Magic Detect Charms and Curses
- Detect Illusion Detect Poison
- Detect Invisibility Detect Enemies
- Detect Evil or Good Detect Traps
- Detect Psionics Detect Lie
-
- The spell remains constantly in effect and the caster receives all the
- information at once. There is no problem with assimilating the data.
- The range of detection for this spell is 1/2" per level of the caster.
-
- With the appropriate spell reversals, the caster using this spell could
- become blind to some or all of the things that the spell detects for as
- long as the spell would normally last. For example, the reversal of
- know alignment cast upon the caster will cause him to be unable to
- detect evil or good. In some instances, it will become obvious to the
- caster that some of the detections are lost.
-
- The caster does not have to concentrate to use this spell, the
- information arrives immediately and the caster knows instantly. The
- caster can cast other spells while this spell is in effect.
-
- The reverse of this spell causes one creature to be unable to detect,
- by any means, any of the above things for the magic of the spell will
- render all attempts ineffective. There is no save versus this effect.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Sheet (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: 1/2
-
- This is an improved version of Fellstar's Flame Arc; it is identical to
- that spell, with the following exceptions:
-
- The flames fall to the ground from the height at which they were cast,
- so in effect, anyone at the initial height or below is affected by the
- flames. In addition, if these flames are blocked by an obstacle, they
- will flow around the barrier and will rejoin at a distance equal to the
- width the obstacle; therefore, if the flames are blocked by a 2 foot
- wide boulder, they will rejoin 2 feet behind the rock. This applies in
- both the horizontal and vertical dimensions.
-
- The flames from this spell will continue to burn for one round after
- the spell is cast; anyone hit by the flames on the first round suffers
- 10d10 points of damage, and those hit on the second round suffer 5d10
- points of damage. On either round, a successful save vs. spell reduces
- the damage by half (saves for the second round are at +2); if this save
- fails, all possessions must save vs. magical fire or be destroyed.
- Note that damage is cumulative if caught in the flames on both rounds
- the spell is in effect.
-
- The material components for this spell are as per those for the Flame
- Arc spell, with the addition of one or more gems worth at least 500
- GP. The gems and the volcanic rock are consumed when the spell is
- cast.
-
- ------------------------------------------------------------------------
- Fenzill's Phantasmal Fingers (Necromancy)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 40 yards + 5 yards per level
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 9
- Area of Effect: One target
- Saving Throw: None
-
- This spell is an enhanced version of the second level spell spectral
- hand; it differs from that spell in the following ways: it can be used
- to deliver a touch spell of any level and it gives a +3 to the attack
- roll. It has an AC of -4, but it cannot be destroyed by any attack (it
- may only be dispelled). Instead, any hit on the hand inflicts full
- damage on the caster (although a successful save vs. spell reduces this
- damage by half). The caster may end the spell with a single word.
-
- ------------------------------------------------------------------------
- Genocide (Evocation, Necromancy)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: Permanent
- Casting Time: 9
- Area of Effect: 20-foot radius sphere
- Saving Throw: Special
-
- This spell allows the caster to kill one or more creatures of the same
- species: the caster chooses a creature as the initial target for the
- spell, and after the incantations are complete, a black bolt shoots
- forth from the caster's finger towards the chosen target. If this
- creature makes its saving throw vs. spell at -2 (or if it has 15 or
- more HD) there is no effect and the spell terminates.
-
- If the save of the initial target fails, the creature dies, and the
- spell continues as follows: if there are no more creatures of the same
- species within the area of effect, the spell ends at this point.
- Otherwise, the bolt will continue jumping to other targets. The bolt
- jumps randomly from one target to the next; range is not a
- consideration - as long as the target is in the area of effect, and it
- is of the appropriate race, it may be hit by the bolt. Each creature
- that is hit with the bolt must make a successful saving throw vs. spell
- (with no modifiers) or die.
-
- This spell will affect a number of hit dice equal to: 10 HD + 1 HD per
- level of the caster (the number of creatures is not a factor). The
- spell will terminate when one or more of the following occurs: the HD
- limit is exceeded, there are no more potential targets in the area of
- effect, or the bolt strikes a target with more than 15 HD (such a
- creature is unaffected by this spell). Each target hit with the bolt
- counts towards the HD limit, whether its saving throw was successful or
- not.
-
- The bolt will never jump to a creature of a different species, or to
- one that has already been hit (whether living or dead). Any creature
- with more HD than the original target will not be affected by the bolt,
- but its number of HD is still counted towards the HD limit of the
- spell. If a target's HD would exceed the limit of the spell, it is not
- affected (and the spell terminates).
-
- The bolt will never jump back to the caster; in addition, the caster
- may choose individuals to be unaffected by the spell simply by naming
- them as part of the incantations (usually used to avoid killing friends
- or allies).
-
- Note that some races are closely related, but are not considered
- identical species for purposes of this spell (i.e. goblinkind).
- "Half-breeds" will be affected by this spell if either of their
- parent-race is targeted, as well as when the cross-breed is
- specifically targeted. However, if a parent-race is named as the
- target, a half-breed of that race earns a +2 to its save. For example,
- a half-elf is affected normally if half-elves are named as the target
- of this spell. They would also be affected if either humans or elves
- were targeted, although they would gain a +2 to their saves in the
- latter two cases.
-
- After this spell is cast, the wizard must make a successful system
- shock roll or fall unconscious for 1d10 rounds. Note that the DM may
- wish to inflict other penalties on the caster due to loss of blood (see
- material components below), especially if the spell is cast more than
- once is a short period of time.
-
- The material components of this spell are a pint of the caster's blood
- and a figurine/statuette of the race to be targeted. The blood is
- consumed at the time of the casting, and the figurine is also
- destroyed, unless the caster makes a successful save vs. spell.
-
- ------------------------------------------------------------------------
- Lazatar's Spellstopper (Abjuration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 2 hours
- Area of Effect: 100 square foot section of wall per level
- Saving Throw: None
-
- This very potent abjuration is used to protect a castle, keep, city,
- etc. from one or more enemy spells. For each level the caster has
- obtained, he may protect up to a 100 square foot section of wall; more
- than one application of this spell may be cast on a single wall at
- once, as long as the areas of protection do not overlap (the caster may
- shrink the area of effect to any size less than the maximum, as
- desired); in other words, no one brick of the wall may be under
- protection by more than one Spellstopper at a time. The protection
- afforded by this spell extends to individuals on top of an affected
- wall.
-
- The Spellstopper may be used to affect one other spell for each level
- of the caster; thus a 19th level caster may provide protection against
- 19 other spells directed at the protected area. These affected spells
- may be *any* spells, with the exception of Wish and Dispel Magic;
- however, the chosen spells must be ones the caster already has learned.
- Once this spell is cast, any of the chosen spells directed at the
- protected area automatically fail; the Spellstopper has no affect on
- other spells.
-
- The Spellstopper may be removed by a Wish or it may be dispelled. For
- every non-chosen spell cast at the area of effect, the chance for
- dispelling the Spellstopper is increased a percentage equal to the
- level of the spell. This bonus is cumulative (up to 25%) and lasts for
- one turn. In order to earn this bonus, the wall itself must be
- targeted; an attack directed at a defender on top of the wall does not
- contribute to this bonus.
-
- As an example, let us assume a wall is protected from, among others
- spells, Passwall, and Magic Missile, and that Fireball and Transmute
- Rock to Mud are not affected. On the first round, a Magic Missile is
- directed at one of the defenders; since the wall protects its
- defenders, the spell is stopped. The next round, a Passwall is cast on
- the wall; since it too is a chosen spell, the Passwall has no affect.
- On the third round, a Fireball is cast at the defenders, and since it
- was not named during the casting of the Spellstopper, it has full
- effect; in addition, if a Dispel Magic was cast within one turn, it
- would have a 3% bonus, since Fireball is a third level spell. Nine
- rounds after the Fireball is cast, a Rock to Mud is cast on the wall;
- it too has full effect; if a Dispel Magic was cast now, it would have
- an 8% bonus applied to it (3% for the Fireball and 5% for the Rock to
- Mud). Two rounds later, another Rock to Mud is cast; subsequent dispel
- attempts now have and 10% bonus (5% for each Rock to Mud; the 3% for
- the Fireball no longer applies, as it has been more than 10 rounds
- since it was cast).
-
- Each casting of the Spellstopper temporarily reduces the caster's
- constitution by 1d4 points; an hour of undisturbed rest will restore
- one constitution point lost in this manner. If the caster's
- constitution is reduced to 0 or less by casting this spell, he must
- make a successful system shock roll to prevent actual death.
-
- The material component for this spell is a thin sheet of lead, as well
- as the material components for *all* spells the Spellstopper will
- protect against.
-
- ------------------------------------------------------------------------
- Lazzaro's Murderous Sword (Enchantment)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 50 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: None
-
- This spell is a version of Mordenkainen's sword, but with a twist. This
- spell causes a shimmering aura to form around any sword. This sword
- will then arise and be at the command of the spell caster. He may order
- to attack, defend, guard, or whatever. The sword can respond to
- moderately complex tasks like, "Let no one through this door unless
- they say the word, ixitayal."
-
- In combat the sword hit any AC on a 19 or 20, it has the same hit
- points as a fighter of the level of the caster (18 con), has the same
- AC as the caster, and fights like a fighter of the same level (i.e. 2
- attacks per round, THAC0 whatever). It attacks as if wielded by someone
- with an 18/00 strength (+3,+6). It also has it's own bonuses; it
- requires a magical sword as material component. If the sword has any
- special abilities these will also be used in the combat.
-
- The sword acts independently of the caster (obviously) and requires no
- concentration to maintain. However the caster must remain with 50 yards
- of the sword or it falls to the ground, inert (with magic drained from
- it). The ways to defeat the sword: render the caster unconscious, hit
- it for loss of hit points, encase it in something, or successfully
- dispel it.
-
- As discussed above the material component is a magical sword, the magic
- of which is consumed after the spell ends (gives high level mages a
- reason to collect all those magic swords and destroy them in the
- process). The other material component is a gem with the soul of
- fighter trapped in it. This gem becomes embedded in the sword during
- the spell. Each time the gem is used, it has a cumulative 5% change of
- shattering, freeing the poor soul inside. Obviously the gem is not
- consumed after the spell ends.
-
- ------------------------------------------------------------------------
- Lichdom (Alteration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 3 hours
- Area of Effect: Caster
- Saving Throw: Special
-
- When this spell is cast, the wizard saves vs. Death. If he fails, he
- becomes a lich, otherwise he dies. Should he be raised or resurrected,
- he can try again. This spell makes clear why a wizard has to be 18th
- level to be able to become a lich.
-
- ------------------------------------------------------------------------
- Lorth's Translocation (Alteration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
-
- Lorth's Translocation is a the most advanced teleport-class spell ever
- devised. Given a description of any sort, the caster is able to place
- himself at the specific location. The description might be a detailed
- mental image, a verbal description, a painting, "Thirty feet due east",
- "The center of the room in which stands the Sceptre of AshkaMankh", or
- anything else sufficiently precise. If there does not exist a location
- such as the one described, nothing will happen. If the description is
- insufficiently precise ("A field of grass", "The center of a forest"),
- the spell will have no effect. If the location does exist, then the
- caster will be placed there, no matter where it is.
-
- This spell can transport the caster to any plane, any distance. Note
- however that it is very, very difficult to describe a specific place in
- planes such as the Astral or the Ethereal, due to the lack of good
- landmarks. Of course, if there should happen to be a solid object in
- the place described, the caster is slain instantly.
-
- ------------------------------------------------------------------------
- Magic Swarm (Alteration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: Special
-
- The magic swarm spell is both a very potent, and a very unstable
- spell. With this spell, the wizard may bind up to three attack-type
- spells (those that cause any type of damage) together into one spell.
- The caster begins the incantations of the magic swarm and then "loads"
- the spells to be bound into the swarm (this effectively casts the
- spells - the proper components are required, and the loaded spells fade
- from memory; the magic swarm is the "target" for these spells). The
- wizard then finishes the binding process by continuing the incantations
- of the swarm. This entire process takes two turns plus the casting
- times of the spell(s) to be bound.
-
- When the magic swarm is actually cast, the bound spells are released
- simultaneously (this has a casting time of 3). However, due the
- unpredictable nature of this spell, there is a chance that some of the
- bound spells may not function normally. At the time of casting, the DM
- rolls 1d3; the result is the number of spells that work properly - the
- remaining spells fizzle and are lost (the spells go off in the order
- they were bound, so it is important to keep track of the order).
-
- Due to the extreme exertion required to cast this spell, the following
- penalties/stipulations are placed on its use:
-
- - only one magic swarm spell may be memorised in any two day period.
-
- - after a magic swarm is cast (actually cast, not after binding), no
- further spell casting is possible for one turn (10 minutes).
-
- - after the spell is cast, the caster temporarily loses 1d4
- constitution points; if this brings the wizard's constitution score to
- zero or below, a system shock roll must be made; if this roll is
- failed, the wizard dies, otherwise he falls into a coma until his
- constitution is restored to a positive value; it takes one hour of rest
- to restore one constitution point lost in this manner.
-
- - if the magic swarm is not cast in one hour per level of the caster,
- the caster must make a saving throw vs. spell; if this save fails, the
- swarm will discharge will full effect, centered on the caster (1d3 is
- still rolled to determine how many spells actually go off and how many
- fizzle); if the save is successful, the magic swarm simply fades from
- memory and is lost (along with all bound spells).
-
- The material component for this spell is a bag of holding (which
- effectively "holds" the spells in the bound state). When the spell is
- cast, the bag is destroyed unless the caster makes a successful saving
- throw vs. spell at -2.
-
- ------------------------------------------------------------------------
- Mental Library (Alteration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: See below
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is similar to the Mental Ledger spell in that it enables the
- caster to record information in some unused portion of the casters
- brain and then gives the caster the ability to read the information at
- a later date as if they were reading it in their own hands.
-
- This spell actually will allow the caster to hold as many spells as he
- knows and any that the caster might learn in the future. In fact, any
- spells that are stored in the casters brain through the use of the
- spell will remain there essentially forever available for recall when
- necessary.
-
- This spell also allows the caster to record information other than
- spells in this "storage area". The caster can store the entire contents
- of any book that he reads and can access the book at any time in the
- future just like the spell Mental Note.
-
- Too add more information after the spell is cast requires that the
- caster cast the spell again at the time that they wish to add more
- information.
-
- The material components for this spell the first time it is cast is a
- specially prepared lead crystal which has been enchanted to absorb
- magical energies. The value of this item is no less than 50000 GP. To
- add more information in subsequent castings, the caster would require a
- pure lead crystal of 5000 GP (as in the mental ledger spell).
-
- This spell is highly useful for mages on the go who want all their
- spells and library without having to carry it around for themselves.
-
- The casting time depends on what is being stored. It takes one hour per
- spell level per spell memorised, and it takes the time it takes the
- caster to read a book to store a book (the caster is allowed to take
- short breaks and sleep if there is a large amount of information being
- memorised).
-
- ------------------------------------------------------------------------
- Mezzalldam's Choking Fist (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 3 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: None
-
- This spell creates a disembodied hand similar to those of Bigby's
- Hand spells, except it is much smaller (about the size of an ogre's
- hand). It will attack as directed by the caster (no concentration is
- required to do so - the wizard simply chooses the target). The hand
- does not automatically hit, but will attack using the caster's THAC0,
- with a +2 "to hit" bonus.
-
- If a hit is scored, the fist closes tightly around the victim's throat;
- it will continue squeezing until the target is dead, or until the hold
- is broken. Once per round, the fist's lock may be broken by making a
- successful bend bars roll (the victim has a 10% penalty applied to this
- roll); only one person may do this each round, due to the small size of
- the hand. Other party members who try to free the victim must devote
- their entire attention to this for the round (i.e. no other action may
- be taken, DEX bonuses to AC are lost, etc.).
-
- Each round the victim is choked, a system shock roll must be made; each
- additional round (past 1) of constriction inflicts a 5% penalty to this
- roll. If this roll fails, the victim fall unconscious and if the hold
- is not broken the following round, the victim dies. While a victim is
- being choked he may perform no other actions (other than breaking the
- fist's hold) - all the target's efforts are required to fight the
- effects of the constriction. The fist will continue attacking until it
- is destroyed/dispelled, or until the spells' duration expires; the
- caster can also end the spell with a single word.
-
- The fist may be destroyed by direct attack; it has an armour class of
- -2 and as many hit points as the caster at full health. The fist will
- also break its hold on a victim every time it loses half its remaining
- hit points. Note however, that attacking the fist while it is choking
- a victim is dangerous; if an attack on the fist fails to hit, another
- normal attack must be immediately rolled against the victim, inflicting
- any damage normally. If the fist's hold is released or broken, it may
- be attacked without fear of hitting companions. If the fist is not
- choking a victim, it may be attacked by anyone who beats the wizard's
- initiative roll (or by anyone, if the fist fails to score a hit that
- round).
-
- The material components for this spell are a bit of bone and skin from
- any constricting snake; these components are consumed when the spell is
- cast.
-
- ------------------------------------------------------------------------
- Mezzalldam's Lightning Swarm (Invocation/Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 2 rounds
- Casting Time: 9
- Area of Effect: 5' wide, 5' per level long ray
- Saving Throw: 1/2
-
- When this spell is cast, a 5' wide, electrically-charged, blue ray
- shoots from the caster's finger, and strikes as directed up to
- distances of 10 yards per level of the caster. The ray travels in a
- straight line and is blocked by most obstacles; however, it will burn
- through thin, flammable material such as cloth and straw.
-
- When the ray reaches its terminal point, as chosen by the caster (or
- when it strikes a blocking obstacle) it will erupt into a lightning
- swarm. This swarm appears as a glowing, blue sphere with dozens of
- small lightning bolts flashing in all directions. The radius of the
- swarm is 5 feet per level of the caster.
-
- Anyone caught inside the swarm suffers 10d6 points of damage; a
- successful save vs. spell reduces this damage by half (victims wearing
- metal armour suffer a -2 penalty to their saving throw). Those who fail
- their save must make saves vs. lightning for all their objects; items
- that fail their save are destroyed.
-
- If the caster desires, the swarm may be continued for a second round.
- If full concentration is maintained, the caster may move the swarm 10
- feet per level of the caster; if the caster's concentration is broken,
- the swarm stays where it is. Anyone that comes into contact with the
- swarm during the second round suffers 5d6 points of damage. Those who
- successfully saved on the first round automatically save on the second
- round as well.
-
- The material component for this spell is the heart of a blue dragon,
- which is consumed when the spell is cast. Evil spellcasters have
- discovered that the heart of a bronze dragon will also work as a
- material component for this spell.
-
- ------------------------------------------------------------------------
- Mystyk's Mystical Missile (Invocation/Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 10 yards + 10 yards per level
- Components: V, S, M
- Duration: Special
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: Special
-
- This spell causes a sparking, blue ray to shoot from the caster's hand;
- the ray will strike any creature as chosen by the caster. When the ray
- strikes the target, it will evolve into a vortex of electricity that
- surrounds the victim. The target must make a saving throw vs. spell at
- -4; if this save succeeds, the spell ends with no effect. If the save
- fails, the victim suffers damage equal to 1d8 + 1 per level of the
- caster, and the spell continues. Each round, a new save must be made,
- with a cumulative +1 bonus (i.e. -3 on the second round, -2 on the
- third, etc.); the spell ends if a save is successful, otherwise the
- victim is again subject to a damage roll. The target must devote his or
- her entire effort on escaping the vortex; if any other action is
- performed that round, the save automatically fails and damage is
- inflicted normally. If the victim is rendered unconscious by the
- vortex, saves automatically fail (although the bonus still accumulates)
- until the target regains consciousness.
-
- If a victim is killed by this spell, the vortex will immediately attack
- the nearest enemy of the caster; if none exist (within spell range of
- the caster), the spell ends. The vortex moves at a rate of 24, and the
- new target is attacked normally; the penalty or bonus to the save
- resumes at the point it left off when the previous target was killed.
- For example, if the initial target was killed during the fifth round,
- the new victim's save begins with a +1 bonus. Any number of targets may
- be attacked by this spell, as long as the saves are unsuccessful, and a
- potential target is within range; otherwise, the spell ends.
-
- The material components for this spell are the heart and scales of a
- blue dragon, and any gem worth at least 500 GP. All components are
- consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Nuke (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3 hours
- Area of Effect: 100-yard per level radius sphere
- Saving Throw: None
-
- Creates a thermonuclear explosion of 2 kilotons power per level of
- caster. Range is zero so unless used with one of the Carrier spells
- this is a suicide weapon.
-
- ------------------------------------------------------------------------
- Power Word, Vapourisation (Alteration, Conjuration/Summoning)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 9
- Area of Effect: 1" per level high cube
- Saving Throw: None
-
- When this symbol is cast, it will cause a large volume of inorganic
- material to simply vanish and cease to exist as if it had never been.
- This effect is instantaneous, and remains permanent. Only a wish can
- bring the lost matter back into existence. The volume that is destroyed
- cab be in any shape the caster desires up the maximum volume effected.
-
- If any of the inorganic material is somehow magical, then assign it a
- value of 1 to 6, using the guidelines from the magic user spell detect
- magic where artifacts are assigned a value of 6. This is the basic
- saving throw number that must be rolled, or rolled under, using a d20
- in order for the object to save and not be disintegrated.
-
- If a magic item has powers or bonuses which could protect it from
- disintegration then they must be taking into account for the items
- saving throw. An intelligent item cannot be effected by the spell, as
- it does not count as an inanimate object. A ring of spell turning would
- not be able to turn the spell, but the roll is made anyway and if the
- turning is successful, then the ring would get the bonus or be saved
- completely. A ring of protection would get it's saving throw bonus,
- while a device of protection from disintegration would always save.
-
- The material components of this spell is a pinch of dust from the
- coffin of a mummy.
-
- ------------------------------------------------------------------------
- Sarius' Endosmotic Zone of Magic (Alteration)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: None
-
- This powerful spell was researched by Sarius Mendlekine, Lord of
- Telnorne. It is actually used to create a magical rod (3' long and 1"
- in diameter) that projects a continual zone of increased magical
- potential in a spherical area of effect equal to a radius of 1" per
- level, extended outward from the rod in all directions. This spherical
- zone makes magic function at its utmost effectiveness, normally. But,
- it can be used to travel to planes with reduced magical factor ratings
- (MF) while keeping a MF rating of 0 within the area of effect. On
- planes with an increased MF the spell simply allows all spells of
- 9th-level or less to work optimally. The zone will permeate any area
- which is not totally enclosed in a lead casing or protected by an
- anti-magic shell which withstands the dweomer. All anti-magic shells
- or effects that come within the zone react as though a dispel magic is
- cast upon them each and every round. Every round the two areas
- interact the anti-magic zones have a chance of dispelling as though a
- mage of four levels higher than the caster were trying to "Dispel
- Magic" against them. On planes with a negative MF rating, everything
- within the area of effect operates as though the MF rating were 0. So,
- someone with a ring of flying would fly within the zone, but exiting it
- would cause them to drop like a rock! On a negative MF rating plane
- anti-magic shells are dispelled at the normal level of mastery or the
- spell-caster and all spells cast by any class of characters, whether
- native to the plane or not, operate at a normal MF rating of 0.
-
- The spell's duration (from activation of the rod) is equal to a base 1
- day per level in a Prime Material plane with a MF rating of 0. On
- negative MF rating planes, the duration is calculate as the total
- number of whole days left for the rod to operate divided by the result
- of the MF rating multiplied by -1. For example, a 20th-level mage
- activates the rod and hurriedly enters a gateway to an alternate Prime
- Material plane with a MF rating of -5 (since the spell must be
- initially cast on a plane with a MF rating of 0 or better). The
- duration would be determined thus: 20 days/(-5 x -1) = 4 days. But, if
- the mage had operated the rod (for more than 1 turn) before entering
- the gateway it would have lost a days duration and be calculated as:
- 19/(-5 x -1) = 3.8 days, or 91.2 hours, or 547.2 turns, or 5,472
- rounds. If the wielder had travelled to a plane with a MF rating
- greater than 0 the spell's duration would be calculated as the base
- duration multiplied by the MF rating of the plane. Whenever the rod
- changes alternate Prime Material planes (even if they both contain the
- same MF rating) its duration is recalculate with the current remaining
- days of operation left used as the base for determining the duration of
- the spell (disregard any remaining duration that does not equal a day
- or more in length). If the rod travels from a positive MF rating plane
- to a negative MF rating plane the rod is totally disrupted in the
- transferral as though the spell had ended, and vice versa. Dispelling
- magics will only affect the rod for one single round unless they are
- cast by a Demi-Power, Lesser Power, or Greater Power, in which case the
- a successful "dispel magic" will cause the device to become disrupted
- as described below.
-
- The rod is the only material component of this spell. It is made from
- the purest mithril and rune inscribing agents (costing at least 7,000
- GP). Then, 9 deep blue amethysts (1000 GP each) are inset to the side
- of the rod among the various runes of power, and a large sapphire
- (1,000 GP) is affixed to the top. Once the rod has been fashioned (2
- months creation time minus 1 day per level of mage working on the
- inscribing of the runes down to a minimum of 1 month) this spell can be
- cast upon it, empowering the rod with enormous magical potential. From
- this point, the rod remains dormant until its power is activated by
- speaking the proper command word and willing the rod to function.
- Until the rod is activated the casting mage loses a single 9th-level
- spell casting slot because of the bond that he has established with the
- rod's dormant power. While this spell could be inscribed onto a scroll
- it would still require the rod as a material component and the mage who
- inscribed the spell would not regain the spell slot until the potential
- of the scroll was released through copying it into a spellbook or
- casting it onto the rod and activating the rod. (Note: An apprentice
- may be used to inscribe the runes upon the rod freeing the learned
- master to further research).
-
- Although almost any sentient creature may utilise the rod, in the hands
- of the original spell-caster it will convey a personal magic resistance
- equal to his level of experience (and cumulative to any other magic
- resistance he may be employing). On any Prime Material plane the rod
- will also act as a Rod of Striking, conveying a +3 magical to hit bonus
- and striking for 3d6+3 points of damage per round. The rod may only
- strike once in any melee round no matter if the creature wielding it is
- capable of multiple attacks with weapons. During the last turn of the
- spell's duration the rod will begin to hum extremely loud (hearable in
- a 1/2 mile radius. During the last round of the spell's duration the
- rod will glow with extremely powerful magical electricity, causing 1d20
- hit points of damage to all that touch it, per segment of contact. In
- the last round is will flash with a bright light (causing all in the
- zone to save vs. rods or be blinded for 1d20 rounds) and then cease to
- function. This last burst of energy transmutes the mithril rod into
- pure lead, causes the runes to dissolve, and disintegrates the 10 gems
- into a useless powder.
-
- ------------------------------------------------------------------------
- Sillvatar's Dragon Breath (Conjuration/Summoning)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 10' per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: Special
-
- This spell conjures a dragon head similar to that created by
- Sillvatar's Dragon Bite; however, instead of bite damage, the caster
- may direct the head to make a single, instantaneous breath attack. The
- dimensions and composition of this breath attack are as per the dragon
- the material component is from. The damage inflicted by this attack is
- equal to an attack from the appropriate dragon of age category 1-6
- (determine age randomly). For example, if a red dragon is the source of
- the material component for this spell, and a 4 is rolled for the age
- category, the breath attack takes the shape of a 90'x5'x30' cone of
- fire, and inflicts 8d10 points of damage. All victims must save vs.
- the worst of spell or breath weapon to receive only half damage;
- possessions are treated as if they had been hit by the actual
- corresponding breath weapon (if the victim's save was successful,
- possessions are not affected).
-
- The material component for this spell is the heart from any type of
- dragon; this component is consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Sillvatar's Superior Summoning (Conjuration/Summoning) Reversible
- Level: 9
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 2 turns (casting time of 5 to trigger summons)
- Area of Effect: Special
- Saving Throw: None
-
- The caster of this spell is able to summon to his aid one or more
- prechosen individuals; the creatures to be summoned must be chosen at
- the time the spell is cast and must be willing to receive the summons.
- The total number of levels or hit dice of the individuals summoned must
- be equal to, or less than the level of the caster.
-
- When the spell is initially cast, the wizard must follow a set
- procedure for each person or creature summoned: first the individual
- must be marked with a Wizard's Mark spell; this must then be made
- permanent through the casting of a Permanency spell (to prevent the
- mark from wearing off). Finally, the Superior Summoning is cast; this
- entire process takes two turns, plus the casting times of the other two
- spells. Each recipient must be marked by a separate Wizard's Mark, but
- a single casting of the Permanency spell, as well as the Superior
- Summoning will suffice. These marks will be visible only to the caster
- and the recipient (although a True Seeing spell or similar magic will
- reveal them) and will remain until dispelled or the spell is
- triggered.
-
- When the wizard wishes to trigger the spell, the final incantations are
- uttered along with the names of each of the recipients (this has a
- casting time of 5). The summoned individuals will appear anywhere
- withing 100' of the caster, as desired. The individuals to be summoned
- must be on the same plane as the caster when the spell is cast
- (triggered) or they cannot answer the summons.
-
- The reverse of this spell, Sillvatar's Superior Sending, will send the
- marked individuals to a pre-chosen location (a separate location may be
- chosen for each recipient). The result is similar to a Teleport without
- Error spell, but with a separate location for each recipient. The same
- procedure must be followed as for the Superior Summoning, and since the
- Wizard's Mark disappears when the individual is summoned, multiple
- castings of this spell, as well as the Wizard's Mark and Permanency,
- are required to send summoned creatures back to where they came from.
-
- The material component for this spell is a diamond worth at least 500
- GP for each individual to be summoned. These diamonds are powdered
- and sprinkled on the Wizard's Mark (this fulfills the component
- requirements for the Wizard's Mark spell as well).
-
- ------------------------------------------------------------------------
- Sphere of Annihilation (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 4"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 12 hours
- Area of Effect: 2' diameter sphere
- Saving Throw: None
-
- This ancient and arcane spell was first found in the Libram of Tel'
- Aknus the Mad. It is used to create a sphere of annihilation. The
- mage must prepare a special magical device, which costs 15,000 GP to
- construct, to house the energies required to bring the sphere into
- existence. The construct is made of the rarest or ores, adamantite,
- and requires a full year of work by a master smith to fashion. A
- Master Alchemist must then fuse ten vials of Essence of Platinum, ten
- vials of Essence of Gold, and ten vials of Essence of Silver, in this
- order, into the construct (which looks something like a giant spider
- when finished). This will take two weeks per vial and the chance of
- success is equal to the alchemist's chance of creating said essences
- (checked for each vial fused to the structure) and any failure means
- that the entire structure has been transmuted in the metal of the
- current essence which is being fused into the construct.
-
- Then the casting procedure can take place. It consists of a highly
- ritual ceremony requiring a black pearl of at least 1' in diameter
- being placed inside a magic circle and then calling forth the various
- magics of the planes to instill the pearl with anti-planar power of a
- sphere of annihilation. The spell then temporarily doubles the current
- hit points of the casting mage as it starts. Every hour of casting
- time instills the pearl with more and more power. At the end of every
- hour's casting the mage must roll a successful saving throw vs. magic
- which is unadjusted by any means other than his current level of
- mastery. If successful, the casting continues for the next hour. If
- unsuccessful, the mage takes 1d20 points of damage for an unsuccessful
- hour of casting and the casting time is extended for anther hour. The
- spell will only be successful if 12 hours of continual casting is
- completed. Remember that if the spell is successful the mage must
- still attempt to bring the sphere under his control. This spell in no
- way gives any special bonuses for control attempts.
-
- If the mage is reduced to zero hit points the pearl disappears (in a
- harmless, but spectacular flash of light) and his strength and
- constitution are reduced to 1 and he is thrown into a coma, losing
- knowledge of all spells currently memorised. These statistics and
- normal hit points are regained at a rate of 1 point per day or total
- rest unless some form of magic is used to increase healing. Until the
- mage reaches half of his original constitution score he is extremely
- susceptible to diseases and will take 4x the amount of damage a disease
- would normally inflict. When half of his original strength is restored
- he may save vs. spells each day to see if he comes out of the coma.
- Failure means that he remains in the coma. Once the mage comes out of
- a coma he will be in a ravenous state and will not be able to regain
- spells again till he has eaten and rested for as many days as he was in
- the coma. Success or failure notwithstanding, this spell will always
- destroy the construct and the pearl used as the material components.
- If the spell is successful, the construct and pearl are sucked into the
- sphere, and if unsuccessful, the construct crumbles into a useless
- crystal substance and the pearl disappears as mentioned above.
-
- If the spell-caster is physically touched during the casting of this
- spell by anything, including the power of another magic, and sustains
- damage which subtracts from his hit points or any ability score or
- level, the pearl will explode in a force of magic dealing out damage
- equal to 1d20 per hour of casting time that has passed (rounded down)
- in a radius equal to 1" per hour of casting time that has successfully
- passed (again, rounded down and a unmodified saving throw vs. spells
- will allow anyone in the area of effect to save for half damage).
- Also, when this happens the extra hit points disappear (if they are
- still present) and the mage takes damage from his normal remaining hit
- points. Death by this explosion means that the body has been
- disintegrated, ruling out "raise dead" or "resurrection" spells for
- bringing the victim back to life.
-
- ------------------------------------------------------------------------
- Symmetry (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3 hours
- Area of Effect: 10-mile radius sphere
- Saving Throw: None
-
- Composed of 2 level 9 spells which have to be cast simultaneously.
- Creates within a 10-mile radius a condition in which the symmetry
- between the physical interactions which prevailed at the time of the
- Big Bang is restored. Everything within the 10-mile radius is
- instantaneously gone regardless of magic resistance, god or artifact
- status etc. Everything for a couple of hundred miles around gets
- burned, vapourised, melted etc. Note that like Nuke this has a range of
- zero, so use of Long-Range Carrier is advised.
-
- ------------------------------------------------------------------------
- Telnorne Force Layer (Evocation)
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 1"
- Components: V, S
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: One 10'x 10' area
- Saving Throw: None
-
- The source of this highly improved version of the "Wall of Force" spell
- is the Telnorne Mageocrat. It is used to create a barrier which cannot
- be penetrated by any known spells or forces in the multi-universe,
- including major powers, avatars, devils, or demon princes.
-
- The casting time of 1 hour is standard, but the mage must also spend a
- hour in contemplation, reviewing diagrams and/or charts of the area or
- object to which the force layer is to be attached when memorising the
- spell. A force layer may cover an area of up to 10'x 10', and must be
- attached to a localised gravity: either an object, a structure, or an
- area. Once cast, only spells of wish-like power may affect the force
- layer.
-
- A "Limited Wish" will effect the force layer as a 1/2 strength "Dispel
- Magic", an "Alter Reality" will effect the force layer as a 3/4
- strength "Dispel Magic", and a "Wish" will effect the force layer as a
- full strength "Dispel Magic". The force layer may be attached to
- moving objects, but only those which are of one piece and move in
- conjunction to something else. For example, a chest (with hinges)
- could be covered, but the chest would still need to have a break within
- the spell effect, so only the top or the bottom of the chest would be
- affected. Placing the spell on a wagon would effectively make the
- wagon indestructible, but the wagon would never again roll since the
- wheels are now locked in place. But, if the wheels alone (and possibly
- the axle if the mage was inventive) were protected the wagon would
- still roll. Of course, after the wheels eventually rotted away in a
- few years the spell area would still be in effect and invisible wheels
- would still roll.
-
- When this spell is cast on the Prime Material plane the area of effect
- extends into the astral and ethereal planes, although the force layer
- will still be invisible. Nothing will stick to the force layer except
- for another force layer which is attached to a previously cast one.
- Paint, dust, and powders will simply roll off its surface. Only Dust
- of Appearance will stick to the force layer, and then only for 1d10
- rounds.
-
- ------------------------------------------------------------------------
- Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible
- Level: 9
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 9
- Area of Effect: Special
- Saving Throw: Special
-
- This spell is Uldark's response to his friend Sillvatar's spell,
- Superior Summoning [q.v.]; it is not as powerful (in terms of levels)
- as Sillvatar's spell, but is more versatile, and requires less
- preparation time. This spell allows the caster to summon any creature
- of the wizard's choice; only one such creature may be summoned per
- casting of this spell, and the summoned creature's hit dice may be no
- more than two-thirds the caster's level (drop fractions). A certain
- species of creature may be specified in the summoning (or in the case
- of an adventurer, class and level), but a specific individual may not
- be called; for example, the caster may summon a 12th level Paladin, but
- may not summon a specific paladin by name.
-
- The summoned creature appears anywhere within the spell's range as
- directed by the caster. If a good caster summons an evil creature (or
- if an evil one summons a good creature) both the creature and the
- caster must roll a save vs. spell. If the caster succeeds and the
- creature fails, the spell proceeds normally; if the caster fails and
- the creature succeeds, the creature will attack the caster immediately;
- if both fail, the creature ignores the caster (the caster may still
- attempt to gain control of the summoned creature via some other
- magic).
-
- Of course since Sillvatar's spell is reversible, Uldark felt his should
- be as well. The reverse of this spell, Uldark's Ultimate Banishment,
- sends the previously-summoned creature back to its place of origin.
- This will only work on a creature who was previously summoned by this
- spell. If the creature fails a save vs. spell at -4, it is immediately
- sent back to where it came from.
-
- The material component for this is a ruby, diamond, or emerald worth at
- least 800 GP. The gem is consumed with the casting of the spell.
-